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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.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <AzCore/Component/TickBus.h>
- #include <AzCore/IO/Path/Path.h>
- #include <AzCore/Asset/AssetManagerBus.h>
- #include <AzFramework/Spawnable/Spawnable.h>
- #include <GameState/GameStateRequestBus.h>
- #include <GameStateSamples/GameStateMainMenu.h>
- #include <GameStateSamples/GameStateOptionsMenu.h>
- #include <GameStateSamples/GameStateLevelLoading.h>
- #include <GameStateSamples/GameStatePrimaryUserSelection.h>
- #include <GameStateSamples/GameStateSamples_Traits_Platform.h>
- #include <LocalUser/LocalUserRequestBus.h>
- #include <LyShine/Bus/UiButtonBus.h>
- #include <LyShine/Bus/UiCanvasBus.h>
- #include <LyShine/Bus/UiCanvasManagerBus.h>
- #include <LyShine/Bus/UiCursorBus.h>
- #include <LyShine/Bus/UiDynamicLayoutBus.h>
- #include <LyShine/Bus/UiElementBus.h>
- #include <SaveData/SaveDataRequestBus.h>
- #include <ILevelSystem.h>
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- namespace GameStateSamples
- {
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnPushed()
- {
- // We could load the UI canvas here and keep it cached until OnPopped is called in order to
- // speed up re-entering this game state, but doing so would consume memory for the lifetime
- // of the process that is only needed while this state is active (which is not very often).
- bool createLocalUserLobbySubState = false;
- #if AZ_TRAIT_GAMESTATESAMPLES_LOCAL_USER_LOBBY_ENABLED
- createLocalUserLobbySubState = true;
- #else
- createLocalUserLobbySubState = false;
- #endif // AZ_TRAIT_GAMESTATESAMPLES_LOCAL_USER_LOBBY_ENABLED
- ISystem* iSystem = GetISystem();
- IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
- if (iConsole && iConsole->GetCVar("sys_localUserLobbyEnabled"))
- {
- switch (iConsole->GetCVar("sys_localUserLobbyEnabled")->GetIVal())
- {
- case 0: { createLocalUserLobbySubState = false; } break;
- case 1: { createLocalUserLobbySubState = true; } break;
- default: break; // Use the default value that was set above
- }
- }
- if (createLocalUserLobbySubState)
- {
- m_localUserLobbySubState.reset(aznew GameStateLocalUserLobby());
- m_localUserLobbySubState->OnPushed();
- }
- LoadGameOptionsFromPersistentStorage();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnPopped()
- {
- // See comment above in OnPushed
- if (m_localUserLobbySubState)
- {
- m_localUserLobbySubState->OnPopped();
- m_localUserLobbySubState.reset();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnEnter()
- {
- LoadMainMenuCanvas();
- if (m_localUserLobbySubState)
- {
- m_localUserLobbySubState->OnEnter();
- }
- if (ISystem* iSystem = GetISystem())
- {
- iSystem->GetISystemEventDispatcher()->RegisterListener(this);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnExit()
- {
- if (ISystem* iSystem = GetISystem())
- {
- iSystem->GetISystemEventDispatcher()->RemoveListener(this);
- }
- if (m_localUserLobbySubState)
- {
- m_localUserLobbySubState->OnExit();
- }
- UnloadMainMenuCanvas();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnUpdate()
- {
- // This should be called directly from LoadMainMenuCanvas (or right after it from OnEnter),
- // but at that point in our convoluted startup sequence the level system doesn't exist yet.
