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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateOptionsMenu.h

83 lines
3.7 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <GameState/GameState.h>
#include <GameStateSamples/GameOptionRequestBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Game state that is active while displaying the game's options menu.
class GameStateOptionsMenu : public GameState::IGameState
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(GameStateOptionsMenu, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(GameStateOptionsMenu, "{2441BA71-8AD2-47A1-92BB-478ED74ACE63}", IGameState);
////////////////////////////////////////////////////////////////////////////////////////////
//! Default constructor
GameStateOptionsMenu() = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! Default destructor
~GameStateOptionsMenu() override = default;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! \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;
////////////////////////////////////////////////////////////////////////////////////////////
//! Convenience functions to load, unload, and refresh the options menu UI canvas.
///@{
virtual void LoadOptionsMenuCanvas();
virtual void UnloadOptionsMenuCanvas();
virtual void RefreshOptionsMenuCanvas();
virtual void SetOptionsMenuCanvasDrawOrder();
virtual const char* GetOptionsMenuCanvasAssetPath();
///@}
////////////////////////////////////////////////////////////////////////////////////////////
//! Save game options to persistent storage, which is done upon exiting the options menu.
virtual void SaveGameOptionsToPersistentStorage();
protected:
////////////////////////////////////////////////////////////////////////////////////////////
// Variables
AZStd::shared_ptr<GameOptions> m_gameOptions; //!< The game options object
AZ::EntityId m_optionsMenuCanvasEntityId; //!< Id of the UI canvas being displayed
};
} // namespace GameStateSamples
// Include the implementation inline so the class can be instantiated outside of the gem.
#include <GameStateSamples/GameStateOptionsMenu.inl>