/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2022 SenseGlove * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * @section DESCRIPTION * * Buzz Motor with timing parameters. */ #pragma once #include "HAL/Platform.h" #include "Templates/SharedPointer.h" #include "Templates/UniquePtr.h" #include "UObject/ObjectMacros.h" #include "SGTimedBuzzCommand.generated.h" class FSGTimedBuzzCommandImpl; class USGBuzzCommand; /** * Buzz motor commands that is meant to stop after a few milliseconds. * * @remarks Intended use; this.levels indicates the actual command. */ UCLASS(BlueprintType) class SENSEGLOVECORE_API USGTimedBuzzCommand : public USGBuzzCommand { GENERATED_BODY() public: static USGTimedBuzzCommand* NewTimedBuzzCommand( UObject* Outer, const FSGTimedBuzzCommandImpl& TimedBuzzCommandImpl); static USGTimedBuzzCommand* NewTimedBuzzCommand( UObject* Outer, TSharedRef TimedBuzzCommandImpl); public: /** * Empty constructor for inheritance. */ static USGTimedBuzzCommand* NewTimedBuzzCommand(UObject* Outer); /** * Create a new TimeBuzzCommand for a single finger. */ static USGTimedBuzzCommand* NewTimedBuzzCommand( UObject* Outer, ESGFinger Finger, int32 Magnitude, float DurationSeconds, float StartTimeSeconds = 0.0f); /** * Create a new buzz motor command that expires after timing_ms. */ static USGTimedBuzzCommand* NewTimedBuzzCommand( UObject* Outer, const USGBuzzCommand* BaseCommand, float DurationSeconds, float StartTimeSeconds = 0.0f); private: struct FImpl; struct FImplDeleter { void operator()(const FImpl* P) const; }; TUniquePtr Pimpl; FImplDeleter PimplDeleter; public: /** * Empty constructor for inheritance. */ USGTimedBuzzCommand(); /** * Create a new TimeBuzzCommand for a single finger. */ USGTimedBuzzCommand(ESGFinger Finger, int32 Magnitude, float DurationSeconds, float StartTimeSeconds = 0.0f); /** * Create a new buzz motor command that expires after timing_ms. */ USGTimedBuzzCommand(const USGBuzzCommand* BaseCommand, float DurationSeconds, float StartTimeSeconds = 0.0f); public: /** * The cast from underlying type constructor. */ explicit USGTimedBuzzCommand(const FSGTimedBuzzCommandImpl& TimedBuzzCommandImpl); protected: /** * The cast from underlying pointer type constructor. */ explicit USGTimedBuzzCommand(TSharedRef TimedBuzzCommandImpl); public: /** * The destructor. */ virtual ~USGTimedBuzzCommand() override; public: /** * The cast to underlying type method. */ TSharedRef ToTimedBuzzCommandImpl() const; protected: /** * Allows the child classes to synchronize the parent's underlying object at any time. */ virtual void SyncImplObject() const override; /** * Allows the child classes to synchronize the parent's uproperties at any time. */ virtual void SyncUProperties() override; public: /** * Copy this Buzz Command's values into a new object. */ USGBuzzCommand* Copy(UObject* Outer) const; /** * Merges this base command with another command. */ USGBuzzCommand* Merge(UObject* Outer, const USGBuzzCommand* BuzzCommand) const; public: /** * Access the base command, which indicates the buzz levels to keep untill time elapses. */ USGBuzzCommand* GetBaseCommand(UObject* Outer) const; /** * */ int32 GetMagnitude() const; /** * The total time [milliseconds] each buzz motor should be vibrating for. */ float GetDuration() const; /** * The time elapsed since the command was sent [milliseconds]. */ float GetElapsedTime() const; /** * Check if this timed command's timing has elapsed. */ bool HasTimeElapsed() const; /** * Represents how far this effect is in its playtime; [0...1], where 0 means at the start, and 1 means at the end. * * @param bClamp01 Optional parameter; ensures this value is always between 0 and 1. */ float NormalizedTime(bool bClamp01 = true) const; /** * Reset the timings of this BuzzCommand, allowing us to re-use it. */ void ResetTiming(); /** * Update the elapsed time to check if the buzz motors should stop. */ void UpdateTiming(float DeltaSeconds); /** * */ FString ToString() const; };