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