/* * 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 namespace AZ { class EntityComponentIdPair; } namespace PhysX { /// Interface to implement when adding a new editing mode /// for collider component mode. class ColliderSubComponentMode { public: virtual ~ColliderSubComponentMode() {}; /// Called when the mode is entered to initialise the mode. /// @param idPair The entity/component id pair. virtual void Setup(const AZ::EntityComponentIdPair& idPair) = 0; /// Called when the mode needs to refresh it's values. /// @param idPair The entity/component id pair. virtual void Refresh(const AZ::EntityComponentIdPair& idPair) = 0; /// Called when the mode exits to perform cleanup. /// @param idPair The entity/component id pair. virtual void Teardown(const AZ::EntityComponentIdPair& idPair) = 0; /// Called when reset hotkey is pressed. /// Should reset values in the sub component mode to sensible defaults. /// @param idPair The entity/component id pair. virtual void ResetValues(const AZ::EntityComponentIdPair& idPair) = 0; }; }