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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
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