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

67 lines
2.5 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>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiMaskInterface
: public AZ::ComponentBus
{
public: // member functions
virtual ~UiMaskInterface() {}
//! Get whether masking is enabled
virtual bool GetIsMaskingEnabled() = 0;
//! Set whether masking is enabled
virtual void SetIsMaskingEnabled(bool enableMasking) = 0;
//! Get whether interaction masking is enabled
virtual bool GetIsInteractionMaskingEnabled() = 0;
//! Set whether interaction masking is enabled
virtual void SetIsInteractionMaskingEnabled(bool enableInteractionMasking) = 0;
//! Get whether mask visual is drawn to color buffer behind child elements
virtual bool GetDrawBehind() = 0;
//! Set whether mask visual is drawn to color buffer behind child elements
virtual void SetDrawBehind(bool drawMaskVisualBehindChildren) = 0;
//! Get whether mask visual is drawn to color buffer in front of child elements
virtual bool GetDrawInFront() = 0;
//! Set whether mask visual is drawn to color buffer in front of child elements
virtual void SetDrawInFront(bool drawMaskVisualInFrontOfChildren) = 0;
//! Get whether to use alpha test when drawing mask visual to stencil
virtual bool GetUseAlphaTest() = 0;
//! Set whether to use alpha test when drawing mask visual to stencil
virtual void SetUseAlphaTest(bool useAlphaTest) = 0;
//! Get the flag that indicates whether the mask should use render to texture
virtual bool GetUseRenderToTexture() = 0;
//! Set the flag that indicates whether the mask should use render to texture
virtual void SetUseRenderToTexture(bool useRenderToTexture) = 0;
public: // static member data
//! Only one component on a entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
};
typedef AZ::EBus<UiMaskInterface> UiMaskBus;