/* * 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. * */ #pragma once #include namespace Multiplayer { struct MultiplayerBusyAndErrorCanvasContext { std::function OnDismissErrroWindowButtonClicked; }; /* * Canvas to support Multiplayer busy and error screens. Handles canvas UI events. Load last to overlay over others */ class MultiplayerBusyAndErrorCanvas : public UiCanvasNotificationBus::Handler { public: AZ_CLASS_ALLOCATOR(MultiplayerBusyAndErrorCanvas, AZ::SystemAllocator, 0); MultiplayerBusyAndErrorCanvas() {} MultiplayerBusyAndErrorCanvas(const MultiplayerBusyAndErrorCanvasContext&); virtual ~MultiplayerBusyAndErrorCanvas(); // UiCanvasActionNotification void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override; virtual void ShowError(const char* error); virtual void DismissError(bool force = false); virtual void ShowBusyScreen(); virtual void DismissBusyScreen(bool force = false); private: void ShowQueuedErrorMessage(); AZ::EntityId m_canvasEntityId; MultiplayerBusyAndErrorCanvasContext m_context; AZStd::vector< AZStd::string > m_errorMessageQueue; bool m_isShowingError; bool m_isShowingBusy; }; }