test
This commit is contained in:
@@ -0,0 +1,84 @@
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// In retrospect, allowing Touchscreen to do what it does the way it does it was a mistake. It came out of thinking that
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// we need Touchscreen to have a large pool of TouchStates from which to dynamically allocate -- as this was what the old
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// input system does. This made it unfeasible/unwise to put the burden of touch allocation on platform backends and thus
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// led to the current setup where backends are sending TouchState events which Touchscreen dynamically incorporates.
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//
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// This shouldn't have happened.
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//
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// Ultimately, this led to IInputStateCallbackReceiver in its current form. While quite flexible in what it allows you to
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// do, it introduces a lot of additional complication and deviation from an otherwise very simple model based on trivially
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// understood chunks of input state.
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Interface for devices that implement their own state update handling.
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/// </summary>
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/// <remarks>
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/// The input system has built-in logic to automatically handle the state buffers that store input values for devices. This
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/// means that if an input event containing input state is processed, its data will be copied automatically into the state
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/// memory for the device.
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///
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/// However, some devices need to apply custom logic whenever new input is received. An example of this is <see cref="Pointer.delta"/>
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/// which needs to accumulate deltas as they are received within a frame and then reset the delta at the beginning of a new frame.
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///
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/// Also, devices like <see cref="Touchscreen"/> extensively customize event handling in order to implement features such as
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/// tap detection and primary touch handling. This is what allows the device to receive state events in <see cref="TouchState"/>
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/// format even though that is not the format of the device itself (which is mainly a composite of several TouchStates).
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///
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/// This interface allows to bypass the built-in logic and instead intercept and manually handle state updates.
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/// </remarks>
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/// <seealso cref="InputDevice"/>
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/// <seealso cref="Pointer"/>
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/// <seealso cref="Touchscreen"/>
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public interface IInputStateCallbackReceiver
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{
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/// <summary>
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/// A new input update begins. This means that the current state of the device is being carried over into the next
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/// frame.
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/// </summary>
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/// <remarks>
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/// This is called without the front and back buffer for the device having been flipped. You can use <see cref="InputState.Change"/>
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/// to write values into the device's state (e.g. to reset a given control to its default state) which will implicitly perform
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/// the buffer flip.
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/// </remarks>
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void OnNextUpdate();
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/// <summary>
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/// A new state event has been received and is being processed.
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/// </summary>
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/// <param name="eventPtr">The state event. This will be either a <see cref="StateEvent"/> or a <see cref="DeltaStateEvent"/>.</param>
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/// <remarks>
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/// Use <see cref="InputState.Change"/> to write state updates into the device state buffers. While nothing will prevent a device
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/// from writing directly into the memory buffers retrieved with <see cref="InputControl.currentStatePtr"/>, doing so will bypass
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/// the buffer flipping logic as well as change detection from change monitors (<see cref="IInputStateChangeMonitor"/>; this will
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/// cause <see cref="InputAction"/> to not work with the device) and thus lead to incorrect behavior.
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/// </remarks>
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/// <seealso cref="StateEvent"/>
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/// <seealso cref="DeltaStateEvent"/>
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void OnStateEvent(InputEventPtr eventPtr);
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/// <summary>
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/// Compute an offset that correlates <paramref name="control"/> with the state in <paramref name="eventPtr"/>.
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/// </summary>
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/// <param name="control">Control the state of which we want to access within <paramref name="eventPtr"/>.</param>
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/// <param name="eventPtr">An input event. Must be a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/></param>
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/// <param name="offset"></param>
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/// <returns>False if the correlation failed or true if <paramref name="offset"/> has been set and should be used
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/// as the offset for the state of <paramref name="control"/>.</returns>
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/// <remarks>
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/// This method will only be called if the given state event has a state format different than that of the device. In that case,
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/// the memory of the input state captured in the given state event cannot be trivially correlated with the control.
