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- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine.InputSystem.Layouts;
-
- ////TODO: runtime remapping of control usages on a per-device basis
-
- ////TODO: finer-grained control over what devices deliver input while running in background
- //// (e.g. get gamepad input but do *not* get mouse and keyboard input)
-
- ////REVIEW: should be possible to completely hijack the input stream of a device such that its original input is suppressed
-
- ////REVIEW: can we construct the control tree of devices on demand so that the user never has to pay for
- //// the heap objects of devices that aren't used?
-
- // per device functions:
- // - update/poll
- // - IOCTL
- // - text input
- // - configuration change
- // - make current
- // - on remove (also resets current)
- //
- // Ideally, these would *not* be virtual methods on InputDevice but use a different process (which?)
- // for associating responses with devices
-
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// Represents an input device which is always the root of a hierarchy of <see cref="InputControl"/> instances.
- /// </summary>
- /// <remarks>
- /// Input devices act as the container for control hierarchies. Every hierarchy has to have
- /// a device at the root. Devices cannot occur as children of other controls.
- ///
- /// Devices are usually created automatically in response to hardware being discovered by the Unity
- /// runtime. However, it is possible to manually add devices using methods such as <see
- /// cref="InputSystem.AddDevice{TDevice}(string)"/>.
- ///
- /// <example>
- /// <code>
- /// // Add a "synthetic" gamepad that isn't actually backed by hardware.
- /// var gamepad = InputSystem.AddDevice<Gamepad>();
- /// </code>
- /// </example>
- ///
- /// There are subclasses representing the most common types of devices, like <see cref="Mouse"/>,
- /// <see cref="Keyboard"/>, <see cref="Gamepad"/>, and <see cref="Touchscreen"/>.
- ///
- /// To create your own types of devices, you can derive from InputDevice and register your device
- /// as a new "layout".
- ///
- /// <example>
- /// <code>
- /// // InputControlLayoutAttribute attribute is only necessary if you want
- /// // to override default behavior that occurs when registering your device
- /// // as a layout.
- /// // The most common use of InputControlLayoutAttribute is to direct the system
- /// // to a custom "state struct" through the `stateType` property. See below for details.
- /// [InputControlLayout(displayName = "My Device", stateType = typeof(MyDeviceState))]
- /// #if UNITY_EDITOR
- /// [InitializeOnLoad]
- /// #endif
- /// public class MyDevice : InputDevice
- /// {
- /// public ButtonControl button { get; private set; }
- /// public AxisControl axis { get; private set; }
- ///
- /// // Register the device.
- /// static MyDevice()
- /// {
- /// // In case you want instance of your device to automatically be created
- /// // when specific hardware is detected by the Unity runtime, you have to
- /// // add one or more "device matchers" (InputDeviceMatcher) for the layout.
- /// // These matchers are compared to an InputDeviceDescription received from
- /// // the Unity runtime when a device is connected. You can add them either
- /// // using InputSystem.RegisterLayoutMatcher() or by directly specifying a
- /// // matcher when registering the layout.
- /// InputSystem.RegisterLayout<MyDevice>(
- /// // For the sake of demonstration, let's assume your device is a HID
- /// // and you want to match by PID and VID.
- /// matches: new InputDeviceMatcher()
- /// .WithInterface("HID")
- /// .WithCapability("PID", 1234)
- /// .WithCapability("VID", 5678));
- /// }
- ///
- /// // This is only to trigger the static class constructor to automatically run
- /// // in the player.
- /// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
- /// private static void InitializeInPlayer() {}
- ///
- /// protected override void FinishSetup()
- /// {
- /// base.FinishSetup();
- /// button = GetChildControl<ButtonControl>("button");
- /// axis = GetChildControl<AxisControl>("axis");
- /// }
- /// }
- ///
- /// // A "state struct" describes the memory format used by a device. Each device can
- /// // receive and store memory in its custom format. InputControls are then connected
- /// // the individual pieces of memory and read out values from them.
- /// [StructLayout(LayoutKind.Explicit, Size = 32)]
- /// public struct MyDeviceState : IInputStateTypeInfo
- /// {
- /// // In the case of a HID (which we assume for the sake of this demonstration),
- /// // the format will be "HID". In practice, the format will depend on how your
- /// // particular device is connected and fed into the input system.
- /// // The format is a simple FourCC code that "tags" state memory blocks for the
- /// // device to give a base level of safety checks on memory operations.
- /// public FourCC format => return new FourCC('H', 'I', 'D');
- ///
- /// // InputControlAttributes on fields tell the input system to create controls
- /// // for the public fields found in the struct.
- ///
- /// // Assume a 16bit field of buttons. Create one button that is tied to
- /// // bit #3 (zero-based). Note that buttons do not need to be stored as bits.
- /// // They can also be stored as floats or shorts, for example.
- /// [InputControl(name = "button", layout = "Button", bit = 3)]
- /// public ushort buttons;
- ///
- /// // Create a floating-point axis. The name, if not supplied, is taken from
- /// // the field.
- /// [InputControl(layout = "Axis")]
- /// public short axis;
- /// }
- /// </code>
- /// </example>
- ///
- /// Devices can have usages like any other control (<see cref="InputControl.usages"/>). Unlike other controls,
- /// however, usages of InputDevices are allowed to be changed on the fly without requiring a change to the
- /// device layout (see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>).
- ///
- /// For a more complete example of how to implement custom input devices, check out the "Custom Device"
- /// sample which you can install from the Unity package manager.
- ///
- /// And, as always, you can also find more information in the <a href="../manual/Devices.html">manual</a>.
- /// </remarks>
- /// <seealso cref="InputControl"/>
- /// <seealso cref="Mouse"/>
- /// <seealso cref="Keyboard"/>
- /// <seealso cref="Gamepad"/>
- /// <seealso cref="Touchscreen"/>
- public class InputDevice : InputControl
- {
- /// <summary>
- /// Value of an invalid <see cref="deviceId"/>.
- /// </summary>
- /// <remarks>
- /// The input system will not assigned this ID to any device.
