/* * 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 StarterGame { //////////////////////////////////////////////////////////////////////////////////////////////// class StarterGameStateMainMenu : public GameStateSamples::GameStateMainMenu { public: //////////////////////////////////////////////////////////////////////////////////////////// // Allocator AZ_CLASS_ALLOCATOR(StarterGameStateMainMenu, AZ::SystemAllocator, 0); //////////////////////////////////////////////////////////////////////////////////////////// // Type Info AZ_RTTI(StarterGameStateMainMenu, "{434ECE7E-8B60-46C3-ADC7-A07D284BABA0}", GameStateMainMenu); //////////////////////////////////////////////////////////////////////////////////////////// //! Default constructor StarterGameStateMainMenu() = default; //////////////////////////////////////////////////////////////////////////////////////////// //! Default destructor ~StarterGameStateMainMenu() override = default; protected: //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::OnPushed void OnPushed() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::OnPopped void OnPopped() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::OnEnter void OnEnter() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::OnExit void OnExit() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::LoadMainMenuCanvas void LoadMainMenuCanvas() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::UnloadMainMenuCanvas void UnloadMainMenuCanvas() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref GameStateSamples::GameStateMainMenu::GetMainMenuCanvasAssetPath const char* GetMainMenuCanvasAssetPath() override; private: //////////////////////////////////////////////////////////////////////////////////////////// //! Play the main menu music loop if it is not already playing void PlayMainMenuMusicLoop(); //////////////////////////////////////////////////////////////////////////////////////////// //! Stop the main menu music loop if it is already playing void StopMainMenuMusicLoop(); //////////////////////////////////////////////////////////////////////////////////////////// //! Is the main menu music loop playing? bool m_isMainMenuMusicLoopPlaying = false; }; } // namespace StarterGame