/* * 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 UiMaskInterface : public AZ::ComponentBus { public: // member functions virtual ~UiMaskInterface() {} //! Get whether masking is enabled virtual bool GetIsMaskingEnabled() = 0; //! Set whether masking is enabled virtual void SetIsMaskingEnabled(bool enableMasking) = 0; //! Get whether interaction masking is enabled virtual bool GetIsInteractionMaskingEnabled() = 0; //! Set whether interaction masking is enabled virtual void SetIsInteractionMaskingEnabled(bool enableInteractionMasking) = 0; //! Get whether mask visual is drawn to color buffer behind child elements virtual bool GetDrawBehind() = 0; //! Set whether mask visual is drawn to color buffer behind child elements virtual void SetDrawBehind(bool drawMaskVisualBehindChildren) = 0; //! Get whether mask visual is drawn to color buffer in front of child elements virtual bool GetDrawInFront() = 0; //! Set whether mask visual is drawn to color buffer in front of child elements virtual void SetDrawInFront(bool drawMaskVisualInFrontOfChildren) = 0; //! Get whether to use alpha test when drawing mask visual to stencil virtual bool GetUseAlphaTest() = 0; //! Set whether to use alpha test when drawing mask visual to stencil virtual void SetUseAlphaTest(bool useAlphaTest) = 0; //! Get the flag that indicates whether the mask should use render to texture virtual bool GetUseRenderToTexture() = 0; //! Set the flag that indicates whether the mask should use render to texture virtual void SetUseRenderToTexture(bool useRenderToTexture) = 0; public: // static member data //! Only one component on a entity can implement the events static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; }; typedef AZ::EBus UiMaskBus;