Files
o3de/Gems/Gestures/Code/Source/GesturesSystemComponent.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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/*
* 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 "GesturesSystemComponent.h"
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Gestures
{
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("GestureInputService"));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("GestureInputService"));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("InputSystemService", 0x5438d51a));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<GesturesSystemComponent, AZ::Component>()
->Version(0)
->Field("DoublePressConfig", &GesturesSystemComponent::m_doublePressConfig)
->Field("DragConfig", &GesturesSystemComponent::m_dragConfig)
->Field("HoldConfig", &GesturesSystemComponent::m_holdConfig)
->Field("PinchConfig", &GesturesSystemComponent::m_pinchConfig)
->Field("RotateConfig", &GesturesSystemComponent::m_rotateConfig)
->Field("SwipeConfig", &GesturesSystemComponent::m_swipeConfig)
->Field("CustomGestureConfigsByName", &GesturesSystemComponent::m_customGestureConfigsByName)
;
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<GesturesSystemComponent>("Gestures", "Interprets raw mouse/touch input in order to detect common gestures like drag, hold, swipe, etc.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(0, &GesturesSystemComponent::m_doublePressConfig,
"Double Press", "The config used to create the default double press gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_dragConfig,
"Drag", "The config used to create the default drag gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_holdConfig,
"Hold", "The config used to create the default hold gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_pinchConfig,
"Pinch", "The config used to create the default pinch gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_rotateConfig,
"Rotate", "The config used to create the default rotate gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_swipeConfig,
"Swipe", "The config used to create the default swipe gesture input channel.")
->DataElement(0, &GesturesSystemComponent::m_customGestureConfigsByName,
"Custom Gestures", "Custom gesture name/config pairs that will be used to create additional gesture input channels, in addition to the default gestures that are provided 'out of the box'.")
;
}
}
InputDeviceGestures::Reflect(context);
InputChannelGesture::Type::Reflect(context);
InputChannelGestureClickOrTap::TypeAndConfig::Reflect(context);
InputChannelGestureDrag::TypeAndConfig::Reflect(context);
InputChannelGestureHold::TypeAndConfig::Reflect(context);
InputChannelGesturePinch::TypeAndConfig::Reflect(context);
InputChannelGestureRotate::TypeAndConfig::Reflect(context);
InputChannelGestureSwipe::TypeAndConfig::Reflect(context);
}
////////////////////////////////////////////////////////////////////////////////////////////////
GesturesSystemComponent::GesturesSystemComponent()
{
m_doublePressConfig.minClicksOrTaps = 2;
}
////////////////////////////////////////////////////////////////////////////////////////////////
GesturesSystemComponent::~GesturesSystemComponent()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::Init()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::Activate()
{
// Insert all default gesture configs into a map
InputDeviceGestures::ConfigsByNameMap configsByName;
configsByName[InputDeviceGestures::Gesture::DoublePress.GetName()] = &m_doublePressConfig;
configsByName[InputDeviceGestures::Gesture::Drag.GetName()] = &m_dragConfig;
configsByName[InputDeviceGestures::Gesture::Hold.GetName()] = &m_holdConfig;
configsByName[InputDeviceGestures::Gesture::Pinch.GetName()] = &m_pinchConfig;
configsByName[InputDeviceGestures::Gesture::Rotate.GetName()] = &m_rotateConfig;
configsByName[InputDeviceGestures::Gesture::Swipe.GetName()] = &m_swipeConfig;
// Now insert any custom name/config pairs. If any of the names are the same as one of the
// existing default gesture input channel ids, it will not be added to avoid any conflicts.
configsByName.insert(m_customGestureConfigsByName.begin(), m_customGestureConfigsByName.end());
// Create the gesture input device using the map of gesture input channels name/config pairs
m_gesturesDevice.reset(aznew InputDeviceGestures(configsByName));
}
////////////////////////////////////////////////////////////////////////////////////////////////
void GesturesSystemComponent::Deactivate()
{
// Destroy the gesture input device
m_gesturesDevice.reset(nullptr);
}
} // namespace Gestures