Add customization point for begin/end of camera behaviors (hide cursor with RMB look) (#1758)

* add customization points for begin/end of camera input to all cursor customization

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* remove cursor experiments, use cursor bus

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* run clang-format

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* add additional unit tests for new camera behaviors

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* update test name to use snake_case to increase readability

Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
Tom Hulton-Harrop
2021-07-02 18:17:44 +01:00
committed by GitHub
parent 9f61ed426c
commit dafe9f6690
4 changed files with 203 additions and 21 deletions
@@ -1,6 +1,6 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
@@ -188,7 +188,7 @@ namespace AzFramework
m_idleCameraInputs.push_back(AZStd::move(cameraInput));
}
bool Cameras::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta)
bool Cameras::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
{
bool handling = false;
for (auto& cameraInput : m_activeCameraInputs)
@@ -308,7 +308,7 @@ namespace AzFramework
};
}
bool RotateCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
bool RotateCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
const ClickDetector::ClickEvent clickEvent = [&event, this]
{
@@ -393,7 +393,7 @@ namespace AzFramework
}
bool PanCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -580,7 +580,7 @@ namespace AzFramework
m_boost = false;
}
bool OrbitCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta)
bool OrbitCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
{
if (const auto* input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -675,7 +675,7 @@ namespace AzFramework
}
bool OrbitDollyScrollCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
{
@@ -707,7 +707,7 @@ namespace AzFramework
}
bool OrbitDollyCursorMoveCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -747,7 +747,7 @@ namespace AzFramework
}
bool ScrollTranslationCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
{
@@ -1,6 +1,6 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
@@ -104,6 +104,8 @@ namespace AzFramework
class CameraInput
{
public:
using ActivateChangeFn = AZStd::function<void()>;
//! The state of activation the camera input is currently in.
//! State changes of Activation: Idle -> Beginning -> Active -> Ending -> Idle
enum class Activation
@@ -148,11 +150,28 @@ namespace AzFramework
void ContinueActivation()
{
// continue activation is called after the first step of the camera input,
// activation began is called once, the first time before the state is set to active
if (m_activation == Activation::Beginning)
{
if (m_activationBeganFn)
{
m_activationBeganFn();
}
}
m_activation = Activation::Active;
}
void ClearActivation()
{
// clear activation happens after an end has been requested, activation ended
// is then called before the camera input is returned to idle
if (m_activationEndedFn)
{
m_activationEndedFn();
}
m_activation = Activation::Idle;
}
@@ -177,6 +196,16 @@ namespace AzFramework
return false;
}
void SetActivationBeganFn(ActivateChangeFn activationBeganFn)
{
m_activationBeganFn = AZStd::move(activationBeganFn);
}
void SetActivationEndedFn(ActivateChangeFn activationEndedFn)
{
m_activationEndedFn = AZStd::move(activationEndedFn);
}
protected:
//! Handle any state reset that may be required for the camera input (optional).
virtual void ResetImpl()
@@ -185,6 +214,8 @@ namespace AzFramework
private:
Activation m_activation = Activation::Idle; //!< Default all camera inputs to the idle state.
AZStd::function<void()> m_activationBeganFn; //!< Called when the camera input successfully makes it to the active state.
AZStd::function<void()> m_activationEndedFn; //!< Called when the camera input ends and returns to the idle state.
};
//! Properties to use to configure behavior across all types of camera.