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81 lines
3.2 KiB
C++
81 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 <AzCore/Component/Component.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzFramework/Components/EditorEntityEvents.h>
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#include <StartingPointInput/InputEventRequestBus.h>
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#include <InputEventBindings.h>
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namespace AZ
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{
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class SerializeContext;
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}
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namespace StartingPointInput
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{
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class InputConfigurationComponent
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: public AZ::Component
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, private AZ::Data::AssetBus::Handler
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, private InputConfigurationComponentRequestBus::Handler
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, public AzFramework::EditorEntityEvents
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{
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public:
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AZ_COMPONENT(InputConfigurationComponent, "{3106EE2A-4816-433E-B855-D17A6484D5EC}", AzFramework::EditorEntityEvents);
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virtual ~InputConfigurationComponent();
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InputConfigurationComponent() = default;
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
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static void Reflect(AZ::ReflectContext* reflection);
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//////////////////////////////////////////////////////////////////////////
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// AZ::Component
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void Init() override;
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void Activate() override;
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void Deactivate() override;
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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/// AzFramework::EditorEntityEvents
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void EditorSetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
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//////////////////////////////////////////////////////////////////////////
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private:
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InputConfigurationComponent(const InputConfigurationComponent&) = delete;
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//////////////////////////////////////////////////////////////////////////
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// AZ::InputConfigurationComponentRequestBus::Handler
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void SetLocalUserId(AzFramework::LocalUserId localUserId) override;
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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/// AZ::Data::AssetBus::Handler
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void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
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void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
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//////////////////////////////////////////////////////////////////////////
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void ActivateBindingsIfAppropriate();
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//////////////////////////////////////////////////////////////////////////
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// Reflected Data
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InputEventBindings m_inputEventBindings;
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AZStd::vector<AZStd::string> m_inputContexts;
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AZ::Data::Asset<InputEventBindingsAsset> m_inputEventBindingsAsset;
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AZ::s32 m_localPlayerIndex = -1;
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AzFramework::LocalUserId m_localUserId = AzFramework::LocalUserIdAny;
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bool m_isContextActive = false;
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// Unlike the definition of most assets, the input asset requires additional preparation after its loaded
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// in order to actually be prepared to be used.
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bool m_isAssetPrepared = false;
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};
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} // namespace Input
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