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o3de/Code/Tools/Standalone/Source/LUA/LUAEditorViewMessages.h

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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.
*
*/
#ifndef LUAEDITOR_VIEWMESSAGES_H
#define LUAEDITOR_VIEWMESSAGES_H
#include <AzCore/base.h>
#include <AzCore/EBus/EBus.h>
#pragma once
namespace LUAEditor
{
struct DocumentInfo;
// these are the messages targeted to the main window of the lua editor
// they are used to talk to the views and so on.
class LUAEditorMainWindowMessages
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// Bus configuration
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single; // we have one bus that we always broadcast to
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ:: EBusHandlerPolicy::Multiple; // we have multiple listeners.
//////////////////////////////////////////////////////////////////////////
typedef AZ::EBus<LUAEditorMainWindowMessages> Bus;
typedef Bus::Handler Handler;
virtual ~LUAEditorMainWindowMessages() {}
virtual void OnFocusInEvent(const AZStd::string& assetId) = 0;
virtual void OnFocusOutEvent(const AZStd::string& assetId) = 0;
virtual void OnRequestCheckOut(const AZStd::string& assetId) = 0;
virtual void OnConnectedToTarget() = 0;
virtual void OnDisconnectedFromTarget() = 0;
virtual void OnConnectedToDebugger() = 0;
virtual void OnDisconnectedFromDebugger() = 0;
virtual void OnExecuteScriptResult(bool success) = 0;
/// Request a main window repaint
virtual void Repaint() = 0;
};
}
#endif//LUAEDITOR_VIEWMESSAGES_H