/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "keyboardcontroller_p.h" #include "inputhandler_p.h" #include "inputmanagers_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Input { // TO DO: Send change to frontend when activeInput changes KeyboardController::KeyboardController() : QBackendNode() , m_inputHandler(Q_NULLPTR) { } void KeyboardController::updateFromPeer(QNode *) { } void KeyboardController::requestFocusForInput(const QNodeId &inputId) { // Saves the last inputId, this will then be used in an Aspect Job to determine which // input will have the focus. This in turn will call KeyboardInput::setFocus which will // decide if sending a notification to the frontend is necessary m_lastRequester = inputId; } void KeyboardController::setInputHandler(InputHandler *handler) { m_inputHandler = handler; } void KeyboardController::addKeyboardInput(const QNodeId &input) { if (!m_keyboardInputs.contains(input)) { m_keyboardInputs.append(input); m_keyboardInputHandles.append(m_inputHandler->keyboardInputManager()->lookupHandle(input)); } } void KeyboardController::removeKeyboardInput(const QNodeId &input) { m_keyboardInputs.removeAll(input); m_keyboardInputHandles.removeAll(m_inputHandler->keyboardInputManager()->lookupHandle(input)); } void KeyboardController::setCurrentFocusItem(const QNodeId &input) { m_currentFocusItem = input; } void KeyboardController::sceneChangeEvent(const QSceneChangePtr &) { } KeyboardControllerFunctor::KeyboardControllerFunctor(InputHandler *handler) : m_handler(handler) { } QBackendNode *KeyboardControllerFunctor::create(QNode *frontend, const QBackendNodeFactory *factory) const { KeyboardController *controller = m_handler->keyboardControllerManager()->getOrCreateResource(frontend->id()); controller->setFactory(factory); controller->setInputHandler(m_handler); controller->setPeer(frontend); m_handler->appendKeyboardController(m_handler->keyboardControllerManager()->lookupHandle(frontend->id())); return controller; } QBackendNode *KeyboardControllerFunctor::get(const QNodeId &id) const { return m_handler->keyboardControllerManager()->lookupResource(id); } void KeyboardControllerFunctor::destroy(const QNodeId &id) const { m_handler->removeKeyboardController(m_handler->keyboardControllerManager()->lookupHandle(id)); m_handler->keyboardControllerManager()->releaseResource(id); } } // Inputs } // Qt3D QT_END_NAMESPACE