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Open 3D Engine AzFramework API Reference
2205.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <CameraInput.h>
Inherited by AzFramework::CustomCameraInput, AzFramework::FocusCameraInput, AzFramework::LookScrollTranslationCameraInput, AzFramework::OrbitCameraInput, AzFramework::OrbitMotionDollyCameraInput, AzFramework::OrbitScrollDollyCameraInput, AzFramework::PanCameraInput, AzFramework::RotateCameraInput, and AzFramework::TranslateCameraInput.
Public Types | |
| enum | Activation { Activation::Idle, Activation::Beginning, Activation::Active, Activation::Ending } |
| using | ActivateChangeFn = AZStd::function< void()> |
Public Member Functions | |
| bool | Beginning () const |
| bool | Ending () const |
| bool | Idle () const |
| bool | Active () const |
| void | BeginActivation () |
| void | EndActivation () |
| void | CancelActivation () |
| void | ContinueActivation () |
| void | ClearActivation () |
| void | Reset () |
| virtual bool | HandleEvents (const InputEvent &event, const ScreenVector &cursorDelta, float scrollDelta)=0 |
| Respond to input events to transition a camera input to active, handle input while running, and restore to idle when input ends. | |
| virtual Camera | StepCamera (const Camera &targetCamera, const ScreenVector &cursorDelta, float scrollDelta, float deltaTime)=0 |
| virtual bool | Exclusive () const |
| void | SetActivationBeganFn (ActivateChangeFn activationBeganFn) |
| void | SetActivationEndedFn (ActivateChangeFn activationEndedFn) |
Protected Member Functions | |
| virtual void | ResetImpl () |
| Handle any state reset that may be required for the camera input (optional). | |
Base class for all camera behaviors. The core interface consists of: HandleEvents, used to receive and process incoming input events to begin, update and end a behavior. StepCamera, to update the current camera transform (position and orientation).
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strong |
The state of activation the camera input is currently in. State changes of Activation: Idle -> Beginning -> Active -> Ending -> Idle
| Enumerator | |
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| Idle | Camera input is not currently active (initial state and transitioned to from Ending). |
| Beginning | Camera input is just beginning (transitioned to from Idle). |
| Active | Camera input is currently active and running (transitioned to from Beginning). |
| Ending | Camera input is ending and will return to idle (transitioned to from Active). |
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inlinevirtual |
It is usually possible for one to many camera inputs to be running at the same time (the default), it is however possible to to make a camera input 'exclusive', so only it can run at a time. This implies that all other behaviors must have stopped before it can begin, and no other camera input can run while it is active.
Reimplemented in AzFramework::OrbitCameraInput.
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pure virtual |
Use processed input events to update the state of the camera.
Implemented in AzFramework::CustomCameraInput, AzFramework::FocusCameraInput, AzFramework::OrbitCameraInput, AzFramework::LookScrollTranslationCameraInput, AzFramework::OrbitMotionDollyCameraInput, AzFramework::OrbitScrollDollyCameraInput, AzFramework::TranslateCameraInput, AzFramework::PanCameraInput, and AzFramework::RotateCameraInput.
1.8.17