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46 lines
1.7 KiB
C++
46 lines
1.7 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/EBus/EBus.h>
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#include <AzCore/Component/EntityId.h>
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namespace GraphCanvas
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{
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class EntitySaveDataContainer;
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//! EntitySaveDataRequests
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class EntitySaveDataRequests : public AZ::EBusTraits
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{
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public:
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
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using BusIdType = AZ::EntityId;
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// Multiple handlers. Events received in defined order.
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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// Signal that the Save Data should be written out to the specified container.
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virtual void WriteSaveData(EntitySaveDataContainer& saveDataContainer) const = 0;
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// Signal that the Save Data should be read in from the specified container.
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// This should be signalled before the entity is added to the scene.
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virtual void ReadSaveData(const EntitySaveDataContainer& saveDataContainer) = 0;
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// Signal to the object to read save data in the context of a 'preset'
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//
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// Which should consist of a series of visual changes, and nothing data based
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// Optional since not all 'save data' request handles will need to do something with this.
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virtual void ApplyPresetData(const EntitySaveDataContainer& saveDataContainer)
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{
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AZ_UNUSED(saveDataContainer);
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}
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};
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using EntitySaveDataRequestBus = AZ::EBus<EntitySaveDataRequests>;
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}
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