/* * 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. * */ #include #include #include #include namespace MultiplayerDiagnostics { void MultiplayerImGuiSystemComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ; if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("MultiplayerImGui", "[GridMate Network Live Analyzer component]") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System")) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void MultiplayerImGuiSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("MultiplayerImGuiService")); } void MultiplayerImGuiSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("MultiplayerImGuiService")); } void MultiplayerImGuiSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { AZ_UNUSED(required); } void MultiplayerImGuiSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) { AZ_UNUSED(dependent); } void MultiplayerImGuiSystemComponent::Activate() { ImGui::ImGuiUpdateListenerBus::Handler::BusConnect(); } void MultiplayerImGuiSystemComponent::Deactivate() { ImGui::ImGuiUpdateListenerBus::Handler::BusDisconnect(); } void MultiplayerImGuiSystemComponent::OnImGuiInitialize() { m_reporter = AZStd::make_unique(); } void MultiplayerImGuiSystemComponent::OnImGuiUpdate() { if (m_reporter) { m_reporter->OnImGuiUpdate(); } } }