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/****************************************************************************
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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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#include "actioninput_p.h"
#include <Qt3DInput/qactioninput.h>
#include <Qt3DInput/qabstractphysicaldevice.h>
#include <Qt3DInput/private/qactioninput_p.h>
#include <Qt3DInput/private/inputhandler_p.h>
#include <Qt3DInput/private/utils_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DInput {
namespace Input {
ActionInput::ActionInput()
: AbstractActionInput()
, m_buttons(0)
{
}
void ActionInput::cleanup()
{
setEnabled(false);
m_sourceDevice = Qt3DCore::QNodeId();
m_buttons.clear();
}
void ActionInput::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime)
{
AbstractActionInput::syncFromFrontEnd(frontEnd, firstTime);
const QActionInput *node = qobject_cast<const QActionInput *>(frontEnd);
if (!node)
return;
m_sourceDevice = Qt3DCore::qIdForNode(node->sourceDevice());
m_buttons = node->buttons();
}
bool ActionInput::process(InputHandler *inputHandler, qint64 currentTime)
{
Q_UNUSED(currentTime)
if (!isEnabled())
return false;
QAbstractPhysicalDeviceBackendNode *physicalDeviceBackend = Utils::physicalDeviceForInput(this, inputHandler);
if (!physicalDeviceBackend)
return false;
for (int button : qAsConst(m_buttons)) {
if (physicalDeviceBackend->isButtonPressed(button))
return true;
}
return false;
}
} // namespace Input
} // namespace Qt3DInput
QT_END_NAMESPACE