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