/* * 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 #include #include struct ray_hit; namespace AzFramework { namespace RenderGeometry { struct RayResult; } } //////////////////////////////////////////////////////////////////////////////////////////////////// // UiCanvasOnMeshBus class UiCanvasOnMeshInterface : public AZ::ComponentBus { public: virtual ~UiCanvasOnMeshInterface() {} #if ENABLE_CRY_PHYSICS //! Convert the input collision point into a canvas space position and pass the event and that position //! to the UI canvas to handle as a positional input event //! \return true if the event was handled virtual bool ProcessCollisionInputEvent(const AzFramework::InputChannel::Snapshot& inputSnapshot, int triangleIndex, Vec3 hitPoint) = 0; //! Convert the input ray collision into a canvas space position and pass the event and that position //! to the UI canvas to handle as a positional input event //! \return true if the event was handled virtual bool ProcessRayHitInputEvent(const AzFramework::InputChannel::Snapshot& inputSnapshot, const ray_hit& rayHit) = 0; #else //! Convert the input ray collision into a canvas space position and pass the event and that position //! to the UI canvas to handle as a positional input event //! \return true if the event was handled virtual bool ProcessHitInputEvent(const AzFramework::InputChannel::Snapshot& inputSnapshot, const AzFramework::RenderGeometry::RayResult& rayResult) = 0; #endif // ENABLE_CRY_PHYSICS }; using UiCanvasOnMeshBus = AZ::EBus;