f648cb1fd8
* 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>
212 lines
9.7 KiB
C++
212 lines
9.7 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <GameState/GameStateRequestBus.h>
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#include <GameStateSamples/GameStateLevelRunning.h>
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#include <GameStateSamples/GameStateLevelLoading.h>
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#include <GameStateSamples/GameStateLevelPaused.h>
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#include <GameStateSamples/GameStateSamples_Traits_Platform.h>
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#include <AzFramework/Input/Buses/Requests/InputTextEntryRequestBus.h>
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#include <AzFramework/Input/Devices/Gamepad/InputDeviceGamepad.h>
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#include <AzFramework/Input/Devices/Keyboard/InputDeviceKeyboard.h>
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#include <AzFramework/Input/Devices/Touch/InputDeviceTouch.h>
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#include <AzFramework/Input/Devices/VirtualKeyboard/InputDeviceVirtualKeyboard.h>
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#include <LyShine/Bus/UiButtonBus.h>
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#include <LyShine/Bus/UiCanvasBus.h>
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#include <LyShine/Bus/UiCanvasManagerBus.h>
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#include <ILevelSystem.h>
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#include <ISystem.h>
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#include <IConsole.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace GameStateSamples
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnPushed()
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{
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// Load the pause button if there's a touch input device connected
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const AzFramework::InputDevice* inputDeviceTouch = nullptr;
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AzFramework::InputDeviceRequestBus::EventResult(inputDeviceTouch,
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AzFramework::InputDeviceTouch::Id,
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&AzFramework::InputDeviceRequests::GetInputDevice);
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if (inputDeviceTouch && inputDeviceTouch->IsConnected())
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{
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LoadPauseButtonCanvas();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnPopped()
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{
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UnloadPauseButtonCanvas();
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ISystem* iSystem = GetISystem();
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ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
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if (levelSystem && !iSystem->GetGlobalEnvironment()->IsEditor())
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{
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// Unload the currently loaded level
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levelSystem->UnloadLevel();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnEnter()
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{
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InputChannelEventListener::Connect();
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AzFramework::ApplicationLifecycleEvents::Bus::Handler::BusConnect();
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if (ISystem* iSystem = GetISystem())
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{
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iSystem->GetISystemEventDispatcher()->RegisterListener(this);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnExit()
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{
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if (ISystem* iSystem = GetISystem())
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{
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iSystem->GetISystemEventDispatcher()->RemoveListener(this);
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}
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AzFramework::ApplicationLifecycleEvents::Bus::Handler::BusDisconnect();
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InputChannelEventListener::Disconnect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline AZ::s32 GameStateLevelRunning::GetPriority() const
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{
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// Make pausing the game precedence over any UI that might be showing
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return AzFramework::InputChannelEventListener::GetPriorityUI() + 1;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool GameStateLevelRunning::OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel)
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{
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if (inputChannel.IsStateEnded() &&
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(inputChannel.GetInputChannelId() == AzFramework::InputDeviceGamepad::Button::Start ||
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inputChannel.GetInputChannelId() == AzFramework::InputDeviceKeyboard::Key::Escape))
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{
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PushLevelPausedGameState();
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return true; // Consume this input
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}
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return false; // Don't consume other input
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnApplicationConstrained(AzFramework::ApplicationLifecycleEvents::Event /*lastEvent*/)
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{
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bool pauseOnApplicationConstrained = false;
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#if AZ_TRAIT_GAMESTATESAMPLES_PAUSE_ON_APPLICATION_CONSTRAINED
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pauseOnApplicationConstrained = true;
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#else
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pauseOnApplicationConstrained = false;
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#endif // AZ_TRAIT_GAMESTATESAMPLES_PAUSE_ON_APPLICATION_CONSTRAINED
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ISystem* iSystem = GetISystem();
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IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
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if (iConsole && iConsole->GetCVar("sys_pauseOnApplicationConstrained"))
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{
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switch (iConsole->GetCVar("sys_pauseOnApplicationConstrained")->GetIVal())
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{
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case 0: { pauseOnApplicationConstrained = false; } break;
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case 1: { pauseOnApplicationConstrained = true; } break;
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default: break; // Use the default value that was set above
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}
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}
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// Do not pause if the application was constrained because the virtual keyboard was shown
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bool hasTextEntryStarted = false;
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AzFramework::InputTextEntryRequestBus::EventResult(hasTextEntryStarted,
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AzFramework::InputDeviceVirtualKeyboard::Id,
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&AzFramework::InputTextEntryRequests::HasTextEntryStarted);
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if (pauseOnApplicationConstrained && !hasTextEntryStarted)
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{
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PushLevelPausedGameState();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
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{
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// If the user happens to initiate a level load outside the context of these game states,
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// for example via executing the 'map' command from the debug console or in autoexec.cfg,
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// this will also be detected by checking for the ESYSTEM_EVENT_LEVEL_LOAD_PREPARE event.
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if (event == ESYSTEM_EVENT_LEVEL_LOAD_PREPARE)
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{
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// Replace the level running game state with the level loading game state
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelRunning>(),
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"The active game state is not of type GameStateLevelRunning");
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AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelLoading>(),
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"The game state stack already contains an instance of GameStateLevelLoading");
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AZStd::shared_ptr<GameState::IGameState> gameStateLevelLoading = GameState::GameStateRequests::CreateNewOverridableGameStateOfType<GameStateLevelLoading>();
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GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::ReplaceActiveGameState, gameStateLevelLoading);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::PushLevelPausedGameState()
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{
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AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelPaused>(),
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"The game state stack already contains an instance of GameStateLevelPaused");
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GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateLevelPaused>();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::LoadPauseButtonCanvas()
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{
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// Load the UI canvas
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const char* uiCanvasAssetPath = GetPauseButtonCanvasAssetPath();
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UiCanvasManagerBus::BroadcastResult(m_pauseButtonCanvasEntityId,
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&UiCanvasManagerInterface::LoadCanvas,
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uiCanvasAssetPath);
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if (!m_pauseButtonCanvasEntityId.IsValid())
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{
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AZ_Warning("GameStateLevelRunning", false, "Could not load %s", uiCanvasAssetPath);
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return;
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}
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// Display the pause HUD
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UiCanvasBus::Event(m_pauseButtonCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
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// Setup the 'Pause' button to push the level paused state
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AZ::EntityId pauseButtonElementId;
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UiCanvasBus::EventResult(pauseButtonElementId,
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m_pauseButtonCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"PauseButton");
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auto OnPauseButtonClicked = [this]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
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{
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PushLevelPausedGameState();
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};
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UiButtonBus::Event(pauseButtonElementId, &UiButtonInterface::SetOnClickCallback, OnPauseButtonClicked);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelRunning::UnloadPauseButtonCanvas()
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{
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if (m_pauseButtonCanvasEntityId.IsValid())
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{
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// Unload the pause menu
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UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
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m_pauseButtonCanvasEntityId);
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m_pauseButtonCanvasEntityId.SetInvalid();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline const char* GameStateLevelRunning::GetPauseButtonCanvasAssetPath()
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{
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return "@products@/ui/canvases/defaultpausebuttonfortouchscreens.uicanvas";
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}
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}
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