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o3de/Gems/VirtualGamepad/Code/Source/VirtualGamepadButtonRequest...

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/EBus/EBus.h>
#include <AzCore/std/string/string.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace VirtualGamepad
{
////////////////////////////////////////////////////////////////////////////////////////////////
class VirtualGamepadButtonRequests : public AZ::EBusTraits
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
using BusIdType = AZStd::string;
////////////////////////////////////////////////////////////////////////////////////////////
//! Query whether the virtual button is currently pressed or not
//! \return True if the virtual button is currently pressed, false otherwise
virtual bool IsPressed() const = 0;
};
using VirtualGamepadButtonRequestBus = AZ::EBus<VirtualGamepadButtonRequests>;
}