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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/src/runtime/Qt3DSInputEngine.h b/src/Runtime/ogl-runtime/src/runtime/Qt3DSInputEngine.h
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-/****************************************************************************
-**
-** Copyright (C) 1993-2009 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** 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 General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) 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.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-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#pragma once
-
-//==============================================================================
-// Includes
-//==============================================================================
-#include "Qt3DSKernelTypes.h"
-#include "Qt3DSPickFrame.h"
-#include "foundation/Qt3DSRefCounted.h"
-#include "EASTL/vector.h"
-#include "foundation/Qt3DSDataRef.h"
-
-//==============================================================================
-// Namespace
-//==============================================================================
-namespace qt3ds {
-namespace runtime {
- class IApplication;
-}
-}
-namespace Q3DStudio {
-
-//==============================================================================
-// Forwards
-//==============================================================================
-class CRuntime;
-union UVariant;
-class CInputEventProvider;
-
-//==============================================================================
-/**
-* @class CInputEngine
-* @brief The basic input engine
-*/
-class CInputEngine
-{
- //==============================================================================
- // Fields
- //==============================================================================
-protected:
- SInputFrame m_InputFrame; ///< The data describing the input state
- eastl::vector<eastl::pair<float, float>> m_PickInput;
- bool m_BeginPickInput;
- qt3ds::runtime::IApplication *m_Application; ///< The Runtime object
- qt3ds::foundation::NVScopedRefCounted<CInputEventProvider>
- m_InputEventProvider; ///< The event provider for keyboard
-
- //==============================================================================
- // Methods
- //==============================================================================
-public: // Construction
- typedef qt3ds::foundation::NVConstDataRef<const eastl::pair<float, float>> TPickInputList;
- CInputEngine();
- virtual ~CInputEngine();
-
-public: // Runtime interfaces
- void SetApplication(qt3ds::runtime::IApplication *inApplication);
-
-public:
- // Access
- virtual SInputFrame &GetInputFrame();
- virtual SKeyInputFrame &GetKeyInputFrame();
-
- // Setters
- // Multitouch is handled by using BeginPickInput, SetPickInput (several times), and EndPickInput
- // pairs.
- // The assumption here is that the pick input is static until changed. So to clear it you need
- // a
- // begin, end pair without any other pieces.
- virtual void BeginPickInput();
- virtual void SetPickInput(FLOAT inX, FLOAT inY, BOOL inValid = true);
- virtual void EndPickInput();
- virtual TPickInputList GetPickInput() const;
- virtual void SetPickFlags(INT32 inFlags);
- virtual void SetKeyState(INT32 inKeyCode, BOOL inDown);
- virtual void SetButtonState(INT32 inButtonCode, BOOL inDown);
- virtual void SetScrollValue(INT32 inFlags, INT16 value);
- virtual void SetModifierFlag(INT32 inFlag);
-
- // Keyboard hook
- virtual void HandleKeyboard(INT32 inKeyCode, INT32 inPressed, INT32 inRepeat = 0);
-
- // Other input
- virtual void HandleButton(INT32 inButtonCode, INT32 inPressed, INT32 inRepeat = 0);
- virtual void HandleAxis(INT32 inAxisCode, FLOAT inValue);
-
- // Helpers
- // virtual INT32 ConvertKeyCode( INT32 inKeyCode, BOOL inShift );
- // TODO: SK - To quickly restore functionality, but this is should be in tegra-specific project.
- virtual void ClearInputFrame();
- virtual BOOL TranslateEvent(const CHAR *inEvent);
-
- void MarkApplicationDirty();
-};
-
-} // namespace Q3DStudio