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o3de/Code/Editor/EditorToolsApplicationAPI.h
T
Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

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
*
*/
#pragma once
#include <AzCore/EBus/EBus.h>
namespace EditorInternal
{
/**
* Bus used to make general requests to the ToolsApplication.
*/
class EditorToolsApplicationRequests
: public AZ::EBusTraits
{
public:
using Bus = AZ::EBus<EditorToolsApplicationRequests>;
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
//////////////////////////////////////////////////////////////////////////
virtual bool OpenLevel(AZStd::string_view levelName) = 0;
virtual bool OpenLevelNoPrompt(AZStd::string_view levelName) = 0;
virtual int CreateLevel(AZStd::string_view levelName, bool bUseTerrain) = 0;
virtual int CreateLevelNoPrompt(AZStd::string_view levelName, int terrainExportTextureSize, bool useTerrain) = 0;
virtual AZStd::string GetGameFolder() const = 0;
virtual AZStd::string GetCurrentLevelName() const = 0;
virtual AZStd::string GetCurrentLevelPath() const = 0;
//! Retrieve old cry level file extension (With prepending '.')
virtual const char* GetOldCryLevelExtension() const = 0;
//! Retrieve default level file extension (With prepending '.')
virtual const char* GetLevelExtension() const = 0;
virtual void Exit() = 0;
virtual void ExitNoPrompt() = 0;
};
using EditorToolsApplicationRequestBus = AZ::EBus<EditorToolsApplicationRequests>;
} // namespace EditorInternal