/* * 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(context)) { serialize->Class() ->Version(0) ; if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("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