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o3de/Gems/StartingPointInput/Code/Source/InputNode.h
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2021-03-08 14:30:57 -08:00

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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
// code gen
#include <Source/InputNode.generated.h>
// script canvas
#include <ScriptCanvas/Core/Node.h>
#include <ScriptCanvas/Core/Graph.h>
#include <ScriptCanvas/CodeGen/CodeGen.h>
#include <StartingPointInput/InputEventNotificationBus.h>
#include <AzCore/RTTI/TypeInfo.h>
namespace StartingPointInput
{
//////////////////////////////////////////////////////////////////////////
/// Input handles raw input from any source and outputs Pressed, Held, and Released input events
class InputNode
: public ScriptCanvas::Node
, protected InputEventNotificationBus::Handler
{
ScriptCanvas_Node(InputNode,
ScriptCanvas_Node::Uuid("{0B0AC61B-4BBA-42BF-BDCD-DAF2D3CA41A8}")
ScriptCanvas_Node::Name("Input Handler")
ScriptCanvas_Node::Description("Handle processed input events found in input binding assets")
ScriptCanvas_Node::Icon("Editor/Icons/Components/InputConfig.png")
ScriptCanvas_Node::Category("Gameplay/Input")
ScriptCanvas_Node::GraphEntryPoint(true)
);
public:
InputNode() = default;
~InputNode() override = default;
InputNode(const InputNode&) = default;
InputNode& operator=(const InputNode&) = default;
// Outputs
ScriptCanvas_Out(ScriptCanvas_Out::Name("Pressed", "Signaled when the input event begins."));
ScriptCanvas_Out(ScriptCanvas_Out::Name("Held", "Signaled while the input event is active."));
ScriptCanvas_Out(ScriptCanvas_Out::Name("Released", "Signaled when the input event ends."));
// Data
ScriptCanvas_Property(AZStd::string, ScriptCanvas_Property::Name("Event Name", "The input event name as defined in an inputbinding asset. Example 'Fireball'") ScriptCanvas_Property::Input);
AZStd::string m_eventName;
ScriptCanvas_Property(float, ScriptCanvas_Property::Name("Value", "The current value from the input.") ScriptCanvas_Property::Visibility(true) ScriptCanvas_Property::Output ScriptCanvas_Property::OutputStorageSpec);
float m_value;
//////////////////////////////////////////////////////////////////////////
/// ScriptCanvas_Node
void OnInputChanged(const ScriptCanvas::Datum& input, const ScriptCanvas::SlotId& slotId) override;
protected:
//////////////////////////////////////////////////////////////////////////
/// Node
void OnPostActivate() override;
void OnDeactivate() override;
//////////////////////////////////////////////////////////////////////////
/// InputEventNotificationBus::Handler
void OnPressed(float value) override;
void OnHeld(float value) override;
void OnReleased(float value) override;
};
} // namespace StartingPointInput