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o3de/Gems/LyShine/Code/Source/LyShineLoadScreen.cpp

278 lines
8.7 KiB
C++

/*
* 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 "LyShineLoadScreen.h"
#if AZ_LOADSCREENCOMPONENT_ENABLED
#include <IRenderer.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Animation/IUiAnimation.h>
namespace LyShine
{
void LyShineLoadScreenComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<LyShineLoadScreenComponent, AZ::Component>()
->Version(0)
;
}
}
void LyShineLoadScreenComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.emplace_back(AZ_CRC("LyShineLoadScreenService", 0xBB5EAB17));
}
void LyShineLoadScreenComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.emplace_back(AZ_CRC("LyShineLoadScreenService", 0xBB5EAB17));
}
void LyShineLoadScreenComponent::Init()
{
}
void LyShineLoadScreenComponent::Activate()
{
LoadScreenNotificationBus::Handler::BusConnect();
}
void LyShineLoadScreenComponent::Deactivate()
{
LoadScreenUpdateNotificationBus::Handler::BusDisconnect();
LoadScreenNotificationBus::Handler::BusDisconnect();
}
bool LyShineLoadScreenComponent::NotifyGameLoadStart(bool usingLoadingThread)
{
// LyShine does not support the loading thread yet.
if (usingLoadingThread)
{
return false;
}
//TODO: gEnv->pRenderer is always null, fix the logic below
AZ_ErrorOnce(nullptr, false, "NotifyGameLoadStart needs to be removed/ported to use Atom");
return false;
#if 0
if (!gEnv || gEnv->pRenderer || !gEnv->pLyShine)
{
return false;
}
AZ_Assert(!m_isPlaying, "LyShineLoadScreen was somehow started before the engine loaded.");
if (m_isPlaying)
{
return false;
}
if (!m_gameCanvasEntityId.IsValid())
{
// Load canvas.
m_gameCanvasEntityId = loadFromCfg("game_load_screen_uicanvas_path", "game_load_screen_sequence_to_auto_play");
}
m_isPlaying = m_gameCanvasEntityId.IsValid();
if (m_isPlaying)
{
LoadScreenUpdateNotificationBus::Handler::BusConnect();
}
return m_isPlaying;
#endif
}
bool LyShineLoadScreenComponent::NotifyLevelLoadStart(bool usingLoadingThread)
{
// LyShine does not support the loading thread yet.
if (usingLoadingThread)
{
return false;
}
AZ_ErrorOnce(nullptr, false, "NotifyLevelLoadStart needs to be removed/ported to use Atom");
return false;
//TODO: gEnv->pRenderer is always null, fix the logic below
#if 0
if (!gEnv || gEnv->pRenderer || !gEnv->pLyShine)
{
return false;
}
AZ_Assert(!m_isPlaying, "LyShineLoadScreen was not stopped before another level load started.");
AZ_Assert(!m_gameCanvasEntityId.IsValid(), "LyShineLoadScreen game load canvas was not unloaded before a level load started.");
if (m_isPlaying || m_gameCanvasEntityId.IsValid())
{
return false;
}
if (!m_levelCanvasEntityId.IsValid())
{
// Load canvas.
m_levelCanvasEntityId = loadFromCfg("level_load_screen_uicanvas_path", "level_load_screen_sequence_to_auto_play");
}
m_isPlaying = m_levelCanvasEntityId.IsValid();
if (m_isPlaying)
{
LoadScreenUpdateNotificationBus::Handler::BusConnect();
}
return m_isPlaying;
#endif
}
void LyShineLoadScreenComponent::NotifyLoadEnd()
{
Reset();
}
void LyShineLoadScreenComponent::UpdateAndRender([[maybe_unused]] float deltaTimeInSeconds)
{
AZ_Assert(m_isPlaying, "LyShineLoadScreenComponent should not be connected to LoadScreenUpdateNotificationBus while not playing");
AZ_ErrorOnce(nullptr, m_isPlaying && gEnv && gEnv->pLyShine, "UpdateAndRender needs to be removed/ported to use Atom");
//TODO: gEnv->pRenderer is always null, fix the logic below
#if 0
if (m_isPlaying && gEnv && gEnv->pLyShine && gEnv->pRenderer)
{
AZ_Assert(GetCurrentThreadId() == gEnv->mMainThreadId, "UpdateAndRender should only be called from the main thread");
// update the animation system
gEnv->pLyShine->Update(deltaTimeInSeconds);
// Render.