- /// </remarks>
- public const int InvalidDeviceId = 0;
-
- internal const int kLocalParticipantId = 0;
- internal const int kInvalidDeviceIndex = -1;
-
- /// <summary>
- /// Metadata describing the device (product name etc.).
- /// </summary>
- /// <remarks>
- /// The description of a device is unchanging over its lifetime and does not
- /// comprise data about a device's configuration (which is considered mutable).
- ///
- /// In most cases, the description for a device is supplied by the Unity runtime.
- /// This it the case for all <see cref="native"/> input devices. However, it is
- /// also possible to inject new devices in the form of device descriptions into
- /// the system using <see cref="InputSystem.AddDevice(InputDeviceDescription)"/>.
- ///
- /// The description of a device is what is matched by an <see cref="InputDeviceMatcher"/>
- /// to find the <see cref="InputControl.layout"/> to use for a device.
- /// </remarks>
- public InputDeviceDescription description => m_Description;
-
- ////REVIEW: When we can break the API, probably makes sense to replace this single bool with one for sending and one for receiving events
- /// <summary>
- /// Whether the device is currently enabled (that is, sends and receives events).
- /// </summary>
- /// <remarks>
- /// A device that is disabled will not receive events. I.e. events that are being sent to the device
- /// will be ignored.
- ///
- /// When disabling a <see cref="native"/> device, a <see cref="DisableDeviceCommand">disable command</see> will
- /// also be sent to the <see cref="IInputRuntime">runtime</see>. It depends on the specific runtime whether the
- /// device command is supported but if it is, the device will be disabled in the runtime and no longer send
- /// events. This is especially important for devices such as <see cref="Sensor">sensors</see> that incur both
- /// computation and battery consumption overhead while enabled.
- ///
- /// Specific types of devices can choose to start out in disabled state by default. This is generally the
- /// case for <see cref="Sensor">sensors</see> to ensure that their overhead is only incurred when actually
- /// being used by the application.
- /// </remarks>
- /// <seealso cref="InputSystem.EnableDevice"/>
- /// <seealso cref="InputSystem.DisableDevice"/>
- public bool enabled
- {
- get
- {
- #if UNITY_EDITOR
- if (InputState.currentUpdateType == InputUpdateType.Editor && (m_DeviceFlags & DeviceFlags.DisabledWhileInBackground) != 0)
- return true;
- #endif
-
- if ((m_DeviceFlags & (DeviceFlags.DisabledInFrontend | DeviceFlags.DisabledWhileInBackground)) != 0)
- return false;
-
- return QueryEnabledStateFromRuntime();
- }
- }
-
- ////TODO: rename this to canReceiveInputInBackground (once we can break API)
- /// <summary>
- /// If true, the device is capable of delivering input while the application is running in the background, i.e.
- /// while <c>Application.isFocused</c> is false.
- /// </summary>
- /// <value>Whether the device can generate input while in the background.</value>
- /// <remarks>
- /// The value of this property is determined by three separator factors.
- ///
- /// For one, <see cref="native"/> devices have an inherent value for this property that can be retrieved through
- /// <see cref="QueryCanRunInBackground"/>. This determines whether at the input collection level, the device is
- /// capable of producing input independent of application. This is rare and only a select set of hardware, platform,
- /// and SDK/API combinations support this. The prominent class of input devices that in general do support this
- /// behavior are VR devices.
- ///
- /// Furthermore, the property may be force-set through a device's <see cref="InputControl.layout"/> by
- /// means of <see cref="InputControlLayout.canRunInBackground"/>.
- ///
- /// Lastly, in the editor, the value of the property may be overridden depending on <see cref="InputSettings.editorInputBehaviorInPlayMode"/>
- /// in case certain devices are automatically kept running in play mode even when no Game View has focus.
- ///
- /// Be aware that as far as players are concerned, only certain platforms support running Unity while not having focus.
- /// On mobile platforms, for example, this is generally not supported. In this case, the value of this property
- /// has no impact on input while the application does not have focus. See <see cref="InputSettings.backgroundBehavior"/>
- /// for more details.
- /// </remarks>
- /// <seealso cref="InputSettings.backgroundBehavior"/>
- /// <seealso cref="InputControlLayout.canRunInBackground"/>
- public bool canRunInBackground
- {
- get
- {
- // In the editor, "background" refers to "game view not focused", not to the editor not being active.
- // So, we modulate canRunInBackground depending on how input should behave WRT game view according
- // to the input settings.
- #if UNITY_EDITOR
- var gameViewFocus = InputSystem.settings.editorInputBehaviorInPlayMode;
- if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus)
- return false; // No device considered being able to run without game view focus.
- if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus)
- return !(this is Pointer || this is Keyboard); // Anything but pointers and keyboards considered as being able to run in background.
- #endif
-
- if ((m_DeviceFlags & DeviceFlags.CanRunInBackgroundHasBeenQueried) != 0)
- return (m_DeviceFlags & DeviceFlags.CanRunInBackground) != 0;
-
- var command = QueryCanRunInBackground.Create();
- m_DeviceFlags |= DeviceFlags.CanRunInBackgroundHasBeenQueried;
- if (ExecuteCommand(ref command) >= 0 && command.canRunInBackground)
- {
- m_DeviceFlags |= DeviceFlags.CanRunInBackground;
- return true;
- }
-
- m_DeviceFlags &= ~DeviceFlags.CanRunInBackground;
- return false;
- }
- }
-
- /// <summary>
- /// Whether the device has been added to the system.
- /// </summary>
- /// <value>If true, the device is currently among the devices in <see cref="InputSystem.devices"/>.</value>
- /// <remarks>
- /// Devices may be removed at any time. Either when their hardware is unplugged or when they
- /// are manually removed through <see cref="InputSystem.RemoveDevice"/> or by being excluded
- /// through <see cref="InputSettings.supportedDevices"/>. When a device is removed, its instance,
- /// however, will not disappear. This property can be used to check whether the device is part
- /// of the current set of active devices.
