/* * 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 "GesturesSystemComponent.h" #include #include //////////////////////////////////////////////////////////////////////////////////////////////////// namespace Gestures { //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("GestureInputService")); } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("GestureInputService")); } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC("InputSystemService", 0x5438d51a)); } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) { AZ_UNUSED(dependent); } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ->Field("DoublePressConfig", &GesturesSystemComponent::m_doublePressConfig) ->Field("DragConfig", &GesturesSystemComponent::m_dragConfig) ->Field("HoldConfig", &GesturesSystemComponent::m_holdConfig) ->Field("PinchConfig", &GesturesSystemComponent::m_pinchConfig) ->Field("RotateConfig", &GesturesSystemComponent::m_rotateConfig) ->Field("SwipeConfig", &GesturesSystemComponent::m_swipeConfig) ->Field("CustomGestureConfigsByName", &GesturesSystemComponent::m_customGestureConfigsByName) ; if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("Gestures", "Interprets raw mouse/touch input in order to detect common gestures like drag, hold, swipe, etc.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System")) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ->DataElement(0, &GesturesSystemComponent::m_doublePressConfig, "Double Press", "The config used to create the default double press gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_dragConfig, "Drag", "The config used to create the default drag gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_holdConfig, "Hold", "The config used to create the default hold gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_pinchConfig, "Pinch", "The config used to create the default pinch gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_rotateConfig, "Rotate", "The config used to create the default rotate gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_swipeConfig, "Swipe", "The config used to create the default swipe gesture input channel.") ->DataElement(0, &GesturesSystemComponent::m_customGestureConfigsByName, "Custom Gestures", "Custom gesture name/config pairs that will be used to create additional gesture input channels, in addition to the default gestures that are provided 'out of the box'.") ; } } InputDeviceGestures::Reflect(context); InputChannelGesture::Type::Reflect(context); InputChannelGestureClickOrTap::TypeAndConfig::Reflect(context); InputChannelGestureDrag::TypeAndConfig::Reflect(context); InputChannelGestureHold::TypeAndConfig::Reflect(context); InputChannelGesturePinch::TypeAndConfig::Reflect(context); InputChannelGestureRotate::TypeAndConfig::Reflect(context); InputChannelGestureSwipe::TypeAndConfig::Reflect(context); } //////////////////////////////////////////////////////////////////////////////////////////////// GesturesSystemComponent::GesturesSystemComponent() { m_doublePressConfig.minClicksOrTaps = 2; } //////////////////////////////////////////////////////////////////////////////////////////////// GesturesSystemComponent::~GesturesSystemComponent() { } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::Init() { } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::Activate() { // Insert all default gesture configs into a map InputDeviceGestures::ConfigsByNameMap configsByName; configsByName[InputDeviceGestures::Gesture::DoublePress.GetName()] = &m_doublePressConfig; configsByName[InputDeviceGestures::Gesture::Drag.GetName()] = &m_dragConfig; configsByName[InputDeviceGestures::Gesture::Hold.GetName()] = &m_holdConfig; configsByName[InputDeviceGestures::Gesture::Pinch.GetName()] = &m_pinchConfig; configsByName[InputDeviceGestures::Gesture::Rotate.GetName()] = &m_rotateConfig; configsByName[InputDeviceGestures::Gesture::Swipe.GetName()] = &m_swipeConfig; // Now insert any custom name/config pairs. If any of the names are the same as one of the // existing default gesture input channel ids, it will not be added to avoid any conflicts. configsByName.insert(m_customGestureConfigsByName.begin(), m_customGestureConfigsByName.end()); // Create the gesture input device using the map of gesture input channels name/config pairs m_gesturesDevice.reset(aznew InputDeviceGestures(configsByName)); } //////////////////////////////////////////////////////////////////////////////////////////////// void GesturesSystemComponent::Deactivate() { // Destroy the gesture input device m_gesturesDevice.reset(nullptr); } } // namespace Gestures