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//======= 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>
/// An analog action with two values generally from -1 to 1. Also provides a delta since the last update.
/// </summary>
public class SteamVR_Action_Vector2 : SteamVR_Action_In<SteamVR_Action_Vector2_Source_Map, SteamVR_Action_Vector2_Source>, ISteamVR_Action_Vector2, ISerializationCallbackReceiver { public delegate void AxisHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta); public delegate void ActiveChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, bool active); public delegate void ChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta); public delegate void UpdateHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta);
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the axis changes by more than the specified changeTolerance</summary>
public event ChangeHandler onChange { add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the action is updated</summary>
public event UpdateHandler onUpdate { add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event will fire whenever the Vector2 value of the action is non-zero</summary>
public event AxisHandler onAxis { add { sourceMap[SteamVR_Input_Sources.Any].onAxis += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onAxis -= value; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state (ActionSet active and binding active) changes</summary>
public event ActiveChangeHandler onActiveChange { add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state of the binding changes</summary>
public event ActiveChangeHandler onActiveBindingChange { add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The current Vector2 value of the action.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 axis { get { return sourceMap[SteamVR_Input_Sources.Any].axis; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value of the action from the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 lastAxis { get { return sourceMap[SteamVR_Input_Sources.Any].lastAxis; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value difference between this update and the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 delta { get { return sourceMap[SteamVR_Input_Sources.Any].delta; } }
/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value difference between the previous update and update before that.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 lastDelta { get { return sourceMap[SteamVR_Input_Sources.Any].lastDelta; } }
public SteamVR_Action_Vector2() { }
/// <summary>The current Vector2 value of the action</summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public Vector2 GetAxis(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].axis; }
/// <summary>The Vector2 value difference between this update and the previous update.</summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public Vector2 GetAxisDelta(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].delta; }
/// <summary>The Vector2 value of the action from the previous update.</summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public Vector2 GetLastAxis(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastAxis; }
/// <summary>The Vector2 value difference between the previous update and update before that. </summary>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public Vector2 GetLastAxisDelta(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastDelta; }
/// <summary>Executes a function when the *functional* active state of this action (with the specified inputSource) changes.
/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void AddOnActiveChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveChange += functionToCall; }
/// <summary>Stops executing a function when the *functional* active state of this action (with the specified inputSource) changes.
/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void RemoveOnActiveChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveChange -= functionToStopCalling; }
/// <summary>Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound</summary>
/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveBindingChange += functionToCall; }
/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void RemoveOnActiveBindingChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveBindingChange -= functionToStopCalling; }
/// <summary>Executes a function when the axis changes by more than the specified changeTolerance</summary>
/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void AddOnChangeListener(ChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onChange += functionToCall; }
/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
/// <param name="functionToStopCalling">The local function that you've setup to receive on change events</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void RemoveOnChangeListener(ChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onChange -= functionToStopCalling; }
/// <summary>Executes a function when the state of this action (with the specified inputSource) is updated.</summary>
/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void AddOnUpdateListener(UpdateHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onUpdate += functionToCall; }
/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void RemoveOnUpdateListener(UpdateHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onUpdate -= functionToStopCalling; }
/// <summary>Executes a function when the Vector2 value of the action is non-zero.</summary>
/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void AddOnAxisListener(AxisHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onAxis += functionToCall; }
/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
public void RemoveOnAxisListener(AxisHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onAxis -= functionToStopCalling; }
/// <summary>
/// Removes all listeners, useful for dispose pattern
/// </summary>
public void RemoveAllListeners(SteamVR_Input_Sources input_Sources) { sourceMap[input_Sources].RemoveAllListeners(); }
void ISerializationCallbackReceiver.OnBeforeSerialize() { }
void ISerializationCallbackReceiver.OnAfterDeserialize() { InitAfterDeserialize(); } }
/// <summary>
/// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
/// </summary>
public class SteamVR_Action_Vector2_Source_Map : SteamVR_Action_In_Source_Map<SteamVR_Action_Vector2_Source> { }
public class SteamVR_Action_Vector2_Source : SteamVR_Action_In_Source, ISteamVR_Action_Vector2 { protected static uint actionData_size = 0;
/// <summary>The amount the axis needs to change before a change is detected</summary>
public float changeTolerance = Mathf.Epsilon;
/// <summary>Event fires when the value of the action is non-zero</summary>
public event SteamVR_Action_Vector2.AxisHandler onAxis;
/// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveChange;
/// <summary>Event fires when the active state of the binding changes</summary>
public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveBindingChange;
/// <summary>This event fires whenever the axis changes by more than the specified changeTolerance</summary>
public event SteamVR_Action_Vector2.ChangeHandler onChange;
/// <summary>Event fires when the action is updated</summary>
public event SteamVR_Action_Vector2.UpdateHandler onUpdate;
/// <summary>The current Vector2 value of the action.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 axis { get; protected set; }
/// <summary>The Vector2 value of the action from the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 lastAxis { get; protected set; }
/// <summary>The Vector2 value difference between this update and the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 delta { get; protected set; }
/// <summary>The Vector2 value difference between the previous update and update before that.
