25b2f1780a
This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
83 lines
4.9 KiB
C++
83 lines
4.9 KiB
C++
/**************************************************************************/
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/* openxr_action_map.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef OPENXR_ACTION_MAP_H
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#define OPENXR_ACTION_MAP_H
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#include "openxr_action.h"
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#include "openxr_action_set.h"
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#include "openxr_interaction_profile.h"
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#include "core/io/resource.h"
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class OpenXRActionMap : public Resource {
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GDCLASS(OpenXRActionMap, Resource);
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private:
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Array action_sets;
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Array interaction_profiles;
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protected:
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static void _bind_methods();
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public:
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void set_action_sets(Array p_action_sets); // Set our actions sets by providing an array with action sets (for loading from resource)
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Array get_action_sets() const; // Get our action sets as an array (for saving to resource)
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int get_action_set_count() const; // Retrieve the number of action sets we have
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Ref<OpenXRActionSet> find_action_set(String p_name) const; // Find an action set by name
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Ref<OpenXRActionSet> get_action_set(int p_idx) const; // Retrieve an action set by index
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void add_action_set(Ref<OpenXRActionSet> p_action_set); // Add an action set to our action map
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void remove_action_set(Ref<OpenXRActionSet> p_action_set); // Remove an action set from our action map
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void set_interaction_profiles(Array p_interaction_profiles); // Set our interaction profiles by providing an array (for loading from resource)
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Array get_interaction_profiles() const; // Get our interaction profiles as an array (for saving to resource)
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int get_interaction_profile_count() const; // Retrieve the number of interaction profiles we have
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Ref<OpenXRInteractionProfile> find_interaction_profile(String p_path) const; // Find an interaction profile by path
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Ref<OpenXRInteractionProfile> get_interaction_profile(int p_idx) const; // Retrieve an interaction profile by index
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void add_interaction_profile(Ref<OpenXRInteractionProfile> p_interaction_profile); // Add an interaction profile to our action map
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void remove_interaction_profile(Ref<OpenXRInteractionProfile> p_interaction_profile); // remove an interaction profile from our action map
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void create_default_action_sets(); // Create our default action set for runtime
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void create_editor_action_sets(); // Create our action set for the editor
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// Helper functions for editor
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Ref<OpenXRAction> get_action(const String p_path) const; // Retrieve an action using <action name>/<action> as our parameter
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void remove_action(const String p_path, bool p_remove_interaction_profiles = false); // Remove action from action set, also removes it from interaction profiles
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PackedStringArray get_top_level_paths(const Ref<OpenXRAction> p_action); // Determines the top level paths based on where an action is bound in interaction profiles
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// TODO add validation to display in the interface that checks if we have action sets with the same name or if we have interaction profiles for the same path
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~OpenXRActionMap();
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};
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#endif // OPENXR_ACTION_MAP_H
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