Files
o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateOptionsMenu.inl
T
lumberyard-employee-dm f648cb1fd8 Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear

The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`

The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`

The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated use of devassets and devroot properties in python

Those properties now use projectroot and engroot

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed hardcoded size of 9 for the product asset alias.

The ResolvePath function now just appends the @projectproductassets@
alias with the input path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix for typos in Hydra python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added a deprecated alias map to the FileIO System

When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated python test scripts to use the projectroot binding

Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to devroot and devgame within the codebase

The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated <engroot>/AutomatedTesting references to projectroot


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct casing in emfxworkspace file


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance

The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed unused parameter warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Undid change to the LexicallyProximate function to set the path result to the base path.

It needs to return the *this path if the pathResult is empty

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils

Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Changed the AWSMetricsGemMock to use a temporary for writing test assets

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"

IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed whitespacing issues in Application.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to the Project Asset Cache in the PythonTests.

Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed the FileIO Deprecated Alias test on Windows

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing @projectsourceassets@ alias, as it is only used once.

Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced @projectproductassets@ alias with @products@

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Rollback changes to the PhysX EditorSystemComponent.cpp

The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-10-05 15:12:53 -05:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateOptionsMenu.h>
#include <LocalUser/LocalUserRequestBus.h>
#include <SaveData/SaveDataRequestBus.h>
#include <LyShine/Bus/UiButtonBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/UiCanvasManagerBus.h>
#include <LyShine/Bus/UiCursorBus.h>
#include <LyShine/Bus/UiSliderBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnPushed()
{
LoadOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnPopped()
{
UnloadOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnEnter()
{
GameOptionRequestBus::BroadcastResult(m_gameOptions, &GameOptionRequests::GetGameOptions);
RefreshOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnExit()
{
SaveGameOptionsToPersistentStorage();
m_gameOptions.reset();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::LoadOptionsMenuCanvas()
{
// Load the UI canvas
const char* uiCanvasAssetPath = GetOptionsMenuCanvasAssetPath();
UiCanvasManagerBus::BroadcastResult(m_optionsMenuCanvasEntityId,
&UiCanvasManagerInterface::LoadCanvas,
uiCanvasAssetPath);
if (!m_optionsMenuCanvasEntityId.IsValid())
{
AZ_Warning("GameStateOptionsMenu", false, "Could not load %s", uiCanvasAssetPath);
return;
}
// Display the options menu
UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
SetOptionsMenuCanvasDrawOrder();
// Display the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
// Setup the 'Back' button to return to the previous menu (either the main menu or the pause menu)
AZ::EntityId backButtonElementId;
UiCanvasBus::EventResult(backButtonElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"BackButton");
UiButtonBus::Event(backButtonElementId,
&UiButtonInterface::SetOnClickCallback,
[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateOptionsMenu>(),
"The active game state is not an instance of GameStateOptionsMenu");
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
});
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::UnloadOptionsMenuCanvas()
{
if (m_optionsMenuCanvasEntityId.IsValid())
{
// Hide the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
// Unload the pause menu
UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
m_optionsMenuCanvasEntityId);
m_optionsMenuCanvasEntityId.SetInvalid();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::RefreshOptionsMenuCanvas()
{
if (!m_gameOptions)
{
return;
}
// Refresh the ambient volume slider
AZ::EntityId ambientVolumeSliderElementId;
UiCanvasBus::EventResult(ambientVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"AmbientVolumeSlider");
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetAmbientVolume());
auto setAmbientVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetAmbientVolume(value);
};
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setAmbientVolume);
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setAmbientVolume);
// Refresh the effects volume slider
AZ::EntityId effectsVolumeSliderElementId;
UiCanvasBus::EventResult(effectsVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"EffectsVolumeSlider");
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetEffectsVolume());
auto setEffectsVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetEffectsVolume(value);
};
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setEffectsVolume);
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setEffectsVolume);
// Refresh the main volume slider
AZ::EntityId mainVolumeSliderElementId;
UiCanvasBus::EventResult(mainVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"MainVolumeSlider");
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetMainVolume());
auto setMainVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetMainVolume(value);
};
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setMainVolume);
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setMainVolume);
// Refresh the music volume slider
AZ::EntityId musicVolumeSliderElementId;
UiCanvasBus::EventResult(musicVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"MusicVolumeSlider");
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetMusicVolume());
auto setMusicVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetMusicVolume(value);
};
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setMusicVolume);
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setMusicVolume);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::SetOptionsMenuCanvasDrawOrder()
{
// Loaded canvases are already stored sorted by draw order...
UiCanvasManagerInterface::CanvasEntityList canvases;
UiCanvasManagerBus::BroadcastResult(canvases, &UiCanvasManagerInterface::GetLoadedCanvases);
// ...so get the draw order of the top-most displayed UI canvas...
int highestDrawOrder = 0;
UiCanvasBus::EventResult(highestDrawOrder, canvases.back(), &UiCanvasInterface::GetDrawOrder);
// ...and increment it by one unless it's already set to int max...
if (highestDrawOrder != std::numeric_limits<int>::max())
{
++highestDrawOrder;
}
// ...ensuring the pause menu gets displayed on top of all other loaded canvases,
// with the exception of 'special' ones like message popups or the loading screen
// that use a draw order of int max.
UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetDrawOrder, highestDrawOrder);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline const char* GameStateOptionsMenu::GetOptionsMenuCanvasAssetPath()
{
return "@products@/ui/canvases/defaultoptionsmenuscreen.uicanvas";
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::SaveGameOptionsToPersistentStorage()
{
SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions> saveObjectParams;
saveObjectParams.serializableObject = m_gameOptions;
saveObjectParams.dataBufferName = GameOptions::SaveDataBufferName;
saveObjectParams.localUserId = LocalUser::LocalUserRequests::GetPrimaryLocalUserId();
SaveData::SaveDataRequests::SaveObject(saveObjectParams);
}
}