This is the multi-page printable view of this section. Click here to print.

Return to the regular view of this page.

UI

Making UI easy!

Overview

The UI System.


Set Up

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


Features

1 - GS_UIManager

Manager

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API

// 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;

Extending Targeting Handler

Load Unload GSUI

2 - UI Hubs

Image showing a UI_HUB component, as seen in the UI Editor.

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API

// 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;

Extending Targeting Handler

PlayUIAnims

Plays a range of UI Anims when fired. (Broken)

3 - Windows

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API

// 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;

Extending Targeting Handler

4 - Pages

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API

// 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);

Extending Targeting Handler

5 - Buttons

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API


Extending Targeting Handler

6 - UI Animation

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API


Extending Targeting Handler

7 - UI Actions

List of UI Actions

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

Targeting Handler Overview

Functionality


Setting Up Your Targeting Handler


API


Extending Targeting Handler

PlayUIAnims

Plays a range of UI Anims when fired. (Broken)