- /// </remarks>
- /// <seealso cref="InputSystem.devices"/>
- public bool added => m_DeviceIndex != kInvalidDeviceIndex;
-
- /// <summary>
- /// Whether the device is mirrored from a remote input system and not actually present
- /// as a "real" device in the local system.
- /// </summary>
- /// <value>Whether the device mirrors a device from a remotely connected input system.</value>
- /// <seealso cref="InputSystem.remoting"/>
- /// <seealso cref="InputRemoting"/>
- public bool remote => (m_DeviceFlags & DeviceFlags.Remote) == DeviceFlags.Remote;
-
- /// <summary>
- /// Whether the device comes from the <see cref="IInputRuntime">runtime</see>
- /// </summary>
- /// <value>Whether the device has been discovered by the Unity runtime.</value>
- /// <remarks>
- /// Devices can be discovered when <see cref="IInputRuntime.onDeviceDiscovered">reported</see>
- /// by the runtime or they can be added manually through the various <see cref="InputSystem.AddDevice(InputDevice)">
- /// AddDevice</see> APIs. Devices reported by the runtime will return true for this
- /// property whereas devices added manually will return false.
- ///
- /// Devices reported by the runtime will usually come from the Unity engine itself.
- /// </remarks>
- /// <seealso cref="IInputRuntime"/>
- /// <seealso cref="IInputRuntime.onDeviceDiscovered"/>
- public bool native => (m_DeviceFlags & DeviceFlags.Native) == DeviceFlags.Native;
-
- /// <summary>
- /// Whether the device requires an extra update before rendering.
- /// </summary>
- /// <remarks>
- /// The value of this property is determined by <see cref="InputControlLayout.updateBeforeRender"/> in
- /// the device's <see cref="InputControlLayout">control layout</see>.
- ///
- /// The extra update is necessary for tracking devices that are used in rendering code. For example,
- /// the eye transforms of an HMD should be refreshed right before rendering as refreshing only in the
- /// beginning of the frame will lead to a noticeable lag.
- /// </remarks>
- /// <seealso cref="InputUpdateType.BeforeRender"/>
- public bool updateBeforeRender => (m_DeviceFlags & DeviceFlags.UpdateBeforeRender) == DeviceFlags.UpdateBeforeRender;
-
- /// <summary>
- /// Unique numeric ID for the device.
- /// </summary>
- /// <remarks>
- /// This is only assigned once a device has been added to the system. No two devices will receive the same
- /// ID and no device will receive an ID that another device used before even if the device was removed. The
- /// only exception to this is if a device gets re-created as part of a layout change. For example, if a new
- /// layout is registered that replaces the <see cref="Mouse"/> layout, all <see cref="Mouse"/> devices will
- /// get recreated but will keep their existing device IDs.
- ///
- /// IDs are assigned by the input runtime.
- /// </remarks>
- /// <seealso cref="IInputRuntime.AllocateDeviceId"/>
- public int deviceId => m_DeviceId;
-
- /// <summary>
- /// Timestamp of last state event used to update the device.
- /// </summary>
- /// <remarks>
- /// Events other than <see cref="LowLevel.StateEvent"/> and <see cref="LowLevel.DeltaStateEvent"/> will
- /// not cause lastUpdateTime to be changed.
- /// The "timeline" is reset to 0 when entering play mode. If there are any events incoming or device
- /// updates which occur prior to entering play mode, these will appear negative.
- /// </remarks>
- public double lastUpdateTime => m_LastUpdateTimeInternal - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
-
- public bool wasUpdatedThisFrame => m_CurrentUpdateStepCount == InputUpdate.s_UpdateStepCount;
-
- /// <summary>
- /// A flattened list of controls that make up the device.
- /// </summary>
- /// <remarks>
- /// Does not allocate.
- /// </remarks>
- public ReadOnlyArray<InputControl> allControls =>
- // Since m_ChildrenForEachControl contains the device's children as well as the children
- // of each control in the hierarchy, and since each control can only have a single parent,
- // this list will actually deliver a flattened list of all controls in the hierarchy (and without
- // the device itself being listed).
- new ReadOnlyArray<InputControl>(m_ChildrenForEachControl);
-
- ////REVIEW: This violates the constraint of controls being required to not have reference types as value types.
- /// <inheritdoc/>
- public override Type valueType => typeof(byte[]);
-
- /// <inheritdoc/>
- public override int valueSizeInBytes => (int)m_StateBlock.alignedSizeInBytes;
-
- // This one just leads to confusion as you can access it from subclasses and then be surprised
- // that it doesn't only include members of those classes.
- [Obsolete("Use 'InputSystem.devices' instead. (UnityUpgradable) -> InputSystem.devices", error: false)]
- public static ReadOnlyArray<InputDevice> all => InputSystem.devices;
-
- /// <summary>
- /// This constructor is public for the sake of <c>Activator.CreateInstance</c> only. To construct
- /// devices, use methods such as <see cref="InputSystem.AddDevice{TDevice}(string)"/>. Manually
- /// using <c>new</c> on InputDevice will not result in a usable device.
- /// </summary>
- public InputDevice()
- {
- m_DeviceId = InvalidDeviceId;
- m_ParticipantId = kLocalParticipantId;
- m_DeviceIndex = kInvalidDeviceIndex;
- }
-
- ////REVIEW: Is making devices be byte[] values really all that useful? Seems better than returning nulls but
- //// at the same time, seems questionable.
