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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryControllerD...

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3.7 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
*
*/
#pragma once
#include <GameState/GameState.h>
#include <AzFramework/Input/Events/InputChannelEventListener.h>
#include <AzFramework/Input/Buses/Notifications/InputDeviceNotificationBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Game state that is active while the primary user's controller is disconnected.
class GameStatePrimaryControllerDisconnected : public GameState::IGameState
, public AzFramework::InputChannelEventListener
, public AzFramework::InputDeviceNotificationBus::Handler
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(GameStatePrimaryControllerDisconnected, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(GameStatePrimaryControllerDisconnected, "{47FCBC7A-49CB-4FEB-842A-C730CCB19940}", IGameState);
////////////////////////////////////////////////////////////////////////////////////////////
//! Default constructor
GameStatePrimaryControllerDisconnected() = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! Default destructor
~GameStatePrimaryControllerDisconnected() override = default;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnEnter
void OnEnter() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnExit
void OnExit() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputChannelEventListener::GetPriority
AZ::s32 GetPriority() const override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputChannelEventListener::OnInputChannelEventFiltered
bool OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent
void OnInputDeviceConnectedEvent(const AzFramework::InputDevice& inputDevice) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience functions to show/hide the primary controller disconnected popup.
///@{
virtual void ShowPrimaryControllerDisconnectedPopup();
virtual void HidePrimaryControllerDisconnectedPopup();
///@}
private:
////////////////////////////////////////////////////////////////////////////////////////////
// Variables
AZ::u32 m_primaryControllerDisconnectedPopupId = 0; //!< Id of the popup being displayed
};
} // namespace GameStateSamples
// Include the implementation inline so the class can be instantiated outside of the gem.
#include <GameStateSamples/GameStatePrimaryControllerDisconnected.inl>