Files
o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelPaused.inl
T
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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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.
}
}