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42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/ComponentBus.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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class UiInitializationInterface
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: public AZ::ComponentBus
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{
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public: // member functions
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virtual ~UiInitializationInterface() {}
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//! Initialize the component after it has been created as part of a set of entities.
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//! I.e. After a group of entities has been created and activated from a load or clone operation
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//! in the game (not in the UI Editor) this is called on each created element.
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//! This allows the component to perform operations that rely on related entities being
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//! activated.
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virtual void InGamePostActivate() = 0;
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public: // static member functions
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static const char* GetUniqueName() { return "UiInitializationInterface"; }
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public: // static member data
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//! Multiple components on an entity can implement the events
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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};
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typedef AZ::EBus<UiInitializationInterface> UiInitializationBus;
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