Overview
The UI System.
Set Up
Refer to the UI Set Up Guide in Get Started section.
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The UI System.
Refer to the UI Set Up Guide in Get Started section.

Image showing the GS_UIManager component, as seen in the Entity Inspector.
// GameManagerOutgoingEventBus
void OnSetupManagers() override;
void OnStartupComplete() override;
void OnShutdownManagers() override;
void OnBeginGame() override;
// UIManagerIncomingEventBus
// The UI systems themselves
void LoadGSUI(const AZStd::string& uiName, const AZStd::string& uiPath) override; //If no string included, does not cause defaultFocus
bool RegisterHub(AZ::EntityId hubEntity) override;
void UnloadGSUI(const AZStd::string& uiName) override;
AZ::EntityId GetUIEntity(const AZStd::string& uiName) override;
// Any windows inside UIManager.
void ToggleUI(const AZStd::string& hubName, bool on) override;
void FocusUI(const AZStd::string& hubName) override;
void NavLastUI() override;
// StageManagerOutgoingEventBus
void BeginLoadStage() override;
void LoadStageComplete() override;

Image showing a UI_HUB component, as seen in the UI Editor.
// UIHubIncomingEventBus
void ToggleHub(bool on) override;
void FocusHub() override;
void FocusInteractable(AZ::EntityId interactable, AZStd::string name) override;
//Any windows inside UIHub.
bool RegisterWindow(AZ::EntityId windowEntity) override;
void FocusWindow(AZ::EntityId targetWindow) override;
void FocusWindowByName(const AZStd::string& windowName) override;
void NavLastWindow() override;
AZStd::string GetUIName() override {return UIName;};
AZ::EntityId GetWindowByName(AZStd::string windowName) override;
Plays a range of UI Anims when fired. (Broken)

Image showing the UIWindow component, as seen in the UI Editor.
// UIWindowIncomingEvents
void ToggleInteractable(bool interactable) override;
void FocusWindow(bool resumePosition = false) override;
bool RegisterPage(AZ::EntityId pageEntity) override;
void ChangePage(AZ::EntityId targetPage, bool takeFocus, bool resume) override;

Image showing the UIPage component, as seen in the UI Editor.
// UIPageIncomingEventBus
//Page handling
void ShowPage() override;
void HidePage() override;
//Nav
void FocusPage(bool resumePosition = false) override;
void NewInteractableTarget(AZ::EntityId target) override;
// Local Methods
virtual void RegisterThisPage();
virtual void ToggleInteractable(bool interactable);

Image showing the TargetingHandler component, as seen in the UI Editor.

Image showing the TargetingHandler component, as seen in the Entity Inspector.

Image showing the TargetingHandler component, as seen in the Entity Inspector.
Plays a range of UI Anims when fired. (Broken)