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- using System;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngineInternal.Input;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- // This should be the only file referencing the API at UnityEngineInternal.Input.
- #if !UNITY_2019_2_OR_NEWER
- // The NativeInputSystem APIs are marked obsolete in 19.1, because they are becoming internal in 19.2
- #pragma warning disable 618
- #endif
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// Implements <see cref="IInputRuntime"/> based on <see cref="NativeInputSystem"/>.
- /// </summary>
- internal class NativeInputRuntime : IInputRuntime
- {
- public static readonly NativeInputRuntime instance = new NativeInputRuntime();
- public int AllocateDeviceId()
- {
- return NativeInputSystem.AllocateDeviceId();
- }
- public void Update(InputUpdateType updateType)
- {
- NativeInputSystem.Update((NativeInputUpdateType)updateType);
- }
- public unsafe void QueueEvent(InputEvent* ptr)
- {
- NativeInputSystem.QueueInputEvent((IntPtr)ptr);
- }
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1062:Validate arguments of public methods", MessageId = "0", Justification = "False positive.")]
- public unsafe long DeviceCommand(int deviceId, InputDeviceCommand* commandPtr)
- {
- if (commandPtr == null)
- throw new System.ArgumentNullException(nameof(commandPtr));
- return NativeInputSystem.IOCTL(deviceId, commandPtr->type, new IntPtr(commandPtr->payloadPtr), commandPtr->payloadSizeInBytes);
- }
- public unsafe InputUpdateDelegate onUpdate
- {
- get => m_OnUpdate;
- set
- {
- if (value != null)
- NativeInputSystem.onUpdate =
- (updateType, eventBufferPtr) =>
- {
- var buffer = new InputEventBuffer((InputEvent*)eventBufferPtr->eventBuffer,
- eventBufferPtr->eventCount,
- sizeInBytes: eventBufferPtr->sizeInBytes,
- capacityInBytes: eventBufferPtr->capacityInBytes);
- try
- {
- value((InputUpdateType)updateType, ref buffer);
- }
- catch (Exception e)
- {
- Debug.LogError($"{e.GetType().Name} during event processing of {updateType} update; resetting event buffer");
- Debug.LogException(e);
- buffer.Reset();
- }
- if (buffer.eventCount > 0)
- {
- eventBufferPtr->eventCount = buffer.eventCount;
- eventBufferPtr->sizeInBytes = (int)buffer.sizeInBytes;
- eventBufferPtr->capacityInBytes = (int)buffer.capacityInBytes;
- eventBufferPtr->eventBuffer =
- NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(buffer.data);
- }
- else
- {
- eventBufferPtr->eventCount = 0;
- eventBufferPtr->sizeInBytes = 0;
- }
- };
- else
- NativeInputSystem.onUpdate = null;
- m_OnUpdate = value;
- }
- }
- public Action<InputUpdateType> onBeforeUpdate
- {
- get => m_OnBeforeUpdate;
- set
- {
- // This is stupid but the enum prevents us from jacking the delegate in directly.
- // This means we get a double dispatch here :(
- if (value != null)
- NativeInputSystem.onBeforeUpdate = updateType => value((InputUpdateType)updateType);
- else
- NativeInputSystem.onBeforeUpdate = null;
- m_OnBeforeUpdate = value;
- }
- }
- public Func<InputUpdateType, bool> onShouldRunUpdate
- {
- get => m_OnShouldRunUpdate;
- set
- {
- // This is stupid but the enum prevents us from jacking the delegate in directly.
