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- using System;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine.InputSystem.Utilities;
-
- ////TODO: method to get raw state pointer for device/control
-
- ////REVIEW: allow to restrict state change monitors to specific updates?
-
- namespace UnityEngine.InputSystem.LowLevel
- {
- using NotifyControlValueChangeAction = Action<InputControl, double, InputEventPtr, long>;
- using NotifyTimerExpiredAction = Action<InputControl, double, long, int>;
-
- /// <summary>
- /// Low-level APIs for working with input state memory.
- /// </summary>
- public static class InputState
- {
- /// <summary>
- /// The type of update that was last run or is currently being run on the input state.
- /// </summary>
- /// <remarks>
- /// This determines which set of buffers are currently active and thus determines which view code
- /// that queries input state will receive. For example, during editor updates, this will be
- /// <see cref="InputUpdateType.Editor"/> and the state buffers for the editor will be active.
- /// </remarks>
- public static InputUpdateType currentUpdateType => InputUpdate.s_LatestUpdateType;
-
- ////FIXME: ATM this does not work for editor updates
- /// <summary>
- /// The number of times the current input state has been updated.
- /// </summary>
- public static uint updateCount => InputUpdate.s_UpdateStepCount;
-
- public static double currentTime => InputRuntime.s_Instance.currentTime - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
-
- /// <summary>
- /// Callback that is triggered when the state of an input device changes.
- /// </summary>
- /// <remarks>
- /// The first parameter is the device whose state was changed the second parameter is the event
- /// that triggered the change in state. Note that the latter may be <c>null</c> in case the
- /// change was performed directly through <see cref="Change"/> rather than through an event.
- /// </remarks>
- public static event Action<InputDevice, InputEventPtr> onChange
- {
- add => InputSystem.s_Manager.onDeviceStateChange += value;
- remove => InputSystem.s_Manager.onDeviceStateChange -= value;
- }
-
- public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, InputUpdateType updateType = default)
- {
- if (device == null)
- throw new ArgumentNullException(nameof(device));
- if (!eventPtr.valid)
- throw new ArgumentNullException(nameof(eventPtr));
-
- // Make sure event is a StateEvent or DeltaStateEvent and has a format matching the device.
- FourCC stateFormat;
- var eventType = eventPtr.type;
- if (eventType == StateEvent.Type)
- stateFormat = StateEvent.FromUnchecked(eventPtr)->stateFormat;
- else if (eventType == DeltaStateEvent.Type)
- stateFormat = DeltaStateEvent.FromUnchecked(eventPtr)->stateFormat;
- else
- {
- #if UNITY_EDITOR
- InputSystem.s_Manager.m_Diagnostics?.OnEventFormatMismatch(eventPtr, device);
- #endif
- return;
- }
-
- if (stateFormat != device.stateBlock.format)
- throw new ArgumentException(
- $"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}",
- nameof(eventPtr));
-
- InputSystem.s_Manager.UpdateState(device, eventPtr,
- updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType);
- }
-
- /// <summary>
- /// Perform one update of input state.
- /// </summary>
- /// <remarks>
- /// Incorporates the given state and triggers all state change monitors as needed.
- ///
- /// Note that input state changes performed with this method will not be visible on remotes as they will bypass
- /// event processing. It is effectively equivalent to directly writing into input state memory except that it
- /// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
- /// device current.
- /// </remarks>
- public static void Change<TState>(InputControl control, TState state, InputUpdateType updateType = default,
- InputEventPtr eventPtr = default)
- where TState : struct
- {
- Change(control, ref state, updateType, eventPtr);
- }
-
- /// <summary>
- /// Perform one update of input state.
- /// </summary>
- /// <remarks>
- /// Incorporates the given state and triggers all state change monitors as needed.
- ///
- /// Note that input state changes performed with this method will not be visible on remotes as they will bypass
- /// event processing. It is effectively equivalent to directly writing into input state memory except that it
- /// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
- /// device current.