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///
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/// The input system calls the method to know which offset (if any) in the device's state block to consider the state
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/// in <paramref name="eventPtr"/> relative to when accessing the state for <paramref name="control"/> as found in
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/// the event.
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///
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/// An example of when this is called is for touch events. These are normally sent in <see cref="TouchState"/> format
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/// which, however, is not the state format of <see cref="Touchscreen"/> (which uses a composite of several TouchStates).
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/// When trying to access the state in <paramref name="eventPtr"/> to, for example, read out the touch position,
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/// </remarks>
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/// <seealso cref="InputControlExtensions.GetStatePtrFromStateEvent"/>
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bool GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset);
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}
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}
|
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 35b7608ac9ab8464280c16fa4adc02f1
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MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@@ -0,0 +1,48 @@
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////REVIEW: could have a monitor path where if there's multiple state monitors on the same control with
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//// the same listener, the monitor is notified only once but made aware of the multiple triggers
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Interface used to monitor input state changes.
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/// </summary>
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||||
/// <remarks>
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||||
/// Use <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> to install a state change monitor receiving state change
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/// callbacks for a specific control.
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/// </remarks>
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/// <seealso cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>
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public interface IInputStateChangeMonitor
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{
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////REVIEW: For v2, consider changing the signature of this to put the "was consumed" signal *outside* the eventPtr
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/// <summary>
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/// Called when the state monitored by a state change monitor has been modified.
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/// </summary>
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/// <param name="control">Control that is being monitored by the state change monitor and that had its state
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/// memory changed.</param>
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/// <param name="time">Time on the <see cref="InputEvent.time"/> timeline at which the control state change was received.</param>
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/// <param name="eventPtr">If the state change was initiated by a state event (either a <see cref="StateEvent"/>
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/// or <see cref="DeltaStateEvent"/>), this is the pointer to that event. Otherwise it is pointer that is still
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/// <see cref="InputEventPtr.valid"/>, but refers a "dummy" event that is not a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/>.</param>
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/// <param name="monitorIndex">Index of the monitor as passed to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.
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/// </param>
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/// <remarks>
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/// To signal that the state change has been processed by the monitor and that no other pending notifications on the
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/// same monitor instance should be sent, set the <see cref="InputEventPtr.handled"/> flag to <c>true</c> on <paramref name="eventPtr"/>.
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/// Note, however, that aside from only silencing change monitors on the same <see cref="IInputStateChangeMonitor"/> instance,
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/// it also only silences change monitors with the same <c>groupIndex</c> value as supplied to
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/// <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.
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/// </remarks>
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void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex);
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/// <summary>
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/// Called when a timeout set on a state change monitor has expired.
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/// </summary>
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/// <param name="control">Control on which the timeout expired.</param>
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/// <param name="time">Input time at which the timer expired. This is the time at which an <see cref="InputSystem.Update"/> is being
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/// run whose <see cref="InputState.currentTime"/> is past the time of expiration.</param>
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/// <param name="monitorIndex">Index of the monitor as given to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.</param>
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/// <param name="timerIndex">Index of the timer as given to <see cref="InputState.AddChangeMonitorTimeout"/>.</param>
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/// <seealso cref="InputState.AddChangeMonitorTimeout"/>
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void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex);
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}
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}
|
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: ab2c7c4773181604f9b207518e96ca1b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,12 @@
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Interface implemented by all input device state structs which reports the data format identifier of the state.
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/// </summary>
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public interface IInputStateTypeInfo
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{
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FourCC format { get; }
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}
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}
|
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: bdf4b325f88d407f9013b427a6b33c58
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timeCreated: 1506739087
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@@ -0,0 +1,283 @@
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using System;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Utilities;
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////TODO: method to get raw state pointer for device/control
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////REVIEW: allow to restrict state change monitors to specific updates?
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namespace UnityEngine.InputSystem.LowLevel
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{
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using NotifyControlValueChangeAction = Action<InputControl, double, InputEventPtr, long>;
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using NotifyTimerExpiredAction = Action<InputControl, double, long, int>;
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/// <summary>
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/// Low-level APIs for working with input state memory.
