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

#include <GameStatePrimaryUserMonitor.h>

Inherits GameState::IGameState, GameState::GameStateNotificationBus::Handler, AzFramework::InputDeviceNotificationBus::Handler, AzFramework::ApplicationLifecycleEvents::Bus::Handler, and LocalUser::LocalUserNotificationBus::Handler.

Public Member Functions

 AZ_CLASS_ALLOCATOR (GameStatePrimaryUserMonitor, AZ::SystemAllocator)
 
 AZ_RTTI (GameStatePrimaryUserMonitor, "{2B7DB914-DEEC-4A2F-B178-9AD953D70FE0}", IGameState)
 
 GameStatePrimaryUserMonitor ()=default
 Default constructor.
 
 ~GameStatePrimaryUserMonitor () override=default
 Default destructor.
 

Protected Member Functions

void OnPushed () override
 GameState::GameState::OnPushed
 
void OnPopped () override
 GameState::GameState::OnPopped
 
void OnActiveGameStateChanged (AZStd::shared_ptr< IGameState > oldGameState, AZStd::shared_ptr< IGameState > newGameState) override
 GameState::GameStateNotifications::OnActiveGameStateChanged
 
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 OnLocalUserSignedIn (AzFramework::LocalUserId localUserId) override
 LocalUser::LocalUserNotifications::OnLocalUserSignedIn
 
void OnLocalUserSignedOut (AzFramework::LocalUserId localUserId) override
 LocalUser::LocalUserNotifications::OnLocalUserSignedOut
 
virtual void PushPrimaryControllerDisconnectedGameState ()
 
virtual void PushPrimaryUserSignedOutGameState ()
 
virtual void TryPushLevelPausedGameState ()
 

Detailed Description

Game state that is pushed after determining the primary user (GameStatePrimaryUserSelection) that monitors for events related to the primary user we must respond to (eg. user sign-out). This state will almost never be active, so it won't receive updates, but will rather sit in the stack monitoring for events and respond them by pushing (or popping) other game states.

Member Function Documentation

◆ PushPrimaryControllerDisconnectedGameState()

void GameStateSamples::GameStatePrimaryUserMonitor::PushPrimaryControllerDisconnectedGameState ( )
inlineprotectedvirtual

Convenience function to push the default primary controller disconnected game state. Override if you wish to push a different primary controller disconnected game state.

◆ PushPrimaryUserSignedOutGameState()

void GameStateSamples::GameStatePrimaryUserMonitor::PushPrimaryUserSignedOutGameState ( )
inlineprotectedvirtual

Convenience function to push the default primary user signed out game state. Override if you wish to push a different primary user signed out game state.

◆ TryPushLevelPausedGameState()

void GameStateSamples::GameStatePrimaryUserMonitor::TryPushLevelPausedGameState ( )
inlineprotectedvirtual

Convenience function to push the default level paused game state (if it is needed). Override if you wish to push a different level paused game state.


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