/* * 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 #include #include #include namespace Multiplayer { struct MultiplayerGameLiftLobbyCanvasContext { MultiplayerJoinServerViewContext JoinServerViewContext; MultiplayerGameLiftFlextMatchViewContext GameLiftFlexMatchViewContext; MultiplayerCreateServerViewContext CreateServerViewContext; std::function OnReturnButtonClicked; }; /* * Canvas view to support GameLift lobby. Handles canvas UI events. */ class MultiplayerGameLiftLobbyCanvas : public UiCanvasNotificationBus::Handler { public: AZ_CLASS_ALLOCATOR(MultiplayerGameLiftLobbyCanvas, AZ::SystemAllocator, 0); MultiplayerGameLiftLobbyCanvas() {} MultiplayerGameLiftLobbyCanvas(const MultiplayerGameLiftLobbyCanvasContext&); virtual ~MultiplayerGameLiftLobbyCanvas(); // UiCanvasActionNotification void OnAction(AZ::EntityId entityId, const LyShine::ActionName& actionName) override; virtual void Show(); virtual void Hide(); virtual void DisplaySearchResults(const GridMate::GridSearch*); virtual void ClearSearchResults(); virtual int GetSelectedServerResult(); virtual LyShine::StringType GetMapName() const; virtual LyShine::StringType GetServerName() const; protected: MultiplayerJoinServerView* m_joinServerScreen; MultiplayerGameLiftFlextMatchView* m_flexMatchScreen; MultiplayerCreateServerView* m_createServerScreen; private: void SaveGameLiftConfig(); void RefreshGameLiftConfig(); AZ::EntityId m_canvasEntityId; MultiplayerGameLiftLobbyCanvasContext m_context; }; }