74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
#include "stdafx.h"
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#include "SpatialInputHandler.h"
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#include <functional>
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// include at top of file
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#include <SpatialInteractionManagerInterop.h>
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#include <windows.ui.input.spatial.h>
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#include <winrt\windows.ui.input.spatial.h>
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using namespace BasicHologram;
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using namespace std::placeholders;
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using namespace winrt::Windows::Foundation;
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using namespace winrt::Windows::UI::Input::Spatial;
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// Creates and initializes a GestureRecognizer that listens to a Person.
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SpatialInputHandler::SpatialInputHandler(HWND hWnd)
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{
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// The interaction manager provides an event that informs the app when
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// spatial interactions are detected.
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{
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winrt::com_ptr<ISpatialInteractionManagerInterop> spatialInteractionManagerInterop = winrt::get_activation_factory<SpatialInteractionManager, ISpatialInteractionManagerInterop>();
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if (!spatialInteractionManagerInterop)
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{
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winrt::check_hresult(E_FAIL);
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}
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winrt::com_ptr<ABI::Windows::UI::Input::Spatial::ISpatialInteractionManager> spSpatialInteractionManager;
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winrt::check_hresult(spatialInteractionManagerInterop->GetForWindow(hWnd, __uuidof(ABI::Windows::UI::Input::Spatial::ISpatialInteractionManager), winrt::put_abi(spSpatialInteractionManager)));
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if (!spSpatialInteractionManager)
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{
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winrt::check_hresult(E_FAIL);
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}
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m_interactionManager = spSpatialInteractionManager.as<SpatialInteractionManager>();
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}
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// Bind a handler to the SourcePressed event.
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m_sourcePressedEventToken = m_interactionManager.SourcePressed(bind(&SpatialInputHandler::OnSourcePressed, this, _1, _2));
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//
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// TODO: Expand this class to use other gesture-based input events as applicable to
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// your app.
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//
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}
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SpatialInputHandler::~SpatialInputHandler()
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{
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// Unregister our handler for the OnSourcePressed event.
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m_interactionManager.SourcePressed(m_sourcePressedEventToken);
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}
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// Checks if the user performed an input gesture since the last call to this method.
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// Allows the main update loop to check for asynchronous changes to the user
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// input state.
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SpatialInteractionSourceState SpatialInputHandler::CheckForInput()
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{
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SpatialInteractionSourceState sourceState = m_sourceState;
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m_sourceState = nullptr;
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return sourceState;
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}
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void SpatialInputHandler::OnSourcePressed(SpatialInteractionManager const& /*sender*/, SpatialInteractionSourceEventArgs const& args)
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{
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m_sourceState = args.State();
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//
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// TODO: In your app or game engine, rewrite this method to queue
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// input events in your input class or event handler.
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//
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}
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