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o3de/Code/Legacy/CryCommon/LyShine/UiEntityContext.h

59 lines
2.2 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Math/Uuid.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Slice/SliceComponent.h>
#include <AzFramework/Entity/EntityContext.h>
#include <AzFramework/Asset/AssetCatalogBus.h>
#include <LyShine/Bus/UiEntityContextBus.h>
namespace AZ
{
class SerializeContext;
}
namespace AzFramework
{
class EntityContext;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
//! The UI Entity Context stores the prefab asset for the root slice of a UI canvas
//! So all of the UI element entities in a canvas are owned indirectly by the context and managed
//! by the entity context.
class UiEntityContext
: public AzFramework::EntityContext
, public UiEntityContextRequestBus::Handler
{
public: // member functions
//! Initialize the entity context and instantiate the root slice
virtual void InitUiContext() = 0;
//! Destroy the Entity Context
virtual void DestroyUiContext() = 0;
//! Saves the context's slice root to the specified buffer. If necessary
//! entities undergo conversion for game: editor -> game components.
//! \return true if successfully saved. Failure is only possible if serialization data is corrupt.
virtual bool SaveToStreamForGame(AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType) = 0;
//! Saves the given canvas entity to the specified buffer. If necessary
//! the entity undergoes conversion for game: editor -> game components.
//! \return true if successfully saved. Failure is only possible if serialization data is corrupt.
//! This is needed because the canvas entity is not part of the root slice. It is here in the entity
//! context because that allows us to get to the ToolsFramework functionality.
virtual bool SaveCanvasEntityToStreamForGame(AZ::Entity* canvasEntity, AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType) = 0;
};