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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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#include <AzCore/std/string/string.h>
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#include <IMovieSystem.h>
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#include "SequenceComponentBus.h"
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enum class AnimValueType;
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namespace Maestro
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{
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/*!
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* EditorSequenceComponentRequests EBus Interface
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* Messages serviced by DirectorComponents.
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*/
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class EditorSequenceComponentRequests
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: public AZ::ComponentBus
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{
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public:
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//////////////////////////////////////////////////////////////////////////
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// EBusTraits overrides - application is a singleton
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; // Only one component on a entity can implement the events
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//////////////////////////////////////////////////////////////////////////
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//! Adds an entity to be animated
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virtual void AddEntityToAnimate(AZ::EntityId entityToAnimate) = 0;
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//! Remove EntityToAnimate
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virtual void RemoveEntityToAnimate(AZ::EntityId removedEntityId) = 0;
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//! Marks the entity as dirty in the Editor. Returns true if the entity was marked as dirty, false otherwise.
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virtual bool MarkEntityAsDirty() const = 0;
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//! Fills in a list of all animatable properites for a given component on a given entity.
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virtual void GetAllAnimatablePropertiesForComponent(IAnimNode::AnimParamInfos& addressList, AZ::EntityId id, AZ::ComponentId componentId) = 0;
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//! Fills in a list of all animatable component ids for the given entity.
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virtual void GetAnimatableComponents(AZStd::vector<AZ::ComponentId>& componentIds, AZ::EntityId id) = 0;
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//! Return the AnimValueType type for the given address
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virtual AnimValueType GetValueType(const AZStd::string& animatableAddress) = 0;
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};
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using EditorSequenceComponentRequestBus = AZ::EBus<EditorSequenceComponentRequests>;
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// defined in the bus header so we can refer to it in the Editor code
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#define EditorSequenceComponentTypeId "{C02DC0E2-D0F3-488B-B9EE-98E28077EC56}"
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} // namespace Maestro
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