123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409 |
- //======= 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>
- /// Boolean actions are either true or false. There are a variety of helper events included that will fire for the given input source. They're prefixed with "on".
- /// </summary>
- public class SteamVR_Action_Boolean : SteamVR_Action_In<SteamVR_Action_Boolean_Source_Map, SteamVR_Action_Boolean_Source>, ISteamVR_Action_Boolean, ISerializationCallbackReceiver
- {
- public delegate void StateDownHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void StateUpHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void StateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void ActiveChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active);
- public delegate void ChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
- public delegate void UpdateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever a state changes from false to true or true to false</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 fires whenever the boolean action is true and gets updated</summary>
- public event StateHandler onState
- { add { sourceMap[SteamVR_Input_Sources.Any].onState += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onState -= value; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the state of the boolean action has changed from false to true in the most recent update</summary>
- public event StateDownHandler onStateDown
- { add { sourceMap[SteamVR_Input_Sources.Any].onStateDown += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateDown -= value; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the state of the boolean action has changed from true to false in the most recent update</summary>
- public event StateUpHandler onStateUp
- { add { sourceMap[SteamVR_Input_Sources.Any].onStateUp += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateUp -= 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 bound 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> True when the boolean action is true</summary>
- public bool state { get { return sourceMap[SteamVR_Input_Sources.Any].state; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True when the boolean action is true and the last state was false</summary>
- public bool stateDown { get { return sourceMap[SteamVR_Input_Sources.Any].stateDown; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True when the boolean action is false and the last state was true</summary>
- public bool stateUp { get { return sourceMap[SteamVR_Input_Sources.Any].stateUp; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> (previous update) True when the boolean action is true</summary>
- public bool lastState { get { return sourceMap[SteamVR_Input_Sources.Any].lastState; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> (previous update) True when the boolean action is true and the last state was false</summary>
- public bool lastStateDown { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateDown; } }
- /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> (previous update) True when the boolean action is false and the last state was true</summary>
- public bool lastStateUp { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateUp; } }
- public SteamVR_Action_Boolean() { }
- /// <summary>Returns true if the value of the action has been changed to true (from false) in the most recent update.</summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public bool GetStateDown(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].stateDown;
- }
- /// <summary>Returns true if the value of the action has been changed to false (from true) in the most recent update.</summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public bool GetStateUp(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].stateUp;
- }
- /// <summary>Returns true if the value of the action (state) is currently true</summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public bool GetState(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].state;
- }
- /// <summary>[For the previous update] Returns true if the value of the action has been set to true (from 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 GetLastStateDown(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].lastStateDown;
- }
- /// <summary>[For the previous update] Returns true if the value of the action has been set to false (from true).</summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public bool GetLastStateUp(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].lastStateUp;
- }
- /// <summary>[For the previous update] Returns true if the value of the action was true.</summary>
- /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
- public bool GetLastState(SteamVR_Input_Sources inputSource)
- {
- return sourceMap[inputSource].lastState;
- }
- /// <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 state of this action (with the specified inputSource) changes</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 state of this action (with the specified inputSource) changes to true (from false).</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 AddOnStateDownListener(StateDownHandler functionToCall, SteamVR_Input_Sources inputSource)
- {
- sourceMap[inputSource].onStateDown += 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 RemoveOnStateDownListener(StateDownHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
- {
- sourceMap[inputSource].onStateDown -= functionToStopCalling;
- }
- /// <summary>Executes a function when the state of this action (with the specified inputSource) changes to false (from true).</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 AddOnStateUpListener(StateUpHandler functionToCall, SteamVR_Input_Sources inputSource)
- {
- sourceMap[inputSource].onStateUp += functionToCall;
- }
- /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
- /// <param name="functionToStopCalling">The local function that you've setup to receive 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 RemoveOnStateUpListener(StateUpHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
- {
- sourceMap[inputSource].onStateUp -= functionToStopCalling;
