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- using System;
- using System.Runtime.InteropServices;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine.InputSystem.Utilities;
- using UnityEngineInternal.Input;
- ////REVIEW: can we get rid of the timestamp offsetting in the player and leave that complication for the editor only?
- #if !UNITY_2019_2_OR_NEWER
- // NativeInputEventType/NativeInputEvent are marked obsolete in 19.1, because they are becoming internal in 19.2
- #pragma warning disable 618
- #endif
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// A chunk of memory signaling a data transfer in the input system.
- /// </summary>
- /// <remarks>
- /// Input events are raw memory buffers akin to a byte array. For most uses of the input
- /// system, it is not necessary to be aware of the event stream in the background. Events
- /// are written to the internal event buffer by producers -- usually by the platform-specific
- /// backends sitting in the Unity runtime. Once per fixed or dynamic update (depending on
- /// what <see cref="InputSettings.updateMode"/> is set to), the input system then goes and
- /// flushes out the internal event buffer to process pending events.
- ///
- /// Events may signal general device-related occurrences (such as <see cref="DeviceConfigurationEvent"/>
- /// or <see cref="DeviceRemoveEvent"/>) or they may signal input activity. The latter kind of
- /// event is called "state events". In particular, these events are either <see cref="StateEvent"/>,
- /// only.
- ///
- /// Events are solely focused on input. To effect output on an input device (e.g. haptics
- /// effects), "commands" (see <see cref="InputDeviceCommand"/>) are used.
- ///
- /// Event processing can be listened to using <see cref="InputSystem.onEvent"/>. This callback
- /// will get triggered for each event as it is processed by the input system.
- ///
- /// Note that there is no "routing" mechanism for events, i.e. no mechanism by which the input
- /// system looks for a handler for a specific event. Instead, events represent low-level activity
- /// that the input system directly integrates into the state of its <see cref="InputDevice"/>
- /// instances.
- ///
- /// Each type of event is distinguished by its own <see cref="FourCC"/> type tag. The tag can
- /// be queried from the <see cref="type"/> property.
- ///
- /// Each event will receive a unique ID when queued to the internal event buffer. The ID can
- /// be queried using the <see cref="eventId"/> property. Over the lifetime of the input system,
- /// no two events will receive the same ID. If you repeatedly queue an event from the same
- /// memory buffer, each individual call of <see cref="InputSystem.QueueEvent"/> will result in
- /// its own unique event ID.
- ///
- /// All events are device-specific meaning that <see cref="deviceId"/> will always reference
- /// some device (which, however, may or may not translate to an <see cref="InputDevice"/>; that
- /// part depends on whether the input system was able to create an <see cref="InputDevice"/>
- /// based on the information received from the backend).
- ///
- /// To implement your own type of event, TODO (manual?)
- /// </remarks>
- /// <seealso cref="InputEventPtr"/>
- // NOTE: This has to be layout compatible with native events.
- [StructLayout(LayoutKind.Explicit, Size = kBaseEventSize, Pack = 1)]
- public struct InputEvent
- {
- private const uint kHandledMask = 0x80000000;
- private const uint kIdMask = 0x7FFFFFFF;
- #if UNITY_2019_2_OR_NEWER
- internal const int kBaseEventSize = NativeInputEvent.structSize;
- #else
- internal const int kBaseEventSize = 20;
- #endif
- /// <summary>
- /// Default, invalid value for <see cref="eventId"/>. Upon being queued with
- /// <see cref="InputSystem.QueueEvent"/>, no event will receive this ID.
- /// </summary>
- public const int InvalidEventId = 0;
- internal const int kAlignment = 4;
- [FieldOffset(0)]
- private NativeInputEvent m_Event;
- /// <summary>
- /// Type code for the event.
- /// </summary>
- /// <remarks>
- /// Each type of event has its own unique FourCC tag. For example, state events (see <see cref="StateEvent"/>)
- /// are tagged with "STAT". The type tag for a specific type of event can be queried from its <c>Type</c>
- /// property (for example, <see cref="StateEvent.Type"/>).