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/// </summary>
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public static class InputState
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{
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/// <summary>
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/// The type of update that was last run or is currently being run on the input state.
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/// </summary>
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/// <remarks>
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/// This determines which set of buffers are currently active and thus determines which view code
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/// that queries input state will receive. For example, during editor updates, this will be
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/// <see cref="InputUpdateType.Editor"/> and the state buffers for the editor will be active.
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/// </remarks>
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public static InputUpdateType currentUpdateType => InputUpdate.s_LatestUpdateType;
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////FIXME: ATM this does not work for editor updates
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/// <summary>
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/// The number of times the current input state has been updated.
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/// </summary>
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public static uint updateCount => InputUpdate.s_UpdateStepCount;
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public static double currentTime => InputRuntime.s_Instance.currentTime - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
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/// <summary>
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/// Callback that is triggered when the state of an input device changes.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The first parameter is the device whose state was changed the second parameter is the event
|
||||
/// that triggered the change in state. Note that the latter may be <c>null</c> in case the
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/// change was performed directly through <see cref="Change"/> rather than through an event.
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/// </remarks>
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||||
public static event Action<InputDevice, InputEventPtr> onChange
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{
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add => InputSystem.s_Manager.onDeviceStateChange += value;
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remove => InputSystem.s_Manager.onDeviceStateChange -= value;
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||||
}
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||||
public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, InputUpdateType updateType = default)
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{
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if (device == null)
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throw new ArgumentNullException(nameof(device));
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if (!eventPtr.valid)
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throw new ArgumentNullException(nameof(eventPtr));
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||||
// Make sure event is a StateEvent or DeltaStateEvent and has a format matching the device.
|
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FourCC stateFormat;
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var eventType = eventPtr.type;
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if (eventType == StateEvent.Type)
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stateFormat = StateEvent.FromUnchecked(eventPtr)->stateFormat;
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else if (eventType == DeltaStateEvent.Type)
|
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stateFormat = DeltaStateEvent.FromUnchecked(eventPtr)->stateFormat;
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||||
else
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{
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#if UNITY_EDITOR
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InputSystem.s_Manager.m_Diagnostics?.OnEventFormatMismatch(eventPtr, device);
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#endif
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return;
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||||
}
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|
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if (stateFormat != device.stateBlock.format)
|
||||
throw new ArgumentException(
|
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$"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}",
|
||||
nameof(eventPtr));
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InputSystem.s_Manager.UpdateState(device, eventPtr,
|
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updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType);
|
||||
}
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||||
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||||
/// <summary>
|
||||
/// Perform one update of input state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Incorporates the given state and triggers all state change monitors as needed.
|
||||
///
|
||||
/// Note that input state changes performed with this method will not be visible on remotes as they will bypass
|
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/// event processing. It is effectively equivalent to directly writing into input state memory except that it
|
||||
/// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
|
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/// device current.
|
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/// </remarks>
|
||||
public static void Change<TState>(InputControl control, TState state, InputUpdateType updateType = default,
|
||||
InputEventPtr eventPtr = default)
|
||||
where TState : struct
|
||||
{
|
||||
Change(control, ref state, updateType, eventPtr);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform one update of input state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Incorporates the given state and triggers all state change monitors as needed.
|
||||
///
|
||||
/// Note that input state changes performed with this method will not be visible on remotes as they will bypass
|
||||
/// event processing. It is effectively equivalent to directly writing into input state memory except that it
|
||||
/// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
|
||||
/// device current.