-
- /// <inheritdoc/>
- public override unsafe object ReadValueFromBufferAsObject(void* buffer, int bufferSize)
- {
- throw new NotImplementedException();
- }
-
- /// <inheritdoc/>
- public override unsafe object ReadValueFromStateAsObject(void* statePtr)
- {
- if (m_DeviceIndex == kInvalidDeviceIndex)
- return null;
-
- var numBytes = stateBlock.alignedSizeInBytes;
- var array = new byte[numBytes];
- fixed(byte* arrayPtr = array)
- {
- var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset;
- UnsafeUtility.MemCpy(arrayPtr, adjustedStatePtr, numBytes);
- }
-
- return array;
- }
-
- /// <inheritdoc/>
- public override unsafe void ReadValueFromStateIntoBuffer(void* statePtr, void* bufferPtr, int bufferSize)
- {
- if (statePtr == null)
- throw new ArgumentNullException(nameof(statePtr));
- if (bufferPtr == null)
- throw new ArgumentNullException(nameof(bufferPtr));
- if (bufferSize < valueSizeInBytes)
- throw new ArgumentException($"Buffer too small (expected: {valueSizeInBytes}, actual: {bufferSize}");
-
- var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset;
- UnsafeUtility.MemCpy(bufferPtr, adjustedStatePtr, m_StateBlock.alignedSizeInBytes);
- }
-
- /// <inheritdoc/>
- public override unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr)
- {
- if (firstStatePtr == null)
- throw new ArgumentNullException(nameof(firstStatePtr));
- if (secondStatePtr == null)
- throw new ArgumentNullException(nameof(secondStatePtr));
-
- var adjustedFirstStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset;
- var adjustedSecondStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset;
-
- return UnsafeUtility.MemCmp(adjustedFirstStatePtr, adjustedSecondStatePtr,
- m_StateBlock.alignedSizeInBytes) == 0;
- }
-
- /// <summary>
- /// Called by the system when the configuration of the device has changed.
- /// </summary>
- /// <seealso cref="DeviceConfigurationEvent"/>
- internal void NotifyConfigurationChanged()
- {
- // Mark all controls in the hierarchy as having their config out of date.
- // We don't want to update configuration right away but rather wait until
- // someone actually depends on it.
- isConfigUpToDate = false;
- for (var i = 0; i < m_ChildrenForEachControl.Length; ++i)
- m_ChildrenForEachControl[i].isConfigUpToDate = false;
-
- // Make sure we fetch the enabled/disabled state again.
- m_DeviceFlags &= ~DeviceFlags.DisabledStateHasBeenQueriedFromRuntime;
-
- OnConfigurationChanged();
- }
-
- /// <summary>
- /// Make this the current device of its type.
- /// </summary>
- /// <remarks>
- /// This method is called automatically by the input system when a device is
- /// added or when input is received on it. Many types of devices have <c>.current</c>
- /// getters that allow querying the last used device of a specific type directly (for
- /// example, see <see cref="Gamepad.current"/>).
- ///
- /// There is one special case, however, related to noise. A device that has noisy controls
- /// (i.e. controls for which <see cref="InputControl.noisy"/> is true) may receive input events
- /// that contain no meaningful user interaction but are simply just noise from the device. A
- /// good example of this is the PS4 gamepad which has a built-in gyro and may thus constantly
- /// feed events into the input system even if not being actually in use. If, for example, an
- /// Xbox gamepad and PS4 gamepad are both connected to a PC and the user is playing with the
- /// Xbox gamepad, the PS4 gamepad would still constantly make itself <see cref="Gamepad.current"/>
- /// by simply flooding the system with events. Hence why by default, noise on <c>.current</c> getters
- /// will be filtered out and a device will only see <c>MakeCurrent</c> getting called if their input
- /// was detected on non-noisy controls.
- /// </remarks>
- /// <seealso cref="Pointer.current"/>
- /// <seealso cref="Gamepad.current"/>
- /// <seealso cref="Mouse.current"/>
- /// <seealso cref="Pen.current"/>
- public virtual void MakeCurrent()
- {
- }
-
- /// <summary>
- /// Called by the system when the device is added to <see cref="InputSystem.devices"/>.
- /// </summary>
- /// <remarks>
- /// This is called <em>after</em> the device has already been added.
- /// </remarks>
- /// <seealso cref="InputSystem.devices"/>
- /// <seealso cref="InputDeviceChange.Added"/>
- /// <seealso cref="OnRemoved"/>
- protected virtual void OnAdded()
- {
- }
-
- /// <summary>
- /// Called by the system when the device is removed from <see cref="InputSystem.devices"/>.
- /// </summary>
- /// <remarks>
- /// This is called <em>after</em> the device has already been removed.
- /// </remarks>
- /// <seealso cref="InputSystem.devices"/>
- /// <seealso cref="InputDeviceChange.Removed"/>
- /// <seealso cref="OnRemoved"/>
- protected virtual void OnRemoved()
- {
- }
-
- /// <summary>
- /// Called by the system when the device configuration is changed. This happens when the backend sends
- /// a <see cref="DeviceConfigurationEvent"/> for the device.
- /// </summary>
- /// <remarks>
- /// This method can be used to flush out cached information. An example of where this happens is <see cref="Controls.KeyControl"/>
- /// caching information about the display name of a control. As this depends on the current keyboard layout, the information
- /// has to be fetched dynamically (this happens using <see cref="QueryKeyNameCommand"/>). Whenever the keyboard layout changes,
- /// the system sends a <see cref="DeviceConfigurationEvent"/> for the <see cref="Keyboard"/> at which point the device flushes
- /// all cached key names.
- /// </remarks>
- /// <seealso cref="InputManager.OnUpdate"/>
- /// <seealso cref="InputDeviceChange.ConfigurationChanged"/>
- /// <seealso cref="OnConfigurationChanged"/>///
- protected virtual void OnConfigurationChanged()
- {
- }
-
- ////TODO: add overridable OnDisable/OnEnable that fire the device commands
-
- ////REVIEW: return just bool instead of long and require everything else to go in the command?
- /// <summary>
- /// Perform a device-specific command.
- /// </summary>
- /// <param name="command">Data for the command to be performed.</param>
- /// <returns>A transfer-specific return code. Negative values are considered failure codes.</returns>
- /// <remarks>
- /// Commands allow devices to set up custom protocols without having to extend
- /// the device API. This is most useful for devices implemented in the native Unity runtime
- /// which, through the command interface, may provide custom, device-specific functions.
- ///
- /// This is a low-level API. It works in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396" target="_blank">
- /// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" target="_blank">ioctl</a>
- /// on UNIX-like systems.
