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o3de/Code/CryEngine/CryCommon/Maestro/Bus/EditorSequenceAgentComponen...

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Component/ComponentBus.h>
#include <AzCore/EBus/EBus.h>
#include <AzCore/std/string/string.h>
#include <Maestro/Bus/SequenceComponentBus.h>
#include <Maestro/Bus/SequenceAgentComponentBus.h>
#include <IMovieSystem.h>
#include "SequenceAgentComponentBus.h"
namespace Maestro
{
/*!
* EditorSequenceAgentComponentRequests EBus Interface
* Messages serviced by EditorSequenceAgentComponents.
*
* The EBus is Id'ed on a pair of SequenceEntityId, SequenceAgentEntityId
*/
class EditorSequenceAgentComponentBus
: public AZ::EBusTraits
{
public:
virtual ~EditorSequenceAgentComponentBus() = default;
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
using BusIdType = SequenceAgentEventBusId;
//////////////////////////////////////////////////////////////////////////
};
class EditorSequenceAgentComponentRequests
: public EditorSequenceAgentComponentBus
{
public:
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides - application is a singleton
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; // Only one component on a entity can implement the events
//////////////////////////////////////////////////////////////////////////
//! Returns a list of all animatable properties for a given componentId on the entity which holds the SequenceAgent Component
virtual void GetAllAnimatableProperties(IAnimNode::AnimParamInfos& propertyNames, AZ::ComponentId componentId) = 0;
//! Append all animatable components on the entity which holds the SequenceAgent Component
virtual void GetAnimatableComponents(AZStd::vector<AZ::ComponentId>& animatableComponentIds) = 0;
};
using EditorSequenceAgentComponentRequestBus = AZ::EBus<EditorSequenceAgentComponentRequests>;
/**
* Notifications from the Editor Sequence Agent Component
*/
class EditorSequenceAgentComponentNotification
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
using BusIdType = AZ::EntityId;
//////////////////////////////////////////////////////////////////////////
virtual ~EditorSequenceAgentComponentNotification() {}
/**
* Called when a Sequence Agent has been connected to a Sequence.
*/
virtual void OnSequenceAgentConnected() {}
};
using EditorSequenceAgentComponentNotificationBus = AZ::EBus<EditorSequenceAgentComponentNotification>;
} // namespace Maestro