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>
386 lines
18 KiB
C++
386 lines
18 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 <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);
|
|
}
|
|
}
|