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o3de/Gems/Gestures/Code/Source/InputDeviceGestures.cpp

146 lines
6.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "InputDeviceGestures.h"
#include <AzFramework/Input/Devices/Mouse/InputDeviceMouse.h>
#include <AzFramework/Input/Devices/Touch/InputDeviceTouch.h>
#include <AzCore/RTTI/BehaviorContext.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Gestures
{
using namespace AzFramework;
////////////////////////////////////////////////////////////////////////////////////////////////
const InputDeviceId InputDeviceGestures::Id("gestures");
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceGestures::IsGesturesDevice(const InputDeviceId& inputDeviceId)
{
return (inputDeviceId.GetNameCrc32() == Id.GetNameCrc32());
}
////////////////////////////////////////////////////////////////////////////////////////////////
const InputChannelId InputDeviceGestures::Gesture::DoublePress("gesture_double_press");
const InputChannelId InputDeviceGestures::Gesture::Drag("gesture_drag");
const InputChannelId InputDeviceGestures::Gesture::Hold("gesture_hold");
const InputChannelId InputDeviceGestures::Gesture::Pinch("gesture_pinch");
const InputChannelId InputDeviceGestures::Gesture::Rotate("gesture_rotate");
const InputChannelId InputDeviceGestures::Gesture::Swipe("gesture_swipe");
const AZStd::array<InputChannelId, 6> InputDeviceGestures::Gesture::All =
{{
DoublePress,
Drag,
Hold,
Pinch,
Rotate,
Swipe
}};
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceGestures::Reflect(AZ::ReflectContext* context)
{
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
// Unfortunately it doesn't seem possible to reflect anything through BehaviorContext
// using lambdas which capture variables from the enclosing scope. So we are manually
// reflecting all input channel names, instead of just iterating over them like this:
//
// auto classBuilder = behaviorContext->Class<InputDeviceGestures>();
// for (const InputChannelId& channelId : Button::All)
// {
// const char* channelName = channelId.GetName();
// classBuilder->Constant(channelName, [channelName]() { return channelName; });
// }
behaviorContext->Class<InputDeviceGestures>()
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::RuntimeOwn)
->Constant("name", BehaviorConstant(Id.GetName()))
->Constant(Gesture::DoublePress.GetName(), BehaviorConstant(Gesture::DoublePress.GetName()))
->Constant(Gesture::Drag.GetName(), BehaviorConstant(Gesture::Drag.GetName()))
->Constant(Gesture::Hold.GetName(), BehaviorConstant(Gesture::Hold.GetName()))
->Constant(Gesture::Pinch.GetName(), BehaviorConstant(Gesture::Pinch.GetName()))
->Constant(Gesture::Rotate.GetName(), BehaviorConstant(Gesture::Rotate.GetName()))
->Constant(Gesture::Swipe.GetName(), BehaviorConstant(Gesture::Swipe.GetName()))
;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputDeviceGestures::InputDeviceGestures(const ConfigsByNameMap& gestureConfigsByName)
: InputDevice(Id)
, m_allChannelsById()
{
// Create all gesture input channels
for (const auto& gestureConfigByName : gestureConfigsByName)
{
const InputChannelId channelId(gestureConfigByName.first.c_str());
m_allChannelsById[channelId] = gestureConfigByName.second->CreateInputChannel(channelId,
*this);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputDeviceGestures::~InputDeviceGestures()
{
// Destroy all gesture input channels
for (const auto& channelById : m_allChannelsById)
{
delete channelById.second;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
const InputDevice::InputChannelByIdMap& InputDeviceGestures::GetInputChannelsById() const
{
return m_allChannelsById;
}
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceGestures::IsSupported() const
{
// Mouse or touch input must be supported
const InputDevice* inputDeviceMouse = nullptr;
const InputDevice* inputDeviceTouch = nullptr;
InputDeviceRequestBus::EventResult(inputDeviceMouse,
InputDeviceMouse::Id,
&InputDeviceRequests::GetInputDevice);
InputDeviceRequestBus::EventResult(inputDeviceTouch,
InputDeviceTouch::Id,
&InputDeviceRequests::GetInputDevice);
return (inputDeviceMouse && inputDeviceMouse->IsSupported()) ||
(inputDeviceTouch && inputDeviceTouch->IsSupported());
}
////////////////////////////////////////////////////////////////////////////////////////////////
bool InputDeviceGestures::IsConnected() const
{
// Mouse or touch input must be connected
const InputDevice* inputDeviceMouse = nullptr;
const InputDevice* inputDeviceTouch = nullptr;
InputDeviceRequestBus::EventResult(inputDeviceMouse,
InputDeviceMouse::Id,
&InputDeviceRequests::GetInputDevice);
InputDeviceRequestBus::EventResult(inputDeviceTouch,
InputDeviceTouch::Id,
&InputDeviceRequests::GetInputDevice);
return (inputDeviceMouse && inputDeviceMouse->IsConnected()) ||
(inputDeviceTouch && inputDeviceTouch->IsConnected());
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputDeviceGestures::TickInputDevice()
{
// All InputChannelGesture* classes listen for and process mouse and touch input directly,
// so we don't actually need to do anything here.
}
} // namespace Gestures