bool VRPNButtonInputDevice::ParseConfig(FConfigSection *InConfigSection) { TArray<const FString*> Buttons; InConfigSection->MultiFindPointer(FName(TEXT("Button")), Buttons); if(Buttons.Num() == 0) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Config file for button device has no button mappings specified. Expeted field Button.")); return false; } for(const FString* ButtonString: Buttons) { int32 ButtonId; FString ButtonName; FString ButtonDescription; if(!FParse::Value(*(*ButtonString), TEXT("Id="), ButtonId) || !FParse::Value(*(*ButtonString), TEXT("Name="), ButtonName) || !FParse::Value(*(*ButtonString), TEXT("Description="), ButtonDescription)) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Config not parse button. Expected: Button = (Id=#,Name=String,Description=String).")); continue; } // While NewKey is only valid for this iteration it will be copied in FKeyDetails below const FKey &NewKey = ButtonMap.Add(ButtonId, FKey(*ButtonName)); EKeys::AddKey(FKeyDetails(NewKey, FText::FromString(ButtonDescription), FKeyDetails::GamepadKey)); } return ButtonMap.Num() > 0; }
void OscReceiverInputKey::RegisterKey() const { if(!_address.IsEmpty() && !EKeys::GetKeyDetails(_key).IsValid()) { EKeys::AddKey(FKeyDetails(_key, FText::FromString(_key.ToString()), FKeyDetails::FloatAxis)); } }
void FLeapMotion::StartupModule() { //Expose all of our input mapping keys to the engine EKeys::AddKey(FKeyDetails(EKeysLeap::LeapLeftPinch, LOCTEXT("LeapLeftPinch", "Leap Left Pinch"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapLeftGrab, LOCTEXT("LeapLeftGrab", "Leap Left Grab"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapLeftPalmPitch, LOCTEXT("LeapLeftPalmPitch", "Leap Left Palm Pitch"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapLeftPalmYaw, LOCTEXT("LeapLeftPalmYaw", "Leap Left Palm Yaw"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapLeftPalmRoll, LOCTEXT("LeapLeftPalmRoll", "Leap Left Palm Roll"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapRightPinch, LOCTEXT("LeapRightPinch", "Leap Right Pinch"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapRightGrab, LOCTEXT("LeapRightGrab", "Leap Right Grab"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapRightPalmPitch, LOCTEXT("LeapRightPalmPitch", "Leap Right Palm Pitch"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapRightPalmYaw, LOCTEXT("LeapRightPalmYaw", "Leap Right Palm Yaw"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(EKeysLeap::LeapRightPalmRoll, LOCTEXT("LeapRightPalmRoll", "Leap Right Palm Roll"), FKeyDetails::FloatAxis)); UE_LOG(LeapPluginLog, Log, TEXT("Using LeapPlugin version %s"), TEXT(PLUGIN_VERSION)); }
bool VRPNTrackerInputDevice::ParseConfig(FConfigSection *InConfigSection) { const FString* RotationOffsetString = InConfigSection->Find(FName(TEXT("RotationOffset"))); FVector RotationOffsetVector; float RotationOffsetAngleDegrees; if(RotationOffsetString == nullptr || !RotationOffsetVector.InitFromString(*RotationOffsetString) || !FParse::Value(*(*RotationOffsetString), TEXT("Angle="), RotationOffsetAngleDegrees)) { UE_LOG(LogVRPNInputDevice, Log, TEXT("Expected RotationOffsetAxis of type FVector and RotationOffsetAnlge of type Float when parsing tracker device. Rotation offset will be the indenty transform.")); RotationOffset = FQuat::Identity; } else { RotationOffsetVector.Normalize(); RotationOffset = FQuat(RotationOffsetVector, FMath::DegreesToRadians(RotationOffsetAngleDegrees)); RotationOffset.Normalize(); } const FString* PositioOffsetString = InConfigSection->Find(FName(TEXT("PositionOffset"))); if(PositioOffsetString == nullptr || !TranslationOffset.InitFromString(*PositioOffsetString)) { UE_LOG(LogVRPNInputDevice, Log, TEXT("Expected PositionOffset of type FVector (in device coordinates). Will use default of (0,0,0).")); TranslationOffset.Set(0, 0, 0); } FString *TrackerUnitsToUE4UnitsText = InConfigSection->Find(FName(TEXT("TrackerUnitsToUE4Units"))); if(TrackerUnitsToUE4UnitsText == nullptr) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Expected to find TrackerUnitsToUE4UnitsText of type Float. Using default of 1.0f")); TrackerUnitsToUE4Units = 1.0f; } else { TrackerUnitsToUE4Units = FCString::Atof(*(*TrackerUnitsToUE4UnitsText)); } FString *FlipZAxisText = InConfigSection->Find(FName(TEXT("FlipZAxis"))); if(FlipZAxisText == nullptr) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Expected to find FlipZAxis of type