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