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o3de/Code/Tools/SceneAPI/SceneCore/Components/LoadingComponent.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

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1.5 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/Component/Component.h>
#include <SceneAPI/SceneCore/SceneCoreConfiguration.h>
#include <SceneAPI/SceneCore/Events/CallProcessorBinder.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneCore
{
// Loading components are small logic units that exist only during loading. Each of
// these components take care of a small piece of the loading process, allowing
// multiple components to use the same sources to collect data.
// Use the BindToCall from the CallProcessorBinder to be able to react to specific
// loading contexts/events.
class SCENE_CORE_CLASS LoadingComponent
: public AZ::Component
, public Events::CallProcessorBinder
{
public:
AZ_COMPONENT(LoadingComponent, "{335A696D-38DA-4A4F-B3F3-DBAD1FE86888}", Events::CallProcessorBinder);
LoadingComponent() = default;
~LoadingComponent() override = default;
SCENE_CORE_API void Activate() override;
SCENE_CORE_API void Deactivate() override;
static void Reflect(ReflectContext* context);
};
} // namespace SceneCore
} // namespace SceneAPI
} // namespace AZ