Game state that acts a lobby by assigning local user ids into local player slots as needed. More...
#include <GameStateLocalUserLobby.h>
Inherits GameState::IGameState, AzFramework::InputChannelEventListener, AzFramework::InputDeviceNotificationBus::Handler, AzFramework::ApplicationLifecycleEvents::Bus::Handler, and LocalUser::LocalUserNotificationBus::Handler.
Public Member Functions | |
AZ_CLASS_ALLOCATOR (GameStateLocalUserLobby, AZ::SystemAllocator) | |
AZ_RTTI (GameStateLocalUserLobby, "{E6D54EAF-F826-4EEE-91CD-60A052DA55E4}", IGameState) | |
GameStateLocalUserLobby ()=default | |
Default constructor. | |
~GameStateLocalUserLobby () override=default | |
Default destructor. | |
void | OnPushed () override |
GameState::GameState::OnPushed | |
void | OnPopped () override |
GameState::GameState::OnPopped | |
void | OnEnter () override |
GameState::GameState::OnEnter | |
void | OnExit () override |
GameState::GameState::OnExit | |
void | OnUpdate () override |
GameState::GameState::OnUpdate | |
Protected Member Functions | |
AZ::s32 | GetPriority () const override |
AzFramework::InputChannelEventListener::GetPriority | |
bool | OnInputChannelEventFiltered (const AzFramework::InputChannel &inputChannel) override |
AzFramework::InputChannelEventListener::OnInputChannelEventFiltered | |
void | OnInputDeviceConnectedEvent (const AzFramework::InputDevice &inputDevice) override |
AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent | |
void | OnInputDeviceDisconnectedEvent (const AzFramework::InputDevice &inputDevice) override |
AzFramework::InputDeviceNotifications::OnInputDeviceDisconnectedEvent | |
void | OnApplicationUnconstrained (AzFramework::ApplicationLifecycleEvents::Event) override |
AzFramework::ApplicationLifecycleEvents::OnApplicationUnconstrained | |
void | OnLocalUserIdAssignedToLocalPlayerSlot (AzFramework::LocalUserId localUserId, AZ::u32 newLocalPlayerSlot, AZ::u32 previousLocalPlayerSlot) override |
LocalUser::LocalUserNotifications::OnLocalUserIdAssignedToLocalPlayerSlot | |
void | OnLocalUserIdRemovedFromLocalPlayerSlot (AzFramework::LocalUserId localUserId, AZ::u32 localPlayerSlot) override |
LocalUser::LocalUserNotifications::OnLocalUserIdRemovedFromLocalPlayerSlot | |
void | RefreshLocalPlayerSlotAssignments () |
bool | IsLocalUserSignedIn (AzFramework::LocalUserId localUserId) const |
bool | IsLocalUserAssociatedWithConnectedInputDevice (AzFramework::LocalUserId localUserId) const |
void | RefreshAllGamepadLightBarColors () |
void | RefreshGamepadLightBarColor (AzFramework::LocalUserId localUserId, AZ::u32 localPlayerSlot) |
void | RefreshGamepadLightBarColor (const AzFramework::InputDeviceId &inputDeviceId, AZ::u32 localPlayerSlot) |
void | RefreshAllSignedInUserOverlays () |
void | RefreshSignedInUserOverlay (AZ::u32 localPlayerSlot) |
void | SetSignedInUserOverlayEnabled (AZ::u32 localPlayerSlot, bool enabled) |
void | SetSignedInUserOverlayNameText (AZ::u32 localPlayerSlot, const AZStd::string &localUserName) |
AZ::EntityId | GetUiElementIdForLocalPlayerSlot (const char *elementName, AZ::u32 localPlayerSlot) const |
virtual void | LoadSignedInUserOverlayCanvas () |
virtual void | UnloadSignedInUserOverlayCanvas () |
virtual const char * | GetSignedInUserOverlayCanvasAssetPath () |
Protected Attributes | |
AZ::EntityId | m_signedInUsersOverlayCanvasEntityId |
bool | m_shouldRefreshLevelListDisplay = false |
Game state that acts a lobby by assigning local user ids into local player slots as needed.
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inlineprotectedvirtual |
Convenience functions to load and unload the signed in user overlay UI canvas.