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39
40#include "actioninput_p.h"
41
42#include <Qt3DInput/qactioninput.h>
43#include <Qt3DInput/qabstractphysicaldevice.h>
44#include <Qt3DInput/private/qactioninput_p.h>
45#include <Qt3DInput/private/inputhandler_p.h>
46#include <Qt3DInput/private/utils_p.h>
47
48QT_BEGIN_NAMESPACE
49
50namespace Qt3DInput {
51
52namespace Input {
53
54ActionInput::ActionInput()
55 : AbstractActionInput()
56 , m_buttons(0)
57{
58}
59
60void ActionInput::cleanup()
61{
62 setEnabled(false);
63 m_sourceDevice = Qt3DCore::QNodeId();
64 m_buttons.clear();
65}
66
67void ActionInput::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime)
68{
69 AbstractActionInput::syncFromFrontEnd(frontEnd, firstTime);
70 const QActionInput *node = qobject_cast<const QActionInput *>(object: frontEnd);
71 if (!node)
72 return;
73
74 m_sourceDevice = Qt3DCore::qIdForNode(node: node->sourceDevice());
75 m_buttons = node->buttons();
76}
77
78bool ActionInput::process(InputHandler *inputHandler, qint64 currentTime)
79{
80 Q_UNUSED(currentTime)
81
82 if (!isEnabled())
83 return false;
84
85 QAbstractPhysicalDeviceBackendNode *physicalDeviceBackend = Utils::physicalDeviceForInput(input: this, handler: inputHandler);
86 if (!physicalDeviceBackend)
87 return false;
88
89 for (int button : qAsConst(t&: m_buttons)) {
90 if (physicalDeviceBackend->isButtonPressed(buttonIdentifier: button))
91 return true;
92 }
93
94 return false;
95}
96
97} // namespace Input
98
99} // namespace Qt3DInput
100
101QT_END_NAMESPACE
102
103

source code of qt3d/src/input/backend/actioninput.cpp