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- using System;
- using UnityEngine.InputSystem.Utilities;
- ////REVIEW: nuke this and force raw pointers on all code using events?
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// Pointer to an <see cref="InputEvent"/>. Makes it easier to work with InputEvents and hides
- /// the unsafe operations necessary to work with them.
- /// </summary>
- /// <remarks>
- /// Note that event pointers generally refer to event buffers that are continually reused. This means
- /// that event pointers should not be held on to. Instead, to hold onto event data, manually copy
- /// an event to a buffer.
- /// </remarks>
- public unsafe struct InputEventPtr : IEquatable<InputEventPtr>
- {
- // C# does not allow us to have pointers to structs that have managed data members. Since
- // this can't be guaranteed for generic type parameters, they can't be used with pointers.
- // This is why we cannot make InputEventPtr generic or have a generic method that returns
- // a pointer to a specific type of event.
- private readonly InputEvent* m_EventPtr;
- /// <summary>
- /// Initialize the pointer to refer to the given event.
- /// </summary>
- /// <param name="eventPtr">Pointer to an event. Can be <c>null</c>.</param>
- public InputEventPtr(InputEvent* eventPtr)
- {
- m_EventPtr = eventPtr;
- }
- /// <summary>
- /// Whether the pointer is not <c>null</c>.
- /// </summary>
- /// <value>True if the struct refers to an event.</value>
- public bool valid => m_EventPtr != null;
- /// <summary>
- ///
- /// </summary>
- /// <exception cref="InvalidOperationException"></exception>
- public bool handled
- {
- get
- {
- if (!valid)
- return false;
- return m_EventPtr->handled;
- }
- set
- {
- if (!valid)
- throw new InvalidOperationException("The InputEventPtr is not valid.");
- m_EventPtr->handled = value;
- }
- }
- public int id
- {
- get
- {
- if (!valid)
- return 0;
- return m_EventPtr->eventId;
- }
- set
- {
- if (!valid)
- throw new InvalidOperationException("The InputEventPtr is not valid.");
- m_EventPtr->eventId = value;
- }
- }
- public FourCC type
- {
- get
- {
- if (!valid)
- return new FourCC();
- return m_EventPtr->type;
- }
- }
- public uint sizeInBytes
- {
- get
- {
- if (!valid)
- return 0;
- return m_EventPtr->sizeInBytes;
- }
- }
- public int deviceId
- {
- get
- {
- if (!valid)
- return InputDevice.InvalidDeviceId;
- return m_EventPtr->deviceId;
- }
- set
- {
- if (!valid)
- throw new InvalidOperationException("The InputEventPtr is not valid.");
- m_EventPtr->deviceId = value;
- }
- }
- public double time
- {
- get => valid ? m_EventPtr->time : 0.0;
- set
- {
- if (!valid)
- throw new InvalidOperationException("The InputEventPtr is not valid.");
- m_EventPtr->time = value;
- }
- }
- internal double internalTime
- {
- get => valid ? m_EventPtr->internalTime : 0.0;
- set
- {
- if (!valid)
- throw new InvalidOperationException("The InputEventPtr is not valid.");
- m_EventPtr->internalTime = value;
- }
- }
- public InputEvent* data => m_EventPtr;
- // The stateFormat, stateSizeInBytes, and stateOffset properties are very
- // useful for debugging.
- internal FourCC stateFormat
- {
- get
- {
- if (IsA<StateEvent>())
- return StateEvent.From(this)->stateFormat;
- if (IsA<DeltaStateEvent>())
- return DeltaStateEvent.From(this)->stateFormat;
- throw new InvalidOperationException("Event must be a StateEvent or DeltaStateEvent but is " + this);
- }
- }
- internal uint stateSizeInBytes
- {
- get
- {
- if (IsA<StateEvent>())
- return StateEvent.From(this)->stateSizeInBytes;
- if (IsA<DeltaStateEvent>())
- return DeltaStateEvent.From(this)->deltaStateSizeInBytes;
- throw new InvalidOperationException("Event must be a StateEvent or DeltaStateEvent but is " + this);
- }
- }
- internal uint stateOffset
- {
- get
- {
- if (IsA<DeltaStateEvent>())
- return DeltaStateEvent.From(this)->stateOffset;
- throw new InvalidOperationException("Event must be a DeltaStateEvent but is " + this);
- }
- }
- public bool IsA<TOtherEvent>()
- where TOtherEvent : struct, IInputEventTypeInfo
- {
- if (m_EventPtr == null)
- return false;
- // NOTE: Important to say `default` instead of `new TOtherEvent()` here. The latter will result in a call to
- // `Activator.CreateInstance` on Mono and thus allocate GC memory.
- TOtherEvent otherEvent = default;
- return m_EventPtr->type == otherEvent.typeStatic;
- }
- // NOTE: It is your responsibility to know *if* there actually another event following this one in memory.
- public InputEventPtr Next()
- {
- if (!valid)
- return new InputEventPtr();
- return new InputEventPtr(InputEvent.GetNextInMemory(m_EventPtr));
- }
- public override string ToString()
- {
- if (!valid)
- return "null";
- // il2cpp has a bug which makes builds fail if this is written as 'return m_EventPtr->ToString()'.
- // Gives an error about "trying to constrain an invalid type".
- // Writing it as a two-step operation like here makes it build cleanly.
- var eventPtr = *m_EventPtr;
- return eventPtr.ToString();
- }
- /// <summary>
- /// Return the plain pointer wrapped around by the struct.
- /// </summary>
- /// <returns>A plain pointer. Can be <c>null</c>.</returns>
- public InputEvent* ToPointer()
- {
- return this;
- }
- public bool Equals(InputEventPtr other)
- {
- return m_EventPtr == other.m_EventPtr || InputEvent.Equals(m_EventPtr, other.m_EventPtr);
- }
- public override bool Equals(object obj)
- {
- if (ReferenceEquals(null, obj))
- return false;
- return obj is InputEventPtr ptr && Equals(ptr);
- }
- public override int GetHashCode()
- {
- return unchecked((int)(long)m_EventPtr);
- }
- public static bool operator==(InputEventPtr left, InputEventPtr right)
- {
- return left.m_EventPtr == right.m_EventPtr;
- }
- public static bool operator!=(InputEventPtr left, InputEventPtr right)
- {
- return left.m_EventPtr != right.m_EventPtr;
- }
- public static implicit operator InputEventPtr(InputEvent* eventPtr)
- {
- return new InputEventPtr(eventPtr);
- }
- public static InputEventPtr From(InputEvent* eventPtr)
- {
- return new InputEventPtr(eventPtr);
- }
- public static implicit operator InputEvent*(InputEventPtr eventPtr)
- {
- return eventPtr.data;
- }
- // Make annoying Microsoft code analyzer happy.
- public static InputEvent* FromInputEventPtr(InputEventPtr eventPtr)
- {
- return eventPtr.data;
- }
- }
- }
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