Ensure camera system correctly consumes events when it is active (#2346)
* add typename for struct initializer Signed-off-by: hultonha <hultonha@amazon.co.uk> * fix for ensuring while the camera is 'active', events are consumed and not propagated Signed-off-by: hultonha <hultonha@amazon.co.uk> * refactor how we decide which priority to repsond to events to Signed-off-by: hultonha <hultonha@amazon.co.uk> * also -> only Signed-off-by: hultonha <hultonha@amazon.co.uk>
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@@ -147,7 +147,9 @@ namespace AzFramework
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m_scrollDelta = scroll->m_delta;
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}
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return m_cameras.HandleEvents(event, m_motionDelta, m_scrollDelta);
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m_handlingEvents = m_cameras.HandleEvents(event, m_motionDelta, m_scrollDelta);
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return m_handlingEvents;
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}
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Camera CameraSystem::StepCamera(const Camera& targetCamera, const float deltaTime)
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@@ -262,12 +262,14 @@ namespace AzFramework
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public:
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bool HandleEvents(const InputEvent& event);
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Camera StepCamera(const Camera& targetCamera, float deltaTime);
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bool HandlingEvents() const { return m_handlingEvents; }
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Cameras m_cameras; //!< Represents a collection of camera inputs that together provide a camera controller.
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private:
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ScreenVector m_motionDelta; //!< The delta used for look/orbit/pan (rotation + translation) - two dimensional.
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float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
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bool m_handlingEvents = false; //!< Is the camera system currently handling events (events are consumed and not propagated).
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};
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//! A camera input to handle motion deltas that can rotate or orbit the camera.
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+13
-8
@@ -117,19 +117,24 @@ namespace AtomToolsFramework
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AzFramework::ViewportDebugDisplayEventBus::Handler::BusDisconnect();
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}
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// should the camera system respond to this particular event
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static bool ShouldHandle(const AzFramework::ViewportControllerPriority priority, const bool exclusive)
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// what priority should the camera system respond to
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static AzFramework::ViewportControllerPriority GetPriority(const AzFramework::CameraSystem& cameraSystem)
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{
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// ModernViewportCameraControllerInstance receives events at all priorities, it should only respond
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// to normal priority events if it is not in 'exclusive' mode and when in 'exclusive' mode it should
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// only respond to the highest priority events
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return !exclusive && priority == AzFramework::ViewportControllerPriority::Normal ||
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exclusive && priority == AzFramework::ViewportControllerPriority::Highest;
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// ModernViewportCameraControllerInstance receives events at all priorities, when it is in 'exclusive' mode
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// or it is actively handling events (essentially when the camera system is 'active' and responding to inputs)
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// it should only respond to the highest priority
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if (cameraSystem.m_cameras.Exclusive() || cameraSystem.HandlingEvents())
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{
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return AzFramework::ViewportControllerPriority::Highest;
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}
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// otherwise it should only respond to normal priority events
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return AzFramework::ViewportControllerPriority::Normal;
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}
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bool ModernViewportCameraControllerInstance::HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event)
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{
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if (ShouldHandle(event.m_priority, m_cameraSystem.m_cameras.Exclusive()))
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if (event.m_priority == GetPriority(m_cameraSystem))
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{
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return m_cameraSystem.HandleEvents(AzFramework::BuildInputEvent(event.m_inputChannel));
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}
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@@ -88,7 +88,7 @@ namespace AtomToolsFramework
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[this](const AzFramework::InputChannel* inputChannel, QEvent* event)
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{
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AzFramework::NativeWindowHandle windowId = reinterpret_cast<AzFramework::NativeWindowHandle>(winId());
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if (m_controllerList->HandleInputChannelEvent({GetId(), windowId, *inputChannel}))
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if (m_controllerList->HandleInputChannelEvent(AzFramework::ViewportControllerInputEvent{GetId(), windowId, *inputChannel}))
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{
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// If the controller handled the input event, mark the event as accepted so it doesn't continue to propagate.
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if (event)
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