/* * 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 MultiplayerGameLiftFlextMatchViewContext { AZStd::string DefaultMatchmakingConfig; std::function OnStartMatchmakingButtonClicked; }; /* * View to support GameLift flex match. Handles canvas UI events. */ class MultiplayerGameLiftFlextMatchView : public UiCanvasNotificationBus::Handler { public: AZ_CLASS_ALLOCATOR(MultiplayerGameLiftFlextMatchView, AZ::SystemAllocator, 0); MultiplayerGameLiftFlextMatchView(const MultiplayerGameLiftFlextMatchViewContext&, const AZ::EntityId); virtual ~MultiplayerGameLiftFlextMatchView(); // UiCanvasActionNotification void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override; private: void SaveMatchmakingConfigName(); AZ::EntityId m_canvasEntityId; MultiplayerGameLiftFlextMatchViewContext m_context; }; }