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#include "pch.h"
#include "SpatialInputHandler.h"
#include <functional>
using namespace Immersive;
using namespace std::placeholders;
using namespace winrt::Windows::Foundation;
using namespace winrt::Windows::UI::Input::Spatial;
// Creates and initializes a GestureRecognizer that listens to a Person.
SpatialInputHandler::SpatialInputHandler() {
// The interaction manager provides an event that informs the app when
// spatial interactions are detected.
m_interactionManager = SpatialInteractionManager::GetForCurrentView();
// Bind a handler to the SourcePressed event.
m_sourcePressedEventToken = m_interactionManager.SourcePressed(
bind(&SpatialInputHandler::OnSourcePressed, this, _1, _2));
//
// TODO: Expand this class to use other gesture-based input events as
// applicable to
// your app.
//
}
SpatialInputHandler::~SpatialInputHandler() {
// Unregister our handler for the OnSourcePressed event.
m_interactionManager.SourcePressed(m_sourcePressedEventToken);
}
// Checks if the user performed an input gesture since the last call to this
// method. Allows the main update loop to check for asynchronous changes to the
// user input state.
SpatialInteractionSourceState SpatialInputHandler::CheckForInput() {
SpatialInteractionSourceState sourceState = m_sourceState;
m_sourceState = nullptr;
return sourceState;
}
void SpatialInputHandler::OnSourcePressed(
SpatialInteractionManager const &,
SpatialInteractionSourceEventArgs const &args) {
m_sourceState = args.State();
//
// TODO: In your app or game engine, rewrite this method to queue
// input events in your input class or event handler.
//
}
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