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o3de/Code/Legacy/CryCommon/LyShine/Bus/UiInitializationBus.h
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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

37 lines
1.3 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/ComponentBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiInitializationInterface
: public AZ::ComponentBus
{
public: // member functions
virtual ~UiInitializationInterface() {}
//! Initialize the component after it has been created as part of a set of entities.
//! I.e. After a group of entities has been created and activated from a load or clone operation
//! in the game (not in the UI Editor) this is called on each created element.
//! This allows the component to perform operations that rely on related entities being
//! activated.
virtual void InGamePostActivate() = 0;
public: // static member functions
static const char* GetUniqueName() { return "UiInitializationInterface"; }
public: // static member data
//! Multiple components on an entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
};
typedef AZ::EBus<UiInitializationInterface> UiInitializationBus;