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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateMainMenu.inl

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