Tutorial: Creating a Gem with code
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1 Tutorial: Creating a Gem with code This tutorial walks you through the steps to create a simple Gem with code, including using the Project Configurator to create an empty Gem, building the Gem, and drawing text on screen to show the Gem is working. At the end of the tutorial, you will have a Gem that writes a simple line of text to the screen when enabled. You will learn how to do the following: Create a Gem Enable and build your Gem Display text on screen Prerequisites This tutorial assumes you have installed the Lumberyard SDK and set up your development environment. You must have the following before starting this tutorial: Lumberyard Installed Microsoft Visual Studio 2013 or 2015 Step 1: Create a new Gem The first step in the tutorial is to use the Project Configurator to create a new Gem. To create a new Gem 1. In Windows Explorer, navigate to folder where you installed Lumberyard SDK and run SetupAssistant.bat located in the root folder. 2. In your Get Started tab, make sure to check all of the following items: a. What do you want to do with Lumberyard? i. Run your game project ii. Run the Lumberyard Editor and tools iii. Compile the game code b. Visual Studio Version i. Select the version of Visual Studio you ve installed on your machine.
2 3. Go to Install required SDKs tab, and make sure all of your paths are valid or contain a green check mark icon under the Status Column. a. A successfully completed SDK paths validation will be indicated as another green check mark icon next to Install required SDKs. b. If you encounter a red X icon, go through your SDKs listing and read the installation guide to install the missing SDK, for every invalid or X marked status in your SDKs list.
3 4. Next, go to Summary tab, and click on the Configure project button. 5. The Project Configurator will open and display a list of available projects with the active project highlighted. a. Click the Enable Gems link next to the enabled project to display the list of available Gems.
4 6. Click the Create a new Gem button and the Project Configurator will display a form with information needed to create your new Gem. 7. For this tutorial, name your Gem HelloWorld and then click Ok.
5 At this point, the required files for your Gem exist on your hard drive. You can find your Gem inside the /dev/gems/helloworld/ folder. For example, if you named your Gem HelloWorld and the path to your Lumberyard SDK is C:\LumberyardSDK, then the full path to your gem is C:\LumberyardSDK\dev\gems\HelloWorld 8. In the Project Configurator scroll down in Gems lists till you find your HelloWorld Gem. Select the checkbox to enable it and press Save. 9. Everything should be configured at this point. Go ahead and close the Project Configurator. 10. In Windows Explorer, navigate to /dev/gems/helloworld/ and look at the files created for you. a. Assets i. Any assets needed for your Gem go here. 1. Typical assets include materials, models, textures and audio files. The AZ::IO system automatically includes this folder to make it easy to reference assets provided by your Gem. 2. For example, if you had a material file in /HelloWorld/Assets/materials /MyMaterial.mtl, you can reference it in your code with the path materials/mymaterial.mtl ii. NOTE: If you do not see this folder, you can manually add it. If you don t have any assets in your Gem feel free to remove this folder. b. gem.json i. Metadata for this Gem including its Id, Name, Dependencies, and Version. c. preview.png i. A preview image displayed in the Project Configurator Gem s list.
6 d. Code\helloworld.waf_files i. Waf files json for your Gem that specifies which files are built, how files should be combined into uber files, and how files are filtered in the Visual Studio Project. e. Code\helloworld_test.waf_files i. Addition files to include when building with the test specification. f. Code\wscript i. Waf wscript Python file that defines includes, libraries, and other build settings used by your Gem g. Code\Include\HelloWorld\HelloWorldBus.h i. Globally visible header that can be included by any project that uses your Gem, or by other Gems that depend on it. External code can call into your Gem s module and receive events from your module through public event buses. Event buses allow simple and safe function calls between different modules of code. h. Code\Source\HelloWorldModule.cpp i. Implementation of the HelloWorldModule. Starting in Lumberyard 1.5, new Gems are built around AZ modules. The default module registers one system component, the HelloWorldSystemComponent. i. Code\Source\HelloWorldSystemComponent.h i. Header for the HelloWorldSystemComponent implementation. This component is registered by the HelloWorldModule and is a handler for the HelloWorldBus. j. Code\Source\HelloWorldSystemComponent.cpp i. HelloWorldSystemComponent implementation. Inside this component are the typical Activate, Deactivate and Init and Reflect methods. In this tutorial you will modify this component to draw to the screen. k. Code\Source\StdAfx.cpp l. Code\Source\StdAfx.h m. Code\Tests\HelloWorldTest.cpp i. You do test your code right? Of course you do! 11. Open a command prompt and navigate to the dev folder where you installed the Lumberyard SDK and run lmbr_waf configure.