- /// </remarks>
- public static unsafe void Change<TState>(InputControl control, ref TState state, InputUpdateType updateType = default,
- InputEventPtr eventPtr = default)
- where TState : struct
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (control.stateBlock.bitOffset != 0 || control.stateBlock.sizeInBits % 8 != 0)
- throw new ArgumentException($"Cannot change state of bitfield control '{control}' using this method", nameof(control));
-
- var device = control.device;
- var stateSize = Math.Min(UnsafeUtility.SizeOf<TState>(), control.m_StateBlock.alignedSizeInBytes);
- var statePtr = UnsafeUtility.AddressOf(ref state);
- var stateOffset = control.stateBlock.byteOffset - device.stateBlock.byteOffset;
-
- InputSystem.s_Manager.UpdateState(device,
- updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType, statePtr, stateOffset,
- (uint)stateSize,
- eventPtr.valid
- ? eventPtr.internalTime
- : InputRuntime.s_Instance.currentTime,
- eventPtr: eventPtr);
- }
-
- public static bool IsIntegerFormat(this FourCC format)
- {
- return format == InputStateBlock.FormatBit ||
- format == InputStateBlock.FormatInt ||
- format == InputStateBlock.FormatByte ||
- format == InputStateBlock.FormatShort ||
- format == InputStateBlock.FormatSBit ||
- format == InputStateBlock.FormatUInt ||
- format == InputStateBlock.FormatUShort ||
- format == InputStateBlock.FormatLong ||
- format == InputStateBlock.FormatULong;
- }
-
- /// <summary>
- /// Add a monitor that gets triggered every time the state of <paramref name="control"/> changes.
- /// </summary>
- /// <param name="control">A control sitting on an <see cref="InputDevice"/> that has been <see cref="InputDevice.added"/>.</param>
- /// <param name="monitor">Instance of the monitor that should be notified when state changes occur.</param>
- /// <param name="monitorIndex">Numeric index of the monitors. Monitors on a device are ordered by <em>decreasing</em> monitor index
- /// and invoked in that order.</param>
- /// <param name="groupIndex">Numeric group of the monitor. See remarks.</param>
- /// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c> -or- <paramref name="monitor"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentException">The <see cref="InputDevice"/> of <paramref name="control"/> has not been <see cref="InputDevice.added"/>.</exception>
- /// <remarks>
- /// All monitors on an <see cref="InputDevice"/> are sorted by the complexity specified in their <paramref name="monitorIndex"/> (in decreasing order) and invoked
- /// in that order.
- ///
- /// Every handler gets an opportunity to set <see cref="InputEventPtr.handled"/> to <c>true</c>. When doing so, all remaining pending monitors
- /// from the same <paramref name="monitor"/> instance that have the same <paramref name="groupIndex"/> will be silenced and skipped over.
- /// This can be used to establish an order of event "consumption" where one change monitor may prevent another change monitor from triggering.
- ///
- /// Monitors are invoked <em>after</em> a state change has been written to the device. If, for example, a <see cref="StateEvent"/> is
- /// received that sets <see cref="Gamepad.leftTrigger"/> to <c>0.5</c>, the value is first applied to the control and then any state
- /// monitors that may be listening to the change are invoked (thus getting <c>0.5</c> if calling <see cref="InputControl{TValue}.ReadValue()"/>).
- ///
- /// <example>
- /// <code>
- /// class InputMonitor : IInputStateChangeMonitor
- /// {
- /// public InputMonitor()
- /// {
- /// // Watch the left and right mouse button.
- /// // By supplying monitor indices here, we not only receive the indices in NotifyControlStateChanged,
- /// // we also create an ordering between the two monitors. The one on RMB will fire *before* the one
- /// // on LMB in case there is a single event that changes both buttons.
