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o3de/Gems/VirtualGamepad/Code/Source/VirtualGamepadSystemCompone...

116 lines
5.0 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 "VirtualGamepadSystemComponent.h"
#include "InputDeviceVirtualGamepad.h"
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace VirtualGamepad
{
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("VirtualGamepadService"));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("VirtualGamepadService"));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("InputSystemService", 0x5438d51a));
required.push_back(AZ_CRC("LyShineService", 0xae98ab29));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<VirtualGamepadSystemComponent, AZ::Component>()
->Version(0)
->Field("ButtonNames", &VirtualGamepadSystemComponent::m_buttonNames)
->Field("ThumbStickNames", &VirtualGamepadSystemComponent::m_thumbStickNames);
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<VirtualGamepadSystemComponent>("VirtualGamepad", "Provides an example of a virtual gamepad that can be used by mobile devices with touch screens in place of a physical gamepad.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(0, &VirtualGamepadSystemComponent::m_buttonNames, "Button Names", "The button names made available by the virtual gamepad.")
->DataElement(0, &VirtualGamepadSystemComponent::m_thumbStickNames, "Thumb-Stick Names", "The thumb-stick names made available by the virtual gamepad.")
;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
VirtualGamepadSystemComponent::VirtualGamepadSystemComponent()
{
m_buttonNames =
{
"virtual_gamepad_button_a",
"virtual_gamepad_button_b",
"virtual_gamepad_button_x",
"virtual_gamepad_button_y"
};
m_thumbStickNames =
{
"virtual_gamepad_thumbstick_l",
"virtual_gamepad_thumbstick_r"
};
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::Init()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::Activate()
{
VirtualGamepadRequestBus::Handler::BusConnect();
m_virtualGamepad.reset(aznew InputDeviceVirtualGamepad(m_buttonNames,
m_thumbStickNames));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void VirtualGamepadSystemComponent::Deactivate()
{
m_virtualGamepad.reset(nullptr);
VirtualGamepadRequestBus::Handler::BusDisconnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////
const AZStd::unordered_set<AZStd::string>& VirtualGamepadSystemComponent::GetButtonNames() const
{
return m_buttonNames;
}
////////////////////////////////////////////////////////////////////////////////////////////////
const AZStd::unordered_set<AZStd::string>& VirtualGamepadSystemComponent::GetThumbStickNames() const
{
return m_thumbStickNames;
}
} // namespace VirtualGamepad