|
||||
/// </remarks>
|
||||
public static unsafe void Change<TState>(InputControl control, ref TState state, InputUpdateType updateType = default,
|
||||
InputEventPtr eventPtr = default)
|
||||
where TState : struct
|
||||
{
|
||||
if (control == null)
|
||||
throw new ArgumentNullException(nameof(control));
|
||||
if (control.stateBlock.bitOffset != 0 || control.stateBlock.sizeInBits % 8 != 0)
|
||||
throw new ArgumentException($"Cannot change state of bitfield control '{control}' using this method", nameof(control));
|
||||
|
||||
var device = control.device;
|
||||
var stateSize = Math.Min(UnsafeUtility.SizeOf<TState>(), control.m_StateBlock.alignedSizeInBytes);
|
||||
var statePtr = UnsafeUtility.AddressOf(ref state);
|
||||
var stateOffset = control.stateBlock.byteOffset - device.stateBlock.byteOffset;
|
||||
|
||||
InputSystem.s_Manager.UpdateState(device,
|
||||
updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType, statePtr, stateOffset,
|
||||
(uint)stateSize,
|
||||
eventPtr.valid
|
||||
? eventPtr.internalTime
|
||||
: InputRuntime.s_Instance.currentTime,
|
||||
eventPtr: eventPtr);
|
||||
}
|
||||
|
||||
public static bool IsIntegerFormat(this FourCC format)
|
||||
{
|
||||
return format == InputStateBlock.FormatBit ||
|
||||
format == InputStateBlock.FormatInt ||
|
||||
format == InputStateBlock.FormatByte ||
|
||||
format == InputStateBlock.FormatShort ||
|
||||
format == InputStateBlock.FormatSBit ||
|
||||
format == InputStateBlock.FormatUInt ||
|
||||
format == InputStateBlock.FormatUShort ||
|
||||
format == InputStateBlock.FormatLong ||
|
||||
format == InputStateBlock.FormatULong;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a monitor that gets triggered every time the state of <paramref name="control"/> changes.
|
||||
/// </summary>
|
||||
/// <param name="control">A control sitting on an <see cref="InputDevice"/> that has been <see cref="InputDevice.added"/>.</param>
|
||||
/// <param name="monitor">Instance of the monitor that should be notified when state changes occur.</param>
|
||||
/// <param name="monitorIndex">Numeric index of the monitors. Monitors on a device are ordered by <em>decreasing</em> monitor index
|
||||
/// and invoked in that order.</param>
|
||||
/// <param name="groupIndex">Numeric group of the monitor. See remarks.</param>
|
||||
/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c> -or- <paramref name="monitor"/> is <c>null</c>.</exception>
|
||||
/// <exception cref="ArgumentException">The <see cref="InputDevice"/> of <paramref name="control"/> has not been <see cref="InputDevice.added"/>.</exception>
|
||||
/// <remarks>
|
||||
/// All monitors on an <see cref="InputDevice"/> are sorted by the complexity specified in their <paramref name="monitorIndex"/> (in decreasing order) and invoked
|
||||
/// in that order.
|
||||
///
|
||||
/// Every handler gets an opportunity to set <see cref="InputEventPtr.handled"/> to <c>true</c>. When doing so, all remaining pending monitors
|
||||
/// from the same <paramref name="monitor"/> instance that have the same <paramref name="groupIndex"/> will be silenced and skipped over.
|
||||
/// This can be used to establish an order of event "consumption" where one change monitor may prevent another change monitor from triggering.
|
||||
///
|
||||
/// Monitors are invoked <em>after</em> a state change has been written to the device. If, for example, a <see cref="StateEvent"/> is
|
||||
/// received that sets <see cref="Gamepad.leftTrigger"/> to <c>0.5</c>, the value is first applied to the control and then any state
|
||||
/// monitors that may be listening to the change are invoked (thus getting <c>0.5</c> if calling <see cref="InputControl{TValue}.ReadValue()"/>).
|
||||
///
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// class InputMonitor : IInputStateChangeMonitor
|
||||
/// {
|
||||
/// public InputMonitor()
|
||||
/// {
|
||||
/// // Watch the left and right mouse button.
