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o3de/Code/CryEngine/CryCommon/LyShine/Bus/UiRenderControlBus.h

61 lines
2.5 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Component/ComponentBus.h>
namespace LyShine
{
class IRenderGraph;
}
class UiElementInterface;
class UiRenderInterface;
////////////////////////////////////////////////////////////////////////////////////////////////////
//! The UiRenderControlBus is used for controlling the rendering of elements that affect the rendering
//! of their children.
//! An example use is a mask component that needs to setup stencil write before rendering its
//! components to increment the stencil buffer, switch to stencil test before rendering the child
//! elements and then do a second pass to decrement the stencil buffer.
//! The interface is designed to be flexible and could also be used for setting up scissoring or
//! rendering to a texture.
class UiRenderControlInterface
: public AZ::ComponentBus
{
public: // member functions
virtual ~UiRenderControlInterface() {}
//! This renders this element plus its children. It allows the RenderControl element to control
//! the order in which the element's component and children are rendered and to change state
//! at any point while rendering them.
//! \param renderGraph, the render graph being added to
//! \param elementInterface, pointer to the element interface for this element (for performance)
//! \param renderInterface, pointer to the render interface for this element (for performance)
//! \param numChildren, the number of child elements of this element
//! \param isInGame, true if element being rendered in game (or preview), false if being render in edit mode
virtual void Render(
LyShine::IRenderGraph* renderGraph,
UiElementInterface* elementInterface,
UiRenderInterface* renderInterface,
int numChildren,
bool isInGame) = 0;
public: // static member data
//! Only one component on a entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
};
typedef AZ::EBus<UiRenderControlInterface> UiRenderControlBus;