/* * 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 //////////////////////////////////////////////////////////////////////////////////////////////////// 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 UiInitializationBus;