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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelPaused.inl

200 lines
9.2 KiB
C++

/*
* 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/GameStateLevelPaused.h>
#include <GameStateSamples/GameStateMainMenu.h>
#include <GameStateSamples/GameStateOptionsMenu.h>
#include <AzFramework/Input/Devices/Gamepad/InputDeviceGamepad.h>
#include <AzFramework/Input/Devices/Keyboard/InputDeviceKeyboard.h>
#include <LyShine/Bus/UiButtonBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/UiCanvasManagerBus.h>
#include <LyShine/Bus/UiCursorBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::OnPushed()
{
LoadPauseMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::OnPopped()
{
UnloadPauseMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::OnEnter()
{
InputChannelEventListener::Connect();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::OnExit()
{
InputChannelEventListener::Disconnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline AZ::s32 GameStateLevelPaused::GetPriority() const
{
// Make unpausing the game precedence over any UI that might be showing
return AzFramework::InputChannelEventListener::GetPriorityUI() + 1;
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline bool GameStateLevelPaused::OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel)
{
if (inputChannel.IsStateEnded() &&
(inputChannel.GetInputChannelId() == AzFramework::InputDeviceGamepad::Button::Start ||
inputChannel.GetInputChannelId() == AzFramework::InputDeviceKeyboard::Key::Escape))
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
"The active game state is not an instance of GameStateLevelPaused");
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
return true; // Consume this input
}
return false; // Don't consume other input
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::LoadPauseMenuCanvas()
{
// Load the UI canvas
const char* uiCanvasAssetPath = GetPauseMenuCanvasAssetPath();
UiCanvasManagerBus::BroadcastResult(m_pauseMenuCanvasEntityId,
&UiCanvasManagerInterface::LoadCanvas,
uiCanvasAssetPath);
if (!m_pauseMenuCanvasEntityId.IsValid())
{
AZ_Warning("GameStateLevelPaused", false, "Could not load %s", uiCanvasAssetPath);
return;
}
// Display the pause menu
UiCanvasBus::Event(m_pauseMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
SetPauseMenuCanvasDrawOrder();
// Display the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
// Setup the 'Resume' button to return to the level running state
AZ::EntityId resumeButtonElementId;
UiCanvasBus::EventResult(resumeButtonElementId,
m_pauseMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"ResumeButton");
UiButtonBus::Event(resumeButtonElementId,
&UiButtonInterface::SetOnClickCallback,
[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
"The active game state is not an instance of GameStateLevelPaused");
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
});
// Setup the 'Options' button to open the options menu
AZ::EntityId optionsButtonElementId;
UiCanvasBus::EventResult(optionsButtonElementId,
m_pauseMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"OptionsButton");
UiButtonBus::Event(optionsButtonElementId,
&UiButtonInterface::SetOnClickCallback,
[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
"The active game state is not an instance of GameStateLevelPaused");
GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateOptionsMenu>();
});
// Setup the 'Return to Main Menu' button to return to the main menu state
AZ::EntityId returnToMainMenuButtonElementId;
UiCanvasBus::EventResult(returnToMainMenuButtonElementId,
m_pauseMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"ReturnToMainMenuButton");
const bool enableReturnToMainMenuButton = GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateMainMenu>();
UiElementBus::Event(returnToMainMenuButtonElementId, &UiElementInterface::SetIsEnabled, enableReturnToMainMenuButton);
if (enableReturnToMainMenuButton)
{
UiButtonBus::Event(returnToMainMenuButtonElementId,
&UiButtonInterface::SetOnClickCallback,
[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
"The active game state is not an instance of GameStateLevelPaused");
GameState::GameStateRequests::PopActiveGameStateUntilOfType<GameStateMainMenu>();
});
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::UnloadPauseMenuCanvas()
{
if (m_pauseMenuCanvasEntityId.IsValid())
{
// Hide the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
// Unload the pause menu
UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
m_pauseMenuCanvasEntityId);
m_pauseMenuCanvasEntityId.SetInvalid();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::SetPauseMenuCanvasDrawOrder()
{
// Loaded canvases are already stored sorted by draw order...
UiCanvasManagerInterface::CanvasEntityList canvases;
UiCanvasManagerBus::BroadcastResult(canvases, &UiCanvasManagerInterface::GetLoadedCanvases);
// ...so get the draw order of the top-most displayed UI canvas...
int highestDrawOrder = 0;
UiCanvasBus::EventResult(highestDrawOrder, canvases.back(), &UiCanvasInterface::GetDrawOrder);
// ...and increment it by one unless it's already set to int max...
if (highestDrawOrder != std::numeric_limits<int>::max())
{
++highestDrawOrder;
}
// ...ensuring the pause menu gets displayed on top of all other loaded canvases,
// with the exception of 'special' ones like message popups or the loading screen
// that use a draw order of int max.
UiCanvasBus::Event(m_pauseMenuCanvasEntityId, &UiCanvasInterface::SetDrawOrder, highestDrawOrder);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline const char* GameStateLevelPaused::GetPauseMenuCanvasAssetPath()
{
return "@products@/ui/canvases/defaultpausemenuscreen.uicanvas";
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::PauseGame()
{
// We need a way to pause the game.
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelPaused::UnpauseGame()
{
// We need a way to un-pause the game.
}
}