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LuFG VR VIS
VR-Group
Unreal-Development
nDisplayInput
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Jan Delember
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master
5 years ago
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Source/DisplayClusterInput/Private/DisplayClusterInputDevice.cpp
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@@ -11,111 +11,131 @@
#define LOCTEXT_NAMESPACE "DisplayClusterInput"
FDisplayClusterInputDevice
::
FDisplayClusterInputDevice
(
const
TSharedRef
<
FGenericApplicationMessageHandler
>&
InMessageHandler
)
:
MessageHandler
(
InMessageHandler
)
FDisplayClusterInputDevice
::
FDisplayClusterInputDevice
(
const
TSharedRef
<
FGenericApplicationMessageHandler
>&
InMessageHandler
)
:
MessageHandler
(
InMessageHandler
)
{
AxisIndices
=
TArray
<
const
FKey
*>
{
&
FDisplayClusterKeys
::
Axis0
,
&
FDisplayClusterKeys
::
Axis1
};
ButtonIndices
=
TArray
<
const
FKey
*>
{
&
FDisplayClusterKeys
::
Button0
,
&
FDisplayClusterKeys
::
Button1
,
&
FDisplayClusterKeys
::
Button2
,
&
FDisplayClusterKeys
::
Button3
,
&
FDisplayClusterKeys
::
Button4
,
&
FDisplayClusterKeys
::
Button5
,
&
FDisplayClusterKeys
::
Button6
,
&
FDisplayClusterKeys
::
Button7
,
&
FDisplayClusterKeys
::
Button8
,
&
FDisplayClusterKeys
::
Button9
};
AxisIndices
=
TArray
<
const
FKey
*>
{
&
FDisplayClusterKeys
::
Axis0
,
&
FDisplayClusterKeys
::
Axis1
};
//Reordered to match the 4.22 behavior
ButtonIndices
=
TArray
<
const
FKey
*>
{
&
FDisplayClusterKeys
::
Button0
,
&
FDisplayClusterKeys
::
Button4
,
&
FDisplayClusterKeys
::
Button3
,
&
FDisplayClusterKeys
::
Button2
,
&
FDisplayClusterKeys
::
Button1
,
&
FDisplayClusterKeys
::
Button5
,
&
FDisplayClusterKeys
::
Button6
,
&
FDisplayClusterKeys
::
Button7
,
&
FDisplayClusterKeys
::
Button8
,
&
FDisplayClusterKeys
::
Button9
};
}
FDisplayClusterInputDevice
::~
FDisplayClusterInputDevice
()
{
}
void
FDisplayClusterInputDevice
::
PreInit
()
void
FDisplayClusterInputDevice
::
PreInit
()
{
EKeys
::
AddMenuCategoryDisplayInfo
(
"DisplayCluster"
,
LOCTEXT
(
"DisplayClusterSubCategory"
,
"Display Cluster"
),
TEXT
(
"GraphEditor.PadEvent_16x"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button0
,
LOCTEXT
(
"nDisplayButton0"
,
"nDisplay Button 0"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button1
,
LOCTEXT
(
"nDisplayButton1"
,
"nDisplay Button 1"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button2
,
LOCTEXT
(
"nDisplayButton2"
,
"nDisplay Button 2"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button3
,
LOCTEXT
(
"nDisplayButton3"
,
"nDisplay Button 3"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button4
,
LOCTEXT
(
"nDisplayButton4"
,
"nDisplay Button 4"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button5
,
LOCTEXT
(
"nDisplayButton5"
,
"nDisplay Button 5"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button6
,
LOCTEXT
(
"nDisplayButton6"
,
"nDisplay Button 6"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button7
,
LOCTEXT
(
"nDisplayButton7"
,
"nDisplay Button 7"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button8
,
LOCTEXT
(
"nDisplayButton8"
,
"nDisplay Button 8"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button9
,
LOCTEXT
(
"nDisplayButton9"
,
"nDisplay Button 9"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Axis0
,
LOCTEXT
(
"nDisplayAxis0"
,
"nDisplay Axis 0"
),
FKeyDetails
::
FloatAxis
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Axis1
,
LOCTEXT
(
"nDisplayAxis1"
,
"nDisplay Axis 1"
),
FKeyDetails
::
FloatAxis
,
"DisplayCluster"
));
FInputAxisConfigEntry
AxisX
,
AxisY
;
AxisX
.
