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o3de/Gems/GameState/Code/Source/GameStateSystemComponent.h

113 lines
6.1 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/GameStateRequestBus.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/std/containers/deque.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameState
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! This system component manages game state instances and the transitions between them. A few
//! default game states are implemented in the GameStateSamples Gem, and these can be extended
//! as needed in order to provide a custom experience for each game, but it's also possible to
//! create completely new states by inheriting from the abstract GameState::IGameState class.
//! States are managed using a stack (pushdown automaton) in order to maintain their history.
class GameStateSystemComponent : public AZ::Component
, public AZ::TickBus::Handler
, public GameStateRequestBus::Handler
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// AZ::Component Setup
AZ_COMPONENT(GameStateSystemComponent, "{03A10E41-3339-42C1-A6C8-A81327CB034B}");
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::ComponentDescriptor::Reflect
static void Reflect(AZ::ReflectContext* context);
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::ComponentDescriptor::GetProvidedServices
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::ComponentDescriptor::GetIncompatibleServices
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::Component::Activate
void Activate() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::Component::Deactivate
void Deactivate() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::TickEvents::GetTickOrder
int GetTickOrder() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AZ::TickEvents::OnTick
void OnTick(float deltaTime, AZ::ScriptTimePoint scriptTimePoint) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::UpdateActiveGameState
void UpdateActiveGameState() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::GetActiveGameState
AZStd::shared_ptr<IGameState> GetActiveGameState() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::PushGameState
bool PushGameState(AZStd::shared_ptr<IGameState> newGameState) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::PopActiveGameState
bool PopActiveGameState() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::PopAllGameStates
void PopAllGameStates() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::ReplaceActiveGameState
bool ReplaceActiveGameState(AZStd::shared_ptr<IGameState> newGameState) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::DoesStackContainGameStateOfTypeId
bool DoesStackContainGameStateOfTypeId(const AZ::TypeId& gameStateTypeId) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::AddGameStateFactoryOverrideForTypeId
bool AddGameStateFactoryOverrideForTypeId(const AZ::TypeId& gameStateTypeId,
GameStateFactory factory) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::RemoveGameStateFactoryOverrideForTypeId
bool RemoveGameStateFactoryOverrideForTypeId(const AZ::TypeId& gameStateTypeId) override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref GameState::GameStateRequests::GetGameStateFactoryOverrideForTypeId
GameStateFactory GetGameStateFactoryOverrideForTypeId(const AZ::TypeId& gameStateTypeId) override;
private:
////////////////////////////////////////////////////////////////////////////////////////////
//! The game state stack, where the top element is considered to be the active game state
AZStd::deque<AZStd::shared_ptr<IGameState>> m_gameStateStack;
////////////////////////////////////////////////////////////////////////////////////////////
//! A map of game state factory functions indexed by the game state type id to override
AZStd::unordered_map<AZ::TypeId, GameStateFactory> m_gameStateFactoryOverrides;
};
}