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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include "InputConfigurationComponent.h"
- #include <InputEventGroup.h>
- #include <AzCore/Asset/AssetSerializer.h>
- #include <AzCore/Component/ComponentApplicationBus.h>
- #include <AzCore/IO/ByteContainerStream.h>
- #include <AzCore/IO/SystemFile.h>
- #include <AzCore/Serialization/DataPatch.h>
- #include <AzCore/Serialization/ObjectStream.h>
- #include <AzCore/Serialization/Utils.h>
- #include <InputHandlerNodeable.h>
- namespace AZ
- {
- // Added definition of type info and rtti for the DataPatchTypeUpgrade class
- // to this Unit Test file to allow rtti functions to be accessible from the SerializeContext::TypeChange
- // call
- AZ_TYPE_INFO_TEMPLATE_WITH_NAME_IMPL(SerializeContext::DataPatchTypeUpgrade, \
- "DataPatchTypeUpgrade", "{E5A2F519-261C-4B81-925F-3730D363AB9C}", AZ_TYPE_INFO_CLASS, AZ_TYPE_INFO_CLASS);
- AZ_RTTI_NO_TYPE_INFO_IMPL((SerializeContext::DataPatchTypeUpgrade, \
- AZ_TYPE_INFO_CLASS, AZ_TYPE_INFO_CLASS), DataPatchUpgrade);
- }
- namespace StartingPointInput
- {
- void InputEventGroup::Reflect(AZ::ReflectContext* reflection)
- {
- if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(reflection))
- {
- serializeContext->Class<InputEventGroup>()
- ->Version(1)
- ->Field("Event Name", &InputEventGroup::m_eventName)
- ->Field("Event Generators", &InputEventGroup::m_inputHandlers)
- ->Field("Exclude From Release", &InputEventGroup::m_excludeFromRelease);
- if (AZ::EditContext* editContext = serializeContext->GetEditContext())
- {
- editContext->Class<InputEventGroup>("InputEventGroup", "Groups input bindings by the event they generate")
- ->ClassElement(AZ::Edit::ClassElements::EditorData, "")
- ->Attribute(AZ::Edit::Attributes::NameLabelOverride, &InputEventGroup::GetEditorText)
- ->Attribute(AZ::Edit::Attributes::AutoExpand, true)
- ->DataElement(AZ::Edit::UIHandlers::Default, &InputEventGroup::m_eventName, "Event Name", "The event generated by the collection of Input Bindings")
- ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ_CRC("RefreshAttributesAndValues"))
- ->DataElement(AZ::Edit::UIHandlers::Default, &InputEventGroup::m_inputHandlers, "Event Generators", "Handlers that generate named events")
- ->DataElement(AZ::Edit::UIHandlers::CheckBox, &InputEventGroup::m_excludeFromRelease, "Exclude from release", "This input binding will not activate in release builds");
- }
- }
- }
- }
- namespace StartingPointInput
- {
- static AZ::s32 Uint32ToInt32(const AZ::u32& value)
- {
- return static_cast<AZ::s32>(value);
- };
- InputConfigurationComponent::InputConfigurationComponent()
- : m_uuid{ AZ::Uuid::CreateRandom() }
- {
- }
- InputConfigurationComponent::~InputConfigurationComponent()
- {
- m_inputEventBindings.Cleanup();
- }
- void InputConfigurationComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
- {
- provided.push_back(AZ_CRC("InputConfigurationService"));
- }
- void InputConfigurationComponent::Reflect(AZ::ReflectContext* reflection)
- {
- AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(reflection);
- if (serializeContext)
- {
- serializeContext->Class<InputConfigurationComponent, AZ::Component>()
- ->Version(4)
- ->Field("Input Event Bindings", &InputConfigurationComponent::m_inputEventBindingsAsset)
- ->Field("Local Player Index", &InputConfigurationComponent::m_localPlayerIndex)
- ->NameChange(2, 3, "Local User Id", "Local Player Index")
- ->TypeChange("Local Player Index", 3, 4, AZStd::function<AZ::s32(const AZ::u32&)>(&Uint32ToInt32))
- ;
- AZ::EditContext* editContext = serializeContext->GetEditContext();
- if (editContext)
- {
- editContext->Class<InputConfigurationComponent>("Input",
- "The Input component allows an entity to bind a set of inputs to an event by referencing a .inputbindings file")
- ->ClassElement(AZ::Edit::ClassElements::EditorData, "")
- ->Attribute(AZ::Edit::Attributes::Category, "Gameplay")
- ->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/InputConfig.svg")
- ->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/InputConfig.svg")
- ->Attribute(AZ::Edit::Attributes::PrimaryAssetType, AZ::AzTypeInfo<InputEventBindingsAsset>::Uuid())
- ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game"))
- ->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/gameplay/input/")
- ->DataElement(AZ::Edit::UIHandlers::Default, &InputConfigurationComponent::m_inputEventBindingsAsset, "Input to event bindings",
- "Asset containing input to event binding information.")