|
||||
/// // By supplying monitor indices here, we not only receive the indices in NotifyControlStateChanged,
|
||||
/// // we also create an ordering between the two monitors. The one on RMB will fire *before* the one
|
||||
/// // on LMB in case there is a single event that changes both buttons.
|
||||
/// InputState.AddChangeMonitor(Mouse.current.leftButton, this, monitorIndex: 1);
|
||||
/// InputState.AddChangeMonitor(Mouse.current.rightButton, this, monitorIndex: 2);
|
||||
/// }
|
||||
///
|
||||
/// public void NotifyControlStateChanged(InputControl control, double currentTime, InputEventPtr eventPtr, long monitorIndex)
|
||||
/// {
|
||||
/// Debug.Log($"{control} changed");
|
||||
///
|
||||
/// // We can add a monitor timeout that will trigger in case the state of the
|
||||
/// // given control is not changed within the given time. Let's watch the control
|
||||
/// // for 2 seconds. If nothing happens, we will get a call to NotifyTimerExpired.
|
||||
/// InputState.AddChangeMonitorTimeout(control, this, currentTime + 2);
|
||||
/// }
|
||||
///
|
||||
/// public void NotifyTimerExpired(InputControl control, double currentTime, long monitorIndex, int timerIndex)
|
||||
/// {
|
||||
/// Debug.Log($"{control} was not changed within 2 seconds");
|
||||
/// }
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
/// </remarks>
|
||||
public static void AddChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1, uint groupIndex = default)
|
||||
{
|
||||
if (control == null)
|
||||
throw new ArgumentNullException(nameof(control));
|
||||
if (monitor == null)
|
||||
throw new ArgumentNullException(nameof(monitor));
|
||||
if (!control.device.added)
|
||||
throw new ArgumentException($"Device for control '{control}' has not been added to system");
|
||||
|
||||
InputSystem.s_Manager.AddStateChangeMonitor(control, monitor, monitorIndex, groupIndex);
|
||||
}
|
||||
|
||||
public static IInputStateChangeMonitor AddChangeMonitor(InputControl control,
|
||||
NotifyControlValueChangeAction valueChangeCallback, int monitorIndex = -1,
|
||||
NotifyTimerExpiredAction timerExpiredCallback = null)
|
||||
{
|
||||
if (valueChangeCallback == null)
|
||||
throw new ArgumentNullException(nameof(valueChangeCallback));
|
||||
var monitor = new StateChangeMonitorDelegate
|
||||
{
|
||||
valueChangeCallback = valueChangeCallback,
|
||||
timerExpiredCallback = timerExpiredCallback
|
||||
};
|
||||
AddChangeMonitor(control, monitor, monitorIndex);
|
||||
return monitor;
|
||||
}
|
||||
|
||||
public static void RemoveChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1)
|
||||
{
|
||||
if (control == null)
|
||||
throw new ArgumentNullException(nameof(control));
|
||||
if (monitor == null)
|
||||
throw new ArgumentNullException(nameof(monitor));
|
||||
|
||||
InputSystem.s_Manager.RemoveStateChangeMonitor(control, monitor, monitorIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Put a timeout on a previously registered state change monitor.
|
||||
/// </summary>
|
||||
/// <param name="control"></param>
|
||||
/// <param name="monitor"></param>
|
||||
/// <param name="time"></param>
|
||||
/// <param name="monitorIndex"></param>
|
||||
/// <param name="timerIndex"></param>
|
||||
/// <remarks>
|
||||
/// If by the given <paramref name="time"/>, no state change has been registered on the control monitored
|
||||
/// by the given <paramref name="monitor">state change monitor</paramref>, <see cref="IInputStateChangeMonitor.NotifyTimerExpired"/>
|
||||
/// will be called on <paramref name="monitor"/>.
