38261d0800
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines Signed-off-by: Steve Pham <spham@amazon.com>
99 lines
5.0 KiB
C++
99 lines
5.0 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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#pragma once
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#include <GameState/GameState.h>
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#include <AzFramework/Input/Events/InputChannelEventListener.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace GameStateSamples
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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//! Game state that is active while waiting to determine who the primary user is.
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class GameStatePrimaryUserSelection : public GameState::IGameState
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, public AzFramework::InputChannelEventListener
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Allocator
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AZ_CLASS_ALLOCATOR(GameStatePrimaryUserSelection, AZ::SystemAllocator, 0);
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////////////////////////////////////////////////////////////////////////////////////////////
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// Type Info
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AZ_RTTI(GameStatePrimaryUserSelection, "{953A3CBD-92BD-4B9A-9FD2-C1DC6E9A8BF8}", IGameState);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default constructor
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GameStatePrimaryUserSelection() = default;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default destructor
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~GameStatePrimaryUserSelection() override = default;
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnPushed
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void OnPushed() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnPopped
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void OnPopped() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnEnter
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void OnEnter() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnExit
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void OnExit() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::GetPriority
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AZ::s32 GetPriority() const override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::OnInputChannelEventFiltered
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//! Used to detect the press of a button / key that will identify the primary user. If you
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//! override this class and wish to detect the primary user through another means, or want
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//! the UI displayed to process input, you should override this function to do nothing and
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//! handle setting the primary user yourself, before transitioning to the next game state.
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bool OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience function to set the primary local user and transition to the next game state
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//! \param[in] localUserId The local user id to set as the primary user
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virtual void SetPrimaryLocalUser(AzFramework::LocalUserId localUserId);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience function to push the default primary user monitor game state.
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//! Override if you wish to push a different primary user monitor game state.
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virtual void PushPrimaryUserMonitorGameState();
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience function to push the default main menu game state.
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//! Override if you wish to push a different main menu game state.
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virtual void PushMainMenuGameState();
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience functions to load and unload the primary user selection UI canvas.
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///@{
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virtual void LoadPrimaryUserSelectionCanvas();
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virtual void UnloadPrimaryUserSelectionCanvas();
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virtual const char* GetPrimaryUserSelectionCanvasAssetPath();
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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AZ::EntityId m_primaryUserSelectionCanvasEntityId; //!< Id of the UI canvas being displayed
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};
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} // namespace GameStateSamples
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// Include the implementation inline so the class can be instantiated outside of the gem.
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#include <GameStateSamples/GameStatePrimaryUserSelection.inl>
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