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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryUserMonitor.h

112 lines
6.2 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <GameState/GameState.h>
#include <GameState/GameStateNotificationBus.h>
#include <LocalUser/LocalUserNotificationBus.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Input/Buses/Notifications/InputDeviceNotificationBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Game state that is pushed after determining the primary user (GameStatePrimaryUserSelection)
//! that monitors for events related to the primary user we must respond to (eg. user sign-out).
//! This state will almost never be active, so it won't receive updates, but will rather sit in
//! the stack monitoring for events and respond them by pushing (or popping) other game states.
class GameStatePrimaryUserMonitor : public GameState::IGameState
, public GameState::GameStateNotificationBus::Handler
, public AzFramework::InputDeviceNotificationBus::Handler
, public AzFramework::ApplicationLifecycleEvents::Bus::Handler
, public LocalUser::LocalUserNotificationBus::Handler
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(GameStatePrimaryUserMonitor, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(GameStatePrimaryUserMonitor, "{2B7DB914-DEEC-4A2F-B178-9AD953D70FE0}", IGameState);
////////////////////////////////////////////////////////////////////////////////////////////
//! Default constructor
GameStatePrimaryUserMonitor() = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! Default destructor
~GameStatePrimaryUserMonitor() override = default;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnPushed
void OnPushed() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnPopped
void OnPopped() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateNotifications::OnActiveGameStateChanged
void OnActiveGameStateChanged(AZStd::shared_ptr<IGameState> oldGameState,
AZStd::shared_ptr<IGameState> newGameState) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent
void OnInputDeviceConnectedEvent(const AzFramework::InputDevice& inputDevice) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceDisconnectedEvent
void OnInputDeviceDisconnectedEvent(const AzFramework::InputDevice& inputDevice) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::ApplicationLifecycleEvents::OnApplicationUnconstrained
void OnApplicationUnconstrained(AzFramework::ApplicationLifecycleEvents::Event /*lastEvent*/) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref LocalUser::LocalUserNotifications::OnLocalUserSignedIn
void OnLocalUserSignedIn(AzFramework::LocalUserId localUserId) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref LocalUser::LocalUserNotifications::OnLocalUserSignedOut
void OnLocalUserSignedOut(AzFramework::LocalUserId localUserId) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience function to push the default primary controller disconnected game state.
//! Override if you wish to push a different primary controller disconnected game state.
virtual void PushPrimaryControllerDisconnectedGameState();
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience function to push the default primary user signed out game state.
//! Override if you wish to push a different primary user signed out game state.
virtual void PushPrimaryUserSignedOutGameState();
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience function to push the default level paused game state (if it is needed).
//! Override if you wish to push a different level paused game state.
virtual void TryPushLevelPausedGameState();
private:
////////////////////////////////////////////////////////////////////////////////////////////
// Variables
bool m_primaryControllerDisconnectedWhileLevelLoading = false;
bool m_primaryUserSignedOutWhileLevelLoading = false;
};
} // namespace GameStateSamples
// Include the implementation inline so the class can be instantiated outside of the gem.
#include <GameStateSamples/GameStatePrimaryUserMonitor.inl>