Files
o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelRunning.inl
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lumberyard-employee-dm f648cb1fd8 Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear

The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`

The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`

The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated use of devassets and devroot properties in python

Those properties now use projectroot and engroot

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed hardcoded size of 9 for the product asset alias.

The ResolvePath function now just appends the @projectproductassets@
alias with the input path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix for typos in Hydra python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added a deprecated alias map to the FileIO System

When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated python test scripts to use the projectroot binding

Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to devroot and devgame within the codebase

The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated <engroot>/AutomatedTesting references to projectroot


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct casing in emfxworkspace file


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance

The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed unused parameter warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Undid change to the LexicallyProximate function to set the path result to the base path.

It needs to return the *this path if the pathResult is empty

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils

Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Changed the AWSMetricsGemMock to use a temporary for writing test assets

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"

IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed whitespacing issues in Application.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to the Project Asset Cache in the PythonTests.

Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed the FileIO Deprecated Alias test on Windows

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing @projectsourceassets@ alias, as it is only used once.

Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced @projectproductassets@ alias with @products@

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Rollback changes to the PhysX EditorSystemComponent.cpp

The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-10-05 15:12:53 -05:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateLevelRunning.h>
#include <GameStateSamples/GameStateLevelLoading.h>
#include <GameStateSamples/GameStateLevelPaused.h>
#include <GameStateSamples/GameStateSamples_Traits_Platform.h>
#include <AzFramework/Input/Buses/Requests/InputTextEntryRequestBus.h>
#include <AzFramework/Input/Devices/Gamepad/InputDeviceGamepad.h>
#include <AzFramework/Input/Devices/Keyboard/InputDeviceKeyboard.h>
#include <AzFramework/Input/Devices/Touch/InputDeviceTouch.h>
#include <AzFramework/Input/Devices/VirtualKeyboard/InputDeviceVirtualKeyboard.h>
#include <LyShine/Bus/UiButtonBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/UiCanvasManagerBus.h>
#include <ILevelSystem.h>
#include <ISystem.h>
#include <IConsole.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnPushed()
{
// Load the pause button if there's a touch input device connected
const AzFramework::InputDevice* inputDeviceTouch = nullptr;
AzFramework::InputDeviceRequestBus::EventResult(inputDeviceTouch,
AzFramework::InputDeviceTouch::Id,
&AzFramework::InputDeviceRequests::GetInputDevice);
if (inputDeviceTouch && inputDeviceTouch->IsConnected())
{
LoadPauseButtonCanvas();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnPopped()
{
UnloadPauseButtonCanvas();
ISystem* iSystem = GetISystem();
ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
if (levelSystem && !iSystem->GetGlobalEnvironment()->IsEditor())
{
// Unload the currently loaded level
levelSystem->UnloadLevel();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnEnter()
{
InputChannelEventListener::Connect();
AzFramework::ApplicationLifecycleEvents::Bus::Handler::BusConnect();
if (ISystem* iSystem = GetISystem())
{
iSystem->GetISystemEventDispatcher()->RegisterListener(this);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnExit()
{
if (ISystem* iSystem = GetISystem())
{
iSystem->GetISystemEventDispatcher()->RemoveListener(this);
}
AzFramework::ApplicationLifecycleEvents::Bus::Handler::BusDisconnect();