|
||||
/// </remarks>
|
||||
public static void AddChangeMonitorTimeout(InputControl control, IInputStateChangeMonitor monitor, double time, long monitorIndex = -1, int timerIndex = -1)
|
||||
{
|
||||
if (monitor == null)
|
||||
throw new ArgumentNullException(nameof(monitor));
|
||||
|
||||
InputSystem.s_Manager.AddStateChangeMonitorTimeout(control, monitor, time, monitorIndex, timerIndex);
|
||||
}
|
||||
|
||||
public static void RemoveChangeMonitorTimeout(IInputStateChangeMonitor monitor, long monitorIndex = -1, int timerIndex = -1)
|
||||
{
|
||||
if (monitor == null)
|
||||
throw new ArgumentNullException(nameof(monitor));
|
||||
|
||||
InputSystem.s_Manager.RemoveStateChangeMonitorTimeout(monitor, monitorIndex, timerIndex);
|
||||
}
|
||||
|
||||
private class StateChangeMonitorDelegate : IInputStateChangeMonitor
|
||||
{
|
||||
public NotifyControlValueChangeAction valueChangeCallback;
|
||||
public NotifyTimerExpiredAction timerExpiredCallback;
|
||||
|
||||
public void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
|
||||
{
|
||||
valueChangeCallback(control, time, eventPtr, monitorIndex);
|
||||
}
|
||||
|
||||
public void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
|
||||
{
|
||||
timerExpiredCallback?.Invoke(control, time, monitorIndex, timerIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8d605b1e92964b5b94668b1511799ed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef4e8c908ae24e438f4baea55d866f5e
|
||||
timeCreated: 1506738330
|
@@ -0,0 +1,397 @@
|
||||
using System;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
using Unity.Collections;
|
||||
using Unity.Collections.LowLevel.Unsafe;
|
||||
|
||||
////REVIEW: Can we change this into a setup where the buffering depth isn't fixed to 2 but rather
|
||||
//// can be set on a per device basis?
|
||||
|
||||
namespace UnityEngine.InputSystem.LowLevel
|
||||
{
|
||||
// The raw memory blocks which are indexed by InputStateBlocks.
|
||||
//
|
||||
// Internally, we perform only a single combined unmanaged allocation for all state
|
||||
// buffers needed by the system. Externally, we expose them as if they are each separate
|
||||
// buffers.
|
||||
internal unsafe struct InputStateBuffers
|
||||
{
|
||||
// State buffers are set up in a double buffering scheme where the "back buffer"
|
||||
// represents the previous state of devices and the "front buffer" represents
|
||||
// the current state.
|
||||
//
|
||||
// Edit mode and play mode each get their own double buffering. Updates to them
|
||||
// are tied to focus and only one mode will actually receive state events while the
|
||||
// other mode is dormant. In the player, we only get play mode buffers, of course.
|
||||
|
||||
////TODO: need to clear the current buffers when switching between edit and play mode
|
||||
//// (i.e. if you click an editor window while in play mode, the play mode
|
||||
//// device states will all go back to default)
|
||||
//// actually, if we really reset on mode change, can't we just keep a single set buffers?
|
||||
|
||||
public uint sizePerBuffer;
|
||||
public uint totalSize;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer that has state for each device initialized with default values.
|
||||
/// </summary>
|
||||
public void* defaultStateBuffer;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer that contains a bit mask that masks out all noisy controls.
|
||||
/// </summary>
|
||||
public void* noiseMaskBuffer;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer that contains a bit mask that masks out all dontReset controls.
|
||||
/// </summary>
|
||||
public void* resetMaskBuffer;
|
||||
|
||||
// Secretly we perform only a single allocation.
|
||||
// This allocation also contains the device-to-state mappings.
|
||||
private void* m_AllBuffers;
|
||||
|
||||
// Contains information about a double buffer setup.
|
||||
[Serializable]
|
||||
internal struct DoubleBuffers
|
||||
{
|
||||
////REVIEW: store timestamps along with each device-to-buffer mapping?