- ///
- /// To check whether an event has a specific type tag, you can use <see cref="InputEventPtr.IsA{T}"/>.
- /// </remarks>
- public FourCC type
- {
- get => new FourCC((int)m_Event.type);
- set => m_Event.type = (NativeInputEventType)(int)value;
- }
- /// <summary>
- /// Total size of the event in bytes.
- /// </summary>
- /// <value>Size of the event in bytes.</value>
- /// <remarks>
- /// Events are variable-size structs. This field denotes the total size of the event
- /// as stored in memory. This includes the full size of this struct and not just the
- /// "payload" of the event.
- ///
- /// <example>
- /// <code>
- /// // Store event in private buffer:
- /// unsafe byte[] CopyEventData(InputEventPtr eventPtr)
- /// {
- /// var sizeInBytes = eventPtr.sizeInBytes;
- /// var buffer = new byte[sizeInBytes];
- /// fixed (byte* bufferPtr = buffer)
- /// {
- /// UnsafeUtility.MemCpy(new IntPtr(bufferPtr), eventPtr.data, sizeInBytes);
- /// }
- /// return buffer;
- /// }
- /// </code>
- /// </example>
- ///
- /// The maximum supported size of events is <c>ushort.MaxValue</c>, i.e. events cannot
- /// be larger than 64KB.
- /// </remarks>
- /// <exception cref="ArgumentException"><paramref name="value"/> exceeds <c>ushort.MaxValue</c>.</exception>
- public uint sizeInBytes
- {
- get => m_Event.sizeInBytes;
- set
- {
- if (value > ushort.MaxValue)
- throw new ArgumentException("Maximum event size is " + ushort.MaxValue, nameof(value));
- m_Event.sizeInBytes = (ushort)value;
- }
- }
- /// <summary>
- /// Unique serial ID of the event.
- /// </summary>
- /// <remarks>
- /// Events are assigned running IDs when they are put on an event queue (see
- /// <see cref="InputSystem.QueueEvent"/>).
- /// </remarks>
- /// <seealso cref="InvalidEventId"/>
- public int eventId
- {
- get => (int)(m_Event.eventId & kIdMask);
- set => m_Event.eventId = value | (int)(m_Event.eventId & ~kIdMask);
- }
- /// <summary>
- /// ID of the device that the event is for.
- /// </summary>
- /// <remarks>
- /// Device IDs are allocated by the <see cref="IInputRuntime">runtime</see>. No two devices
- /// will receive the same ID over an application lifecycle regardless of whether the devices
- /// existed at the same time or not.
- /// </remarks>
- /// <seealso cref="InputDevice.deviceId"/>
- /// <seealso cref="InputSystem.GetDeviceById"/>
- /// <seealso cref="InputDevice.InvalidDeviceId"/>
- public int deviceId
- {
- get => m_Event.deviceId;
- set => m_Event.deviceId = (ushort)value;
- }
- /// <summary>
- /// Time that the event was generated at.
- /// </summary>
- /// <remarks>
- /// Times are in seconds and progress linearly in real-time. The timeline is the
- /// same as for <see cref="Time.realtimeSinceStartup"/>.
- ///
- /// Note that this implies that event times will reset in the editor every time you
- /// go into play mode. In effect, this can result in events appearing with negative
- /// timestamps (i.e. the event was generated before the current zero point for
- /// <see cref="Time.realtimeSinceStartup"/>).
- /// </remarks>
- public double time
- {
- get => m_Event.time - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
- set => m_Event.time = value + InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
- }
- /// <summary>
- /// This is the raw input timestamp without the offset to <see cref="Time.realtimeSinceStartup"/>.
- /// </summary>
- /// <remarks>
- /// Internally, we always store all timestamps in "input time" which is relative to the native
- /// function GetTimeSinceStartup(). <see cref="IInputRuntime.currentTime"/> yields the current
- /// time on this timeline.
