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386 lines
18 KiB
C++
386 lines
18 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 <AzCore/Component/TickBus.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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#include <GameState/GameStateRequestBus.h>
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#include <GameStateSamples/GameStateMainMenu.h>
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#include <GameStateSamples/GameStateOptionsMenu.h>
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#include <GameStateSamples/GameStateLevelLoading.h>
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#include <GameStateSamples/GameStatePrimaryUserSelection.h>
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#include <GameStateSamples/GameStateSamples_Traits_Platform.h>
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#include <LocalUser/LocalUserRequestBus.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/UiDynamicLayoutBus.h>
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#include <LyShine/Bus/UiElementBus.h>
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#include <SaveData/SaveDataRequestBus.h>
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#include <ILevelSystem.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 GameStateMainMenu::OnPushed()
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{
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// We could load the UI canvas here and keep it cached until OnPopped is called in order to
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// speed up re-entering this game state, but doing so would consume memory for the lifetime
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// of the process that is only needed while this state is active (which is not very often).
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bool createLocalUserLobbySubState = false;
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#if AZ_TRAIT_GAMESTATESAMPLES_LOCAL_USER_LOBBY_ENABLED
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createLocalUserLobbySubState = true;
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#else
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createLocalUserLobbySubState = false;
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#endif // AZ_TRAIT_GAMESTATESAMPLES_LOCAL_USER_LOBBY_ENABLED
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ISystem* iSystem = GetISystem();
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IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
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if (iConsole && iConsole->GetCVar("sys_localUserLobbyEnabled"))
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{
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switch (iConsole->GetCVar("sys_localUserLobbyEnabled")->GetIVal())
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{
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case 0: { createLocalUserLobbySubState = false; } break;
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case 1: { createLocalUserLobbySubState = true; } break;
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default: break; // Use the default value that was set above
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}
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}
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if (createLocalUserLobbySubState)
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{
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m_localUserLobbySubState.reset(aznew GameStateLocalUserLobby());
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m_localUserLobbySubState->OnPushed();
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}
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LoadGameOptionsFromPersistentStorage();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::OnPopped()
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{
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// See comment above in OnPushed
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if (m_localUserLobbySubState)
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{
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m_localUserLobbySubState->OnPopped();
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m_localUserLobbySubState.reset();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::OnEnter()
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{
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LoadMainMenuCanvas();
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if (m_localUserLobbySubState)
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{
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m_localUserLobbySubState->OnEnter();
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}
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if (ISystem* iSystem = GetISystem())
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{
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iSystem->GetISystemEventDispatcher()->RegisterListener(this);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::OnExit()
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{
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if (ISystem* iSystem = GetISystem())
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{
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iSystem->GetISystemEventDispatcher()->RemoveListener(this);
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}
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if (m_localUserLobbySubState)
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{
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m_localUserLobbySubState->OnExit();
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}
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UnloadMainMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::OnUpdate()
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{
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// This should be called directly from LoadMainMenuCanvas (or right after it from OnEnter),
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// but at that point in our convoluted startup sequence the level system doesn't exist yet.
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if (m_shouldRefreshLevelListDisplay)
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{
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m_shouldRefreshLevelListDisplay = false;
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RefreshLevelListDisplay();
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}
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if (m_localUserLobbySubState)
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{
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m_localUserLobbySubState->OnUpdate();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void OnLevelButtonClicked(AZ::EntityId entityId, AZ::Vector2)
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{
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// Load the selected level
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AZStd::string levelName;
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UiButtonBus::EventResult(levelName, entityId, &UiButtonInterface::GetOnClickActionName);
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ISystem* iSystem = GetISystem();
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ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
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if (levelSystem && !levelName.empty())
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{
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// This command gets delayed by one frame, so we check for the
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// actual level load start in GameStateMainMenu::OnSystemEvent
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AZ::TickBus::QueueFunction([levelSystem, levelName]() {
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levelSystem->UnloadLevel();
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levelSystem->LoadLevel(levelName.c_str());
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});
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void OnOptionsButtonClicked([[maybe_unused]] AZ::EntityId entityId, AZ::Vector2)
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateMainMenu>(),
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"The active game state is not an instance of GameStateMainMenu");
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GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateOptionsMenu>();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void OnBackButtonClicked([[maybe_unused]] AZ::EntityId entityId, AZ::Vector2)
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{
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AZ_Assert(GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStatePrimaryUserSelection>(),
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"The game state stack doesn't contain an instance of GameStatePrimaryUserSelection");
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GameState::GameStateRequests::PopActiveGameStateUntilOfType<GameStatePrimaryUserSelection>();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
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{
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// If the user happens to initiate a level load outside the context of these game states,
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// for example via executing the 'map' command from the debug console or in autoexec.cfg,
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// this will also be detected by checking for the ESYSTEM_EVENT_LEVEL_LOAD_PREPARE event.