- /// </remarks>
- public unsafe long ExecuteCommand<TCommand>(ref TCommand command)
- where TCommand : struct, IInputDeviceCommandInfo
- {
- var commandPtr = (InputDeviceCommand*)UnsafeUtility.AddressOf(ref command);
-
- // Give callbacks first shot.
- var manager = InputSystem.s_Manager;
- manager.m_DeviceCommandCallbacks.LockForChanges();
- for (var i = 0; i < manager.m_DeviceCommandCallbacks.length; ++i)
- {
- try
- {
- var result = manager.m_DeviceCommandCallbacks[i](this, commandPtr);
- if (result.HasValue)
- return result.Value;
- }
- catch (Exception exception)
- {
- Debug.LogError($"{exception.GetType().Name} while executing 'InputSystem.onDeviceCommand' callbacks");
- Debug.LogException(exception);
- }
- }
- manager.m_DeviceCommandCallbacks.UnlockForChanges();
-
- return ExecuteCommand((InputDeviceCommand*)UnsafeUtility.AddressOf(ref command));
- }
-
- protected virtual unsafe long ExecuteCommand(InputDeviceCommand* commandPtr)
- {
- return InputRuntime.s_Instance.DeviceCommand(deviceId, commandPtr);
- }
-
- internal bool QueryEnabledStateFromRuntime()
- {
- // Fetch state from runtime, if necessary.
- if ((m_DeviceFlags & DeviceFlags.DisabledStateHasBeenQueriedFromRuntime) == 0)
- {
- var command = QueryEnabledStateCommand.Create();
- if (ExecuteCommand(ref command) >= 0)
- {
- if (command.isEnabled)
- m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime;
- else
- m_DeviceFlags |= DeviceFlags.DisabledInRuntime;
- }
- else
- {
- // We got no response on the enable/disable state. Assume device is enabled.
- m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime;
- }
-
- // Only fetch enable/disable state again if we get a configuration change event.
- m_DeviceFlags |= DeviceFlags.DisabledStateHasBeenQueriedFromRuntime;
- }
-
- return (m_DeviceFlags & DeviceFlags.DisabledInRuntime) == 0;
- }
-
- [Serializable]
- [Flags]
- internal enum DeviceFlags
- {
- UpdateBeforeRender = 1 << 0,
-
- HasStateCallbacks = 1 << 1,
- HasControlsWithDefaultState = 1 << 2,
- HasDontResetControls = 1 << 10,
- HasEventMerger = 1 << 13,
- HasEventPreProcessor = 1 << 14,
-
- Remote = 1 << 3, // It's a local mirror of a device from a remote player connection.
- Native = 1 << 4, // It's a device created from data surfaced by NativeInputRuntime.
-
- DisabledInFrontend = 1 << 5, // Explicitly disabled on the managed side.
- DisabledInRuntime = 1 << 7, // Disabled in the native runtime.
- DisabledWhileInBackground = 1 << 8, // Disabled while the player is running in the background.
- DisabledStateHasBeenQueriedFromRuntime = 1 << 6, // Whether we have fetched the current enable/disable state from the runtime.
-
- CanRunInBackground = 1 << 11,
- CanRunInBackgroundHasBeenQueried = 1 << 12,
- }
-
- internal bool disabledInFrontend
- {
- get => (m_DeviceFlags & DeviceFlags.DisabledInFrontend) != 0;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.DisabledInFrontend;
- else
- m_DeviceFlags &= ~DeviceFlags.DisabledInFrontend;
- }
- }
-
- internal bool disabledInRuntime
- {
- get => (m_DeviceFlags & DeviceFlags.DisabledInRuntime) != 0;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.DisabledInRuntime;
- else
- m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime;
- }
- }
-
- internal bool disabledWhileInBackground
- {
- get => (m_DeviceFlags & DeviceFlags.DisabledWhileInBackground) != 0;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.DisabledWhileInBackground;
- else
- m_DeviceFlags &= ~DeviceFlags.DisabledWhileInBackground;
- }
- }
-
- internal DeviceFlags m_DeviceFlags;
- internal int m_DeviceId;
- internal int m_ParticipantId;
- internal int m_DeviceIndex; // Index in InputManager.m_Devices.
- internal InputDeviceDescription m_Description;
-
- /// <summary>
- /// Timestamp of last event we received.
- /// </summary>
- /// <seealso cref="InputEvent.time"/>
- internal double m_LastUpdateTimeInternal;
-
- // Update count corresponding to the current front buffers that are active on the device.
- // We use this to know when to flip buffers.
- internal uint m_CurrentUpdateStepCount;
-
- // List of aliases for all controls. Each control gets a slice of this array.
- // See 'InputControl.aliases'.
- // NOTE: The device's own aliases are part of this array as well.
- internal InternedString[] m_AliasesForEachControl;
-
- // List of usages for all controls. Each control gets a slice of this array.
- // See 'InputControl.usages'.
- // NOTE: The device's own usages are part of this array as well. They are always
- // at the *end* of the array.
- internal InternedString[] m_UsagesForEachControl;
- // This one does NOT contain the device itself, i.e. it only contains controls on the device
- // and may this be shorter than m_UsagesForEachControl.
- internal InputControl[] m_UsageToControl;
-
- // List of children for all controls. Each control gets a slice of this array.
- // See 'InputControl.children'.
- // NOTE: The device's own children are part of this array as well.
- internal InputControl[] m_ChildrenForEachControl;
-
- // An ordered list of ints each containing a bit offset into the state of the device (*without* the added global
- // offset), a bit count for the size of the state of the control, and an associated index into m_ChildrenForEachControl
- // for the corresponding control.
- // NOTE: This contains *leaf* controls only.
- internal uint[] m_StateOffsetToControlMap;
-
- // Holds the nodes that represent the tree of memory ranges that each control occupies. This is used when
- // determining what controls have changed given a state event or partial state update.
- internal ControlBitRangeNode[] m_ControlTreeNodes;
-
- // An indirection table for control bit range nodes to point at zero or more controls. Indices are used to
- // point into the m_ChildrenForEachControl array.