/// Note: Will only return non-zero if the action is also active.</summary>
public Vector2 lastDelta { get; protected set; }
/// <summary>If the Vector2 value of this action has changed more than the changeTolerance since the last update</summary>
public override bool changed { get; protected set; }
/// <summary>If the Vector2 value of this action has changed more than the changeTolerance between the previous update and the update before that</summary>
public override bool lastChanged { get; protected set; }
/// <summary>The handle to the origin of the component that was used to update the value for this action</summary>
public override ulong activeOrigin { get { if (active) return actionData.activeOrigin;
return 0; } }
/// <summary>The handle to the origin of the component that was used to update the value for this action (for the previous update)</summary>
public override ulong lastActiveOrigin { get { return lastActionData.activeOrigin; } }
/// <summary>Returns true if this action is bound and the ActionSet is active</summary>
public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } }
/// <summary>Returns true if the action is bound</summary>
public override bool activeBinding { get { return actionData.bActive; } }
/// <summary>Returns true if the action was bound and the ActionSet was active during the previous update</summary>
public override bool lastActive { get; protected set; }
/// <summary>Returns true if the action was bound during the previous update</summary>
public override bool lastActiveBinding { get { return lastActionData.bActive; } }
protected InputAnalogActionData_t actionData = new InputAnalogActionData_t(); protected InputAnalogActionData_t lastActionData = new InputAnalogActionData_t();
protected SteamVR_Action_Vector2 vector2Action;
/// <summary>
/// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR has been initialized.
/// </summary>
public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource) { base.Preinitialize(wrappingAction, forInputSource); vector2Action = (SteamVR_Action_Vector2)wrappingAction; }
/// <summary>
/// <strong>[Should not be called by user code]</strong>
/// Initializes the handle for the inputSource, the action data size, and any other related SteamVR data.
/// </summary>
public override void Initialize() { base.Initialize();
if (actionData_size == 0) actionData_size = (uint)Marshal.SizeOf(typeof(InputAnalogActionData_t)); } /// <summary>
/// Removes all listeners, useful for dispose pattern
/// </summary>
public void RemoveAllListeners() { Delegate[] delegates;
if (onAxis != null) { delegates = onAxis.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onAxis -= (SteamVR_Action_Vector2.AxisHandler)existingDelegate; }
if (onUpdate != null) { delegates = onUpdate.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onUpdate -= (SteamVR_Action_Vector2.UpdateHandler)existingDelegate; }
if (onChange != null) { delegates = onChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onChange -= (SteamVR_Action_Vector2.ChangeHandler)existingDelegate; } }
/// <summary><strong>[Should not be called by user code]</strong>
/// Updates the data for this action and this input source. Sends related events.
/// </summary>
public override void UpdateValue() { lastActionData = actionData; lastActive = active; lastAxis = axis; lastDelta = delta;
EVRInputError err = OpenVR.Input.GetAnalogActionData(handle, ref actionData, actionData_size, SteamVR_Input_Source.GetHandle(inputSource)); if (err != EVRInputError.None) Debug.LogError("<b>[SteamVR]</b> GetAnalogActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString());
updateTime = Time.realtimeSinceStartup; axis = new Vector2(actionData.x, actionData.y); delta = new Vector2(actionData.deltaX, actionData.deltaY);
changed = false;
if (active) { if (delta.magnitude > changeTolerance) { changed = true; changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime; //fUpdateTime is the time from the time the action was called that the action changed
if (onChange != null) onChange.Invoke(vector2Action, inputSource, axis, delta); }
if (axis != Vector2.zero) { if (onAxis != null) onAxis.Invoke(vector2Action, inputSource, axis, delta); }
if (onUpdate != null) { onUpdate.Invoke(vector2Action, inputSource, axis, delta); } }
if (onActiveBindingChange != null && lastActiveBinding != activeBinding) onActiveBindingChange.Invoke(vector2Action, inputSource, activeBinding);
if (onActiveChange != null && lastActive != active) onActiveChange.Invoke(vector2Action, inputSource, activeBinding); } }
public interface ISteamVR_Action_Vector2 : ISteamVR_Action_In_Source { /// <summary>The current float value of the action.
/// Note: Will only return non-zero if the action is also active.</summary>
Vector2 axis { get; }
/// <summary>The float value of the action from the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
Vector2 lastAxis { get; }
/// <summary>The float value difference between this update and the previous update.
/// Note: Will only return non-zero if the action is also active.</summary>
Vector2 delta { get; }
/// <summary>The float value difference between the previous update and update before that.
/// Note: Will only return non-zero if the action is also active.</summary>
Vector2 lastDelta { get; } }}
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