- }
- void ISerializationCallbackReceiver.OnBeforeSerialize()
- {
- }
- void ISerializationCallbackReceiver.OnAfterDeserialize()
- {
- InitAfterDeserialize();
- }
- }
- public class SteamVR_Action_Boolean_Source_Map : SteamVR_Action_In_Source_Map<SteamVR_Action_Boolean_Source>
- {
- }
- public class SteamVR_Action_Boolean_Source : SteamVR_Action_In_Source, ISteamVR_Action_Boolean
- {
- protected static uint actionData_size = 0;
- /// <summary>Event fires when the state of the action changes from false to true</summary>
- public event SteamVR_Action_Boolean.StateDownHandler onStateDown;
- /// <summary>Event fires when the state of the action changes from true to false</summary>
- public event SteamVR_Action_Boolean.StateUpHandler onStateUp;
- /// <summary>Event fires when the state of the action is true and the action gets updated</summary>
- public event SteamVR_Action_Boolean.StateHandler onState;
- /// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
- public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveChange;
- /// <summary>Event fires when the active state of the binding changes</summary>
- public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveBindingChange;
- /// <summary>Event fires when the state of the action changes from false to true or true to false</summary>
- public event SteamVR_Action_Boolean.ChangeHandler onChange;
- /// <summary>Event fires when the action is updated</summary>
- public event SteamVR_Action_Boolean.UpdateHandler onUpdate;
- /// <summary>The current value of the boolean action. Note: Will only return true if the action is also active.</summary>
- public bool state { get { return active && actionData.bState; } }
- /// <summary>True when the action's state changes from false to true. Note: Will only return true if the action is also active.</summary>
- /// <remarks>Will only return true if the action is also active.</remarks>
- public bool stateDown { get { return active && actionData.bState && actionData.bChanged; } }
- /// <summary>True when the action's state changes from true to false. Note: Will only return true if the action is also active.</summary>
- /// <remarks>Will only return true if the action is also active.</remarks>
- public bool stateUp { get { return active && actionData.bState == false && actionData.bChanged; } }
- /// <summary>True when the action's state changed during the most recent update. Note: Will only return true if the action is also active.</summary>
- /// <remarks>ActionSet is ignored since get is coming from the native struct.</remarks>
- public override bool changed { get { return active && actionData.bChanged; } protected set { } }
- /// <summary>The value of the action's 'state' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- public bool lastState { get { return lastActionData.bState; } }
- /// <summary>The value of the action's 'stateDown' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- public bool lastStateDown { get { return lastActionData.bState && lastActionData.bChanged; } }
- /// <summary>The value of the action's 'stateUp' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- public bool lastStateUp { get { return lastActionData.bState == false && lastActionData.bChanged; } }
- /// <summary>The value of the action's 'changed' during the previous update</summary>
- /// <remarks>Always returns the previous update state. Set is ignored since get is coming from the native struct.</remarks>
- public override bool lastChanged { get { return lastActionData.bChanged; } 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 InputDigitalActionData_t actionData = new InputDigitalActionData_t();
- protected InputDigitalActionData_t lastActionData = new InputDigitalActionData_t();
- protected SteamVR_Action_Boolean booleanAction;
- /// <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);
- booleanAction = (SteamVR_Action_Boolean)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(InputDigitalActionData_t));
- }
- /// <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;
- EVRInputError err = OpenVR.Input.GetDigitalActionData(action.handle, ref actionData, actionData_size, inputSourceHandle);
- if (err != EVRInputError.None)
- Debug.LogError("<b>[SteamVR]</b> GetDigitalActionData error (" + action.fullPath + "): " + err.ToString() + " handle: " + action.handle.ToString());
- if (changed)
- changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime;
- updateTime = Time.realtimeSinceStartup;
- if (active)
- {
- if (onStateDown != null && stateDown)
- onStateDown.Invoke(booleanAction, inputSource);
- if (onStateUp != null && stateUp)
- onStateUp.Invoke(booleanAction, inputSource);
- if (onState != null && state)
- onState.Invoke(booleanAction, inputSource);
- if (onChange != null && changed)
- onChange.Invoke(booleanAction, inputSource, state);
- if (onUpdate != null)
- onUpdate.Invoke(booleanAction, inputSource, state);
- }
- if (onActiveBindingChange != null && lastActiveBinding != activeBinding)
- onActiveBindingChange.Invoke(booleanAction, inputSource, activeBinding);
- if (onActiveChange != null && lastActive != active)
- onActiveChange.Invoke(booleanAction, inputSource, activeBinding);
- }
- }
- public interface ISteamVR_Action_Boolean : ISteamVR_Action_In_Source
- {
- /// <summary>The current value of the boolean action. Note: Will only return true if the action is also active.</summary>
- bool state { get; }
- /// <summary>True when the action's state changes from false to true. Note: Will only return true if the action is also active.</summary>
- bool stateDown { get; }
- /// <summary>True when the action's state changes from true to false. Note: Will only return true if the action is also active.</summary>
- bool stateUp { get; }
- /// <summary>The value of the action's 'state' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- bool lastState { get; }
- /// <summary>The value of the action's 'stateDown' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- bool lastStateDown { get; }
- /// <summary>The value of the action's 'stateUp' during the previous update</summary>
- /// <remarks>Always returns the previous update state</remarks>
- bool lastStateUp { get; }
- }
- }
|