- internal ushort[] m_ControlTreeIndices;
-
- // When a device gets built from a layout, we create a binary tree from its controls where each node in the tree
- // represents the range of bits that cover the left or right section of the parent range. For example, starting
- // with the entire device state block as the parent, where the state block is 100 bits long, the left node will
- // cover from bits 0-50, and the right from bits 51-99. For the left node, we'll get two more child nodes where
- // the left will cover bits 0-25, and the right bits 26-49 and so on. Each node will point at any controls that
- // either fit exactly into its range, or overlap the splitting point between both nodes. In reality, picking the
- // mid-point to split each parent node is a little convoluted and will rarely be the absolute mid-point, but that's
- // the basic idea.
- //
- // At runtime, when state events come in, we can then really quickly perform a bunch of memcmps on both sides of
- // the tree and recurse down the branches that have changed. When nodes have controls, we can then check if those
- // controls have changes, and mark them as stale so their cached values get updated the next time their values
- // are read.
- [StructLayout(LayoutKind.Sequential, Pack = 1)]
- internal struct ControlBitRangeNode
- {
- // only store the end bit offset of each range because we always do a full tree traversal so
- // the start offset is always calculated at each level.
- public ushort endBitOffset;
-
- // points to the location in the nodes array where the left child of this node lives, or -1 if there
- // is no child. The right child is always at the next index.
- public short leftChildIndex;
-
- // each node can point at multiple controls (because multiple controls can use the same range in memory and
- // also because of overlaps in bit ranges). The control indicies for each node are stored contiguously in the
- // m_ControlTreeIndicies array on the device, which acts as an indirection table, and these two values tell
- // us where to start for each node and how many controls this node points at. This is an unsigned short so that
- // we could in theory support devices with up to 65535 controls. Each node however can only support 255 controls.
- public ushort controlStartIndex;
- public byte controlCount;
-
- public ControlBitRangeNode(ushort endOffset)
- {
- controlStartIndex = 0;
- controlCount = 0;
- endBitOffset = endOffset;
- leftChildIndex = -1;
- }
- }
-
- // ATM we pack everything into 32 bits. Given we're operating on bit offsets and counts, this imposes some tight limits
- // on controls and their associated state memory. Should this turn out to be a problem, bump m_StateOffsetToControlMap
- // to a ulong[] and up the counts here to account for having 64 bits available instead of only 32.
- internal const int kControlIndexBits = 10; // 1024 controls max.
- internal const int kStateOffsetBits = 13; // 1024 bytes max state size for entire device.
- internal const int kStateSizeBits = 9; // 64 bytes max for an individual leaf control.
-
- internal static uint EncodeStateOffsetToControlMapEntry(uint controlIndex, uint stateOffsetInBits, uint stateSizeInBits)
- {
- Debug.Assert(kControlIndexBits < 32, $"Expected kControlIndexBits < 32, so we fit into the 32 bit wide bitmask");
- Debug.Assert(kStateOffsetBits < 32, $"Expected kStateOffsetBits < 32, so we fit into the 32 bit wide bitmask");
- Debug.Assert(kStateSizeBits < 32, $"Expected kStateSizeBits < 32, so we fit into the 32 bit wide bitmask");
- Debug.Assert(controlIndex < (1U << kControlIndexBits), "Control index beyond what is supported");
- Debug.Assert(stateOffsetInBits < (1U << kStateOffsetBits), "State offset beyond what is supported");
- Debug.Assert(stateSizeInBits < (1U << kStateSizeBits), "State size beyond what is supported");
- return stateOffsetInBits << (kControlIndexBits + kStateSizeBits) | stateSizeInBits << kControlIndexBits | controlIndex;
- }
-
- internal static void DecodeStateOffsetToControlMapEntry(uint entry, out uint controlIndex,
- out uint stateOffset, out uint stateSize)
- {
- controlIndex = entry & (1U << kControlIndexBits) - 1;
- stateOffset = entry >> (kControlIndexBits + kStateSizeBits);
- stateSize = (entry >> kControlIndexBits) & (((1U << (kControlIndexBits + kStateSizeBits)) - 1) >> kControlIndexBits);
- }
-
- // NOTE: We don't store processors in a combined array the same way we do for
- // usages and children as that would require lots of casting from 'object'.
-
- /// <summary>
- /// If true, the device has at least one control that has an explicit default state.
- /// </summary>
- internal bool hasControlsWithDefaultState
- {
- get => (m_DeviceFlags & DeviceFlags.HasControlsWithDefaultState) == DeviceFlags.HasControlsWithDefaultState;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.HasControlsWithDefaultState;
- else
- m_DeviceFlags &= ~DeviceFlags.HasControlsWithDefaultState;
- }
- }
-
- internal bool hasDontResetControls
- {