7 Note: You must always run the configure process when adding new code files or making changes to build settings. The configure process will verify all dependencies and update your Visual Studio solution to include the new files. If your Gem will only have assets in it you can remove the Gem s code folder and skip the configure and build process. You now have a new Gem, but it doesn t do anything. Let s fix that. Step 2: Add code to display text This step in the tutorial shows you how to add code to the Gem that displays text on the screen when the Gem is enabled. To add code to the Gem that displays text 1. In Windows Explorer, navigate to dev/solutions and open LumberyardSDK.sln 2. After Microsoft Visual Studio finishes loading the solution, locate your new Gem in the Gems folder inside the Solution Explorer panel. a. The default classes created for you include the following: i. An AZ::Module named HelloWorldModule ii. A HelloWorldRequestBus for receiving request events. iii. An AZ::Component named HelloWorldSystemComponent that handles requests from the HelloWorldRequestBus. iv. A HelloWorldTest class for unit testing.
8 3. Expand the Source folder inside your Gem project and open the HelloWorldSystemComponent.h file. a. The skeleton code provided includes a few commonly implemented functions. The Activate and function is called when your HelloWorldSystemComponent is activated. 4. Next, open HelloWorldSystem.h and add an include for the TickBus. The TickBus is an event bus that is used to notify anyone about tick events. Alter HelloWorldSystemComponent to implement AZ::TickBus::Handler. #include <AzCore/Component/TickBus.h> namespace HelloWorld { class HelloWorldSystemComponent : public AZ::Component, protected HelloWorldRequestBus::Handler, public AZ::TickBus::Handler {
9 5. Next define the following TickBus override in the protected section in HelloWorldSystemComponent.h /////////////////////////////////////////////////////////////////////////// // TickBus void OnTick(float deltatime, AZ::ScriptTimePoint time) override; /////////////////////////////////////////////////////////////////////////// 6. Save HelloWorldSystemComponent.h and open HelloWorldSystemComponent.cpp then add the following include for the render interface. #include "IRenderer.h" 7. Next, modify the Activate function so this component connects to the TickBus and receives OnTick events.
10 void HelloWorldSystemComponent::Activate() { HelloWorldRequestBus::Handler::BusConnect(); } // connect to the TickBus AZ::TickBus::Handler::BusConnect(); 8. Modify the Deactivate function to disconnect from the TickBus. void HelloWorldSystemComponent::Deactivate() { HelloWorldRequestBus::Handler:: BusDisconnect(); } // disconnect to the TickBus AZ::TickBus::Handler::BusDisconnect(); 9. Add the following OnTick function to draw a message to the screen every tick. void HelloWorldSystemComponent::OnTick(float deltatime, AZ::ScriptTimePoint time) { float white[4] = { 1.f, 1.f, 1.f, 1.f }; if (genv && genv->prenderer) { genv->prenderer->draw2dlabel(32.f, 32.f, 2.f, white, false, "HelloWorld Gem says hello."); } }
11 The Draw2dLabel call will render text on the screen every time the OnTick event is sent. 10. Save HelloWorldSystemComponent.h and HelloWorldSystemComponent.cpp, and open command prompt (CMD). 11. In CMD, navigate to /dev/ folder in your Lumberyard SDK and enter the following command: a. If you have Visual Studio 2013: i. lmbr_waf build_win_x64_vs2013_profile p game b. If you have Visual Studio 2015: i. lmbr_waf build_win_x64_vs2015_profile p game 12. Run the SamplesProjectLauncher.exe now located in dev/bin64vs120/ for VS 2013 or dev/bin64vc140/ for VS 2015, and you should see your debug text drawn in the upper left corner.
12 Congratulations! You have successfully created and tested a Gem renders text to the screen every frame. We d love to hear from you! Head to our Tutorial Discussion forum to share any feedback you have, including what you do or don t like about our tutorials or new content you d like to see in the near future.
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