/************************************************************************************************************************************* *The MIT License(MIT) * *Copyright(c) 2016 Jan Kaniewski(Getnamo) *Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc. * *Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation *files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, *merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is *furnished to do so, subject to the following conditions : * *The above copyright notice and this permission notice shall be included in all copies or *substantial portions of the Software. * *THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF *MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE *FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN *CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *************************************************************************************************************************************/ #pragma once #include "BodyStateDevice.h" #include "CoreMinimal.h" #include "IInputDevice.h" #include "InputCoreTypes.h" class UBodyStateBoneComponent; class FBodyStateSkeletonStorage; class FBodyStateInputDevice : public IInputDevice { public: FBodyStateInputDevice(const TSharedRef& MessageHandler); /** Tick the interface (e.g. check for new controllers) */ virtual void Tick(float DeltaTime) override; /** Poll for controller state and send events if needed */ virtual void SendControllerEvents() override; /** Actual Tick functions, abstracted so we have control over flow*/ void DispatchInput(); // raw input void DispatchEstimators(); // merge and estimation void DispatchRecognizers(); // recognition ( heavy parts may run off-thread) void UpdateSceneListeners(); /** Set which MessageHandler will get the events from SendControllerEvents. */ virtual void SetMessageHandler(const TSharedRef& InMessageHandler) override; /** Exec handler to allow console commands to be passed through for debugging */ virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override; /** IForceFeedbackSystem pass through functions **/ virtual void SetChannelValue(int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value) override; virtual void SetChannelValues(int32 ControllerId, const FForceFeedbackValues& values) override; virtual ~FBodyStateInputDevice(); TSharedRef MessageHandler; TSharedPtr SkeletonStorage; // Define mixing and update interfaces - maybe change () to (USkeletons) so the algorithm can loop through the skeletons for // merging bool AttachMergeAlgorithm(TFunction InFunction); // Scene Component Listeners void AddBoneSceneListener(UBodyStateBoneComponent* Listener); void RemoveBoneSceneListener(UBodyStateBoneComponent* Listener); private: class BSHMDSnapshotHandler* HMDSamples; // Time-warp // Private Body State variables TMap Devices; TMap DeviceKeyMap; TArray BoneSceneListeners; // Private utility methods bool EmitKeyUpEventForKey(FKey Key, int32 User, bool Repeat); bool EmitKeyDownEventForKey(FKey Key, int32 User, bool Repeat); bool EmitAnalogInputEventForKey(FKey Key, float Value, int32 User, bool Repeat); };