38261d0800
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines Signed-off-by: Steve Pham <spham@amazon.com>
135 lines
6.9 KiB
C++
135 lines
6.9 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 <LocalUser/LocalUserNotificationBus.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/Input/Buses/Notifications/InputDeviceNotificationBus.h>
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#include <AzFramework/Input/Events/InputChannelEventListener.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 acts a lobby by assigning local user ids into local player slots as needed.
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class GameStateLocalUserLobby : public GameState::IGameState
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, public AzFramework::InputChannelEventListener
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, public AzFramework::InputDeviceNotificationBus::Handler
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, public AzFramework::ApplicationLifecycleEvents::Bus::Handler
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, public LocalUser::LocalUserNotificationBus::Handler
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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(GameStateLocalUserLobby, AZ::SystemAllocator, 0);
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////////////////////////////////////////////////////////////////////////////////////////////
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// Type Info
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AZ_RTTI(GameStateLocalUserLobby, "{E6D54EAF-F826-4EEE-91CD-60A052DA55E4}", IGameState);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default constructor
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GameStateLocalUserLobby() = default;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Default destructor
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~GameStateLocalUserLobby() override = default;
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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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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::GetPriority
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AZ::s32 GetPriority() const override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputChannelEventListener::OnInputChannelEventFiltered
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bool OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent
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void OnInputDeviceConnectedEvent(const AzFramework::InputDevice& inputDevice) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceDisconnectedEvent
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void OnInputDeviceDisconnectedEvent(const AzFramework::InputDevice& inputDevice) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AzFramework::ApplicationLifecycleEvents::OnApplicationUnconstrained
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void OnApplicationUnconstrained(AzFramework::ApplicationLifecycleEvents::Event /*lastEvent*/) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref LocalUser::LocalUserNotifications::OnLocalUserIdAssignedToLocalPlayerSlot
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void OnLocalUserIdAssignedToLocalPlayerSlot(AzFramework::LocalUserId localUserId,
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AZ::u32 newLocalPlayerSlot,
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AZ::u32 previousLocalPlayerSlot) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref LocalUser::LocalUserNotifications::OnLocalUserIdRemovedFromLocalPlayerSlot
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void OnLocalUserIdRemovedFromLocalPlayerSlot(AzFramework::LocalUserId localUserId,
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AZ::u32 localPlayerSlot) override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Convenience functions to load and unload the signed in user overlay UI canvas.
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///@{
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virtual void LoadSignedInUserOverlayCanvas();
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virtual void UnloadSignedInUserOverlayCanvas();
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virtual const char* GetSignedInUserOverlayCanvasAssetPath();
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///@}
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protected:
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void RefreshLocalPlayerSlotAssignments();
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bool IsLocalUserSignedIn(AzFramework::LocalUserId localUserId) const;
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bool IsLocalUserAssociatedWithConnectedInputDevice(AzFramework::LocalUserId localUserId) const;
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void RefreshAllGamepadLightBarColors();
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void RefreshGamepadLightBarColor(AzFramework::LocalUserId localUserId, AZ::u32 localPlayerSlot);
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void RefreshGamepadLightBarColor(const AzFramework::InputDeviceId& inputDeviceId, AZ::u32 localPlayerSlot);
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void RefreshAllSignedInUserOverlays();
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void RefreshSignedInUserOverlay(AZ::u32 localPlayerSlot);
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void SetSignedInUserOverlayEnabled(AZ::u32 localPlayerSlot,
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bool enabled);
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void SetSignedInUserOverlayNameText(AZ::u32 localPlayerSlot,
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const AZStd::string& localUserName);
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AZ::EntityId GetUiElementIdForLocalPlayerSlot(const char* elementName,
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AZ::u32 localPlayerSlot) const;
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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AZ::EntityId m_signedInUsersOverlayCanvasEntityId;
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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/GameStateLocalUserLobby.inl>
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