|
||||
// An array of pointers that maps devices to their respective
|
||||
// front and back buffer. Mapping is [deviceIndex*2] is front
|
||||
// buffer and [deviceIndex*2+1] is back buffer. Each device
|
||||
// has its buffers swapped individually with SwapDeviceBuffers().
|
||||
public void** deviceToBufferMapping;
|
||||
public int deviceCount;
|
||||
|
||||
public bool valid => deviceToBufferMapping != null;
|
||||
|
||||
public void SetFrontBuffer(int deviceIndex, void* ptr)
|
||||
{
|
||||
if (deviceIndex < deviceCount)
|
||||
deviceToBufferMapping[deviceIndex * 2] = ptr;
|
||||
}
|
||||
|
||||
public void SetBackBuffer(int deviceIndex, void* ptr)
|
||||
{
|
||||
if (deviceIndex < deviceCount)
|
||||
deviceToBufferMapping[deviceIndex * 2 + 1] = ptr;
|
||||
}
|
||||
|
||||
public void* GetFrontBuffer(int deviceIndex)
|
||||
{
|
||||
if (deviceIndex < deviceCount)
|
||||
return deviceToBufferMapping[deviceIndex * 2];
|
||||
return null;
|
||||
}
|
||||
|
||||
public void* GetBackBuffer(int deviceIndex)
|
||||
{
|
||||
if (deviceIndex < deviceCount)
|
||||
return deviceToBufferMapping[deviceIndex * 2 + 1];
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SwapBuffers(int deviceIndex)
|
||||
{
|
||||
// Ignore if the double buffer set has not been initialized.
|
||||
// Means the respective update type is disabled.
|
||||
if (!valid)
|
||||
return;
|
||||
|
||||
var front = GetFrontBuffer(deviceIndex);
|
||||
var back = GetBackBuffer(deviceIndex);
|
||||
|
||||
SetFrontBuffer(deviceIndex, back);
|
||||
SetBackBuffer(deviceIndex, front);
|
||||
}
|
||||
}
|
||||
|
||||
internal DoubleBuffers m_PlayerStateBuffers;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
internal DoubleBuffers m_EditorStateBuffers;
|
||||
#endif
|
||||
|
||||
public DoubleBuffers GetDoubleBuffersFor(InputUpdateType updateType)
|
||||
{
|
||||
switch (updateType)
|
||||
{
|
||||
case InputUpdateType.BeforeRender:
|
||||
case InputUpdateType.Fixed:
|
||||
case InputUpdateType.Dynamic:
|
||||
case InputUpdateType.Manual:
|
||||
return m_PlayerStateBuffers;
|
||||
#if UNITY_EDITOR
|
||||
case InputUpdateType.Editor:
|
||||
return m_EditorStateBuffers;
|
||||
#endif
|
||||
}
|
||||
|
||||
throw new ArgumentException("Unrecognized InputUpdateType: " + updateType, nameof(updateType));
|
||||
}
|
||||
|
||||
internal static void* s_DefaultStateBuffer;
|
||||
internal static void* s_NoiseMaskBuffer;
|
||||
internal static void* s_ResetMaskBuffer;
|
||||
internal static DoubleBuffers s_CurrentBuffers;
|
||||
|
||||
public static void* GetFrontBufferForDevice(int deviceIndex)
|
||||
{
|
||||
return s_CurrentBuffers.GetFrontBuffer(deviceIndex);
|
||||
}
|
||||
|
||||
public static void* GetBackBufferForDevice(int deviceIndex)
|
||||
{
|
||||
return s_CurrentBuffers.GetBackBuffer(deviceIndex);
|
||||
}
|
||||
|
||||
// Switch the current set of buffers used by the system.
|
||||
public static void SwitchTo(InputStateBuffers buffers, InputUpdateType update)
|
||||
{
|
||||
s_CurrentBuffers = buffers.GetDoubleBuffersFor(update);
|
||||
}
|
||||
|
||||
// Allocates all buffers to serve the given updates and comes up with a spot
|
||||
// for the state block of each device. Returns the new state blocks for the
|
||||
// devices (it will *NOT* install them on the devices).
