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o3de/Code/CryEngine/CryCommon/Maestro/Bus/SequenceAgentComponentBus.h

101 lines
4.8 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/EBus/EBus.h>
#include <AzCore/std/string/string.h>
#include <Maestro/Bus/SequenceComponentBus.h>
namespace Maestro
{
/*!
* SequenceAgentComponentRequests EBus Interface
* Messages serviced by SequenceAgentComponents.
*
* The EBus is Id'ed on a pair of SequenceEntityId, SequenceAgentEntityId
*/
//
// SequenceComponents broadcast to SequenceAgentComponents via a pair of Ids:
// sequenceEntityId, sequenceAgentEntityId
using SequenceAgentEventBusId = AZStd::pair<AZ::EntityId, AZ::EntityId>; // SequenceComponenet Entity Id, SequenceAgent EntityId
class SequenceAgentComponentBus
: public AZ::EBusTraits
{
public:
virtual ~SequenceAgentComponentBus() = default;
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
typedef SequenceAgentEventBusId BusIdType;
//////////////////////////////////////////////////////////////////////////
};
class SequenceAgentComponentRequests
: public SequenceAgentComponentBus
{
public:
using AnimatablePropertyAddress = Maestro::SequenceComponentRequests::AnimatablePropertyAddress;
using AnimatedValue = Maestro::SequenceComponentRequests::AnimatedValue;
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides - application is a singleton
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; // Only one component on a entity can implement the events
//////////////////////////////////////////////////////////////////////////
//! Called when a SequenceComponent is connected
virtual void ConnectSequence(const AZ::EntityId& sequenceEntityId) = 0;
//! Called when a SequenceComponent is disconnected
virtual void DisconnectSequence() = 0;
//! Get the value for an animated float property at the given address on the same entity as the agent.
//! @param returnValue holds the value to get - this must be instance of one of the concrete subclasses of AnimatedValue, corresponding to the type of the property referenced by the animatedAdresss
//! @param animatedAddress identifies the component and property to be set
virtual void GetAnimatedPropertyValue(AnimatedValue& returnValue, const AnimatablePropertyAddress& animatableAddress) = 0;
//! Set the value for an animated property at the given address on the same entity as the agent
//! @param animatedAddress identifies the component and property to be set
//! @param value the value to set - this must be instance of one of the concrete subclasses of AnimatedValue, corresponding to the type of the property referenced by the animatedAdresss
//! @return true if the value was changed.
virtual bool SetAnimatedPropertyValue(const AnimatablePropertyAddress& animatableAddress, const AnimatedValue& value) = 0;
//! Returns the Uuid of the type that the 'getter' returns for this animatableAddress
virtual AZ::Uuid GetAnimatedAddressTypeId(const Maestro::SequenceComponentRequests::AnimatablePropertyAddress& animatableAddress) = 0;
//! Track View will expect some components (those using AZ::Data::AssetBlends as a virtual property) to supply a GetAssetDuration event
//! so Track View can query the duration of an asset (like a motion) without having any knowledge of that that asset is.
virtual void GetAssetDuration(AnimatedValue& returnValue, AZ::ComponentId componentId, const AZ::Data::AssetId& assetId) = 0;
};
using SequenceAgentComponentRequestBus = AZ::EBus<SequenceAgentComponentRequests>;
} // namespace Maestro
namespace AZStd
{
template <>
struct hash < Maestro::SequenceAgentEventBusId >
{
inline size_t operator()(const Maestro::SequenceAgentEventBusId& eventBusId) const
{
AZStd::hash<AZ::EntityId> entityIdHasher;
size_t retVal = entityIdHasher(eventBusId.first);
AZStd::hash_combine(retVal, eventBusId.second);
return retVal;
}
};
}