campfire/Assets/SteamVR/Input/SteamVR_Action_In.cs

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2020-04-29 19:40:05 +02:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
using System;
using Valve.VR;
using System.Runtime.InteropServices;
using System.Collections.Generic;
namespace Valve.VR
{
[Serializable]
/// <summary>
/// In actions are all input type actions. Boolean, Single, Vector2, Vector3, Skeleton, and Pose.
/// </summary>
public abstract class SteamVR_Action_In<SourceMap, SourceElement> : SteamVR_Action<SourceMap, SourceElement>, ISteamVR_Action_In
where SourceMap : SteamVR_Action_In_Source_Map<SourceElement>, new()
where SourceElement : SteamVR_Action_In_Source, new()
{
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Returns true if the action has been changed since the previous update</summary>
public bool changed { get { return sourceMap[SteamVR_Input_Sources.Any].changed; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Returns true if the action was changed for the previous update cycle</summary>
public bool lastChanged { get { return sourceMap[SteamVR_Input_Sources.Any].changed; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The time the action was changed (Time.realtimeSinceStartup)</summary>
public float changedTime { get { return sourceMap[SteamVR_Input_Sources.Any].changedTime; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The time the action was updated (Time.realtimeSinceStartup)</summary>
public float updateTime { get { return sourceMap[SteamVR_Input_Sources.Any].updateTime; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The handle to the component that triggered the action to be changed</summary>
public ulong activeOrigin { get { return sourceMap[SteamVR_Input_Sources.Any].activeOrigin; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The handle to the component that triggered the action to be changed in the previous update</summary>
public ulong lastActiveOrigin { get { return sourceMap[SteamVR_Input_Sources.Any].lastActiveOrigin; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The input source that triggered the action to be changed</summary>
public SteamVR_Input_Sources activeDevice { get { return sourceMap[SteamVR_Input_Sources.Any].activeDevice; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The device index (used by Render Models) used by the device that triggered the action to be changed</summary>
public uint trackedDeviceIndex { get { return sourceMap[SteamVR_Input_Sources.Any].trackedDeviceIndex; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The name of the component on the render model that caused the action to be changed (not localized)</summary>
public string renderModelComponentName { get { return sourceMap[SteamVR_Input_Sources.Any].renderModelComponentName; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The full localized name for the component, controller, and hand that caused the action to be changed</summary>
public string localizedOriginName { get { return sourceMap[SteamVR_Input_Sources.Any].localizedOriginName; } }
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Updates the data for all the input sources the system has detected need to be updated.
/// </summary>
public virtual void UpdateValues()
{
sourceMap.UpdateValues();
}
/// <summary>
/// The name of the component on the render model that caused the action to be updated (not localized)
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public virtual string GetRenderModelComponentName(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].renderModelComponentName;
}
/// <summary>
/// The input source that triggered the action to be updated last
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public virtual SteamVR_Input_Sources GetActiveDevice(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].activeDevice;
}
/// <summary>
/// Gets the device index for the controller this action is bound to. This can be used for render models or the pose tracking system.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public virtual uint GetDeviceIndex(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].trackedDeviceIndex;
}
/// <summary>
/// Indicates whether or not the data for this action and specified input source has changed since the last update. Determined by SteamVR or 'changeTolerance'.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public virtual bool GetChanged(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].changed;
}
/// <summary>
/// The time the action was changed (Time.realtimeSinceStartup)
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public override float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].changedTime;
}
/// <summary>
/// Gets the localized name of the device that the action corresponds to. Include as many EVRInputStringBits as you want to add to the localized string
/// </summary>
/// <param name="inputSource"></param>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. ex: "Left Hand". </description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand. ex: "Vive Controller". </description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. ex: "Trackpad". </description></item>
/// <item><description>VRInputString_All - All of the above. ex: "Left Hand Vive Controller Trackpad". </description></item>
/// </list>
/// </param>
public string GetLocalizedOriginPart(SteamVR_Input_Sources inputSource, params EVRInputStringBits[] localizedParts)
{
return sourceMap[inputSource].GetLocalizedOriginPart(localizedParts);
}
/// <summary>
/// Gets the localized full name of the device that the action was updated by. ex: "Left Hand Vive Controller Trackpad"
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public string GetLocalizedOrigin(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].GetLocalizedOrigin();
}
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Returns whether the system has determined this source should be updated (based on code calls)
/// Should only be used if you've set SteamVR_Action.startUpdatingSourceOnAccess to false.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public override bool IsUpdating(SteamVR_Input_Sources inputSource)
{
return sourceMap.IsUpdating(inputSource);
}
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Forces the system to start updating the data for this action and the specified input source.