- /// InputState.AddChangeMonitor(Mouse.current.leftButton, this, monitorIndex: 1);
- /// InputState.AddChangeMonitor(Mouse.current.rightButton, this, monitorIndex: 2);
- /// }
- ///
- /// public void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
- /// {
- /// Debug.Log($"{control} changed");
- ///
- /// // We can add a monitor timeout that will trigger in case the state of the
- /// // given control is not changed within the given time. Let's watch the control
- /// // for 2 seconds. If nothing happens, we will get a call to NotifyTimerExpired.
- /// // If, however, there is a state change, the timeout is automatically removed
- /// // and we will see a call to NotifyControlStateChanged instead.
- /// InputState.AddChangeMonitorTimeout(control, this, 2);
- /// }
- ///
- /// public void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
- /// {
- /// Debug.Log($"{control} was not changed within 2 seconds");
- /// }
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- public static void AddChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1, uint groupIndex = default)
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (monitor == null)
- throw new ArgumentNullException(nameof(monitor));
- if (!control.device.added)
- throw new ArgumentException($"Device for control '{control}' has not been added to system");
-
- InputSystem.s_Manager.AddStateChangeMonitor(control, monitor, monitorIndex, groupIndex);
- }
-
- public static IInputStateChangeMonitor AddChangeMonitor(InputControl control,
- NotifyControlValueChangeAction valueChangeCallback, int monitorIndex = -1,
- NotifyTimerExpiredAction timerExpiredCallback = null)
- {
- if (valueChangeCallback == null)
- throw new ArgumentNullException(nameof(valueChangeCallback));
- var monitor = new StateChangeMonitorDelegate
- {
- valueChangeCallback = valueChangeCallback,
- timerExpiredCallback = timerExpiredCallback
- };
- AddChangeMonitor(control, monitor, monitorIndex);
- return monitor;
- }
-
- public static void RemoveChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1)
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (monitor == null)
- throw new ArgumentNullException(nameof(monitor));
-
- InputSystem.s_Manager.RemoveStateChangeMonitor(control, monitor, monitorIndex);
- }
-
- /// <summary>
- /// Put a timeout on a previously registered state change monitor.
- /// </summary>
- /// <param name="control"></param>
- /// <param name="monitor"></param>
- /// <param name="time"></param>
- /// <param name="monitorIndex"></param>
- /// <param name="timerIndex"></param>
- /// <remarks>
- /// If by the given <paramref name="time"/>, no state change has been registered on the control monitored
- /// by the given <paramref name="monitor">state change monitor</paramref>, <see cref="IInputStateChangeMonitor.NotifyTimerExpired"/>
- /// will be called on <paramref name="monitor"/>. If a state change happens by the given <paramref name="time"/>,
- /// the monitor is notified as usual and the timer is automatically removed.
- /// </remarks>
- public static void AddChangeMonitorTimeout(InputControl control, IInputStateChangeMonitor monitor, double time, long monitorIndex = -1, int timerIndex = -1)
- {
- if (monitor == null)
- throw new ArgumentNullException(nameof(monitor));
-
- InputSystem.s_Manager.AddStateChangeMonitorTimeout(control, monitor, time, monitorIndex, timerIndex);
- }
-
- public static void RemoveChangeMonitorTimeout(IInputStateChangeMonitor monitor, long monitorIndex = -1, int timerIndex = -1)
- {
- if (monitor == null)
- throw new ArgumentNullException(nameof(monitor));
-
- InputSystem.s_Manager.RemoveStateChangeMonitorTimeout(monitor, monitorIndex, timerIndex);
- }
-
- private class StateChangeMonitorDelegate : IInputStateChangeMonitor
- {
- public NotifyControlValueChangeAction valueChangeCallback;
- public NotifyTimerExpiredAction timerExpiredCallback;
-
- public void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
- {
- valueChangeCallback(control, time, eventPtr, monitorIndex);
- }
-
- public void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
- {
- timerExpiredCallback?.Invoke(control, time, monitorIndex, timerIndex);
- }
- }
- }
- }
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