/* * 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 namespace LyShine { class IRenderGraph; } class UiElementInterface; class UiRenderInterface; //////////////////////////////////////////////////////////////////////////////////////////////////// //! The UiRenderControlBus is used for controlling the rendering of elements that affect the rendering //! of their children. //! An example use is a mask component that needs to setup stencil write before rendering its //! components to increment the stencil buffer, switch to stencil test before rendering the child //! elements and then do a second pass to decrement the stencil buffer. //! The interface is designed to be flexible and could also be used for setting up scissoring or //! rendering to a texture. class UiRenderControlInterface : public AZ::ComponentBus { public: // member functions virtual ~UiRenderControlInterface() {} //! This renders this element plus its children. It allows the RenderControl element to control //! the order in which the element's component and children are rendered and to change state //! at any point while rendering them. //! \param renderGraph, the render graph being added to //! \param elementInterface, pointer to the element interface for this element (for performance) //! \param renderInterface, pointer to the render interface for this element (for performance) //! \param numChildren, the number of child elements of this element //! \param isInGame, true if element being rendered in game (or preview), false if being render in edit mode virtual void Render( LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface, UiRenderInterface* renderInterface, int numChildren, bool isInGame) = 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 UiRenderControlBus;