//======= Copyright (c) Valve Corporation, All rights reserved. =============== using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using UnityEngine.Events; namespace Valve.VR { /// <summary> /// SteamVR_Behaviour_Single simplifies the use of single actions. It gives an event to subscribe to for when the action has changed. /// </summary> public class SteamVR_Behaviour_Single : MonoBehaviour { /// <summary>The single action to get data from.</summary> public SteamVR_Action_Single singleAction; /// <summary>The device this action applies to. Any if the action is not device specific.</summary> [Tooltip("The device this action should apply to. Any if the action is not device specific.")] public SteamVR_Input_Sources inputSource; /// <summary>Unity event that Fires whenever the action's value has changed since the last update.</summary> [Tooltip("Fires whenever the action's value has changed since the last update.")] public SteamVR_Behaviour_SingleEvent onChange; /// <summary>Unity event that Fires whenever the action's value has been updated</summary> [Tooltip("Fires whenever the action's value has been updated.")] public SteamVR_Behaviour_SingleEvent onUpdate; /// <summary>Unity event that Fires whenever the action's value has been updated and is non-zero</summary> [Tooltip("Fires whenever the action's value has been updated and is non-zero.")] public SteamVR_Behaviour_SingleEvent onAxis; /// <summary>C# event that fires whenever the action's value has changed since the last update.</summary> public ChangeHandler onChangeEvent; /// <summary>C# event that fires whenever the action's value has been updated</summary> public UpdateHandler onUpdateEvent; /// <summary>C# event that fires whenever the action's value has been updated and is non-zero</summary> public AxisHandler onAxisEvent; /// <summary>Returns whether this action is bound and the action set is active</summary> public bool isActive { get { return singleAction.GetActive(inputSource); } } protected virtual void OnEnable() { if (singleAction == null) { Debug.LogError("[SteamVR] Single action not set.", this); return; } AddHandlers(); } protected virtual void OnDisable() { RemoveHandlers(); } protected void AddHandlers() { singleAction[inputSource].onUpdate += SteamVR_Behaviour_Single_OnUpdate; singleAction[inputSource].onChange += SteamVR_Behaviour_Single_OnChange; singleAction[inputSource].onAxis += SteamVR_Behaviour_Single_OnAxis; } protected void RemoveHandlers() { if (singleAction != null) { singleAction[inputSource].onUpdate -= SteamVR_Behaviour_Single_OnUpdate; singleAction[inputSource].onChange -= SteamVR_Behaviour_Single_OnChange; singleAction[inputSource].onAxis -= SteamVR_Behaviour_Single_OnAxis; } } private void SteamVR_Behaviour_Single_OnUpdate(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta) { if (onUpdate != null) { onUpdate.Invoke(this, fromSource, newAxis, newDelta); } if (onUpdateEvent != null) { onUpdateEvent.Invoke(this, fromSource, newAxis, newDelta); } } private void SteamVR_Behaviour_Single_OnChange(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta) { if (onChange != null) { onChange.Invoke(this, fromSource, newAxis, newDelta); } if (onChangeEvent != null) { onChangeEvent.Invoke(this, fromSource, newAxis, newDelta); } } private void SteamVR_Behaviour_Single_OnAxis(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta) { if (onAxis != null) { onAxis.Invoke(this, fromSource, newAxis, newDelta); } if (onAxisEvent != null) { onAxisEvent.Invoke(this, fromSource, newAxis, newDelta); } } /// <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 (singleAction != null) return singleAction.GetLocalizedOriginPart(inputSource, localizedParts); return null; } public delegate void AxisHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta); public delegate void ChangeHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta); public delegate void UpdateHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta); } }