- // This means we get a double dispatch here :(
- if (value != null)
- NativeInputSystem.onShouldRunUpdate = updateType => value((InputUpdateType)updateType);
- else
- NativeInputSystem.onShouldRunUpdate = null;
- m_OnShouldRunUpdate = value;
- }
- }
- public Action<int, string> onDeviceDiscovered
- {
- get => NativeInputSystem.onDeviceDiscovered;
- set => NativeInputSystem.onDeviceDiscovered = value;
- }
- public Action onShutdown
- {
- get => m_ShutdownMethod;
- set
- {
- if (value == null)
- {
- #if UNITY_EDITOR
- EditorApplication.wantsToQuit -= OnWantsToShutdown;
- #else
- Application.quitting -= OnShutdown;
- #endif
- }
- else if (m_ShutdownMethod == null)
- {
- #if UNITY_EDITOR
- EditorApplication.wantsToQuit += OnWantsToShutdown;
- #else
- Application.quitting += OnShutdown;
- #endif
- }
- m_ShutdownMethod = value;
- }
- }
- public Action<bool> onPlayerFocusChanged
- {
- get => m_FocusChangedMethod;
- set
- {
- if (value == null)
- Application.focusChanged -= OnFocusChanged;
- else if (m_FocusChangedMethod == null)
- Application.focusChanged += OnFocusChanged;
- m_FocusChangedMethod = value;
- }
- }
- public float pollingFrequency
- {
- get => m_PollingFrequency;
- set
- {
- m_PollingFrequency = value;
- NativeInputSystem.SetPollingFrequency(value);
- }
- }
- public double currentTime => NativeInputSystem.currentTime;
- ////REVIEW: this applies the offset, currentTime doesn't
- public double currentTimeForFixedUpdate => Time.fixedUnscaledTime + currentTimeOffsetToRealtimeSinceStartup;
- public double currentTimeOffsetToRealtimeSinceStartup => NativeInputSystem.currentTimeOffsetToRealtimeSinceStartup;
- public float unscaledGameTime => Time.unscaledTime;
- public bool runInBackground => Application.runInBackground;
- private Action m_ShutdownMethod;
- private InputUpdateDelegate m_OnUpdate;
- private Action<InputUpdateType> m_OnBeforeUpdate;
- private Func<InputUpdateType, bool> m_OnShouldRunUpdate;
- private float m_PollingFrequency = 60.0f;
- private bool m_DidCallOnShutdown = false;
- private void OnShutdown()
- {
- m_ShutdownMethod();
- }
- private bool OnWantsToShutdown()
- {
- if (!m_DidCallOnShutdown)
- {
- // we should use `EditorApplication.quitting`, but that is too late
- // to send an analytics event, because Analytics is already shut down
- // at that point. So we use `EditorApplication.wantsToQuit`, and make sure
- // to only use the first time. This is currently only used for analytics,
- // and getting analytics before we actually shut downn in some cases is
- // better then never.
- OnShutdown();
- m_DidCallOnShutdown = true;
- }
- return true;
- }
- private Action<bool> m_FocusChangedMethod;
- private void OnFocusChanged(bool focus)
- {
- m_FocusChangedMethod(focus);
- }
- public ScreenOrientation screenOrientation => Screen.orientation;
- public bool isInBatchMode => Application.isBatchMode;
- #if UNITY_EDITOR
- public bool isInPlayMode => EditorApplication.isPlaying;
- public bool isPaused => EditorApplication.isPaused;
- private Action<PlayModeStateChange> m_OnPlayModeChanged;
- private Action m_OnProjectChanged;
- private void OnPlayModeStateChanged(PlayModeStateChange value)
- {
- m_OnPlayModeChanged(value);
- }
- private void OnProjectChanged()
- {
- m_OnProjectChanged();
- }
- public Action<PlayModeStateChange> onPlayModeChanged
- {
- get => m_OnPlayModeChanged;
- set
- {
- if (value == null)
- EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
- else if (m_OnPlayModeChanged == null)
- EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
- m_OnPlayModeChanged = value;
- }
- }
- public Action onProjectChange
- {
- get => m_OnProjectChanged;
- set
- {
- if (value == null)
- EditorApplication.projectChanged -= OnProjectChanged;
- else if (m_OnProjectChanged == null)
- EditorApplication.projectChanged += OnProjectChanged;
- m_OnProjectChanged = value;
- }
- }
- #endif // UNITY_EDITOR
- public void RegisterAnalyticsEvent(string name, int maxPerHour, int maxPropertiesPerEvent)
- {
- #if UNITY_ANALYTICS
- const string vendorKey = "unity.input";
- #if UNITY_EDITOR
- EditorAnalytics.RegisterEventWithLimit(name, maxPerHour, maxPropertiesPerEvent, vendorKey);
- #else
- Analytics.Analytics.RegisterEvent(name, maxPerHour, maxPropertiesPerEvent, vendorKey);
- #endif // UNITY_EDITOR
- #endif // UNITY_ANALYTICS
- }
- public void SendAnalyticsEvent(string name, object data)
- {
- #if UNITY_ANALYTICS
- #if UNITY_EDITOR
- EditorAnalytics.SendEventWithLimit(name, data);
- #else
- Analytics.Analytics.SendEvent(name, data);
- #endif // UNITY_EDITOR
- #endif // UNITY_ANALYTICS
- }
- }
- }
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