using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
////TODO: option to allow to constrain mouse input to the screen area (i.e. no input once mouse leaves player window)
namespace UnityEngine.InputSystem.LowLevel
{
///
/// Combine a single pointer with buttons and a scroll wheel.
///
// IMPORTANT: State layout must match with MouseInputState in native.
[StructLayout(LayoutKind.Explicit, Size = 30)]
public struct MouseState : IInputStateTypeInfo
{
///
/// Memory format identifier for MouseState.
///
/// Returns "MOUS".
///
public static FourCC Format => new FourCC('M', 'O', 'U', 'S');
///
/// Screen-space position of the mouse in pixels.
///
/// Position of mouse on screen.
///
[InputControl(usage = "Point")]
[FieldOffset(0)]
public Vector2 position;
///
/// Screen-space motion delta of the mouse in pixels.
///
/// Mouse movement.
///
[InputControl(usage = "Secondary2DMotion")]
[FieldOffset(8)]
public Vector2 delta;
////REVIEW: have half-axis buttons on the scroll axes? (up, down, left, right)
///
/// Scroll-wheel delta of the mouse.
///
/// Scroll wheel delta.
///
[InputControl(displayName = "Scroll")]
[InputControl(name = "scroll/x", aliases = new[] { "horizontal" }, usage = "ScrollHorizontal", displayName = "Left/Right")]
[InputControl(name = "scroll/y", aliases = new[] { "vertical" }, usage = "ScrollVertical", displayName = "Up/Down", shortDisplayName = "Wheel")]
[FieldOffset(16)]
public Vector2 scroll;
///
/// Button mask for which buttons on the mouse are currently pressed.
///
/// Button state mask.
///
///
///
///
///
///
[InputControl(name = "press", useStateFrom = "leftButton", synthetic = true, usages = new string[0])]
[InputControl(name = "leftButton", layout = "Button", bit = (int)MouseButton.Left, usage = "PrimaryAction", displayName = "Left Button", shortDisplayName = "LMB")]
[InputControl(name = "rightButton", layout = "Button", bit = (int)MouseButton.Right, usage = "SecondaryAction", displayName = "Right Button", shortDisplayName = "RMB")]
[InputControl(name = "middleButton", layout = "Button", bit = (int)MouseButton.Middle, displayName = "Middle Button", shortDisplayName = "MMB")]
[InputControl(name = "forwardButton", layout = "Button", bit = (int)MouseButton.Forward, usage = "Forward", displayName = "Forward")]
[InputControl(name = "backButton", layout = "Button", bit = (int)MouseButton.Back, usage = "Back", displayName = "Back")]
[FieldOffset(24)]
// "Park" all the controls that are common to pointers but aren't use for mice such that they get
// appended to the end of device state where they will always have default values.
////FIXME: InputDeviceBuilder will get fooled and set up an incorrect state layout if we don't force this to VEC2; InputControlLayout will
//// "infer" USHT as the format which will then end up with a layout where two 4 byte float controls are "packed" into a 16bit sized parent;
//// in other words, setting VEC2 here manually should *not* be necessary
[InputControl(name = "pressure", layout = "Axis", usage = "Pressure", offset = InputStateBlock.AutomaticOffset, format = "FLT", sizeInBits = 32)]
[InputControl(name = "radius", layout = "Vector2", usage = "Radius", offset = InputStateBlock.AutomaticOffset, format = "VEC2", sizeInBits = 64)]
[InputControl(name = "pointerId", layout = "Digital", format = "BIT", sizeInBits = 1, offset = InputStateBlock.AutomaticOffset)] // Will stay at 0.
public ushort buttons;
// Not currently used, but still needed in this struct for padding,
// as il2cpp does not implement FieldOffset.
[FieldOffset(26)]
ushort displayIndex;
///
/// Number of clicks performed in succession.
///
/// Successive click count.
///
[InputControl(layout = "Integer", displayName = "Click Count", synthetic = true)]
[FieldOffset(28)]
public ushort clickCount;
///
/// Set the button mask for the given button.
///
/// Button whose state to set.
/// Whether to set the bit on or off.
/// The same MouseState with the change applied.
///
public MouseState WithButton(MouseButton button, bool state = true)
{
var bit = 1 << (int)button;
if (state)
buttons |= (ushort)bit;
else
buttons &= (ushort)~bit;
return this;
}
///
/// Returns .
