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o3de/Gems/Multiplayer/Code/Source/Canvas/MultiplayerCreateServerView.h
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2021-03-08 14:30:57 -08:00

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/*
* 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 <LyShine/Bus/UiCanvasBus.h>
namespace Multiplayer
{
struct MultiplayerCreateServerViewContext
{
AZStd::string DefaultMapName;
AZStd::string DefaultServerName;
std::function<void()> OnCreateServerButtonClicked;
};
/*
* View to support Multiplayer Create Server. Handles UI events for creating server.
*/
class MultiplayerCreateServerView
: public UiCanvasNotificationBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(MultiplayerCreateServerView, AZ::SystemAllocator, 0);
MultiplayerCreateServerView(const MultiplayerCreateServerViewContext&, const AZ::EntityId);
virtual ~MultiplayerCreateServerView();
// UiCanvasActionNotification
void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override;
LyShine::StringType GetMapName() const;
LyShine::StringType GetServerName() const;
private:
AZ::EntityId m_canvasEntityId;
MultiplayerCreateServerViewContext m_context;
};
}