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

100 lines
4.0 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.
*
*/
#include "Gestures_precompiled.h"
#include "InputChannelGestureRotate.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Gestures
{
using namespace AzFramework;
////////////////////////////////////////////////////////////////////////////////////////////////
void InputChannelGestureRotate::TypeAndConfig::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<TypeAndConfig, Type, Config>()
->Version(0)
;
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<TypeAndConfig>("Rotate", "Gesture recognizer for rotations.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
}
RecognizerRotate::Config::Reflect(context);
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputChannelGesture* InputChannelGestureRotate::TypeAndConfig::CreateInputChannel(
const AzFramework::InputChannelId& channelId,
const AzFramework::InputDevice& inputDevice)
{
return aznew InputChannelGestureRotate(channelId, inputDevice, *this);
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputChannelGestureRotate::InputChannelGestureRotate(const InputChannelId& inputChannelId,
const InputDevice& inputDevice,
const Config& config)
: InputChannelGesture(inputChannelId, inputDevice)
, RecognizerRotate(config)
{
RecognizerRotate::Enable();
}
////////////////////////////////////////////////////////////////////////////////////////////////
InputChannelGestureRotate::~InputChannelGestureRotate()
{
RecognizerRotate::Disable();
}
////////////////////////////////////////////////////////////////////////////////////////////////
float InputChannelGestureRotate::GetValue() const
{
return InputChannel::IsActive() ? GetSignedRotationInDegrees() : 0.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////
const InputChannel::CustomData* InputChannelGestureRotate::GetCustomData() const
{
return this;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputChannelGestureRotate::OnContinuousGestureInitiated()
{
UpdateNormalizedPositionAndDeltaFromScreenPosition(GetCurrentMidpoint());
InputChannel::UpdateState(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputChannelGestureRotate::OnContinuousGestureUpdated()
{
UpdateNormalizedPositionAndDeltaFromScreenPosition(GetCurrentMidpoint());
InputChannel::UpdateState(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////
void InputChannelGestureRotate::OnContinuousGestureEnded()
{
UpdateNormalizedPositionAndDeltaFromScreenPosition(GetCurrentMidpoint());
InputChannel::UpdateState(false);
}
} // namespace Gestures