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