- get => (m_DeviceFlags & DeviceFlags.HasDontResetControls) == DeviceFlags.HasDontResetControls;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.HasDontResetControls;
- else
- m_DeviceFlags &= ~DeviceFlags.HasDontResetControls;
- }
- }
-
- internal bool hasStateCallbacks
- {
- get => (m_DeviceFlags & DeviceFlags.HasStateCallbacks) == DeviceFlags.HasStateCallbacks;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.HasStateCallbacks;
- else
- m_DeviceFlags &= ~DeviceFlags.HasStateCallbacks;
- }
- }
-
- internal bool hasEventMerger
- {
- get => (m_DeviceFlags & DeviceFlags.HasEventMerger) == DeviceFlags.HasEventMerger;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.HasEventMerger;
- else
- m_DeviceFlags &= ~DeviceFlags.HasEventMerger;
- }
- }
-
- internal bool hasEventPreProcessor
- {
- get => (m_DeviceFlags & DeviceFlags.HasEventPreProcessor) == DeviceFlags.HasEventPreProcessor;
- set
- {
- if (value)
- m_DeviceFlags |= DeviceFlags.HasEventPreProcessor;
- else
- m_DeviceFlags &= ~DeviceFlags.HasEventPreProcessor;
- }
- }
-
- internal void AddDeviceUsage(InternedString usage)
- {
- var controlUsageCount = m_UsageToControl.LengthSafe();
- var totalUsageCount = controlUsageCount + m_UsageCount;
- if (m_UsageCount == 0)
- m_UsageStartIndex = totalUsageCount;
- ArrayHelpers.AppendWithCapacity(ref m_UsagesForEachControl, ref totalUsageCount, usage);
- ++m_UsageCount;
- }
-
- internal void RemoveDeviceUsage(InternedString usage)
- {
- var controlUsageCount = m_UsageToControl.LengthSafe();
- var totalUsageCount = controlUsageCount + m_UsageCount;
-
- var index = ArrayHelpers.IndexOfValue(m_UsagesForEachControl, usage, m_UsageStartIndex, totalUsageCount);
- if (index == -1)
- return;
-
- Debug.Assert(m_UsageCount > 0);
- ArrayHelpers.EraseAtWithCapacity(m_UsagesForEachControl, ref totalUsageCount, index);
- --m_UsageCount;
-
- if (m_UsageCount == 0)
- m_UsageStartIndex = default;
- }
-
- internal void ClearDeviceUsages()
- {
- for (var i = m_UsageStartIndex; i < m_UsageCount; ++i)
- m_UsagesForEachControl[i] = default;
- m_UsageCount = default;
- }
-
- internal bool RequestSync()
- {
- SetOptimizedControlDataTypeRecursively();
-
- var syncCommand = RequestSyncCommand.Create();
- return device.ExecuteCommand(ref syncCommand) >= 0;
- }
-
- internal bool RequestReset()
- {
- SetOptimizedControlDataTypeRecursively();
-
- var resetCommand = RequestResetCommand.Create();
- return device.ExecuteCommand(ref resetCommand) >= 0;
- }
-
- internal bool ExecuteEnableCommand()
- {
- SetOptimizedControlDataTypeRecursively();
-
- var command = EnableDeviceCommand.Create();
- return device.ExecuteCommand(ref command) >= 0;
- }
-
- internal bool ExecuteDisableCommand()
- {
- var command = DisableDeviceCommand.Create();
- return device.ExecuteCommand(ref command) >= 0;
- }
-
- internal void NotifyAdded()
- {
- OnAdded();
- }
-
- internal void NotifyRemoved()
- {
- OnRemoved();
- }
-
- internal static TDevice Build<TDevice>(string layoutName = default, string layoutVariants = default, InputDeviceDescription deviceDescription = default, bool noPrecompiledLayouts = false)
- where TDevice : InputDevice
- {
- var internedLayoutName = new InternedString(layoutName);
-
- if (internedLayoutName.IsEmpty())
- {
- internedLayoutName = InputControlLayout.s_Layouts.TryFindLayoutForType(typeof(TDevice));
- if (internedLayoutName.IsEmpty())
- internedLayoutName = new InternedString(typeof(TDevice).Name);
- }
-
- // Fast path: see if we can use a precompiled version.
- // NOTE: We currently do not support layout variants with precompiled layouts.
- // NOTE: We remove precompiled layouts when they are invalidated by layout changes. So, we don't have to perform
- // checks here.
- if (!noPrecompiledLayouts &&
- string.IsNullOrEmpty(layoutVariants) &&
- InputControlLayout.s_Layouts.precompiledLayouts.TryGetValue(internedLayoutName, out var precompiledLayout))
- {
- // Yes. This is pretty much a direct new() of the device.
- return (TDevice)precompiledLayout.factoryMethod();
- }
-
- // Slow path: use InputDeviceBuilder to construct the device from the InputControlLayout.
- using (InputDeviceBuilder.Ref())
- {
- InputDeviceBuilder.instance.Setup(internedLayoutName, new InternedString(layoutVariants),
- deviceDescription: deviceDescription);
- var device = InputDeviceBuilder.instance.Finish();
- if (!(device is TDevice deviceOfType))
- throw new ArgumentException(
- $"Expected device of type '{typeof(TDevice).Name}' but got device of type '{device.GetType().Name}' instead",
- "TDevice");
-
- return deviceOfType;
- }
- }
-
- internal unsafe void WriteChangedControlStates(byte* deviceStateBuffer, void* statePtr, uint stateSizeInBytes,
- uint stateOffsetInDevice)
- {
- Debug.Assert(m_ControlTreeNodes != null && m_ControlTreeIndices != null);
-
- if (m_ControlTreeNodes.Length == 0)
- return;
-
- // if we're dealing with a delta state event or just an individual control update through InputState.ChangeState
- // the size of the new data will not be the same size as the device state block, so use the 'partial' change state
- // method to update just those controls that overlap with the changed state.
