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