- ->Attribute(AZ::Edit::Attributes::AutoExpand, true)
- ->Attribute(AZ::Edit::Attributes::ContainerCanBeModified, true)
- ->Attribute("BrowseIcon", ":/stylesheet/img/UI20/browse-edit-select-files.svg")
- ->Attribute("EditButton", "")
- ->Attribute("EditDescription", "Open in Asset Editor")
- ->Attribute("ComponentIdentifier", &InputConfigurationComponent::m_uuid)
- ->DataElement(AZ::Edit::UIHandlers::SpinBox, &InputConfigurationComponent::m_localPlayerIndex, "Local player index",
- "The player index that this component will receive input from (0 based, -1 means all controllers).\n"
- "Will only work on platforms such as PC where the local user id corresponds to the local player index.\n"
- "For other platforms, SetLocalUserId must be called at runtime with the id of a logged in user.")
- ->Attribute(AZ::Edit::Attributes::Min, -1)
- ->Attribute(AZ::Edit::Attributes::Max, 3)
- ;
- }
- }
- }
- void InputConfigurationComponent::Init()
- {
- // The player index that this component will receive input from (0 based, -1 means all controllers)
- // can be set from data, but will only work on platforms such as PC where the local user id corresponds
- // to the local player index. For other platforms, SetLocalUserId must be called at runtime with the id
- // of a logged in user, which will overwrite anything set here from data.
- if (m_localPlayerIndex == -1)
- {
- m_localUserId = AzFramework::LocalUserIdAny;
- }
- else
- {
- // we have to cast to u32 here even if LocalUserId is not a u32 type because some platforms use
- // an aggregate type for m_localUserId and only have the pertinent constructors/operators for u32
- m_localUserId = aznumeric_cast<AZ::u32>(m_localPlayerIndex);
- }
- }
- void InputConfigurationComponent::Activate()
- {
- InputConfigurationComponentRequestBus::Handler::BusConnect(GetEntityId());
- AZ::Data::AssetBus::Handler::BusConnect(m_inputEventBindingsAsset.GetId());
- }
- void InputConfigurationComponent::Deactivate()
- {
- InputConfigurationComponentRequestBus::Handler::BusDisconnect();
- AZ::Data::AssetBus::Handler::BusDisconnect();
- if (m_localUserId != AzFramework::LocalUserIdNone)
- {
- m_inputEventBindings.Deactivate(m_localUserId);
- }
- }
- void InputConfigurationComponent::SetLocalUserId(AzFramework::LocalUserId localUserId)
- {
- if (m_localUserId != localUserId)
- {
- if (m_localUserId != AzFramework::LocalUserIdNone)
- {
- m_inputEventBindings.Deactivate(m_localUserId);
- }
- m_localUserId = localUserId;
- if (m_localUserId != AzFramework::LocalUserIdNone)
- {
- m_inputEventBindings.Activate(m_localUserId);
- }
- }
- }
- void InputConfigurationComponent::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
- {
- if (asset.GetId() == m_inputEventBindingsAsset.GetId())
- {
- // before we reload and reapply, disable any existing old ones, or else they'd double up
- // and you'd end up with both being active.
- if (m_localUserId != AzFramework::LocalUserIdNone)
- {
- m_inputEventBindings.Deactivate(m_localUserId);
- }
- m_inputEventBindingsAsset = asset;
- if (asset.IsReady())
- {
- OnAssetReady(asset);
- }
- }
- }
- void InputConfigurationComponent::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
- {
- if (InputEventBindingsAsset* inputAsset = asset.GetAs<InputEventBindingsAsset>())
- {
- // the input asset actually requires us to do additional cloning and copying of the data
- // mainly because we retrieve the player profile data and apply it as a bindings patch on top of the data.
- AZ::SerializeContext* serializeContext = nullptr;
- AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationRequests::GetSerializeContext);
- if (serializeContext)
- {
- // we swap with a fresh empty one here just to make sure that if this happens repeatedly, we don't have anything left over.
- InputEventBindings freshBindings;
- serializeContext->CloneObjectInplace<InputEventBindings>(freshBindings, &inputAsset->m_bindings);
- m_inputEventBindings.Cleanup();
- m_inputEventBindings.Swap(&freshBindings);
- }
- m_isAssetPrepared = true;
- ActivateBindingsIfAppropriate();
- }
- else
- {
- AZ_Error("Input Configuration", false, "Input bindings asset is not the correct type.");
- }
- }
- void InputConfigurationComponent::ActivateBindingsIfAppropriate()
- {
- if (m_isAssetPrepared)
- {
- if (m_localUserId != AzFramework::LocalUserIdNone)
- {
- m_inputEventBindings.Activate(m_localUserId);
- }
- }
- }
- void InputConfigurationComponent::EditorSetPrimaryAsset(const AZ::Data::AssetId& assetId)
- {
- m_inputEventBindingsAsset.Create(assetId);
- }
- }
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