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115 lines
5.2 KiB
C++
115 lines
5.2 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 "VirtualGamepadButtonComponent.h"
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#include <VirtualGamepad/VirtualGamepadBus.h>
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#include <LyShine/Bus/UiInteractableBus.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/std/sort.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace VirtualGamepad
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("VirtualGamepadButtonService"));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("VirtualGamepadButtonService"));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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required.push_back(AZ_CRC("UiInteractableService", 0x1d474c98));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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AZ_UNUSED(dependent);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<VirtualGamepadButtonComponent, AZ::Component>()
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->Version(0)
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->Field("AssignedInputChannelName", &VirtualGamepadButtonComponent::m_assignedInputChannelName)
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;
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if (AZ::EditContext* ec = serialize->GetEditContext())
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{
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ec->Class<VirtualGamepadButtonComponent>("VirtualGamepadButton", "A component that designates this entity as a virtual gamepad button")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/UiVirtualButton.png")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/UiVirtualButton.png")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("UI", 0x27ff46b0))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &VirtualGamepadButtonComponent::m_assignedInputChannelName,
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"Input Channel", "The input channel that will be updated when the user interacts with this virtual control")
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->Attribute(AZ::Edit::Attributes::StringList, &VirtualGamepadButtonComponent::GetAssignableInputChannelNames)
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;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::Init()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::Activate()
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{
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VirtualGamepadButtonRequestBus::Handler::BusConnect(m_assignedInputChannelName);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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void VirtualGamepadButtonComponent::Deactivate()
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{
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VirtualGamepadButtonRequestBus::Handler::BusDisconnect(m_assignedInputChannelName);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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bool VirtualGamepadButtonComponent::IsPressed() const
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{
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bool isPressed = false;
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UiInteractableBus::EventResult(isPressed,
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GetEntityId(),
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&UiInteractableInterface::IsPressed);
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return isPressed;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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AZStd::vector<AZStd::string> VirtualGamepadButtonComponent::GetAssignableInputChannelNames() const
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{
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AZStd::unordered_set<AZStd::string> buttonNames;
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VirtualGamepadRequestBus::BroadcastResult(buttonNames, &VirtualGamepadRequests::GetButtonNames);
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AZStd::vector<AZStd::string> assignableInputChannelNames;
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for (const AZStd::string& buttonName : buttonNames)
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{
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assignableInputChannelNames.push_back(buttonName);
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}
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AZStd::sort(assignableInputChannelNames.begin(), assignableInputChannelNames.end());
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return assignableInputChannelNames;
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}
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} // namespace VirtualGamepad
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