- /// </remarks>
- internal double internalTime
- {
- get => m_Event.time;
- set => m_Event.time = value;
- }
- ////FIXME: this API isn't consistent; time seems to be internalTime whereas time property is external time
- public InputEvent(FourCC type, int sizeInBytes, int deviceId, double time = -1)
- {
- if (time < 0)
- time = InputRuntime.s_Instance.currentTime;
- m_Event.type = (NativeInputEventType)(int)type;
- m_Event.sizeInBytes = (ushort)sizeInBytes;
- m_Event.deviceId = (ushort)deviceId;
- m_Event.time = time;
- m_Event.eventId = InvalidEventId;
- }
- // We internally use bits inside m_EventId as flags. IDs are linearly counted up by the
- // native input system starting at 1 so we have plenty room.
- // NOTE: The native system assigns IDs when events are queued so if our handled flag
- // will implicitly get overwritten. Having events go back to unhandled state
- // when they go on the queue makes sense in itself, though, so this is fine.
- public bool handled
- {
- get => (m_Event.eventId & kHandledMask) == kHandledMask;
- set
- {
- if (value)
- m_Event.eventId = (int)(m_Event.eventId | kHandledMask);
- else
- m_Event.eventId = (int)(m_Event.eventId & ~kHandledMask);
- }
- }
- public override string ToString()
- {
- return $"id={eventId} type={type} device={deviceId} size={sizeInBytes} time={time}";
- }
- /// <summary>
- /// Get the next event after the given one.
- /// </summary>
- /// <param name="currentPtr">A valid event pointer.</param>
- /// <returns>Pointer to the next event in memory.</returns>
- /// <remarks>
- /// This method applies no checks and must only be called if there is an event following the
- /// given one. Also, the size of the given event must be 100% as the method will simply
- /// take the size and advance the given pointer by it (and aligning it to <see cref="kAlignment"/>).
- /// </remarks>
- /// <seealso cref="GetNextInMemoryChecked"/>
- internal static unsafe InputEvent* GetNextInMemory(InputEvent* currentPtr)
- {
- Debug.Assert(currentPtr != null, "Event pointer must not be NULL");
- var alignedSizeInBytes = currentPtr->sizeInBytes.AlignToMultipleOf(kAlignment);
- return (InputEvent*)((byte*)currentPtr + alignedSizeInBytes);
- }
- /// <summary>
- /// Get the next event after the given one. Throw if that would point to invalid memory as indicated
- /// by the given memory buffer.
- /// </summary>
- /// <param name="currentPtr">A valid event pointer to an event inside <paramref name="buffer"/>.</param>
- /// <param name="buffer">Event buffer in which to advance to the next event.</param>
- /// <returns>Pointer to the next event.</returns>
- /// <exception cref="InvalidOperationException">There are no more events in the given buffer.</exception>
- internal static unsafe InputEvent* GetNextInMemoryChecked(InputEvent* currentPtr, ref InputEventBuffer buffer)
- {
- Debug.Assert(currentPtr != null, "Event pointer must not be NULL");
- Debug.Assert(buffer.Contains(currentPtr), "Given event is not contained in given event buffer");
- var alignedSizeInBytes = currentPtr->sizeInBytes.AlignToMultipleOf(kAlignment);
- var nextPtr = (InputEvent*)((byte*)currentPtr + alignedSizeInBytes);
- if (!buffer.Contains(nextPtr))
- throw new InvalidOperationException(
- $"Event '{new InputEventPtr(currentPtr)}' is last event in given buffer with size {buffer.sizeInBytes}");
- return nextPtr;
- }
- public static unsafe bool Equals(InputEvent* first, InputEvent* second)
- {
- if (first == second)
- return true;
- if (first == null || second == null)
- return false;
- if (first->m_Event.sizeInBytes != second->m_Event.sizeInBytes)
- return false;
- return UnsafeUtility.MemCmp(first, second, first->m_Event.sizeInBytes) == 0;
- }
- }
- }
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