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;
}
Exemple #5
0
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"));
}