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

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