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if (event == ESYSTEM_EVENT_LEVEL_LOAD_PREPARE)
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{
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// Push the level loading game state
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AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelLoading>(),
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"The game state stack already contains an instance of GameStateLevelLoading");
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GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateLevelLoading>();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::LoadMainMenuCanvas()
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{
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// Load the UI canvas
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const char* uiCanvasAssetPath = GetMainMenuCanvasAssetPath();
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UiCanvasManagerBus::BroadcastResult(m_mainMenuCanvasEntityId,
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&UiCanvasManagerInterface::LoadCanvas,
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uiCanvasAssetPath);
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if (!m_mainMenuCanvasEntityId.IsValid())
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{
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AZ_Warning("GameStateMainMenu", false, "Could not load %s", uiCanvasAssetPath);
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return;
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}
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// Display the main menu and set it to stay loaded when a level unloads
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UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
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UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::SetKeepLoadedOnLevelUnload, true);
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// Display the UI cursor
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UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
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// Setup the 'Options' button to open the options menu
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AZ::EntityId optionsButtonElementId;
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UiCanvasBus::EventResult(optionsButtonElementId,
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m_mainMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"OptionsButton");
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UiButtonBus::Event(optionsButtonElementId, &UiButtonInterface::SetOnClickCallback, OnOptionsButtonClicked);
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// Setup the 'Back' button to return to the primary user selection screen
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AZ::EntityId backButtonElementId;
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UiCanvasBus::EventResult(backButtonElementId,
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m_mainMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"BackButton");
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const bool enableBackButton = GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStatePrimaryUserSelection>();
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UiElementBus::Event(backButtonElementId, &UiElementInterface::SetIsEnabled, enableBackButton);
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if (enableBackButton)
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{
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UiButtonBus::Event(backButtonElementId, &UiButtonInterface::SetOnClickCallback, OnBackButtonClicked);
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}
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else
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{
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// Use the wide version of the 'Options' button.
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UiElementBus::Event(optionsButtonElementId, &UiElementInterface::SetIsEnabled, false);
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UiCanvasBus::EventResult(optionsButtonElementId,
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m_mainMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"OptionsButtonWide");
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UiElementBus::Event(optionsButtonElementId, &UiElementInterface::SetIsEnabled, true);
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UiButtonBus::Event(optionsButtonElementId, &UiButtonInterface::SetOnClickCallback, OnOptionsButtonClicked);
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}
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// RefreshLevelListDisplay() should be called directly here (or right after it from OnEnter),
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// but at this point in our messed up startup sequence the level system doesn't exist yet.
