/* * 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 MultiplayerCreateServerViewContext { AZStd::string DefaultMapName; AZStd::string DefaultServerName; std::function OnCreateServerButtonClicked; }; /* * View to support Multiplayer Create Server. Handles UI events for creating server. */ class MultiplayerCreateServerView : public UiCanvasNotificationBus::Handler { public: AZ_CLASS_ALLOCATOR(MultiplayerCreateServerView, AZ::SystemAllocator, 0); MultiplayerCreateServerView(const MultiplayerCreateServerViewContext&, const AZ::EntityId); virtual ~MultiplayerCreateServerView(); // UiCanvasActionNotification void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override; LyShine::StringType GetMapName() const; LyShine::StringType GetServerName() const; private: AZ::EntityId m_canvasEntityId; MultiplayerCreateServerViewContext m_context; }; }