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o3de/Code/Tools/LuaIDE/Source/LUA/LUAEditorViewMessages.h

52 lines
1.8 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
*
*/
#ifndef LUAEDITOR_VIEWMESSAGES_H
#define LUAEDITOR_VIEWMESSAGES_H
#include <AzCore/base.h>
#include <AzCore/EBus/EBus.h>
#pragma once
namespace LUAEditor
{
struct DocumentInfo;
// these are the messages targeted to the main window of the lua editor
// they are used to talk to the views and so on.
class LUAEditorMainWindowMessages
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// Bus configuration
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single; // we have one bus that we always broadcast to
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ:: EBusHandlerPolicy::Multiple; // we have multiple listeners.
//////////////////////////////////////////////////////////////////////////
typedef AZ::EBus<LUAEditorMainWindowMessages> Bus;
typedef Bus::Handler Handler;
virtual ~LUAEditorMainWindowMessages() {}
virtual void OnFocusInEvent(const AZStd::string& assetId) = 0;
virtual void OnFocusOutEvent(const AZStd::string& assetId) = 0;
virtual void OnRequestCheckOut(const AZStd::string& assetId) = 0;
virtual void OnConnectedToTarget() = 0;
virtual void OnDisconnectedFromTarget() = 0;
virtual void OnConnectedToDebugger() = 0;
virtual void OnDisconnectedFromDebugger() = 0;
virtual void OnExecuteScriptResult(bool success) = 0;
/// Request a main window repaint
virtual void Repaint() = 0;
};
}
#endif//LUAEDITOR_VIEWMESSAGES_H