/* * 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 class UndoStack; //////////////////////////////////////////////////////////////////////////////////////////////////// //! Interface class that the UI Editor needs to implement class UiEditorDLLInterface : public AZ::EBusTraits { public: // member functions virtual ~UiEditorDLLInterface(){} //! Get the selected elements in the UiEditor virtual LyShine::EntityArray GetSelectedElements() = 0; //! Get the id of the active Canvas the UiEditor virtual AZ::EntityId GetActiveCanvasId() = 0; //! Get the active undo stack for the UI Editor virtual UndoStack* GetActiveUndoStack() = 0; //! Soft-switch to the given file. Note that this should prompt for unsaved changes, etc. virtual void OpenSourceCanvasFile(QString absolutePathToFile) = 0; public: // static member functions static const char* GetUniqueName() { return "UiEditorDLLInterface"; } }; typedef AZ::EBus UiEditorDLLBus;