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- /*
- * 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
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