- if (m_shouldRefreshLevelListDisplay)
- {
- m_shouldRefreshLevelListDisplay = false;
- RefreshLevelListDisplay();
- }
- if (m_localUserLobbySubState)
- {
- m_localUserLobbySubState->OnUpdate();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void OnLevelButtonClicked(AZ::EntityId entityId, AZ::Vector2)
- {
- // Load the selected level
- AZStd::string levelName;
- UiButtonBus::EventResult(levelName, entityId, &UiButtonInterface::GetOnClickActionName);
- ISystem* iSystem = GetISystem();
- ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
- if (levelSystem && !levelName.empty())
- {
- // This command gets delayed by one frame, so we check for the
- // actual level load start in GameStateMainMenu::OnSystemEvent
- AZ::TickBus::QueueFunction([levelSystem, levelName]() {
- levelSystem->UnloadLevel();
- levelSystem->LoadLevel(levelName.c_str());
- });
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void OnOptionsButtonClicked([[maybe_unused]] AZ::EntityId entityId, AZ::Vector2)
- {
- AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateMainMenu>(),
- "The active game state is not an instance of GameStateMainMenu");
- GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateOptionsMenu>();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void OnBackButtonClicked([[maybe_unused]] AZ::EntityId entityId, AZ::Vector2)
- {
- AZ_Assert(GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStatePrimaryUserSelection>(),
- "The game state stack doesn't contain an instance of GameStatePrimaryUserSelection");
- GameState::GameStateRequests::PopActiveGameStateUntilOfType<GameStatePrimaryUserSelection>();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
- {
- // If the user happens to initiate a level load outside the context of these game states,
- // for example via executing the 'map' command from the debug console or in autoexec.cfg,
- // this will also be detected by checking for the ESYSTEM_EVENT_LEVEL_LOAD_PREPARE event.
- if (event == ESYSTEM_EVENT_LEVEL_LOAD_PREPARE)
- {
- // Push the level loading game state
- AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelLoading>(),
- "The game state stack already contains an instance of GameStateLevelLoading");
- GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateLevelLoading>();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::LoadMainMenuCanvas()
- {
- // Load the UI canvas
- const char* uiCanvasAssetPath = GetMainMenuCanvasAssetPath();
- UiCanvasManagerBus::BroadcastResult(m_mainMenuCanvasEntityId,
- &UiCanvasManagerInterface::LoadCanvas,
- uiCanvasAssetPath);
- if (!m_mainMenuCanvasEntityId.IsValid())
- {
- AZ_Warning("GameStateMainMenu", false, "Could not load %s", uiCanvasAssetPath);
- return;
- }
- // Display the main menu and set it to stay loaded when a level unloads
- UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
- UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::SetKeepLoadedOnLevelUnload, true);
- // Display the UI cursor
- UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
- // Setup the 'Options' button to open the options menu
- AZ::EntityId optionsButtonElementId;
- UiCanvasBus::EventResult(optionsButtonElementId,
- m_mainMenuCanvasEntityId,
- &UiCanvasInterface::FindElementEntityIdByName,
- "OptionsButton");
- UiButtonBus::Event(optionsButtonElementId, &UiButtonInterface::SetOnClickCallback, OnOptionsButtonClicked);
- // Setup the 'Back' button to return to the primary user selection screen
- AZ::EntityId backButtonElementId;
- UiCanvasBus::EventResult(backButtonElementId,
- m_mainMenuCanvasEntityId,
- &UiCanvasInterface::FindElementEntityIdByName,
- "BackButton");
- const bool enableBackButton = GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStatePrimaryUserSelection>();
- UiElementBus::Event(backButtonElementId, &UiElementInterface::SetIsEnabled, enableBackButton);
- if (enableBackButton)
- {
- UiButtonBus::Event(backButtonElementId, &UiButtonInterface::SetOnClickCallback, OnBackButtonClicked);
- }
- else
- {
- // Use the wide version of the 'Options' button.