AxisKeyName
=
FDisplayClusterKeys
::
Axis0
.
GetFName
();
AxisX
.
AxisProperties
=
FInputAxisProperties
();
AxisY
.
AxisKeyName
=
FDisplayClusterKeys
::
Axis1
.
GetFName
();
AxisY
.
AxisProperties
=
FInputAxisProperties
();
AxisX
.
AxisProperties
.
bInvert
=
true
;
UInputSettings
::
GetInputSettings
()
->
AxisConfig
.
Add
(
AxisX
);
UInputSettings
::
GetInputSettings
()
->
AxisConfig
.
Add
(
AxisY
);
EKeys
::
AddMenuCategoryDisplayInfo
(
"DisplayCluster"
,
LOCTEXT
(
"DisplayClusterSubCategory"
,
"Display Cluster"
),
TEXT
(
"GraphEditor.PadEvent_16x"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button0
,
LOCTEXT
(
"nDisplayButton0"
,
"nDisplay Button 0"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button1
,
LOCTEXT
(
"nDisplayButton1"
,
"nDisplay Button 1"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button2
,
LOCTEXT
(
"nDisplayButton2"
,
"nDisplay Button 2"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button3
,
LOCTEXT
(
"nDisplayButton3"
,
"nDisplay Button 3"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button4
,
LOCTEXT
(
"nDisplayButton4"
,
"nDisplay Button 4"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button5
,
LOCTEXT
(
"nDisplayButton5"
,
"nDisplay Button 5"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button6
,
LOCTEXT
(
"nDisplayButton6"
,
"nDisplay Button 6"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button7
,
LOCTEXT
(
"nDisplayButton7"
,
"nDisplay Button 7"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button8
,
LOCTEXT
(
"nDisplayButton8"
,
"nDisplay Button 8"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Button9
,
LOCTEXT
(
"nDisplayButton9"
,
"nDisplay Button 9"
),
FKeyDetails
::
GamepadKey
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Axis0
,
LOCTEXT
(
"nDisplayAxis0"
,
"nDisplay Axis 0"
),
FKeyDetails
::
FloatAxis
,
"DisplayCluster"
));
EKeys
::
AddKey
(
FKeyDetails
(
FDisplayClusterKeys
::
Axis1
,
LOCTEXT
(
"nDisplayAxis1"
,
"nDisplay Axis 1"
),
FKeyDetails
::
FloatAxis
,
"DisplayCluster"
));
FInputAxisConfigEntry
AxisX
,
AxisY
;
AxisX
.
AxisKeyName
=
FDisplayClusterKeys
::
Axis0
.
GetFName
();
AxisX
.
AxisProperties
=
FInputAxisProperties
();
AxisY
.
AxisKeyName
=
FDisplayClusterKeys
::
Axis1
.
GetFName
();
AxisY
.
AxisProperties
=
FInputAxisProperties
();
UInputSettings
::
GetInputSettings
()
->
AxisConfig
.
Add
(
AxisX
);
UInputSettings
::
GetInputSettings
()
->
AxisConfig
.
Add
(
AxisY
);
}
bool
FDisplayClusterInputDevice
::
Exec
(
UWorld
*
InWorld
,
const
TCHAR
*
Cmd
,
FOutputDevice
&
Ar
)
bool
FDisplayClusterInputDevice
::
Exec
(
UWorld
*
InWorld
,
const
TCHAR
*
Cmd
,
FOutputDevice
&
Ar
)
{
return
false
;
}
return
false
;
}
void
FDisplayClusterInputDevice
::
SendControllerEvents
()
{
if
(
!
IDisplayCluster
::
IsAvailable
())
return
;
auto
InputManager
=
IDisplayCluster
::
Get
().
GetInputMgr
();
TArray
<
FString
>
AxisDeviceIds
;
InputManager
->
GetAxisDeviceIds
(
AxisDeviceIds
);
for
(
auto
i
=
0
;
i
<
AxisDeviceIds
.
Num
();
++
i
)
{
for
(
auto
j
=
0
;
j
<
AxisIndices
.
Num
();
++
j
)
{
float
Value
=
0.0f
;
InputManager
->
GetAxis
(
AxisDeviceIds
[
i
]
,
j
,
Value
);
MessageHandler
->
OnControllerAnalog
(
AxisIndices
[
j
]
->
GetFName
(),
i
,
Value
);
}
}
TArray
<
FString
>
ButtonDeviceIds
;
InputManager
->
GetButtonDeviceIds
(
ButtonDeviceIds
);
for
(
auto
i
=
0
;
i
<
ButtonDeviceIds
.
