46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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namespace AZ
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{
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class EntityComponentIdPair;
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}
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namespace PhysX
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{
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/// Interface to implement when adding a new editing mode
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/// for collider component mode.
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class ColliderSubComponentMode
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{
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public:
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virtual ~ColliderSubComponentMode() {};
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/// Called when the mode is entered to initialise the mode.
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/// @param idPair The entity/component id pair.
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virtual void Setup(const AZ::EntityComponentIdPair& idPair) = 0;
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/// Called when the mode needs to refresh it's values.
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/// @param idPair The entity/component id pair.
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virtual void Refresh(const AZ::EntityComponentIdPair& idPair) = 0;
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/// Called when the mode exits to perform cleanup.
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/// @param idPair The entity/component id pair.
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virtual void Teardown(const AZ::EntityComponentIdPair& idPair) = 0;
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/// Called when reset hotkey is pressed.
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/// Should reset values in the sub component mode to sensible defaults.
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/// @param idPair The entity/component id pair.
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virtual void ResetValues(const AZ::EntityComponentIdPair& idPair) = 0;
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};
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} |