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192 lines
8.4 KiB
C++
192 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 "InputConfigurationComponent.h"
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzCore/IO/ByteContainerStream.h>
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#include <AzCore/IO/SystemFile.h>
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#include <AzCore/Serialization/DataPatch.h>
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#include <AzCore/Serialization/ObjectStream.h>
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#include <AzCore/Serialization/Utils.h>
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namespace StartingPointInput
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{
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static AZ::s32 Uint32ToInt32(const AZ::u32& value)
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{
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return static_cast<AZ::s32>(value);
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};
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InputConfigurationComponent::~InputConfigurationComponent()
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{
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m_inputEventBindings.Cleanup();
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}
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void InputConfigurationComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("InputConfigurationService"));
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}
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void InputConfigurationComponent::Reflect(AZ::ReflectContext* reflection)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(reflection);
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if (serializeContext)
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{
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serializeContext->Class<InputConfigurationComponent, AZ::Component>()
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->Version(4)
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->Field("Input Event Bindings", &InputConfigurationComponent::m_inputEventBindingsAsset)
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->Field("Local Player Index", &InputConfigurationComponent::m_localPlayerIndex)
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->NameChange(2, 3, "Local User Id", "Local Player Index")
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->TypeChange("Local Player Index", 3, 4, AZStd::function<AZ::s32(const AZ::u32&)>(&Uint32ToInt32))
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;
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<InputConfigurationComponent>("Input",
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"The Input component allows an entity to bind a set of inputs to an event by referencing a .inputbindings file")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Gameplay")
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->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/InputConfig.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/InputConfig.svg")
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->Attribute(AZ::Edit::Attributes::PrimaryAssetType, AZ::AzTypeInfo<InputEventBindingsAsset>::Uuid())
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game"))
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->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/gameplay/input/")
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->DataElement(AZ::Edit::UIHandlers::Default, &InputConfigurationComponent::m_inputEventBindingsAsset, "Input to event bindings",
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"Asset containing input to event binding information.")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::ContainerCanBeModified, true)
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->Attribute("BrowseIcon", ":/stylesheet/img/UI20/browse-edit-select-files.svg")
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->Attribute("EditButton", "")
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->Attribute("EditDescription", "Open in Asset Editor")
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->DataElement(AZ::Edit::UIHandlers::SpinBox, &InputConfigurationComponent::m_localPlayerIndex, "Local player index",
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"The player index that this component will receive input from (0 based, -1 means all controllers).\n"
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"Will only work on platforms such as PC where the local user id corresponds to the local player index.\n"
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"For other platforms, SetLocalUserId must be called at runtime with the id of a logged in user.")
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->Attribute(AZ::Edit::Attributes::Min, -1)
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->Attribute(AZ::Edit::Attributes::Max, 3)
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;
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}
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}
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}
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void InputConfigurationComponent::Init()
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{
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// The player index that this component will receive input from (0 based, -1 means all controllers)
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// can be set from data, but will only work on platforms such as PC where the local user id corresponds
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// to the local player index. For other platforms, SetLocalUserId must be called at runtime with the id
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// of a logged in user, which will overwrite anything set here from data.
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if (m_localPlayerIndex == -1)
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{
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m_localUserId = AzFramework::LocalUserIdAny;
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}
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else
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{
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// we have to cast to u32 here even if LocalUserId is not a u32 type because some platforms use
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// an aggregate type for m_localUserId and only have the pertinent constructors/operators for u32
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m_localUserId = aznumeric_cast<AZ::u32>(m_localPlayerIndex);
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}
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}
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void InputConfigurationComponent::Activate()
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{
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InputConfigurationComponentRequestBus::Handler::BusConnect(GetEntityId());
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AZ::Data::AssetBus::Handler::BusConnect(m_inputEventBindingsAsset.GetId());
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}
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void InputConfigurationComponent::Deactivate()
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{
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InputConfigurationComponentRequestBus::Handler::BusDisconnect();
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AZ::Data::AssetBus::Handler::BusDisconnect();
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if (m_localUserId != AzFramework::LocalUserIdNone)
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{
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m_inputEventBindings.Deactivate(m_localUserId);
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}
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}
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void InputConfigurationComponent::SetLocalUserId(AzFramework::LocalUserId localUserId)
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{
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if (m_localUserId != localUserId)
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{
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if (m_localUserId != AzFramework::LocalUserIdNone)
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{
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m_inputEventBindings.Deactivate(m_localUserId);
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}
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m_localUserId = localUserId;
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if (m_localUserId != AzFramework::LocalUserIdNone)
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{
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m_inputEventBindings.Activate(m_localUserId);
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}
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}
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}
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void InputConfigurationComponent::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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if (asset.GetId() == m_inputEventBindingsAsset.GetId())
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{
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// before we reload and reapply, disable any existing old ones, or else they'd double up
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// and you'd end up with both being active.
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if (m_localUserId != AzFramework::LocalUserIdNone)
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{
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m_inputEventBindings.Deactivate(m_localUserId);
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}
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m_inputEventBindingsAsset = asset;
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if (asset.IsReady())
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{
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OnAssetReady(asset);
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}
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}
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}
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void InputConfigurationComponent::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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if (InputEventBindingsAsset* inputAsset = asset.GetAs<InputEventBindingsAsset>())
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{
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// the input asset actually requires us to do additional cloning and copying of the data
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// mainly because we retrieve the player profile data and apply it as a bindings patch on top of the data.
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AZ::SerializeContext* serializeContext = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationRequests::GetSerializeContext);
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if (serializeContext)
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{
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// we swap with a fresh empty one here just to make sure that if this happens repeatedly, we don't have anything left over.
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InputEventBindings freshBindings;
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serializeContext->CloneObjectInplace<InputEventBindings>(freshBindings, &inputAsset->m_bindings);
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m_inputEventBindings.Cleanup();
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m_inputEventBindings.Swap(&freshBindings);
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}
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m_isAssetPrepared = true;
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ActivateBindingsIfAppropriate();
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}
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else
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{
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AZ_Error("Input Configuration", false, "Input bindings asset is not the correct type.");
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}
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}
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void InputConfigurationComponent::ActivateBindingsIfAppropriate()
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{
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if (m_isAssetPrepared)
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{
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if (m_localUserId != AzFramework::LocalUserIdNone)
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{
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m_inputEventBindings.Activate(m_localUserId);
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}
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}
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}
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void InputConfigurationComponent::EditorSetPrimaryAsset(const AZ::Data::AssetId& assetId)
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{
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m_inputEventBindingsAsset.Create(assetId);
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}
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}
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