/* * 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 Multiplayer { AZ::EntityId LoadCanvas(const char* canvasName); void ReleaseCanvas(const AZ::EntityId& canvasId); void SetElementEnabled(const AZ::EntityId& canvasID, const char* elementName, bool enabled); bool IsElementEnabled(const AZ::EntityId& canvasID, const char* elementName); void SetElementInputEnabled(const AZ::EntityId& canvasID, const char* elementName, bool enabled); void SetElementText(const AZ::EntityId& canvasID, const char* elementName, const char* text); LyShine::StringType GetElementText(const AZ::EntityId& canvasID, const char* elementName); void SetCheckBoxState(const AZ::EntityId& canvasID, const char* elementName, bool value); bool GetCheckBoxState(const AZ::EntityId& canvasID, const char* elementName); const char* GetConsoleVarValue(const char* param); bool GetGetConsoleVarBoolValue(const char* param); void SetConsoleVarValue(const char* param, const char* value); bool SetGetConsoleVarBoolValue(const char* param, bool value); }