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

212 lines
9.7 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/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";
}
}