38261d0800
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines Signed-off-by: Steve Pham <spham@amazon.com>
94 lines
4.1 KiB
C++
94 lines
4.1 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 <GameStateSamples/GameStateLocalUserLobby.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <ISystem.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 displaying the main game menu (or another front-end menu).
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class GameStateMainMenu : public GameState::IGameState
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, public ISystemEventListener
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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(GameStateMainMenu, AZ::SystemAllocator, 0);
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////////////////////////////////////////////////////////////////////////////////////////////
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// Type Info
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AZ_RTTI(GameStateMainMenu, "{53EB59EC-77F1-4C8E-AC5F-B2A94F15AF31}", IGameState);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default constructor
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GameStateMainMenu() = default;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default destructor
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~GameStateMainMenu() 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 GameState::GameState::OnUpdate
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void OnUpdate() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref ISystemEventListener::OnSystemEvent
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void OnSystemEvent(ESystemEvent event, UINT_PTR wparam, UINT_PTR lparam) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience functions to load and unload the main game menu UI canvas.
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///@{
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virtual void LoadMainMenuCanvas();
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virtual void UnloadMainMenuCanvas();
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virtual const char* GetMainMenuCanvasAssetPath();
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///@}
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Refresh the list of levels displayed in the main menu.
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virtual void RefreshLevelListDisplay();
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Load options from persistent storage, which is done upon first entry into the main menu.
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virtual void LoadGameOptionsFromPersistentStorage();
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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AZStd::unique_ptr<GameStateLocalUserLobby> m_localUserLobbySubState;
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AZ::EntityId m_mainMenuCanvasEntityId;
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bool m_shouldRefreshLevelListDisplay = false;
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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/GameStateMainMenu.inl>
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