///
///
public FourCC format => Format;
}
///
/// Button indices for .
///
public enum MouseButton
{
///
/// Left mouse button.
///
///
Left,
///
/// Right mouse button.
///
///
Right,
///
/// Middle mouse button.
///
///
Middle,
///
/// Second side button.
///
///
Forward,
///
/// First side button.
///
///
Back
}
}
namespace UnityEngine.InputSystem
{
///
/// An input device representing a mouse.
///
///
/// Adds a scroll wheel and a typical 3-button setup with a left, middle, and right
/// button.
///
/// To control cursor display and behavior, use .
///
[InputControlLayout(stateType = typeof(MouseState), isGenericTypeOfDevice = true)]
[Scripting.Preserve]
public class Mouse : Pointer, IInputStateCallbackReceiver
{
///
/// The horizontal and vertical scroll wheels.
///
/// Control representing the mouse scroll wheels.
///
/// The x component corresponds to the horizontal scroll wheel, the
/// y component to the vertical scroll wheel. Most mice do not have
/// horizontal scroll wheels and will thus only see activity on y.
///
public Vector2Control scroll { get; private set; }
///
/// The left mouse button.
///
/// Control representing the left mouse button.
public ButtonControl leftButton { get; private set; }
///
/// The middle mouse button.
///
/// Control representing the middle mouse button.
public ButtonControl middleButton { get; private set; }
///
/// The right mouse button.
///
/// Control representing the right mouse button.
public ButtonControl rightButton { get; private set; }
///
/// The first side button, often labeled/used as "back".
///
/// Control representing the back button on the mouse.
///
/// On Windows, this corresponds to RI_MOUSE_BUTTON_4.
///
public ButtonControl backButton { get; private set; }
///
/// The second side button, often labeled/used as "forward".
///
/// Control representing the forward button on the mouse.
///
/// On Windows, this corresponds to RI_MOUSE_BUTTON_5.
///
public ButtonControl forwardButton { get; private set; }
///
/// Number of times any of the mouse buttons has been clicked in succession within
/// the system-defined click time threshold.
///
/// Control representing the mouse click count.
public IntegerControl clickCount { get; private set; }
///
/// The mouse that was added or updated last or null if there is no mouse
/// connected to the system.
///
///
public new static Mouse current { get; private set; }
///
/// Called when the mouse becomes the current mouse.
///
public override void MakeCurrent()
{
base.MakeCurrent();
current = this;
}
///
/// Called when the mouse is added to the system.
///
protected override void OnAdded()
{
base.OnAdded();
if (native && s_PlatformMouseDevice == null)
s_PlatformMouseDevice = this;
}
///
/// Called when the device is removed from the system.
///
protected override void OnRemoved()
{
base.OnRemoved();
if (current == this)
current = null;
}
internal static Mouse s_PlatformMouseDevice;
////REVIEW: how should we handle this being called from EditorWindow's? (where the editor window space processor will turn coordinates automatically into editor window space)
///
/// Move the operating system's mouse cursor.
///
/// New position in player window space.
///
/// The property will not update immediately but rather will update in the
/// next input update.
///
public void WarpCursorPosition(Vector2 position)
{
var command = WarpMousePositionCommand.Create(position);
ExecuteCommand(ref command);
}
///
protected override void FinishSetup()
{
scroll = GetChildControl("scroll");
leftButton = GetChildControl("leftButton");
middleButton = GetChildControl("middleButton");
rightButton = GetChildControl("rightButton");
forwardButton = GetChildControl("forwardButton");
backButton = GetChildControl("backButton");
clickCount = GetChildControl("clickCount");
base.FinishSetup();
}
///
/// Implements for the mouse.
///
protected new void OnNextUpdate()
{
base.OnNextUpdate();
InputState.Change(scroll, Vector2.zero);
}
///
/// Implements for the mouse.
///
///
protected new unsafe void OnStateEvent(InputEventPtr eventPtr)
{
var statePtr = currentStatePtr;
scroll.x.AccumulateValueInEvent(statePtr, eventPtr);
scroll.y.AccumulateValueInEvent(statePtr, eventPtr);
base.OnStateEvent(eventPtr);
}
void IInputStateCallbackReceiver.OnNextUpdate()
{
OnNextUpdate();
}
void IInputStateCallbackReceiver.OnStateEvent(InputEventPtr eventPtr)
{
OnStateEvent(eventPtr);
}
}
}