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o3de/Code/CryEngine/CryCommon/Maestro/Bus/EditorSequenceComponentBus.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>
#include <AzCore/std/string/string.h>
#include <IMovieSystem.h>
#include "SequenceComponentBus.h"
enum class AnimValueType;
namespace Maestro
{
/*!
* EditorSequenceComponentRequests EBus Interface
* Messages serviced by DirectorComponents.
*/
class EditorSequenceComponentRequests
: public AZ::ComponentBus
{
public:
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides - application is a singleton
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; // Only one component on a entity can implement the events
//////////////////////////////////////////////////////////////////////////
//! Adds an entity to be animated
virtual void AddEntityToAnimate(AZ::EntityId entityToAnimate) = 0;
//! Remove EntityToAnimate
virtual void RemoveEntityToAnimate(AZ::EntityId removedEntityId) = 0;
//! Marks the entity as dirty in the Editor. Returns true if the entity was marked as dirty, false otherwise.
virtual bool MarkEntityAsDirty() const = 0;
//! Fills in a list of all animatable properites for a given component on a given entity.
virtual void GetAllAnimatablePropertiesForComponent(IAnimNode::AnimParamInfos& addressList, AZ::EntityId id, AZ::ComponentId componentId) = 0;
//! Fills in a list of all animatable component ids for the given entity.
virtual void GetAnimatableComponents(AZStd::vector<AZ::ComponentId>& componentIds, AZ::EntityId id) = 0;
//! Return the AnimValueType type for the given address
virtual AnimValueType GetValueType(const AZStd::string& animatableAddress) = 0;
};
using EditorSequenceComponentRequestBus = AZ::EBus<EditorSequenceComponentRequests>;
// defined in the bus header so we can refer to it in the Editor code
#define EditorSequenceComponentTypeId "{C02DC0E2-D0F3-488B-B9EE-98E28077EC56}"
} // namespace Maestro