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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateOptionsMenu.inl
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2021-03-08 14:30:57 -08:00

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/*
* 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.
*
*/
#include <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateOptionsMenu.h>
#include <LocalUser/LocalUserRequestBus.h>
#include <SaveData/SaveDataRequestBus.h>
#include <LyShine/Bus/UiButtonBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/UiCanvasManagerBus.h>
#include <LyShine/Bus/UiCursorBus.h>
#include <LyShine/Bus/UiSliderBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnPushed()
{
LoadOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnPopped()
{
UnloadOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnEnter()
{
GameOptionRequestBus::BroadcastResult(m_gameOptions, &GameOptionRequests::GetGameOptions);
RefreshOptionsMenuCanvas();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::OnExit()
{
SaveGameOptionsToPersistentStorage();
m_gameOptions.reset();
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::LoadOptionsMenuCanvas()
{
// Load the UI canvas
const char* uiCanvasAssetPath = GetOptionsMenuCanvasAssetPath();
UiCanvasManagerBus::BroadcastResult(m_optionsMenuCanvasEntityId,
&UiCanvasManagerInterface::LoadCanvas,
uiCanvasAssetPath);
if (!m_optionsMenuCanvasEntityId.IsValid())
{
AZ_Warning("GameStateOptionsMenu", false, "Could not load %s", uiCanvasAssetPath);
return;
}
// Display the options menu
UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
SetOptionsMenuCanvasDrawOrder();
// Display the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
// Setup the 'Back' button to return to the previous menu (either the main menu or the pause menu)
AZ::EntityId backButtonElementId;
UiCanvasBus::EventResult(backButtonElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"BackButton");
UiButtonBus::Event(backButtonElementId,
&UiButtonInterface::SetOnClickCallback,
[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
{
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateOptionsMenu>(),
"The active game state is not an instance of GameStateOptionsMenu");
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
});
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::UnloadOptionsMenuCanvas()
{
if (m_optionsMenuCanvasEntityId.IsValid())
{
// Hide the UI cursor
UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
// Unload the pause menu
UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
m_optionsMenuCanvasEntityId);
m_optionsMenuCanvasEntityId.SetInvalid();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::RefreshOptionsMenuCanvas()
{
if (!m_gameOptions)
{
return;
}
// Refresh the ambient volume slider
AZ::EntityId ambientVolumeSliderElementId;
UiCanvasBus::EventResult(ambientVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"AmbientVolumeSlider");
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetAmbientVolume());
auto setAmbientVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetAmbientVolume(value);
};
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setAmbientVolume);
UiSliderBus::Event(ambientVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setAmbientVolume);
// Refresh the effects volume slider
AZ::EntityId effectsVolumeSliderElementId;
UiCanvasBus::EventResult(effectsVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"EffectsVolumeSlider");
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetEffectsVolume());
auto setEffectsVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetEffectsVolume(value);
};
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setEffectsVolume);
UiSliderBus::Event(effectsVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setEffectsVolume);
// Refresh the main volume slider
AZ::EntityId mainVolumeSliderElementId;
UiCanvasBus::EventResult(mainVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"MainVolumeSlider");
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetMainVolume());
auto setMainVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetMainVolume(value);
};
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setMainVolume);
UiSliderBus::Event(mainVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setMainVolume);
// Refresh the music volume slider
AZ::EntityId musicVolumeSliderElementId;
UiCanvasBus::EventResult(musicVolumeSliderElementId,
m_optionsMenuCanvasEntityId,
&UiCanvasInterface::FindElementEntityIdByName,
"MusicVolumeSlider");
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValue,
m_gameOptions->GetMusicVolume());
auto setMusicVolume = [gameOptions = m_gameOptions]([[maybe_unused]] AZ::EntityId entityId, float value)
{
gameOptions->SetMusicVolume(value);
};
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValueChangingCallback,
setMusicVolume);
UiSliderBus::Event(musicVolumeSliderElementId,
&UiSliderInterface::SetValueChangedCallback,
setMusicVolume);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::SetOptionsMenuCanvasDrawOrder()
{
// Loaded canvases are already stored sorted by draw order...
UiCanvasManagerInterface::CanvasEntityList canvases;
UiCanvasManagerBus::BroadcastResult(canvases, &UiCanvasManagerInterface::GetLoadedCanvases);
// ...so get the draw order of the top-most displayed UI canvas...
int highestDrawOrder = 0;
UiCanvasBus::EventResult(highestDrawOrder, canvases.back(), &UiCanvasInterface::GetDrawOrder);
// ...and increment it by one unless it's already set to int max...
if (highestDrawOrder != std::numeric_limits<int>::max())
{
++highestDrawOrder;
}
// ...ensuring the pause menu gets displayed on top of all other loaded canvases,
// with the exception of 'special' ones like message popups or the loading screen
// that use a draw order of int max.
UiCanvasBus::Event(m_optionsMenuCanvasEntityId, &UiCanvasInterface::SetDrawOrder, highestDrawOrder);
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline const char* GameStateOptionsMenu::GetOptionsMenuCanvasAssetPath()
{
return "@assets@/ui/canvases/defaultoptionsmenuscreen.uicanvas";
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateOptionsMenu::SaveGameOptionsToPersistentStorage()
{
SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions> saveObjectParams;
saveObjectParams.serializableObject = m_gameOptions;
saveObjectParams.dataBufferName = GameOptions::SaveDataBufferName;
saveObjectParams.localUserId = LocalUser::LocalUserRequests::GetPrimaryLocalUserId();
SaveData::SaveDataRequests::SaveObject(saveObjectParams);
}
}