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89 lines
3.8 KiB
C++
89 lines
3.8 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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#pragma once
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#include <GameState/GameState.h>
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#include <AzFramework/Input/Events/InputChannelEventListener.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace GameStateSamples
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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//! Game state that is active while gameplay is paused.
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class GameStateLevelPaused : public GameState::IGameState
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, public AzFramework::InputChannelEventListener
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Allocator
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AZ_CLASS_ALLOCATOR(GameStateLevelPaused, AZ::SystemAllocator, 0);
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////////////////////////////////////////////////////////////////////////////////////////////
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// Type Info
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AZ_RTTI(GameStateLevelPaused, "{6CAA4810-AA67-4A96-BB23-3EFA4BCCBF12}", IGameState);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default constructor
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GameStateLevelPaused() = default;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default destructor
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~GameStateLevelPaused() override = default;
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnPushed
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void OnPushed() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnPopped
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void OnPopped() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnEnter
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void OnEnter() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref GameState::GameState::OnExit
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void OnExit() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::GetPriority
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AZ::s32 GetPriority() const override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::OnInputChannelEventFiltered
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bool OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience functions to load and unload the pause menu UI canvas.
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///@{
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virtual void LoadPauseMenuCanvas();
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virtual void UnloadPauseMenuCanvas();
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virtual void SetPauseMenuCanvasDrawOrder();
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virtual const char* GetPauseMenuCanvasAssetPath();
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///@}
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience functions to pause and unpause the game.
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///@{
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virtual void PauseGame();
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virtual void UnpauseGame();
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///@}
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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AZ::EntityId m_pauseMenuCanvasEntityId; //!< Id of the UI canvas being displayed
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};
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} // namespace GameStateSamples
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// Include the implementation inline so the class can be instantiated outside of the gem.
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#include <GameStateSamples/GameStateLevelPaused.inl>
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