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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>
- /// 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);
- }
- /// <summary>
- /// Returns a string for the type of controller that was being used the last time the action was triggered. Common types:
- /// vive_controller, oculus_touch, knuckles, vive_cosmos_controller, logitech_stylus
- /// </summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public string GetControllerType(SteamVR_Input_Sources inputSource)
- {
- return SteamVR.instance.GetStringProperty(ETrackedDeviceProperty.Prop_ControllerType_String, GetDeviceIndex(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; }
- }
- }
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