InputChannelEventListener::Disconnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline AZ::s32 GameStateLevelRunning::GetPriority() const
{
// Make pausing the game precedence over any UI that might be showing
return AzFramework::InputChannelEventListener::GetPriorityUI() + 1;
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline bool GameStateLevelRunning::OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel)
{
if (inputChannel.IsStateEnded() &&
(inputChannel.GetInputChannelId() == AzFramework::InputDeviceGamepad::Button::Start ||
inputChannel.GetInputChannelId() == AzFramework::InputDeviceKeyboard::Key::Escape))
{
PushLevelPausedGameState();
return true; // Consume this input
}
return false; // Don't consume other input
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnApplicationConstrained(AzFramework::ApplicationLifecycleEvents::Event /*lastEvent*/)
{
bool pauseOnApplicationConstrained = false;
#if AZ_TRAIT_GAMESTATESAMPLES_PAUSE_ON_APPLICATION_CONSTRAINED
pauseOnApplicationConstrained = true;
#else
pauseOnApplicationConstrained = false;
#endif // AZ_TRAIT_GAMESTATESAMPLES_PAUSE_ON_APPLICATION_CONSTRAINED
ISystem* iSystem = GetISystem();
IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
if (iConsole && iConsole->GetCVar("sys_pauseOnApplicationConstrained"))
{
switch (iConsole->GetCVar("sys_pauseOnApplicationConstrained")->GetIVal())
{
case 0: { pauseOnApplicationConstrained = false; } break;
case 1: { pauseOnApplicationConstrained = true; } break;
default: break; // Use the default value that was set above
}
}
// Do not pause if the application was constrained because the virtual keyboard was shown
bool hasTextEntryStarted = false;
AzFramework::InputTextEntryRequestBus::EventResult(hasTextEntryStarted,
AzFramework::InputDeviceVirtualKeyboard::Id,
&AzFramework::InputTextEntryRequests::HasTextEntryStarted);
if (pauseOnApplicationConstrained && !hasTextEntryStarted)
{
PushLevelPausedGameState();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
{
// If the user happens to initiate a level load outside the context of these game states,
// for example via executing the 'map' command from the debug console or in autoexec.cfg,
// this will also be detected by checking for the ESYSTEM_EVENT_LEVEL_LOAD_PREPARE event.
if (event == ESYSTEM_EVENT_LEVEL_LOAD_PREPARE)
{
// Replace the level running game state with the level loading game state
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelRunning>(),
"The active game state is not of type GameStateLevelRunning");
AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelLoading>(),
"The game state stack already contains an instance of GameStateLevelLoading");
AZStd::shared_ptr<GameState::IGameState> gameStateLevelLoading = GameState::GameStateRequests::CreateNewOverridableGameStateOfType<GameStateLevelLoading>();
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::ReplaceActiveGameState, gameStateLevelLoading);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::PushLevelPausedGameState()
{
AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelPaused>(),
"The game state stack already contains an instance of GameStateLevelPaused");
GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateLevelPaused>();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::LoadPauseButtonCanvas()
{
// Load the UI canvas
const char* uiCanvasAssetPath = GetPauseButtonCanvasAssetPath();
UiCanvasManagerBus::BroadcastResult(m_pauseButtonCanvasEntityId,
&UiCanvasManagerInterface::LoadCanvas,
uiCanvasAssetPath);
if (!m_pauseButtonCanvasEntityId.IsValid())
{
AZ_Warning("GameStateLevelRunning", false, "Could not load %s", uiCanvasAssetPath);
return;
}
// Display the pause HUD
UiCanvasBus::Event(m_pauseButtonCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
// Setup the 'Pause' button to push the level paused state
AZ::EntityId pauseButtonElementId;
UiCanvasBus::EventResult(pauseButtonElementId,
m_pauseButtonCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"PauseButton");
auto OnPauseButtonClicked = [this]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
PushLevelPausedGameState();
};
UiButtonBus::Event(pauseButtonElementId, &UiButtonInterface::SetOnClickCallback, OnPauseButtonClicked);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelRunning::UnloadPauseButtonCanvas()
{
if (m_pauseButtonCanvasEntityId.IsValid())
{
// Unload the pause menu
UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
m_pauseButtonCanvasEntityId);
m_pauseButtonCanvasEntityId.SetInvalid();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline const char* GameStateLevelRunning::GetPauseButtonCanvasAssetPath()
{
return "@products@/ui/canvases/defaultpausebuttonfortouchscreens.uicanvas";
}
}