- UiElementBus::Event(optionsButtonElementId, &UiElementInterface::SetIsEnabled, false);
- UiCanvasBus::EventResult(optionsButtonElementId,
- m_mainMenuCanvasEntityId,
- &UiCanvasInterface::FindElementEntityIdByName,
- "OptionsButtonWide");
- UiElementBus::Event(optionsButtonElementId, &UiElementInterface::SetIsEnabled, true);
- UiButtonBus::Event(optionsButtonElementId, &UiButtonInterface::SetOnClickCallback, OnOptionsButtonClicked);
- }
- // RefreshLevelListDisplay() should be called directly here (or right after it from OnEnter),
- // but at this point in our messed up startup sequence the level system doesn't exist yet.
- m_shouldRefreshLevelListDisplay = true;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::UnloadMainMenuCanvas()
- {
- m_shouldRefreshLevelListDisplay = false;
- if (m_mainMenuCanvasEntityId.IsValid())
- {
- // Hide the UI cursor
- UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
- // Unload the main menu
- UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
- m_mainMenuCanvasEntityId);
- m_mainMenuCanvasEntityId.SetInvalid();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline const char* GameStateMainMenu::GetMainMenuCanvasAssetPath()
- {
- return "@products@/ui/canvases/defaultmainmenuscreen.uicanvas";
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::RefreshLevelListDisplay()
- {
- // Get the dynamic layout UI element
- AZ::EntityId dynamicLayoutElementId;
- UiCanvasBus::EventResult(dynamicLayoutElementId,
- m_mainMenuCanvasEntityId,
- &UiCanvasInterface::FindElementEntityIdByName,
- "DynamicColumn");
- if (dynamicLayoutElementId.IsValid())
- {
- ISystem* iSystem = GetISystem();
- ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
- // Run through all the assets in the asset catalog and gather up the list of level assets
- AZ::Data::AssetType levelAssetType = levelSystem->GetLevelAssetType();
- AZStd::vector<AZStd::string> levelNames;
- auto enumerateCB = [levelAssetType, &levelNames](
- [[maybe_unused]] const AZ::Data::AssetId id,
- const AZ::Data::AssetInfo& assetInfo)
- {
- if (assetInfo.m_assetType == levelAssetType)
- {
- levelNames.emplace_back(assetInfo.m_relativePath);
- }
- };
- AZ::Data::AssetCatalogRequestBus::Broadcast(
- &AZ::Data::AssetCatalogRequestBus::Events::EnumerateAssets, nullptr, enumerateCB, nullptr);
- // Add all the levels into the UI as buttons
- UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, static_cast<int>(levelNames.size()));
- for (int i = 0; i < levelNames.size(); ++i)
- {
- AZ::IO::PathView level(levelNames[i].c_str());
- // Get the button element id
- AZ::EntityId buttonElementId;
- UiElementBus::EventResult(buttonElementId, dynamicLayoutElementId, &UiElementInterface::GetChildEntityId, i);
- // Get the text element id
- AZ::EntityId textElementId;
- UiElementBus::EventResult(textElementId, buttonElementId, &UiElementInterface::FindChildEntityIdByName, "Text");
- // Set the name, on-click callback, and on-click action name for each button
- UiTextBus::Event(textElementId, &UiTextInterface::SetText, level.Filename().Native());
- UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
- UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelNames[i]);
- if (i == 0)
- {
- // Force the first level to be selected
- UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
- }
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- inline void GameStateMainMenu::LoadGameOptionsFromPersistentStorage()
- {
- SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions> loadObjectParams;
- GameOptionRequestBus::BroadcastResult(loadObjectParams.serializableObject,
- &GameOptionRequests::GetGameOptions);
- loadObjectParams.dataBufferName = GameOptions::SaveDataBufferName;
- loadObjectParams.localUserId = LocalUser::LocalUserRequests::GetPrimaryLocalUserId();
- loadObjectParams.callback = [](const SaveData::SaveDataRequests::SaveOrLoadObjectParams<GameOptions>& params,
- [[maybe_unused]] SaveData::SaveDataNotifications::Result result)
- {
- params.serializableObject->OnLoadedFromPersistentData();
- };
- SaveData::SaveDataRequests::LoadObject(loadObjectParams);
- }
- }
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