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o3de/Code/CryEngine/CryCommon/LyShine/Bus/World/UiCanvasOnMeshBus.h
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2021-03-08 14:30:57 -08:00

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/*
* 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 <AzFramework/Input/Channels/InputChannel.h>
#include <Cry_Math.h>
struct ray_hit;
namespace AzFramework
{
namespace RenderGeometry
{
struct RayResult;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// UiCanvasOnMeshBus
class UiCanvasOnMeshInterface
: public AZ::ComponentBus
{
public:
virtual ~UiCanvasOnMeshInterface() {}
//! Convert the input ray collision into a canvas space position and pass the event and that position
//! to the UI canvas to handle as a positional input event
//! \return true if the event was handled
virtual bool ProcessHitInputEvent(const AzFramework::InputChannel::Snapshot& inputSnapshot, const AzFramework::RenderGeometry::RayResult& rayResult) = 0;
};
using UiCanvasOnMeshBus = AZ::EBus<UiCanvasOnMeshInterface>;