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61 lines
2.5 KiB
C++
61 lines
2.5 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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namespace LyShine
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{
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class IRenderGraph;
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}
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class UiElementInterface;
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class UiRenderInterface;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//! The UiRenderControlBus is used for controlling the rendering of elements that affect the rendering
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//! of their children.
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//! An example use is a mask component that needs to setup stencil write before rendering its
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//! components to increment the stencil buffer, switch to stencil test before rendering the child
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//! elements and then do a second pass to decrement the stencil buffer.
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//! The interface is designed to be flexible and could also be used for setting up scissoring or
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//! rendering to a texture.
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class UiRenderControlInterface
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: public AZ::ComponentBus
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{
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public: // member functions
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virtual ~UiRenderControlInterface() {}
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//! This renders this element plus its children. It allows the RenderControl element to control
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//! the order in which the element's component and children are rendered and to change state
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//! at any point while rendering them.
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//! \param renderGraph, the render graph being added to
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//! \param elementInterface, pointer to the element interface for this element (for performance)
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//! \param renderInterface, pointer to the render interface for this element (for performance)
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//! \param numChildren, the number of child elements of this element
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//! \param isInGame, true if element being rendered in game (or preview), false if being render in edit mode
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virtual void Render(
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LyShine::IRenderGraph* renderGraph,
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UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface,
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int numChildren,
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bool isInGame) = 0;
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public: // static member data
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//! Only one component on a entity can implement the events
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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};
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typedef AZ::EBus<UiRenderControlInterface> UiRenderControlBus;
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