Files
o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLocalUserLobby.h
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

135 lines
6.9 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 <LocalUser/LocalUserNotificationBus.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Input/Buses/Notifications/InputDeviceNotificationBus.h>
#include <AzFramework/Input/Events/InputChannelEventListener.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Game state that acts a lobby by assigning local user ids into local player slots as needed.
class GameStateLocalUserLobby : public GameState::IGameState
, public AzFramework::InputChannelEventListener
, public AzFramework::InputDeviceNotificationBus::Handler
, public AzFramework::ApplicationLifecycleEvents::Bus::Handler
, public LocalUser::LocalUserNotificationBus::Handler
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(GameStateLocalUserLobby, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(GameStateLocalUserLobby, "{E6D54EAF-F826-4EEE-91CD-60A052DA55E4}", IGameState);
////////////////////////////////////////////////////////////////////////////////////////////
//! Default constructor
GameStateLocalUserLobby() = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! Default destructor
~GameStateLocalUserLobby() override = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnPushed
void OnPushed() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnPopped
void OnPopped() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnEnter
void OnEnter() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnExit
void OnExit() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameState::OnUpdate
void OnUpdate() override;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! \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;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDeviceNotifications::OnInputDeviceDisconnectedEvent
void OnInputDeviceDisconnectedEvent(const AzFramework::InputDevice& inputDevice) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::ApplicationLifecycleEvents::OnApplicationUnconstrained
void OnApplicationUnconstrained(AzFramework::ApplicationLifecycleEvents::Event /*lastEvent*/) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref LocalUser::LocalUserNotifications::OnLocalUserIdAssignedToLocalPlayerSlot
void OnLocalUserIdAssignedToLocalPlayerSlot(AzFramework::LocalUserId localUserId,
AZ::u32 newLocalPlayerSlot,
AZ::u32 previousLocalPlayerSlot) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref LocalUser::LocalUserNotifications::OnLocalUserIdRemovedFromLocalPlayerSlot
void OnLocalUserIdRemovedFromLocalPlayerSlot(AzFramework::LocalUserId localUserId,
AZ::u32 localPlayerSlot) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience functions to load and unload the signed in user overlay UI canvas.
///@{
virtual void LoadSignedInUserOverlayCanvas();
virtual void UnloadSignedInUserOverlayCanvas();
virtual const char* GetSignedInUserOverlayCanvasAssetPath();
///@}
protected:
void RefreshLocalPlayerSlotAssignments();
bool IsLocalUserSignedIn(AzFramework::LocalUserId localUserId) const;
bool IsLocalUserAssociatedWithConnectedInputDevice(AzFramework::LocalUserId localUserId) const;
void RefreshAllGamepadLightBarColors();
void RefreshGamepadLightBarColor(AzFramework::LocalUserId localUserId, AZ::u32 localPlayerSlot);
void RefreshGamepadLightBarColor(const AzFramework::InputDeviceId& inputDeviceId, AZ::u32 localPlayerSlot);
void RefreshAllSignedInUserOverlays();
void RefreshSignedInUserOverlay(AZ::u32 localPlayerSlot);
void SetSignedInUserOverlayEnabled(AZ::u32 localPlayerSlot,
bool enabled);
void SetSignedInUserOverlayNameText(AZ::u32 localPlayerSlot,
const AZStd::string& localUserName);
AZ::EntityId GetUiElementIdForLocalPlayerSlot(const char* elementName,
AZ::u32 localPlayerSlot) const;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
// Variables
AZ::EntityId m_signedInUsersOverlayCanvasEntityId;
bool m_shouldRefreshLevelListDisplay = false;
};
} // namespace GameStateSamples
// Include the implementation inline so the class can be instantiated outside of the gem.
#include <GameStateSamples/GameStateLocalUserLobby.inl>