f648cb1fd8
* 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>
231 lines
10 KiB
C++
231 lines
10 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <GameState/GameStateRequestBus.h>
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#include <GameStateSamples/GameStateOptionsMenu.h>
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#include <LocalUser/LocalUserRequestBus.h>
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#include <SaveData/SaveDataRequestBus.h>
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#include <LyShine/Bus/UiButtonBus.h>
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#include <LyShine/Bus/UiCanvasBus.h>
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#include <LyShine/Bus/UiCanvasManagerBus.h>
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#include <LyShine/Bus/UiCursorBus.h>
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#include <LyShine/Bus/UiSliderBus.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace GameStateSamples
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::OnPushed()
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{
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LoadOptionsMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::OnPopped()
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{
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UnloadOptionsMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::OnEnter()
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{
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GameOptionRequestBus::BroadcastResult(m_gameOptions, &GameOptionRequests::GetGameOptions);
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RefreshOptionsMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::OnExit()
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{
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SaveGameOptionsToPersistentStorage();
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m_gameOptions.reset();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::LoadOptionsMenuCanvas()
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{
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// Load the UI canvas
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const char* uiCanvasAssetPath = GetOptionsMenuCanvasAssetPath();
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UiCanvasManagerBus::BroadcastResult(m_optionsMenuCanvasEntityId,
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&UiCanvasManagerInterface::LoadCanvas,
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uiCanvasAssetPath);
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if (!m_optionsMenuCanvasEntityId.IsValid())
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{
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AZ_Warning("GameStateOptionsMenu", false, "Could not load %s", uiCanvasAssetPath);
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return;
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}
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// Display the options menu
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UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
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SetOptionsMenuCanvasDrawOrder();
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// Display the UI cursor
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UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
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// Setup the 'Back' button to return to the previous menu (either the main menu or the pause menu)
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AZ::EntityId backButtonElementId;
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UiCanvasBus::EventResult(backButtonElementId,
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m_optionsMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"BackButton");
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UiButtonBus::Event(backButtonElementId,
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&UiButtonInterface::SetOnClickCallback,
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[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateOptionsMenu>(),
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"The active game state is not an instance of GameStateOptionsMenu");
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GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
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});
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::UnloadOptionsMenuCanvas()
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{
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if (m_optionsMenuCanvasEntityId.IsValid())
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{
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// Hide the UI cursor
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UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
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// Unload the pause menu
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UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
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m_optionsMenuCanvasEntityId);
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m_optionsMenuCanvasEntityId.SetInvalid();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::RefreshOptionsMenuCanvas()
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{
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if (!m_gameOptions)
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{
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return;
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}
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// Refresh the ambient volume slider
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AZ::EntityId ambientVolumeSliderElementId;
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UiCanvasBus::EventResult(ambientVolumeSliderElementId,
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m_optionsMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"AmbientVolumeSlider");
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UiSliderBus::Event(ambientVolumeSliderElementId,
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&UiSliderInterface::SetValue,
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m_gameOptions->GetAmbientVolume());
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auto setAmbientVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
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{
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gameOptions->SetAmbientVolume(value);
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};
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UiSliderBus::Event(ambientVolumeSliderElementId,
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&UiSliderInterface::SetValueChangingCallback,
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setAmbientVolume);
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UiSliderBus::Event(ambientVolumeSliderElementId,
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&UiSliderInterface::SetValueChangedCallback,
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setAmbientVolume);
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// Refresh the effects volume slider
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AZ::EntityId effectsVolumeSliderElementId;
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UiCanvasBus::EventResult(effectsVolumeSliderElementId,
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m_optionsMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"EffectsVolumeSlider");
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UiSliderBus::Event(effectsVolumeSliderElementId,
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&UiSliderInterface::SetValue,
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m_gameOptions->GetEffectsVolume());
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auto setEffectsVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
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{
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gameOptions->SetEffectsVolume(value);
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};
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UiSliderBus::Event(effectsVolumeSliderElementId,
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&UiSliderInterface::SetValueChangingCallback,
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setEffectsVolume);
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UiSliderBus::Event(effectsVolumeSliderElementId,
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&UiSliderInterface::SetValueChangedCallback,
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setEffectsVolume);
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// Refresh the main volume slider
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AZ::EntityId mainVolumeSliderElementId;
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UiCanvasBus::EventResult(mainVolumeSliderElementId,
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m_optionsMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"MainVolumeSlider");
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UiSliderBus::Event(mainVolumeSliderElementId,
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&UiSliderInterface::SetValue,
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m_gameOptions->GetMainVolume());
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auto setMainVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
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{
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gameOptions->SetMainVolume(value);
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};
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UiSliderBus::Event(mainVolumeSliderElementId,
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&UiSliderInterface::SetValueChangingCallback,
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setMainVolume);
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UiSliderBus::Event(mainVolumeSliderElementId,
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&UiSliderInterface::SetValueChangedCallback,
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setMainVolume);
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// Refresh the music volume slider
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AZ::EntityId musicVolumeSliderElementId;
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UiCanvasBus::EventResult(musicVolumeSliderElementId,
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m_optionsMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"MusicVolumeSlider");
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UiSliderBus::Event(musicVolumeSliderElementId,
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&UiSliderInterface::SetValue,
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m_gameOptions->GetMusicVolume());
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auto setMusicVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
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{
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gameOptions->SetMusicVolume(value);
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};
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UiSliderBus::Event(musicVolumeSliderElementId,
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&UiSliderInterface::SetValueChangingCallback,
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setMusicVolume);
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UiSliderBus::Event(musicVolumeSliderElementId,
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&UiSliderInterface::SetValueChangedCallback,
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setMusicVolume);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::SetOptionsMenuCanvasDrawOrder()
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{
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// Loaded canvases are already stored sorted by draw order...
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UiCanvasManagerInterface::CanvasEntityList canvases;
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UiCanvasManagerBus::BroadcastResult(canvases, &UiCanvasManagerInterface::GetLoadedCanvases);
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// ...so get the draw order of the top-most displayed UI canvas...
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int highestDrawOrder = 0;
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UiCanvasBus::EventResult(highestDrawOrder, canvases.back(), &UiCanvasInterface::GetDrawOrder);
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// ...and increment it by one unless it's already set to int max...
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if (highestDrawOrder != std::numeric_limits<int>::max())
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{
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++highestDrawOrder;
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}
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// ...ensuring the pause menu gets displayed on top of all other loaded canvases,
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// with the exception of 'special' ones like message popups or the loading screen
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// that use a draw order of int max.
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UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetDrawOrder, highestDrawOrder);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline const char* GameStateOptionsMenu::GetOptionsMenuCanvasAssetPath()
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{
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return "@products@/ui/canvases/defaultoptionsmenuscreen.uicanvas";
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateOptionsMenu::SaveGameOptionsToPersistentStorage()
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{
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SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions> saveObjectParams;
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saveObjectParams.serializableObject = m_gameOptions;
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saveObjectParams.dataBufferName = GameOptions::SaveDataBufferName;
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saveObjectParams.localUserId = LocalUser::LocalUserRequests::GetPrimaryLocalUserId();
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SaveData::SaveDataRequests::SaveObject(saveObjectParams);
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}
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}
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