/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "inputchord_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DInput { namespace Input { InputChord::InputChord() : AbstractActionInput() , m_chords() , m_inputsToTrigger() , m_timeout(0) , m_startTime(0) { } void InputChord::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const QInputChordData &data = typedChange->data; m_chords = data.chordIds; m_timeout = milliToNano(data.timeout); m_inputsToTrigger = m_chords; } void InputChord::cleanup() { setEnabled(false); m_timeout = 0; m_startTime = 0; m_chords.clear(); m_inputsToTrigger.clear(); } void InputChord::reset() { m_startTime = 0; m_inputsToTrigger = m_chords; } bool InputChord::actionTriggered(Qt3DCore::QNodeId input) { m_inputsToTrigger.removeOne(input); if (m_inputsToTrigger.isEmpty()) { //All Triggered reset(); return true; } return false; } void InputChord::setStartTime(qint64 time) { m_startTime = time; } void InputChord::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { switch (e->type()) { case Qt3DCore::PropertyUpdated: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("timeout")) m_timeout = milliToNano(change->value().toInt()); break; } case Qt3DCore::PropertyValueAdded: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("chord")) { m_chords.push_back(change->addedNodeId()); m_inputsToTrigger.push_back(change->addedNodeId()); } break; } case Qt3DCore::PropertyValueRemoved: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("chord")) { m_chords.removeOne(change->removedNodeId()); m_inputsToTrigger.removeOne(change->removedNodeId()); } break; } default: break; } AbstractActionInput::sceneChangeEvent(e); } bool InputChord::process(InputHandler *inputHandler, qint64 currentTime) { const qint64 startTime = m_startTime; bool triggered = false; int activeInputs = 0; for (const Qt3DCore::QNodeId &actionInputId : qAsConst(m_chords)) { AbstractActionInput *actionInput = inputHandler->lookupActionInput(actionInputId); if (actionInput && actionInput->process(inputHandler, currentTime)) { triggered |= actionTriggered(actionInputId); activeInputs++; if (startTime == 0) m_startTime = currentTime; } } if (startTime != 0) { // Check if we are still inside the time limit for the chord if ((currentTime - startTime) > m_timeout) { reset(); if (activeInputs > 0) m_startTime = startTime; return false; } } return triggered; } } // namespace Input } // namespace Qt3DInput QT_END_NAMESPACE