/* * 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. * */ #pragma once #include "VirtualGamepadButtonRequestBus.h" #include //////////////////////////////////////////////////////////////////////////////////////////////////// namespace VirtualGamepad { //////////////////////////////////////////////////////////////////////////////////////////////// class VirtualGamepadButtonComponent : public AZ::Component , public VirtualGamepadButtonRequestBus::Handler { public: //////////////////////////////////////////////////////////////////////////////////////////// // AZ::Component Setup AZ_COMPONENT(VirtualGamepadButtonComponent, "{F3B59A12-BD6F-4CEC-A151-2EBC619912C5}", AZ::Component); //////////////////////////////////////////////////////////////////////////////////////////// // AZ::ComponentDescriptor Services static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); //////////////////////////////////////////////////////////////////////////////////////////// //! \ref AZ::ComponentDescriptor::Reflect static void Reflect(AZ::ReflectContext* context); protected: //////////////////////////////////////////////////////////////////////////////////////////// //! \ref AZ::Component::Init void Init() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref AZ::Component::Activate void Activate() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref AZ::Component::Deactivate void Deactivate() override; //////////////////////////////////////////////////////////////////////////////////////////// //! \ref VirtualGamepad::VirtualGamepadButtonRequests::IsPressed bool IsPressed() const override; //////////////////////////////////////////////////////////////////////////////////////////// //! Get all potentially assignable input channel names AZStd::vector GetAssignableInputChannelNames() const; private: //////////////////////////////////////////////////////////////////////////////////////////// //! The input channel that will be updated when the user interacts with this virtual control AZStd::string m_assignedInputChannelName; //////////////////////////////////////////////////////////////////////////////////////////// //! Is the interactable attached to the same component currently pressed or not? bool m_isPressed = false; }; } // namespace VirtualGamepad