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69 lines
3.2 KiB
C++
69 lines
3.2 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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#pragma once
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#include "VirtualGamepadButtonRequestBus.h"
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#include <AzCore/Component/Component.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace VirtualGamepad
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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class VirtualGamepadButtonComponent : public AZ::Component
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, public VirtualGamepadButtonRequestBus::Handler
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////////////
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// AZ::Component Setup
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AZ_COMPONENT(VirtualGamepadButtonComponent, "{F3B59A12-BD6F-4CEC-A151-2EBC619912C5}", AZ::Component);
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////////////////////////////////////////////////////////////////////////////////////////////
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// AZ::ComponentDescriptor Services
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
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static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
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static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AZ::ComponentDescriptor::Reflect
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static void Reflect(AZ::ReflectContext* context);
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AZ::Component::Init
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void Init() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AZ::Component::Activate
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void Activate() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref AZ::Component::Deactivate
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void Deactivate() override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! \ref VirtualGamepad::VirtualGamepadButtonRequests::IsPressed
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bool IsPressed() const override;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Get all potentially assignable input channel names
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AZStd::vector<AZStd::string> GetAssignableInputChannelNames() const;
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private:
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////////////////////////////////////////////////////////////////////////////////////////////
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//! The input channel that will be updated when the user interacts with this virtual control
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AZStd::string m_assignedInputChannelName;
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////////////////////////////////////////////////////////////////////////////////////////////
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//! Is the interactable attached to the same component currently pressed or not?
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bool m_isPressed = false;
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};
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} // namespace VirtualGamepad
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