Boolean. Using default of false.")); FlipZAxis = false; } else { FlipZAxis = FCString::ToBool(*(*FlipZAxisText)); } TArray<const FString*> Trackers; InConfigSection->MultiFindPointer(FName(TEXT("Tracker")), Trackers); if(Trackers.Num() == 0) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Config file for tracker device has no tracker mappings specified. Expeted field Tracker.")); return false; } bool bHasMotionControllers = false; for(const FString* TrackerString: Trackers) { int32 TrackerId; FString TrackerName; FString TrackerDescription; if(!FParse::Value(*(*TrackerString), TEXT("Id="), TrackerId) || !FParse::Value(*(*TrackerString), TEXT("Name="), TrackerName) || !FParse::Value(*(*TrackerString), TEXT("Description="), TrackerDescription)) { UE_LOG(LogVRPNInputDevice, Warning, TEXT("Config not parse tracker. Expected: Tracker = (Id=#,Name=String,Description=String).")); continue; } // see if this is a motion controller int PlayerId = -1; FParse::Value(*(*TrackerString), TEXT("PlayerId="), PlayerId); EControllerHand Hand = EControllerHand::Left; if(PlayerId >= 0) { UE_LOG(LogVRPNInputDevice, Log, TEXT("Found motion controller.")); bHasMotionControllers = true; FString HandString; if(FParse::Value(*(*TrackerString), TEXT("Hand="), HandString)) { if(HandString.Equals("Right")) { Hand = EControllerHand::Right; } } } UE_LOG(LogVRPNInputDevice, Log, TEXT("Adding new tracker: [%i,%s,%s,%i]."), TrackerId, *TrackerName, *TrackerDescription, PlayerId); const TrackerInput &Input = TrackerMap.Add(TrackerId, {FKey(*(TrackerName + "MotionX")), FKey(*(TrackerName + "MotionY")), FKey(*(TrackerName + "MotionZ")), FKey(*(TrackerName + "RotationYaw")), FKey(*(TrackerName + "RotationPitch")), FKey(*(TrackerName + "RotationRoll")), FVector(0), FQuat(EForceInit::ForceInit), PlayerId, Hand,false}); // Translation EKeys::AddKey(FKeyDetails(Input.MotionXKey, FText::FromString(TrackerName + " X position"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(Input.MotionYKey, FText::FromString(TrackerName + " Y position"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(Input.MotionZKey, FText::FromString(TrackerName + " Z position"), FKeyDetails::FloatAxis)); // Rotation EKeys::AddKey(FKeyDetails(Input.RotationYawKey, FText::FromString(TrackerName + " Yaw"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(Input.RotationPitchKey, FText::FromString(TrackerName + " Pitch"), FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(Input.RotationRollKey, FText::FromString(TrackerName + " Roll"), FKeyDetails::FloatAxis)); } if(bHasMotionControllers) { UE_LOG(LogVRPNInputDevice, Log, TEXT("Adding this to the motion controller devices.")); IModularFeatures::Get().RegisterModularFeature(GetModularFeatureName(), this); } return true; }
FOculusInput::FOculusInput( const TSharedRef< FGenericApplicationMessageHandler >& InMessageHandler ) : MessageHandler( InMessageHandler ) , ControllerPairs() , TriggerThreshold(0.8f) { // Initializes LibOVR. ovrInitParams initParams; FMemory::Memset(initParams, 0); initParams.Flags = ovrInit_RequestVersion; initParams.RequestedMinorVersion = OVR_MINOR_VERSION; #if !UE_BUILD_SHIPPING // initParams.LogCallback = OvrLogCallback; #endif ovrResult initStatus = ovr_Initialize(&initParams); if (!OVR_SUCCESS(initStatus) && initStatus == ovrError_LibLoad) { // fatal errors: can't load library UE_LOG(LogOcInput, Log, TEXT("Can't find Oculus library %s: is proper Runtime installed? Version: %s"), TEXT(OVR_FILE_DESCRIPTION_STRING), TEXT(OVR_VERSION_STRING)); return; } FOculusTouchControllerPair& ControllerPair = *new(ControllerPairs) FOculusTouchControllerPair(); // @todo: Unreal controller index should be assigned to us by the engine to ensure we don't contest with other devices ControllerPair.UnrealControllerIndex = 0; //???? NextUnrealControllerIndex++; // Load the config, even if we failed to initialize a controller LoadConfig(); IModularFeatures::Get().RegisterModularFeature( GetModularFeatureName(), this ); GEngine->MotionControllerDevices.AddUnique(this); // Register the FKeys EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_Thumbstick, LOCTEXT("OculusTouch_Left_Thumbstick", "Oculus Touch (L) Thumbstick CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_FaceButton1, LOCTEXT("OculusTouch_Left_FaceButton1", "Oculus Touch (L) X Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_Trigger, LOCTEXT("OculusTouch_Left_Trigger", "Oculus Touch (L) Trigger CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_FaceButton2, LOCTEXT("OculusTouch_Left_FaceButton2", "Oculus Touch (L) Y Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_IndexPointing, LOCTEXT("OculusTouch_Left_IndexPointing", "Oculus Touch (L) Pointing CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Left_ThumbUp, LOCTEXT("OculusTouch_Left_ThumbUp", "Oculus Touch (L) Thumb Up CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_Thumbstick, LOCTEXT("OculusTouch_Right_Thumbstick", "Oculus Touch (R) Thumbstick CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_FaceButton1, LOCTEXT("OculusTouch_Right_FaceButton1", "Oculus Touch (R) A Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_Trigger, LOCTEXT("OculusTouch_Right_Trigger", "Oculus Touch (R) Trigger CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_FaceButton2, LOCTEXT("OculusTouch_Right_FaceButton2", "Oculus Touch (R) B Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_IndexPointing, LOCTEXT("OculusTouch_Right_IndexPointing", "Oculus Touch (R) Pointing CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusTouchCapacitiveKey::OculusTouch_Right_ThumbUp, LOCTEXT("OculusTouch_Right_ThumbUp", "Oculus Touch (R) Thumb Up CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); UE_LOG(LogOcInput, Log, TEXT("OculusInput is initialized. Init status %d. Runtime version: %s"), int(initStatus), *FString(ANSI_TO_TCHAR(ovr_GetVersionString()))); }
void FOculusInput::PreInit() { // Load the config, even if we failed to initialize a controller LoadConfig(); // Register the FKeys EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_Thumbstick, LOCTEXT("OculusTouch_Left_Thumbstick", "Oculus Touch (L) Thumbstick CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_FaceButton1, LOCTEXT("OculusTouch_Left_FaceButton1", "Oculus Touch (L) X Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_Trigger, LOCTEXT("OculusTouch_Left_Trigger", "Oculus Touch (L) Trigger CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_FaceButton2, LOCTEXT("OculusTouch_Left_FaceButton2", "Oculus Touch (L) Y Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_IndexPointing, LOCTEXT("OculusTouch_Left_IndexPointing", "Oculus Touch (L) Pointing CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Left_ThumbUp, LOCTEXT("OculusTouch_Left_ThumbUp", "Oculus Touch (L) Thumb Up CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_Thumbstick, LOCTEXT("OculusTouch_Right_Thumbstick", "Oculus Touch (R) Thumbstick CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_FaceButton1, LOCTEXT("OculusTouch_Right_FaceButton1", "Oculus Touch (R) A Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_Trigger, LOCTEXT("OculusTouch_Right_Trigger", "Oculus Touch (R) Trigger CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_FaceButton2, LOCTEXT("OculusTouch_Right_FaceButton2", "Oculus Touch (R) B Button CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_IndexPointing, LOCTEXT("OculusTouch_Right_IndexPointing", "Oculus Touch (R) Pointing CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusTouch_Right_ThumbUp, LOCTEXT("OculusTouch_Right_ThumbUp", "Oculus Touch (R) Thumb Up CapTouch"), FKeyDetails::GamepadKey | FKeyDetails::FloatAxis)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_DPad_Up, LOCTEXT("OculusRemote_DPad_Up", "Oculus Remote D-pad Up"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_DPad_Down, LOCTEXT("OculusRemote_DPad_Down", "Oculus Remote D-pad Down"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_DPad_Left, LOCTEXT("OculusRemote_DPad_Left", "Oculus Remote D-pad Left"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_DPad_Right, LOCTEXT("OculusRemote_DPad_Right", "Oculus Remote D-pad Right"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_Enter, LOCTEXT("OculusRemote_Enter", "Oculus Remote Enter"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_Back, LOCTEXT("OculusRemote_Back", "Oculus Remote Back"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_VolumeUp, LOCTEXT("OculusRemote_VolumeUp", "Oculus Remote Volume Up"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_VolumeDown, LOCTEXT("OculusRemote_VolumeDown", "Oculus Remote Volume Down"), FKeyDetails::GamepadKey)); EKeys::AddKey(FKeyDetails(FOculusKey::OculusRemote_Home, LOCTEXT("OculusRemote_Home", "Oculus Remote Home"), FKeyDetails::GamepadKey)); UE_LOG(LogOcInput, Log, TEXT("OculusInput pre-init called")); }