gEnv->pRenderer->SetViewport(0, 0, gEnv->pRenderer->GetOverlayWidth(), gEnv->pRenderer->GetOverlayHeight());
gEnv->pRenderer->BeginFrame();
gEnv->pLyShine->Render();
gEnv->pRenderer->EndFrame();
}
#endif
}
void LyShineLoadScreenComponent::LoadThreadUpdate([[maybe_unused]] float deltaTimeInSeconds)
{
AZ_Assert(false, "LyShine does not support running on the loading thread yet.")
}
void LyShineLoadScreenComponent::LoadThreadRender()
{
AZ_Assert(false, "LyShine does not support running on the loading thread yet.")
}
void LyShineLoadScreenComponent::Reset()
{
LoadScreenUpdateNotificationBus::Handler::BusDisconnect();
m_isPlaying = false;
if (gEnv && gEnv->pLyShine)
{
AZ::Entity* canvasEntity = nullptr;
// Release the game canvas.
if (m_gameCanvasEntityId.IsValid())
{
EBUS_EVENT_RESULT(canvasEntity, AZ::ComponentApplicationBus, FindEntity, m_gameCanvasEntityId);
if (canvasEntity)
{
gEnv->pLyShine->ReleaseCanvas(m_gameCanvasEntityId, false);
gEnv->pLyShine->OnLoadScreenUnloaded();
}
}
// Release the level canvas.
if (m_levelCanvasEntityId.IsValid())
{
EBUS_EVENT_RESULT(canvasEntity, AZ::ComponentApplicationBus, FindEntity, m_levelCanvasEntityId);
if (canvasEntity)
{
gEnv->pLyShine->ReleaseCanvas(m_levelCanvasEntityId, false);
gEnv->pLyShine->OnLoadScreenUnloaded();
}
}
}
m_gameCanvasEntityId.SetInvalid();
m_levelCanvasEntityId.SetInvalid();
// Reset CVars so they're not carried over to other levels
auto ClearCvar = [](const char* cvarName)
{
if (gEnv && gEnv->pConsole)
{
if (ICVar* var = gEnv->pConsole->GetCVar(cvarName))
{
var->Set("");
}
}
};
ClearCvar("level_load_screen_uicanvas_path");
ClearCvar("level_load_screen_sequence_to_auto_play");
}
AZ::EntityId LyShineLoadScreenComponent::loadFromCfg(const char* pathVarName, const char* autoPlayVarName)
{
ICVar* pathVar = gEnv->pConsole->GetCVar(pathVarName);
AZStd::string path = pathVar ? pathVar->GetString() : "";
if (path.empty())
{
// No canvas specified.
Reset();
return AZ::EntityId();
}
AZ::EntityId canvasId = gEnv->pLyShine->LoadCanvas(path);
AZ_Warning("LoadScreenComponent", canvasId.IsValid(), "Can't load canvas: %s", path.c_str());
if (!canvasId.IsValid())
{
// Error loading canvas.
Reset();
return AZ::EntityId();
}
EBUS_EVENT_ID(canvasId, UiCanvasBus, SetKeepLoadedOnLevelUnload, true);
// Set the load screen draw order so it renders in front of other canvases that may load during the level load
EBUS_EVENT_ID(canvasId, UiCanvasBus, SetDrawOrder, std::numeric_limits<int>::max());
ICVar* autoPlayVar = gEnv->pConsole->GetCVar(autoPlayVarName);
AZStd::string sequence = autoPlayVar ? autoPlayVar->GetString() : "";
if (sequence.empty())
{
// Nothing to auto-play.
return canvasId;
}
IUiAnimationSystem* animSystem = nullptr;
EBUS_EVENT_ID_RESULT(animSystem, canvasId, UiCanvasBus, GetAnimationSystem);
if (!animSystem)
{
// Nothing can be auto-played.
return canvasId;
}
animSystem->PlaySequence(sequence.c_str(), nullptr, false, false);
return canvasId;
}
} // namespace LyShine
#endif // AZ_LOADSCREENCOMPONENT_ENABLED