Open 3D Engine GameStateSamples Gem API Reference 23.10.0
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GameStateSamples::GameStateLocalUserLobby Class Reference

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
 

Detailed Description

Game state that acts a lobby by assigning local user ids into local player slots as needed.

Member Function Documentation

◆ LoadSignedInUserOverlayCanvas()

void GameStateSamples::GameStateLocalUserLobby::LoadSignedInUserOverlayCanvas ( )
inlineprotectedvirtual

Convenience functions to load and unload the signed in user overlay UI canvas.


The documentation for this class was generated from the following files: