/**************************************************************************** ** ** 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 "keyboardinput_p.h" #include "qkeyboardinput.h" #include "qkeyboardcontroller.h" #include "inputhandler_p.h" #include "inputmanagers_p.h" #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3D; namespace Qt3DInput { namespace Input { KeyboardInput::KeyboardInput() : QBackendNode(QBackendNode::ReadWrite) , m_inputHandler(Q_NULLPTR) , m_focus(false) { } void KeyboardInput::updateFromPeer(Qt3D::QNode *peer) { QKeyboardInput *input = static_cast(peer); if (input->controller() != Q_NULLPTR) setController(input->controller()->id()); m_focus = false; m_enabled = input->isEnabled(); if (input->focus()) requestFocus(); } Qt3D::QNodeId KeyboardInput::keyboardController() const { return m_keyboardController; } void KeyboardInput::setInputHandler(InputHandler *handler) { m_inputHandler = handler; } // Called by the KeyboadController when the focus for the KeyboardInput has changed // Sends a change notification so that the frontend can update itself void KeyboardInput::setFocus(bool focus) { if (focus != m_focus) { m_focus = focus; QBackendScenePropertyChangePtr e(new QBackendScenePropertyChange(NodeUpdated, peerUuid())); e->setTargetNode(peerUuid()); e->setPropertyName("focus"); e->setValue(m_focus); notifyObservers(e); } } void KeyboardInput::keyEvent(const Q3DKeyEventPtr &event) { QBackendScenePropertyChangePtr e(new QBackendScenePropertyChange(NodeUpdated, peerUuid())); e->setTargetNode(peerUuid()); e->setPropertyName("event"); e->setValue(QVariant::fromValue(event)); notifyObservers(e); } void KeyboardInput::sceneChangeEvent(const QSceneChangePtr &e) { bool focusRequest = false; if (e->type() == NodeUpdated) { QScenePropertyChangePtr propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("controller")) { const QNodeId newId = propertyChange->value().value(); if (m_keyboardController != newId) { setController(newId); focusRequest = m_focus; } } else if (propertyChange->propertyName() == QByteArrayLiteral("focus")) { focusRequest = propertyChange->value().toBool(); } else if (propertyChange->propertyName() == QByteArrayLiteral("enabled")) { m_enabled = propertyChange->value().toBool(); } } if (focusRequest) requestFocus(); } void KeyboardInput::requestFocus() { KeyboardController *controller = m_inputHandler->keyboardControllerManager()->lookupResource(m_keyboardController); if (controller && m_enabled) controller->requestFocusForInput(peerUuid()); } void KeyboardInput::setController(const QNodeId &controller) { if (!m_keyboardController.isNull()) { KeyboardController *controller = m_inputHandler->keyboardControllerManager()->lookupResource(m_keyboardController); if (controller) controller->removeKeyboardInput(peerUuid()); } m_keyboardController = controller; if (!m_keyboardController.isNull()) { KeyboardController *controller = m_inputHandler->keyboardControllerManager()->lookupResource(m_keyboardController); if (controller) controller->addKeyboardInput(peerUuid()); } } KeyboardInputFunctor::KeyboardInputFunctor(InputHandler *handler) : m_handler(handler) { } QBackendNode *KeyboardInputFunctor::create(QNode *frontend, const QBackendNodeFactory *factory) const { KeyboardInput *input = m_handler->keyboardInputManager()->getOrCreateResource(frontend->id()); input->setFactory(factory); input->setInputHandler(m_handler); input->setPeer(frontend); return input; } QBackendNode *KeyboardInputFunctor::get(const QNodeId &id) const { return m_handler->keyboardInputManager()->lookupResource(id); } void KeyboardInputFunctor::destroy(const QNodeId &id) const { m_handler->keyboardInputManager()->releaseResource(id); } } // namespace Input } // namespace Qt3DInput QT_END_NAMESPACE