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48 lines
1.8 KiB
C++
48 lines
1.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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#include <SceneAPI/SceneCore/SceneCoreConfiguration.h>
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#include <SceneAPI/SceneCore/Events/CallProcessorBinder.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace SceneCore
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{
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// Loading components are small logic units that exist only during loading. Each of
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// these components take care of a small piece of the loading process, allowing
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// multiple components to use the same sources to collect data.
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// Use the BindToCall from the CallProcessorBinder to be able to react to specific
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// loading contexts/events.
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class SCENE_CORE_CLASS LoadingComponent
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: public AZ::Component
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, public Events::CallProcessorBinder
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{
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public:
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AZ_COMPONENT(LoadingComponent, "{335A696D-38DA-4A4F-B3F3-DBAD1FE86888}", Events::CallProcessorBinder);
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LoadingComponent() = default;
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~LoadingComponent() override = default;
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SCENE_CORE_API void Activate() override;
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SCENE_CORE_API void Deactivate() override;
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static void Reflect(ReflectContext* context);
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};
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} // namespace SceneCore
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} // namespace SceneAPI
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} // namespace AZ
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