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m_shouldRefreshLevelListDisplay = true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::UnloadMainMenuCanvas()
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{
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m_shouldRefreshLevelListDisplay = false;
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if (m_mainMenuCanvasEntityId.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 main menu
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UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
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m_mainMenuCanvasEntityId);
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m_mainMenuCanvasEntityId.SetInvalid();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline const char* GameStateMainMenu::GetMainMenuCanvasAssetPath()
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{
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return "@products@/ui/canvases/defaultmainmenuscreen.uicanvas";
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::RefreshLevelListDisplay()
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{
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// Get the dynamic layout UI element
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AZ::EntityId dynamicLayoutElementId;
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UiCanvasBus::EventResult(dynamicLayoutElementId,
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m_mainMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"DynamicColumn");
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if (dynamicLayoutElementId.IsValid())
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{
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ISystem* iSystem = GetISystem();
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ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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if (usePrefabSystemForLevels)
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{
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// Run through all the assets in the asset catalog and gather up the list of level assets
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AZ::Data::AssetType levelAssetType = levelSystem->GetLevelAssetType();
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AZStd::vector<AZStd::string> levelNames;
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auto enumerateCB = [levelAssetType, &levelNames](
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[[maybe_unused]] const AZ::Data::AssetId id,
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const AZ::Data::AssetInfo& assetInfo)
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{
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if (assetInfo.m_assetType == levelAssetType)
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{
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levelNames.emplace_back(assetInfo.m_relativePath);
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}
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};
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AZ::Data::AssetCatalogRequestBus::Broadcast(
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&AZ::Data::AssetCatalogRequestBus::Events::EnumerateAssets, nullptr, enumerateCB, nullptr);
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// Add all the levels into the UI as buttons
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UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, static_cast<int>(levelNames.size()));
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for (int i = 0; i < levelNames.size(); ++i)
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{
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AZ::IO::PathView level(levelNames[i].c_str());
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// Get the button element id
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AZ::EntityId buttonElementId;
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UiElementBus::EventResult(buttonElementId, dynamicLayoutElementId, &UiElementInterface::GetChildEntityId, i);
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// Get the text element id
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AZ::EntityId textElementId;
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UiElementBus::EventResult(textElementId, buttonElementId, &UiElementInterface::FindChildEntityIdByName, "Text");
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// Set the name, on-click callback, and on-click action name for each button
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UiTextBus::Event(textElementId, &UiTextInterface::SetText, level.Filename().Native());
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UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
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UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelNames[i]);
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if (i == 0)
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{
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// Force the first level to be selected
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UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
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}
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}
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}
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else
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{
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// Refresh the dynamic layout UI element with the list of levels in the project
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const int numLevels = levelSystem ? levelSystem->GetLevelCount() : 0;
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UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, numLevels);
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for (int i = 0; i < numLevels; ++i)
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{
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// Get the level name (strip folder names from the path)
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const char* levelPath = levelSystem->GetLevelInfo(i)->GetName();
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const int levelPathLength = static_cast<int>(strlen(levelPath));
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const char* levelName = levelPath;
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for (int j = 0; j < levelPathLength; ++j)
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{
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if ((levelPath[j] == '\\' || levelPath[j] == '/') && j + 1 < levelPathLength)
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{
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levelName = levelPath + j + 1;
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}
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}
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// Get the button element id
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AZ::EntityId buttonElementId;
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UiElementBus::EventResult(buttonElementId, dynamicLayoutElementId, &UiElementInterface::GetChildEntityId, i);
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// Get the text element id
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AZ::EntityId textElementId;
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UiElementBus::EventResult(textElementId, buttonElementId, &UiElementInterface::FindChildEntityIdByName, "Text");
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// Set the name, on-click callback, and on-click action name for each button
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UiTextBus::Event(textElementId, &UiTextInterface::SetText, levelName);
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UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
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UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelName);
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if (i == 0)
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{
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// Force the first level to be selected
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UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateMainMenu::LoadGameOptionsFromPersistentStorage()
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{
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SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions> loadObjectParams;
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GameOptionRequestBus::BroadcastResult(loadObjectParams.serializableObject,
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&GameOptionRequests::GetGameOptions);
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loadObjectParams.dataBufferName = GameOptions::SaveDataBufferName;
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loadObjectParams.localUserId = LocalUser::LocalUserRequests::GetPrimaryLocalUserId();
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loadObjectParams.callback = [](const SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions>& params,
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[[maybe_unused]] SaveData::SaveDataNotifications::Result result)
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{
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params.serializableObject->OnLoadedFromPersistentData();
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};
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SaveData::SaveDataRequests::LoadObject(loadObjectParams);
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}
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}
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