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o3de/Gems/VirtualGamepad/Code/Source/InputDeviceVirtualGamepad.cpp

187 lines
8.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "InputDeviceVirtualGamepad.h"
#include "VirtualGamepadButtonRequestBus.h"
#include "VirtualGamepadThumbStickRequestBus.h"
#include <AzFramework/Input/Devices/Touch/InputDeviceTouch.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace VirtualGamepad
{
using namespace AzFramework;
////////////////////////////////////////////////////////////////////////////////////////////////
const InputDeviceId InputDeviceVirtualGamepad::Id("virtual_gamepad");
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceVirtualGamepad::IsVirtualGamepadDevice(const InputDeviceId& inputDeviceId)
{
return (inputDeviceId.GetNameCrc32() == Id.GetNameCrc32());
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputDeviceVirtualGamepad::InputDeviceVirtualGamepad(
const AZStd::unordered_set<AZStd::string>& buttonNames,
const AZStd::unordered_set<AZStd::string>& thumbStickNames)
: InputDevice(Id)
, m_allChannelsById()
, m_buttonChannelsByName()
, m_thumbStickAxis1DChannelsByName()
, m_thumbStickAxis2DChannelsByName()
, m_thumbStickDirectionChannelsByName()
{
// Create all button input channels
for (const AZStd::string& buttonName : buttonNames)
{
CreateButtonChannel(buttonName);
}
// Create all thumb-stick input channels
for (const AZStd::string& thumbStickName : thumbStickNames)
{
CreateThumbStickAxis2DChannel(thumbStickName);
CreateThumbStickAxis1DChannel(thumbStickName + "_x");
CreateThumbStickAxis1DChannel(thumbStickName + "_y");
CreateThumbStickDirectionChannel(thumbStickName + "_u");
CreateThumbStickDirectionChannel(thumbStickName + "_d");
CreateThumbStickDirectionChannel(thumbStickName + "_l");
CreateThumbStickDirectionChannel(thumbStickName + "_r");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputDeviceVirtualGamepad::~InputDeviceVirtualGamepad()
{
// Destroy all thumb-stick direction input channels
for (const auto& channelByName : m_thumbStickDirectionChannelsByName)
{
delete channelByName.second;
}
// Destroy all thumb-stick 2D axis input channels
for (const auto& channelByName : m_thumbStickAxis2DChannelsByName)
{
delete channelByName.second;
}
// Destroy all thumb-stick 1D axis input channels
for (const auto& channelByName : m_thumbStickAxis1DChannelsByName)
{
delete channelByName.second;
}
// Destroy all button input channels
for (const auto& channelByName : m_buttonChannelsByName)
{
delete channelByName.second;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
const InputDevice::InputChannelByIdMap& InputDeviceVirtualGamepad::GetInputChannelsById() const
{
return m_allChannelsById;
}
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceVirtualGamepad::IsSupported() const
{
// Touch input must be supported
const InputDevice* inputDevice = nullptr;
InputDeviceRequestBus::EventResult(inputDevice,
InputDeviceTouch::Id,
&InputDeviceRequests::GetInputDevice);
return inputDevice && inputDevice->IsSupported();
}
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceVirtualGamepad::IsConnected() const
{
// Touch input must be connected
const InputDevice* inputDevice = nullptr;
InputDeviceRequestBus::EventResult(inputDevice,
InputDeviceTouch::Id,
&InputDeviceRequests::GetInputDevice);
return inputDevice && inputDevice->IsConnected();
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceVirtualGamepad::TickInputDevice()
{
for (const auto& buttonChannelByName : m_buttonChannelsByName)
{
bool isButtonPressed = false;
VirtualGamepadButtonRequestBus::EventResult(isButtonPressed,
buttonChannelByName.first,
&VirtualGamepadButtonRequests::IsPressed);
buttonChannelByName.second->ProcessRawInputEvent(isButtonPressed);
}
for (const auto& thumbStickAxis2DChannelByName : m_thumbStickAxis2DChannelsByName)
{
const AZStd::string& thumbStickName = thumbStickAxis2DChannelByName.first;
AZ::Vector2 axisValues(0.0f, 0.0f);
VirtualGamepadThumbStickRequestBus::EventResult(axisValues,
thumbStickName,
&VirtualGamepadThumbStickRequests::GetCurrentAxisValuesNormalized);
thumbStickAxis2DChannelByName.second->ProcessRawInputEvent(axisValues);
m_thumbStickAxis1DChannelsByName[thumbStickName + "_x"]->ProcessRawInputEvent(axisValues.GetX());
m_thumbStickAxis1DChannelsByName[thumbStickName + "_y"]->ProcessRawInputEvent(axisValues.GetY());
const float upValue = AZ::GetClamp(axisValues.GetY(), 0.0f, 1.0f);
const float downValue = AZ::GetClamp(axisValues.GetY(), -1.0f, 0.0f);
const float leftValue = AZ::GetClamp(axisValues.GetX(), -1.0f, 0.0f);
const float rightValue = AZ::GetClamp(axisValues.GetX(), 0.0f, 1.0f);
m_thumbStickDirectionChannelsByName[thumbStickName + "_u"]->ProcessRawInputEvent(upValue);
m_thumbStickDirectionChannelsByName[thumbStickName + "_d"]->ProcessRawInputEvent(downValue);
m_thumbStickDirectionChannelsByName[thumbStickName + "_l"]->ProcessRawInputEvent(leftValue);
m_thumbStickDirectionChannelsByName[thumbStickName + "_r"]->ProcessRawInputEvent(rightValue);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceVirtualGamepad::CreateButtonChannel(const AZStd::string& channelName)
{
const InputChannelId channelId(channelName.c_str());
InputChannelDigital* channel = aznew InputChannelDigital(channelId, *this);
m_allChannelsById[channelId] = channel;
m_buttonChannelsByName[channelName] = channel;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceVirtualGamepad::CreateThumbStickAxis1DChannel(const AZStd::string& channelName)
{
const InputChannelId channelId(channelName.c_str());
InputChannelAxis1D* channel = aznew InputChannelAxis1D(channelId, *this);
m_allChannelsById[channelId] = channel;
m_thumbStickAxis1DChannelsByName[channelName] = channel;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceVirtualGamepad::CreateThumbStickAxis2DChannel(const AZStd::string& channelName)
{
const InputChannelId channelId(channelName.c_str());
InputChannelAxis2D* channel = aznew InputChannelAxis2D(channelId, *this);
m_allChannelsById[channelId] = channel;
m_thumbStickAxis2DChannelsByName[channelName] = channel;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceVirtualGamepad::CreateThumbStickDirectionChannel(const AZStd::string& channelName)
{
const InputChannelId channelId(channelName.c_str());
InputChannelAnalog* channel = aznew InputChannelAnalog(channelId, *this);
m_allChannelsById[channelId] = channel;
m_thumbStickDirectionChannelsByName[channelName] = channel;
}
} // namespace VirtualGamepad