/// Should only be used if you've set SteamVR_Action.startUpdatingSourceOnAccess to false.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void ForceAddSourceToUpdateList(SteamVR_Input_Sources inputSource)
{
sourceMap.ForceAddSourceToUpdateList(inputSource);
}
}
public class SteamVR_Action_In_Source_Map<SourceElement> : SteamVR_Action_Source_Map<SourceElement>
where SourceElement : SteamVR_Action_In_Source, new()
{
protected List<int> updatingSources = new List<int>();
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Returns whether the system has determined this source should be updated (based on code calls)
/// Should only be used if you've set SteamVR_Action.startUpdatingSourceOnAccess to false.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public bool IsUpdating(SteamVR_Input_Sources inputSource)
{
int isUpdatingSourceIndex = (int)inputSource;
for (int sourceIndex = 0; sourceIndex < updatingSources.Count; sourceIndex++)
{
if (isUpdatingSourceIndex == updatingSources[sourceIndex])
return true;
}
return false;
}
protected override void OnAccessSource(SteamVR_Input_Sources inputSource)
{
if (SteamVR_Action.startUpdatingSourceOnAccess)
{
ForceAddSourceToUpdateList(inputSource);
}
}
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Forces the system to start updating the data for this action and the specified input source.
/// Should only be used if you've set SteamVR_Action.startUpdatingSourceOnAccess to false.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void ForceAddSourceToUpdateList(SteamVR_Input_Sources inputSource)
{
int sourceIndex = (int)inputSource;
if (sources[sourceIndex] == null)
{
sources[sourceIndex] = new SourceElement();
}
if (sources[sourceIndex].isUpdating == false)
{
updatingSources.Add(sourceIndex);
sources[sourceIndex].isUpdating = true;
if (SteamVR_Input.isStartupFrame == false)
sources[sourceIndex].UpdateValue();
}
}
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Updates the data for all the input sources the system has detected need to be updated.
/// </summary>
public void UpdateValues()
{
for (int sourceIndex = 0; sourceIndex < updatingSources.Count; sourceIndex++)
{
sources[updatingSources[sourceIndex]].UpdateValue();
}
}
}
/// <summary>
/// In actions are all input type actions. Boolean, Single, Vector2, Vector3, Skeleton, and Pose.
/// This class fires onChange and onUpdate events.
/// </summary>
public abstract class SteamVR_Action_In_Source : SteamVR_Action_Source, ISteamVR_Action_In_Source
{
protected static uint inputOriginInfo_size = 0;
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Forces the system to start updating the data for this action and the specified input source.
/// Should only be used if you've set SteamVR_Action.startUpdatingSourceOnAccess to false.
/// </summary>
public bool isUpdating { get; set; }
/// <summary>The time the action was updated (Time.realtimeSinceStartup)</summary>
public float updateTime { get; protected set; }
/// <summary>The handle to the component that triggered the action to be changed</summary>
public abstract ulong activeOrigin { get; }
/// <summary>The handle to the component that triggered the action to be changed in the previous update</summary>
public abstract ulong lastActiveOrigin { get; }
/// <summary>Returns true if the action has been changed since the previous update</summary>
public abstract bool changed { get; protected set; }
/// <summary>Returns true if the action was changed for the previous update cycle</summary>
public abstract bool lastChanged { get; protected set; }
/// <summary>The input source that triggered the action to be updated</summary>
public SteamVR_Input_Sources activeDevice { get { UpdateOriginTrackedDeviceInfo(); return SteamVR_Input_Source.GetSource(inputOriginInfo.devicePath); } }
/// <summary>The device index (used by Render Models) used by the device that triggered the action to be updated</summary>
public uint trackedDeviceIndex { get { UpdateOriginTrackedDeviceInfo(); return inputOriginInfo.trackedDeviceIndex; } }
/// <summary>The name of the component on the render model that caused the action to be updated (not localized)</summary>
public string renderModelComponentName { get { UpdateOriginTrackedDeviceInfo(); return inputOriginInfo.rchRenderModelComponentName; } }
/// <summary>
/// Gets the localized full name of the device that the action was updated by. ex: "Left Hand Vive Controller Trackpad"
/// </summary>
public string localizedOriginName { get { UpdateOriginTrackedDeviceInfo(); return GetLocalizedOrigin(); } }
/// <summary>The Time.realtimeSinceStartup that this action was last changed.</summary>
public float changedTime { get; protected set; }
protected int lastOriginGetFrame { get; set; }
protected InputOriginInfo_t inputOriginInfo = new InputOriginInfo_t();
protected InputOriginInfo_t lastInputOriginInfo = new InputOriginInfo_t();
/// <summary><strong>[Should not be called by user code]</strong> Updates the data for this action and this input source</summary>
public abstract void UpdateValue();
/// <summary>
/// <strong>[Should not be called by user code]</strong> Initializes the handle for the action, the size of the InputOriginInfo struct, and any other related SteamVR data.