Num
();
++
i
)
{
for
(
auto
j
=
0
;
j
<
ButtonIndices
.
Num
();
++
j
)
{
bool
Pressed
=
false
,
Released
=
false
;
InputManager
->
WasButtonPressed
(
ButtonDeviceIds
[
i
],
j
,
Pressed
);
InputManager
->
WasButtonReleased
(
ButtonDeviceIds
[
i
],
j
,
Released
);
if
(
Pressed
)
MessageHandler
->
OnControllerButtonPressed
(
ButtonIndices
[
j
]
->
GetFName
(),
i
,
false
);
if
(
Released
)
MessageHandler
->
OnControllerButtonReleased
(
ButtonIndices
[
j
]
->
GetFName
(),
i
,
false
);
}
}
}
void
FDisplayClusterInputDevice
::
SetChannelValue
(
int32
ControllerId
,
FForceFeedbackChannelType
ChannelType
,
float
Value
)
if
(
!
IDisplayCluster
::
IsAvailable
())
return
;
auto
InputManager
=
IDisplayCluster
::
Get
().
GetInputMgr
();
TArray
<
FString
>
AxisDeviceIds
;
InputManager
->
GetAxisDeviceIds
(
AxisDeviceIds
);
for
(
auto
i
=
0
;
i
<
AxisDeviceIds
.
Num
();
++
i
)
{
for
(
auto
j
=
0
;
j
<
AxisIndices
.
Num
();
++
j
)
{
float
Value
=
0.0f
;
InputManager
->
GetAxis
(
AxisDeviceIds
[
i
],
j
,
Value
);
MessageHandler
->
OnControllerAnalog
(
AxisIndices
[
j
]
->
GetFName
(),
i
,
Value
);
}
}
TArray
<
FString
>
ButtonDeviceIds
;
InputManager
->
GetButtonDeviceIds
(
ButtonDeviceIds
);
for
(
auto
i
=
0
;
i
<
ButtonDeviceIds
.
Num
();
++
i
)
{
for
(
auto
j
=
0
;
j
<
ButtonIndices
.
Num
();
++
j
)
{
bool
Pressed
=
false
,
Released
=
false
;
InputManager
->
WasButtonPressed
(
ButtonDeviceIds
[
i
],
j
,
Pressed
);
InputManager
->
WasButtonReleased
(
ButtonDeviceIds
[
i
],
j
,
Released
);
if
(
Pressed
)
MessageHandler
->
OnControllerButtonPressed
(
ButtonIndices
[
j
]
->
GetFName
(),
i
,
false
);
if
(
Released
)
MessageHandler
->
OnControllerButtonReleased
(
ButtonIndices
[
j
]
->
GetFName
(),
i
,
false
);
}
}
}
void
FDisplayClusterInputDevice
::
SetChannelValue
(
int32
ControllerId
,
FForceFeedbackChannelType
ChannelType
,
float
Value
)
{
// Intentionally empty (no haptic support).
}
void
FDisplayClusterInputDevice
::
SetChannelValues
(
int32
ControllerId
,
const
FForceFeedbackValues
&
Values
)
// Intentionally empty (no haptic support).
}
void
FDisplayClusterInputDevice
::
SetChannelValues
(
int32
ControllerId
,
const
FForceFeedbackValues
&
Values
)
{
// Intentionally empty (no haptic support).
// Intentionally empty (no haptic support).
}
void
FDisplayClusterInputDevice
::
SetMessageHandler
(
const
TSharedRef
<
FGenericApplicationMessageHandler
>&
InMessageHandler
)
void
FDisplayClusterInputDevice
::
SetMessageHandler
(
const
TSharedRef
<
FGenericApplicationMessageHandler
>&
InMessageHandler
)
{
MessageHandler
=
InMessageHandler
;
MessageHandler
=
InMessageHandler
;
}
void
FDisplayClusterInputDevice
::
Tick
(
float
DeltaTime
)
void
FDisplayClusterInputDevice
::
Tick
(
float
DeltaTime
)
{
// Intentionally empty (everything is handled in SendControllerEvents above).
// Intentionally empty (everything is handled in SendControllerEvents above).
}
#undef LOCTEXT_NAMESPACE
\ No newline at end of file
#undef LOCTEXT_NAMESPACE
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