65 lines
2.4 KiB
C++
65 lines
2.4 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 <LyShine/Bus/UiCanvasBus.h>
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#include <Source/Canvas/MultiplayerJoinServerView.h>
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#include <Source/Canvas/MultiplayerCreateServerView.h>
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#include <Source/Canvas/MultiplayerGameLiftFlextMatchView.h>
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namespace Multiplayer
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{
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struct MultiplayerGameLiftLobbyCanvasContext
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{
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MultiplayerJoinServerViewContext JoinServerViewContext;
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MultiplayerGameLiftFlextMatchViewContext GameLiftFlexMatchViewContext;
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MultiplayerCreateServerViewContext CreateServerViewContext;
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std::function<void()> OnReturnButtonClicked;
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};
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/*
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* Canvas view to support GameLift lobby. Handles canvas UI events.
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*/
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class MultiplayerGameLiftLobbyCanvas
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: public UiCanvasNotificationBus::Handler
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{
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public:
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AZ_CLASS_ALLOCATOR(MultiplayerGameLiftLobbyCanvas, AZ::SystemAllocator, 0);
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MultiplayerGameLiftLobbyCanvas() {}
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MultiplayerGameLiftLobbyCanvas(const MultiplayerGameLiftLobbyCanvasContext&);
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virtual ~MultiplayerGameLiftLobbyCanvas();
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// UiCanvasActionNotification
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void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override;
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virtual void Show();
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virtual void Hide();
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virtual void DisplaySearchResults(const GridMate::GridSearch*);
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virtual void ClearSearchResults();
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virtual int GetSelectedServerResult();
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virtual LyShine::StringType GetMapName() const;
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virtual LyShine::StringType GetServerName() const;
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protected:
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MultiplayerJoinServerView* m_joinServerScreen;
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MultiplayerGameLiftFlextMatchView* m_flexMatchScreen;
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MultiplayerCreateServerView* m_createServerScreen;
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private:
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void SaveGameLiftConfig();
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void RefreshGameLiftConfig();
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AZ::EntityId m_canvasEntityId;
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MultiplayerGameLiftLobbyCanvasContext m_context;
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};
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}
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