123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192 |
- using System;
- using System.Collections.Generic;
- using System.Linq;
- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- using System.Text;
- using UnityEngine;
- using UnityEngine.Events;
- namespace Valve.VR
- {
- /// <summary>
- /// This component simplifies using boolean actions.
- /// <para>Provides editor accessible events: OnPress, OnPressDown, OnPressUp, OnChange, and OnUpdate.</para>
- /// <para>Provides script accessible events: OnPressEvent, OnPressDownEvent, OnPressUpEvent, OnChangeEvent, and OnUpdateEvent.</para>
- /// </summary>
- public class SteamVR_Behaviour_Boolean : MonoBehaviour
- {
- [Tooltip("The SteamVR boolean action that this component should use")]
- public SteamVR_Action_Boolean booleanAction;
- [Tooltip("The device this action should apply to. Any if the action is not device specific.")]
- public SteamVR_Input_Sources inputSource;
- /// <summary>This UnityEvent fires whenever a change happens in the action</summary>
- public SteamVR_Behaviour_BooleanEvent onChange;
- /// <summary>This C# event fires whenever a change happens in the action</summary>
- public event ChangeHandler onChangeEvent;
- /// <summary>This UnityEvent fires whenever the action is updated</summary>
- public SteamVR_Behaviour_BooleanEvent onUpdate;
- /// <summary>This C# event fires whenever the action is updated</summary>
- public event UpdateHandler onUpdateEvent;
- /// <summary>This UnityEvent will fire whenever the boolean action is true and gets updated</summary>
- public SteamVR_Behaviour_BooleanEvent onPress;
- /// <summary>This C# event will fire whenever the boolean action is true and gets updated</summary>
- public event StateHandler onPressEvent;
- /// <summary>This UnityEvent will fire whenever the boolean action has changed from false to true in the last update</summary>
- public SteamVR_Behaviour_BooleanEvent onPressDown;
- /// <summary>This C# event will fire whenever the boolean action has changed from false to true in the last update</summary>
- public event StateDownHandler onPressDownEvent;
- /// <summary>This UnityEvent will fire whenever the boolean action has changed from true to false in the last update</summary>
- public SteamVR_Behaviour_BooleanEvent onPressUp;
- /// <summary>This C# event will fire whenever the boolean action has changed from true to false in the last update</summary>
- public event StateUpHandler onPressUpEvent;
- /// <summary>Returns true if this action is currently bound and its action set is active</summary>
- public bool isActive { get { return booleanAction[inputSource].active; } }
- /// <summary>Returns the action set that this action is in.</summary>
- public SteamVR_ActionSet actionSet { get { if (booleanAction != null) return booleanAction.actionSet; else return null; } }
-
- protected virtual void OnEnable()
- {
- if (booleanAction == null)
- {
- Debug.LogError("[SteamVR] Boolean action not set.", this);
- return;
- }
- AddHandlers();
- }
- protected virtual void OnDisable()
- {
- RemoveHandlers();
- }
- protected void AddHandlers()
- {
- booleanAction[inputSource].onUpdate += SteamVR_Behaviour_Boolean_OnUpdate;
- booleanAction[inputSource].onChange += SteamVR_Behaviour_Boolean_OnChange;
- booleanAction[inputSource].onState += SteamVR_Behaviour_Boolean_OnState;
- booleanAction[inputSource].onStateDown += SteamVR_Behaviour_Boolean_OnStateDown;
- booleanAction[inputSource].onStateUp += SteamVR_Behaviour_Boolean_OnStateUp;
- }
- protected void RemoveHandlers()
- {
- if (booleanAction != null)
- {
- booleanAction[inputSource].onUpdate -= SteamVR_Behaviour_Boolean_OnUpdate;
- booleanAction[inputSource].onChange -= SteamVR_Behaviour_Boolean_OnChange;
- booleanAction[inputSource].onState -= SteamVR_Behaviour_Boolean_OnState;
- booleanAction[inputSource].onStateDown -= SteamVR_Behaviour_Boolean_OnStateDown;
- booleanAction[inputSource].onStateUp -= SteamVR_Behaviour_Boolean_OnStateUp;
- }
- }
- private void SteamVR_Behaviour_Boolean_OnStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
- {
- if (onPressUp != null)
- {
- onPressUp.Invoke(this, fromSource, false);
- }
- if (onPressUpEvent != null)
- {
- onPressUpEvent.Invoke(this, fromSource);
- }
- }
- private void SteamVR_Behaviour_Boolean_OnStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
- {
- if (onPressDown != null)
- {
- onPressDown.Invoke(this, fromSource, true);
- }
- if (onPressDownEvent != null)
- {
- onPressDownEvent.Invoke(this, fromSource);
- }
- }
- private void SteamVR_Behaviour_Boolean_OnState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
- {
- if (onPress != null)
- {
- onPress.Invoke(this, fromSource, true);
- }
- if (onPressEvent != null)
- {
- onPressEvent.Invoke(this, fromSource);
- }
- }
- private void SteamVR_Behaviour_Boolean_OnUpdate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
- {
- if (onUpdate != null)
- {
- onUpdate.Invoke(this, fromSource, newState);
- }
- if (onUpdateEvent != null)
- {
- onUpdateEvent.Invoke(this, fromSource, newState);
- }
- }
- private void SteamVR_Behaviour_Boolean_OnChange(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
- {
- if (onChange != null)
- {
- onChange.Invoke(this, fromSource, newState);
- }
- if (onChangeEvent != null)
- {
- onChangeEvent.Invoke(this, fromSource, newState);
- }
- }
- /// <summary>
- /// Gets the localized name of the device that the action corresponds to.
- /// </summary>
- /// <param name="localizedParts">
- /// <list type="bullet">
- /// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
- /// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
- /// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
- /// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
- /// </list>
- /// </param>
- public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
- {
- if (booleanAction != null)
- return booleanAction.GetLocalizedOriginPart(inputSource, localizedParts);
- return null;
- }
- public delegate void StateDownHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void StateUpHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void StateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
- public delegate void ActiveChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active);
- public delegate void ChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
- public delegate void UpdateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
- }
- }
|