/**************************************************************************** ** ** 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 "qinputaspect.h" #include "qinputaspect_p.h" #include "cameracontroller_p.h" #include "inputhandler_p.h" #include "keyboardcontroller_p.h" #include "keyboardinput_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { /*! \class Qt3D::QInputAspectPrivate \internal */ QInputAspectPrivate::QInputAspectPrivate() : QAbstractAspectPrivate() , m_inputHandler(new Input::InputHandler()) , m_cameraController(new Input::CameraController()) { m_aspectType = QAbstractAspect::AspectOther; } QInputAspect::QInputAspect(QObject *parent) : QAbstractAspect(*new QInputAspectPrivate, parent) { registerBackendType(QBackendNodeFunctorPtr(new Input::KeyboardControllerFunctor(d_func()->m_inputHandler))); registerBackendType(QBackendNodeFunctorPtr(new Input::KeyboardInputFunctor(d_func()->m_inputHandler))); } QCamera *QInputAspect::camera() const { Q_D(const QInputAspect); return d->m_cameraController->camera(); } void QInputAspect::setCamera(QCamera *camera) { Q_D(QInputAspect); d->m_cameraController->setCamera(camera); } QVector QInputAspect::jobsToExecute(qint64 time) { Q_UNUSED(time); Q_D(QInputAspect); QVector jobs; jobs.append(d->m_inputHandler->keyboardJobs()); // One job for Mouse events return jobs; } void QInputAspect::sceneNodeAdded(QSceneChangePtr &e) { QScenePropertyChangePtr propertyChange = e.staticCast(); QNodePtr nodePtr = propertyChange->value().value(); QNode *n = nodePtr.data(); QNodeVisitor visitor; visitor.traverse(n, this, &QInputAspect::visitNode, &QInputAspect::visitNode); } void QInputAspect::sceneNodeRemoved(QSceneChangePtr &e) { QScenePropertyChangePtr propertyChange = e.staticCast(); QNodePtr nodePtr = propertyChange->value().value(); QNode *n = nodePtr.data(); QAbstractAspect::clearBackendNode(n); } void QInputAspect::setRootEntity(QEntity *rootObject) { QNodeVisitor visitor; visitor.traverse(rootObject, this, &QInputAspect::visitNode, &QInputAspect::visitNode); } void QInputAspect::onInitialize(const QVariantMap &data) { QObject *object = Q_NULLPTR; const QVariant &v = data.value(QStringLiteral("eventSource")); if (v.isValid()) object = v.value(); Q_D(QInputAspect); if (object) object->installEventFilter(d->m_cameraController); d->m_inputHandler->setEventSource(object); } void QInputAspect::onCleanup() { Q_D(QInputAspect); d->m_inputHandler->eventSource()->removeEventFilter(d->m_cameraController); d->m_inputHandler->setEventSource(Q_NULLPTR); } void QInputAspect::visitNode(QNode *node) { QAbstractAspect::createBackendNode(node); } } // Qt3D QT_END_NAMESPACE QT3D_REGISTER_NAMESPACED_ASPECT("input", QT_PREPEND_NAMESPACE(Qt3D), QInputAspect)