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o3de/Gems/EMotionFX/Code/Source/Editor/ActorEditorBus.h

59 lines
1.8 KiB
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/EBus/EBus.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/ActorInstance.h>
namespace EMotionFX
{
/**
* EMotion FX Actor Editor Request Bus
* Used for making requests to actor editor.
*/
class ActorEditorRequests
: public AZ::EBusTraits
{
public:
/**
* Get the actor that is currently selected in the editor.
* @result The currently selected actor.
*/
virtual Actor* GetSelectedActor() { return nullptr; }
/**
* Get the actor instance that is currently selected in the editor.
* @result The currently selected actor instance.
*/
virtual ActorInstance* GetSelectedActorInstance() { return nullptr; }
};
using ActorEditorRequestBus = AZ::EBus<ActorEditorRequests>;
/**
* EMotion FX Actor Notification Bus
* Used for monitoring events from the actor editor.
*/
class ActorEditorNotifications
: public AZ::EBusTraits
{
public:
virtual void ActorSelectionChanged([[maybe_unused]] Actor* actor) {}
virtual void ActorInstanceSelectionChanged([[maybe_unused]] ActorInstance* actorInstance) {}
};
using ActorEditorNotificationBus = AZ::EBus<ActorEditorNotifications>;
} // namespace EMotionFX