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o3de/Gems/VirtualGamepad/Code/Source/InputDeviceVirtualGamepad.h

116 lines
6.4 KiB
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 <AzFramework/Input/Devices/InputDevice.h>
#include <AzFramework/Input/Channels/InputChannelAnalog.h>
#include <AzFramework/Input/Channels/InputChannelAxis1D.h>
#include <AzFramework/Input/Channels/InputChannelAxis2D.h>
#include <AzFramework/Input/Channels/InputChannelDigital.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace VirtualGamepad
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Implementation for a virtual gamepad input device that is controlled using a touch screen.
class InputDeviceVirtualGamepad : public AzFramework::InputDevice
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
//! The id used to identify the primary virtual gamepad input device
static const AzFramework::InputDeviceId Id;
////////////////////////////////////////////////////////////////////////////////////////////
//! Check whether an input device id identifies a virtual gamepad (regardless of index)
//! \param[in] inputDeviceId The input device id to check
//! \return True if the input device id identifies a virtual gamepad, false otherwise
static bool IsVirtualGamepadDevice(const AzFramework::InputDeviceId& inputDeviceId);
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(InputDeviceVirtualGamepad, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(InputDeviceVirtualGamepad, "{DC4B939E-66C7-4F76-B7DF-049A3F13A1C3}", InputDevice);
////////////////////////////////////////////////////////////////////////////////////////////
//! Constructor
//! \param[in] buttonNames The list of button names supported by the virtual gamepad
//! \param[in] thumbStickNames The list of thumbstick names supported by the virtual gamepad
explicit InputDeviceVirtualGamepad(const AZStd::unordered_set<AZStd::string>& buttonNames,
const AZStd::unordered_set<AZStd::string>& thumbStickNames);
public:
////////////////////////////////////////////////////////////////////////////////////////////
//! Destructor
~InputDeviceVirtualGamepad() override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDevice::GetInputChannelsById
const InputChannelByIdMap& GetInputChannelsById() const override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDevice::IsSupported
bool IsSupported() const override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDevice::IsConnected
bool IsConnected() const override;
////////////////////////////////////////////////////////////////////////////////////////////
//! \ref AzFramework::InputDeviceRequests::TickInputDevice
void TickInputDevice() override;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
//! Create a button input channel
//! \param[in] channelName The input channel name
void CreateButtonChannel(const AZStd::string& channelName);
////////////////////////////////////////////////////////////////////////////////////////////
//! Create a thumb-stick axis 1D input channel
//! \param[in] channelName The input channel name
void CreateThumbStickAxis1DChannel(const AZStd::string& channelName);
////////////////////////////////////////////////////////////////////////////////////////////
//! Create a thumb-stick axis 2D input channel
//! \param[in] channelName The input channel name
void CreateThumbStickAxis2DChannel(const AZStd::string& channelName);
////////////////////////////////////////////////////////////////////////////////////////////
//! Create a thumb-stick direction input channel
//! \param[in] channelName The input channel name
void CreateThumbStickDirectionChannel(const AZStd::string& channelName);
private:
////////////////////////////////////////////////////////////////////////////////////////////
///@{
//! Alias for verbose container class
using ButtonChannelByNameMap = AZStd::unordered_map<AZStd::string, AzFramework::InputChannelDigital*>;
using ThumbStickAxis1DChannelByNameMap = AZStd::unordered_map<AZStd::string, AzFramework::InputChannelAxis1D*>;
using ThumbStickAxis2DChannelByNameMap = AZStd::unordered_map<AZStd::string, AzFramework::InputChannelAxis2D*>;
using ThumbStickDirectionChannelByNameMap = AZStd::unordered_map<AZStd::string, AzFramework::InputChannelAnalog*>;
///@}
////////////////////////////////////////////////////////////////////////////////////////////
// Variables
InputChannelByIdMap m_allChannelsById; //!< All virtual input channels by id
ButtonChannelByNameMap m_buttonChannelsByName; //!< All virtual button channels by id
ThumbStickAxis1DChannelByNameMap m_thumbStickAxis1DChannelsByName; //!< All thumb-stick axis 1D channels by id
ThumbStickAxis2DChannelByNameMap m_thumbStickAxis2DChannelsByName; //!< All thumb-stick axis 2D channels by id
ThumbStickDirectionChannelByNameMap m_thumbStickDirectionChannelsByName; //!< All thumb-stick direction channels by id
};
} // namespace VirtualGamepad