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112 lines
5.8 KiB
C++
112 lines
5.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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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 <LyShine/UiBase.h>
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#include <AzCore/Math/Color.h>
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class ISprite;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// This bus allows the get/set of properties for a group of states that many interactable components
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// implement.
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// It is separate from UiInteractableBus because UiInteractableBus is part of a core system for how
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// the UI canvas communincates with any UI element that wants user input. Sometimes UI components
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// want input because they are part of a 2D puzzle for example but they do not always want to have
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// to support the standard state changes.
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class UiInteractableStatesInterface
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: public AZ::ComponentBus
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{
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public: // types
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//! The different visual states that an interactable can be in. An enum class is avoided so that
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//! derived components of UiInteractableComponent can extend with additional states.
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using State = int;
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enum
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{
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StateNormal = 0,
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StateHover,
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StatePressed,
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StateDisabled,
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NumStates
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};
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public: // member functions
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virtual ~UiInteractableStatesInterface() {}
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//! Set the color to be used for the given target when the interactable is in the given state
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//! If the interactable already has a color action for this state/target combination then replaces it
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virtual void SetStateColor(State state, AZ::EntityId target, const AZ::Color& color) = 0;
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//! Get the color to be used for the given target when the interactable is in the given state
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//! \return the color to be used for the given target when the interactable is in the given state
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virtual AZ::Color GetStateColor(State state, AZ::EntityId target) = 0;
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//! Get whether the interactable has a color action for this state/target combination
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//! \return true if the interactable has a color action for this state/target combination
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virtual bool HasStateColor(State state, AZ::EntityId target) = 0;
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//! Set the alpha to be used for the given target when the interactable is in the given state
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//! If the interactable already has an alpha action for this state/target combination then replaces it
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virtual void SetStateAlpha(State state, AZ::EntityId target, float alpha) = 0;
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//! Get the alpha to be used for the given target when the interactable is in the given state
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//! \return the alpha to be used for the given target when the interactable is in the given state
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virtual float GetStateAlpha(State state, AZ::EntityId target) = 0;
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//! Get whether the interactable has an alpha action for this state/target combination
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//! \return true if the interactable has an alpha action for this state/target combination
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virtual bool HasStateAlpha(State state, AZ::EntityId target) = 0;
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//! Set the sprite to be used for the given target when the interactable is in the given state
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//! If the interactable already has a sprite action for this state/target combination then replaces it
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virtual void SetStateSprite(State state, AZ::EntityId target, ISprite* sprite) = 0;
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//! Get the sprite to be used for the given target when the interactable is in the given state
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//! \return the sprite to be used for the given target when the interactable is in the given state
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virtual ISprite* GetStateSprite(State state, AZ::EntityId target) = 0;
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//! Set the sprite path to be used for the given target when the interactable is in the given state
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//! If the interactable already has a sprite action for this state/target combination then replaces it
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virtual void SetStateSpritePathname(State state, AZ::EntityId target, const AZStd::string& spritePath) = 0;
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//! Get the sprite path to be used for the given target when the interactable is in the given state
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//! \return the sprite path to be used for the given target when the interactable is in the given state
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virtual AZStd::string GetStateSpritePathname(State state, AZ::EntityId target) = 0;
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//! Get whether the interactable has a sprite action for this state/target combination
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//! \return true if the interactable has a sprite action for this state/target combination
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virtual bool HasStateSprite(State state, AZ::EntityId target) = 0;
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//! Set the font to be used for the given target when the interactable is in the given state
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//! If the interactable already has a font action for this state/target combination then replaces it
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virtual void SetStateFont(State state, AZ::EntityId target, const AZStd::string& fontPathname, unsigned int fontEffectIndex) = 0;
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//! Get the font path to be used for the given target when the interactable is in the given state
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//! \return the font path to be used for the given target when the interactable is in the given state
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virtual AZStd::string GetStateFontPathname(State state, AZ::EntityId target) = 0;
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//! Get the font effect to be used for the given target when the interactable is in the given state
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//! \return the font effect to be used for the given target when the interactable is in the given state
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virtual unsigned int GetStateFontEffectIndex(State state, AZ::EntityId target) = 0;
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//! Get whether the interactable has a font action for this state/target combination
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//! \return true if the interactable has a font action for this state/target combination
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virtual bool HasStateFont(State state, AZ::EntityId target) = 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<UiInteractableStatesInterface> UiInteractableStatesBus;
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