/// </summary>
public override void Initialize()
{
base.Initialize();
if (inputOriginInfo_size == 0)
inputOriginInfo_size = (uint)Marshal.SizeOf(typeof(InputOriginInfo_t));
}
protected void UpdateOriginTrackedDeviceInfo()
{
if (lastOriginGetFrame != Time.frameCount) //only get once per frame
{
EVRInputError err = OpenVR.Input.GetOriginTrackedDeviceInfo(activeOrigin, ref inputOriginInfo, inputOriginInfo_size);
if (err != EVRInputError.None)
Debug.LogError("<b>[SteamVR]</b> GetOriginTrackedDeviceInfo error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString() + " activeOrigin: " + activeOrigin.ToString() + " active: " + active);
lastInputOriginInfo = inputOriginInfo;
lastOriginGetFrame = Time.frameCount;
}
}
/// <summary>
/// Gets the localized name of the device that the action corresponds to. Include as many EVRInputStringBits as you want to add to the localized string
/// </summary>
/// <param name="inputSource"></param>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. ex: "Left Hand". </description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand. ex: "Vive Controller". </description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. ex: "Trackpad". </description></item>
/// <item><description>VRInputString_All - All of the above. ex: "Left Hand Vive Controller Trackpad". </description></item>
/// </list>
/// </param>
public string GetLocalizedOriginPart(params EVRInputStringBits[] localizedParts)
{
UpdateOriginTrackedDeviceInfo();
if (active)
{
return SteamVR_Input.GetLocalizedName(activeOrigin, localizedParts);
}
return null;
}
/// <summary>
/// Gets the localized full name of the device that the action was updated by. ex: "Left Hand Vive Controller Trackpad"
/// </summary>
public string GetLocalizedOrigin()
{
UpdateOriginTrackedDeviceInfo();
if (active)
{
return SteamVR_Input.GetLocalizedName(activeOrigin, EVRInputStringBits.VRInputString_All);
}
return null;
}
}
public interface ISteamVR_Action_In : ISteamVR_Action, ISteamVR_Action_In_Source
{
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Updates the data for all the input sources the system has detected need to be updated.
/// </summary>
void UpdateValues();
/// <summary>
/// The name of the component on the render model that caused the action to be updated (not localized)
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
string GetRenderModelComponentName(SteamVR_Input_Sources inputSource);
/// <summary>
/// The input source that triggered the action to be updated last
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
SteamVR_Input_Sources GetActiveDevice(SteamVR_Input_Sources inputSource);
/// <summary>
/// Gets the device index for the controller this action is bound to. This can be used for render models or the pose tracking system.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
uint GetDeviceIndex(SteamVR_Input_Sources inputSource);
/// <summary>
/// Indicates whether or not the data for this action and specified input source has changed since the last update. Determined by SteamVR or 'changeTolerance'.
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
bool GetChanged(SteamVR_Input_Sources inputSource);
/// <summary>
/// Gets the localized name of the device that the action corresponds to. Include as many EVRInputStringBits as you want to add to the localized string
/// </summary>
/// <param name="inputSource"></param>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. ex: "Left Hand". </description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand. ex: "Vive Controller". </description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. ex: "Trackpad". </description></item>
/// <item><description>VRInputString_All - All of the above. ex: "Left Hand Vive Controller Trackpad". </description></item>
/// </list>
/// </param>
string GetLocalizedOriginPart(SteamVR_Input_Sources inputSource, params EVRInputStringBits[] localizedParts);
/// <summary>
/// Gets the localized full name of the device that the action was updated by. ex: "Left Hand Vive Controller Trackpad"
/// </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
string GetLocalizedOrigin(SteamVR_Input_Sources inputSource);
}
public interface ISteamVR_Action_In_Source : ISteamVR_Action_Source
{
/// <summary>Returns true if the action has been changed in the most recent update</summary>
bool changed { get; }
/// <summary>Returns true if the action was changed for the previous update cycle</summary>
bool lastChanged { get; }
/// <summary>The Time.realtimeSinceStartup that this action was last changed.</summary>
float changedTime { get; }
/// <summary>The time the action was updated (Time.realtimeSinceStartup)</summary>
float updateTime { get; }
/// <summary>The handle to the component that triggered the action to be changed</summary>
ulong activeOrigin { get; }
/// <summary>The handle to the component that triggered the action to be changed in the previous update</summary>
ulong lastActiveOrigin { get; }
/// <summary>The input source that triggered the action to be updated</summary>
SteamVR_Input_Sources activeDevice { get; }
/// <summary>The device index (used by Render Models) used by the device that triggered the action to be updated</summary>
uint trackedDeviceIndex { get; }
/// <summary>The name of the component on the render model that caused the action to be updated (not localized)</summary>
string renderModelComponentName { get; }
/// <summary>Gets the localized full name of the device that the action was updated by. ex: "Left Hand Vive Controller Trackpad"</summary>
string localizedOriginName { get; }
}
}