// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #pragma once namespace Emergent{ namespace Gamebryo{ namespace SceneDesigner{ namespace PluginAPI { /// /// Indicates that the method to which this attribute is /// applied handles the command named in the constructor /// /// /// The handler method must must match the signature required /// by the System.EventHandler Delegate. /// Requirements /// For static methods that are marked with this attribute, /// The Command manager plug-in will bind these methods automatically /// so long as the Assembly they are in is marked with the /// "ContainsUICommands" /// /// For instance methods, the class must call /// ICommandService.BindCommands and pass itself to have all /// non static command handlers registered. /// [Flags] public __value enum Interactive { None, Unspecified = 0x1, NonInteractive = 0x2, Interactive = 0x4 }; [AttributeUsage(AttributeTargets::Method, AllowMultiple=true)] public __gc class UICommandHandlerAttribute : public Attribute { public: UICommandHandlerAttribute(String* strName); __property String* get_Name(); __property void set_Name(String* strName); //Emergent Internal Use only __property Interactive get_Interactivity(); __property void set_Interactivity(Interactive eValue); //End emergent internal use private: String* m_strName; Interactive m_eInteractive; bool m_bInherited; }; }}}}