- if (m_StateBlock.sizeInBits != stateSizeInBytes * 8)
- {
- if (m_ControlTreeNodes[0].leftChildIndex != -1)
- WritePartialChangedControlStatesInternal(statePtr, stateSizeInBytes * 8,
- stateOffsetInDevice * 8, deviceStateBuffer, m_ControlTreeNodes[0], 0);
- }
- else
- {
- if (m_ControlTreeNodes[0].leftChildIndex != -1)
- WriteChangedControlStatesInternal(statePtr, stateSizeInBytes * 8,
- deviceStateBuffer, m_ControlTreeNodes[0], 0);
- }
- }
-
- private unsafe void WritePartialChangedControlStatesInternal(void* statePtr, uint stateSizeInBits,
- uint stateOffsetInDeviceInBits, byte* deviceStatePtr, ControlBitRangeNode parentNode, uint startOffset)
- {
- var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
- // TODO recheck
- if (Math.Max(stateOffsetInDeviceInBits, startOffset) <=
- Math.Min(stateOffsetInDeviceInBits + stateSizeInBits, leftNode.endBitOffset))
- {
- var controlEndIndex = leftNode.controlStartIndex + leftNode.controlCount;
- for (int i = leftNode.controlStartIndex; i < controlEndIndex; i++)
- {
- var controlIndex = m_ControlTreeIndices[i];
- m_ChildrenForEachControl[controlIndex].MarkAsStale();
- }
-
- if (leftNode.leftChildIndex != -1)
- WritePartialChangedControlStatesInternal(statePtr, stateSizeInBits, stateOffsetInDeviceInBits,
- deviceStatePtr, leftNode, startOffset);
- }
-
- var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
- // TODO recheck
- if (Math.Max(stateOffsetInDeviceInBits, leftNode.endBitOffset) <=
- Math.Min(stateOffsetInDeviceInBits + stateSizeInBits, rightNode.endBitOffset))
- {
- var controlEndIndex = rightNode.controlStartIndex + rightNode.controlCount;
- for (int i = rightNode.controlStartIndex; i < controlEndIndex; i++)
- {
- var controlIndex = m_ControlTreeIndices[i];
- m_ChildrenForEachControl[controlIndex].MarkAsStale();
- }
-
- if (rightNode.leftChildIndex != -1)
- WritePartialChangedControlStatesInternal(statePtr, stateSizeInBits, stateOffsetInDeviceInBits,
- deviceStatePtr, rightNode, leftNode.endBitOffset);
- }
- }
-
- private void DumpControlBitRangeNode(int nodeIndex, ControlBitRangeNode node, uint startOffset, uint sizeInBits, List<string> output)
- {
- var names = new List<string>();
- for (var i = 0; i < node.controlCount; i++)
- {
- var controlIndex = m_ControlTreeIndices[node.controlStartIndex + i];
- var control = m_ChildrenForEachControl[controlIndex];
- names.Add(control.path);
- }
- var namesStr = string.Join(", ", names);
- var children = node.leftChildIndex != -1 ? $" <{node.leftChildIndex}, {node.leftChildIndex + 1}>" : "";
- output.Add($"{nodeIndex} [{startOffset}, {startOffset + sizeInBits}]{children}->{namesStr}");
- }
-
- private void DumpControlTree(ControlBitRangeNode parentNode, uint startOffset, List<string> output)
- {
- var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
- var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
- DumpControlBitRangeNode(parentNode.leftChildIndex, leftNode, startOffset, leftNode.endBitOffset - startOffset, output);
- DumpControlBitRangeNode(parentNode.leftChildIndex + 1, rightNode, leftNode.endBitOffset, (uint)(rightNode.endBitOffset - leftNode.endBitOffset), output);
-
- if (leftNode.leftChildIndex != -1)
- DumpControlTree(leftNode, startOffset, output);
-
- if (rightNode.leftChildIndex != -1)
- DumpControlTree(rightNode, leftNode.endBitOffset, output);
- }
-
- internal string DumpControlTree()
- {
- var output = new List<string>();
- DumpControlTree(m_ControlTreeNodes[0], 0, output);
- return string.Join("\n", output);
- }
-
- private unsafe void WriteChangedControlStatesInternal(void* statePtr, uint stateSizeInBits,
- byte* deviceStatePtr, ControlBitRangeNode parentNode, uint startOffset)
- {
- var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
-
- // have any bits in the region defined by the left node changed?
- // TODO recheck
- if (HasDataChangedInRange(deviceStatePtr, statePtr, startOffset, leftNode.endBitOffset - startOffset + 1))
- {
- // update the state of any controls pointed to by the left node
- var controlEndIndex = leftNode.controlStartIndex + leftNode.controlCount;
- for (int i = leftNode.controlStartIndex; i < controlEndIndex; i++)
- {
- var controlIndex = m_ControlTreeIndices[i];
- var control = m_ChildrenForEachControl[controlIndex];
-
- // nodes aren't always an exact fit for control memory ranges so check here if the control pointed
- // at by this node has actually changed state so we don't mark controls as stale needlessly.
- // We need to offset the device and new state pointers by the byte offset of the device state block
- // because all controls have this offset baked into them, but deviceStatePtr points at the already
- // offset block of device memory (remember, all devices share one big block of memory) and statePtr
- // points at a block of memory of the same size as the device state.
- if (!control.CompareState(deviceStatePtr - m_StateBlock.byteOffset,
- (byte*)statePtr - m_StateBlock.byteOffset, null))
- control.MarkAsStale();
- }
-
- // process the left child node if it exists
- if (leftNode.leftChildIndex != -1)
- WriteChangedControlStatesInternal(statePtr, stateSizeInBits, deviceStatePtr,
- leftNode, startOffset);
- }
-
- // process the right child node if it exists
- var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
-
- Debug.Assert(leftNode.endBitOffset + (rightNode.endBitOffset - leftNode.endBitOffset) < m_StateBlock.sizeInBits,
- "Tried to check state memory outside the bounds of the current device.");
-
- // if no bits in the range defined by the right node have changed, return
- // TODO recheck
- if (!HasDataChangedInRange(deviceStatePtr, statePtr, leftNode.endBitOffset,
- (uint)(rightNode.endBitOffset - leftNode.endBitOffset + 1)))
- return;
-
- // update the state of any controls pointed to by the right node
- var rightNodeControlEndIndex = rightNode.controlStartIndex + rightNode.controlCount;
- for (int i = rightNode.controlStartIndex; i < rightNodeControlEndIndex; i++)
- {
- var controlIndex = m_ControlTreeIndices[i];
- var control = m_ChildrenForEachControl[controlIndex];
-
- if (!control.CompareState(deviceStatePtr - m_StateBlock.byteOffset,
- (byte*)statePtr - m_StateBlock.byteOffset, null))
- control.MarkAsStale();
- }
-
- if (rightNode.leftChildIndex != -1)
- WriteChangedControlStatesInternal(statePtr, stateSizeInBits, deviceStatePtr,
- rightNode, leftNode.endBitOffset);
- }
-
- private static unsafe bool HasDataChangedInRange(byte* deviceStatePtr, void* statePtr, uint startOffset, uint sizeInBits)
- {
- if (sizeInBits == 1)
- return MemoryHelpers.ReadSingleBit(deviceStatePtr, startOffset) !=
- MemoryHelpers.ReadSingleBit(statePtr, startOffset);
-
- return !MemoryHelpers.MemCmpBitRegion(deviceStatePtr, statePtr,
- startOffset, sizeInBits);
- }
- }
- }
|