/* * 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 #include #include #include #include #include #include #include namespace CryLegacy { // CryLegacy gem will always require AZ::LegacyAllocator and CryStringAllocator // This gets added to the CryLegacySystemComponent to ensure that these allocators // are available for the duration that cry legacy code is running using CryLegacyAllocatorScope = AZ::AllocatorScope; class CryLegacySystemComponent : public AZ::Component , protected CryLegacyRequestBus::Handler , protected CryGameFrameworkBus::Handler , protected CryLegacyInputRequestBus::Handler , protected CryLegacyAISystemRequestBus::Handler , protected CryLegacyAnimationRequestBus::Handler , protected CryLegacyEntitySystemRequestBus::Handler , protected CryLegacyScriptSystemRequestBus::Handler , protected CryLegacyAllocatorScope { public: AZ_COMPONENT(CryLegacySystemComponent, "{D2051F81-6B46-4B23-A7F6-C19F814E63F0}"); static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); protected: //////////////////////////////////////////////////////////////////////// // CryGameFrameworkBus interface implementation IGameFramework* CreateFramework() override; IGameFramework* InitFramework(SSystemInitParams& startupParams) override; void ShutdownFramework() override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // CryLegacyInputRequests interface implementation IInput* InitInput() override; void ShutdownInput(IInput* input) override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // CryLegacyAISystemRequests interface implementation IAISystem* InitAISystem() override; void ShutdownAISystem(IAISystem* aiSystem) override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // CryLegacyAnimationRequests interface implementation bool InitCharacterManager(const SSystemInitParams& initParams) override; void ShutdownCharacterManager() override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // CryLegacyEntitySystemRequests interface implementation IEntitySystem* InitEntitySystem() override; void ShutdownEntitySystem(IEntitySystem* entitySystem) override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // CryLegacyScriptSystemRequests interface implementation IScriptSystem* InitScriptSystem() override; void ShutdownScriptSystem(IScriptSystem* scriptSystem) override; //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // AZ::Component interface implementation void Init() override; void Activate() override; void Deactivate() override; //////////////////////////////////////////////////////////////////////// IGameFramework* m_Framework = nullptr; }; }