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o3de/Code/CryEngine/CryCommon/LyShine/Bus/UiAnimateEntityBus.h

37 lines
1.2 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>
// Forward declarations
class ISprite;
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiAnimateEntityInterface
: public AZ::ComponentBus
{
public: // member functions
virtual ~UiAnimateEntityInterface() {}
//! Called when the animation system has updated the data members of an entity's components
virtual void PropertyValuesChanged() = 0;
public: // static member data
//! More than one component on a entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
};
typedef AZ::EBus<UiAnimateEntityInterface> UiAnimateEntityBus;