Files
Plugin/Source/SenseGloveCore/Public/SGCore/SGTimedBuzzCommand.h
T
Mamadou Babaei f25259c556 * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:04:02 +01:00

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5.6 KiB
C++

/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @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<FSGTimedBuzzCommandImpl> 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<FImpl, FImplDeleter> 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<FSGTimedBuzzCommandImpl> TimedBuzzCommandImpl);
public:
/**
* The destructor.
*/
virtual ~USGTimedBuzzCommand() override;
public:
/**
* The cast to underlying type method.
*/
TSharedRef<FSGTimedBuzzCommandImpl> 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;
};