|
||||
public void AllocateAll(InputDevice[] devices, int deviceCount)
|
||||
{
|
||||
sizePerBuffer = ComputeSizeOfSingleStateBuffer(devices, deviceCount);
|
||||
if (sizePerBuffer == 0)
|
||||
return;
|
||||
sizePerBuffer = sizePerBuffer.AlignToMultipleOf(4);
|
||||
|
||||
// Determine how much memory we need.
|
||||
var mappingTableSizePerBuffer = (uint)(deviceCount * sizeof(void*) * 2);
|
||||
|
||||
totalSize = 0;
|
||||
|
||||
totalSize += sizePerBuffer * 2;
|
||||
totalSize += mappingTableSizePerBuffer;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
totalSize += sizePerBuffer * 2;
|
||||
totalSize += mappingTableSizePerBuffer;
|
||||
#endif
|
||||
|
||||
// Plus 3 more buffers (one for default states, one for noise masks, and one for dontReset masks).
|
||||
totalSize += sizePerBuffer * 3;
|
||||
|
||||
// Allocate.
|
||||
m_AllBuffers = UnsafeUtility.Malloc(totalSize, 4, Allocator.Persistent);
|
||||
UnsafeUtility.MemClear(m_AllBuffers, totalSize);
|
||||
|
||||
// Set up device to buffer mappings.
|
||||
var ptr = (byte*)m_AllBuffers;
|
||||
m_PlayerStateBuffers =
|
||||
SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer,
|
||||
mappingTableSizePerBuffer);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
m_EditorStateBuffers =
|
||||
SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer, mappingTableSizePerBuffer);
|
||||
#endif
|
||||
|
||||
// Default state and noise filter buffers go last.
|
||||
defaultStateBuffer = ptr;
|
||||
noiseMaskBuffer = ptr + sizePerBuffer;
|
||||
resetMaskBuffer = ptr + sizePerBuffer * 2;
|
||||
}
|
||||
|
||||
private static DoubleBuffers SetUpDeviceToBufferMappings(int deviceCount, ref byte* bufferPtr, uint sizePerBuffer, uint mappingTableSizePerBuffer)
|
||||
{
|
||||
var front = bufferPtr;
|
||||
var back = bufferPtr + sizePerBuffer;
|
||||
var mappings = (void**)(bufferPtr + sizePerBuffer * 2); // Put mapping table at end.
|
||||
bufferPtr += sizePerBuffer * 2 + mappingTableSizePerBuffer;
|
||||
|
||||
var buffers = new DoubleBuffers
|
||||
{
|
||||
deviceToBufferMapping = mappings,
|
||||
deviceCount = deviceCount
|
||||
};
|
||||
|
||||
for (var i = 0; i < deviceCount; ++i)
|
||||
{
|
||||
var deviceIndex = i;
|
||||
buffers.SetFrontBuffer(deviceIndex, front);
|
||||
buffers.SetBackBuffer(deviceIndex, back);
|
||||
}
|
||||
|
||||
return buffers;
|
||||
}
|
||||
|
||||
public void FreeAll()
|
||||
{
|
||||
if (m_AllBuffers != null)
|
||||
{
|
||||
UnsafeUtility.Free(m_AllBuffers, Allocator.Persistent);
|
||||
m_AllBuffers = null;
|
||||
}
|
||||
|
||||
m_PlayerStateBuffers = new DoubleBuffers();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
m_EditorStateBuffers = new DoubleBuffers();
|
||||
#endif
|
||||
|
||||
s_CurrentBuffers = new DoubleBuffers();
|
||||
|
||||
if (s_DefaultStateBuffer == defaultStateBuffer)
|
||||
s_DefaultStateBuffer = null;
|
||||
|
||||
defaultStateBuffer = null;
|
||||
|
||||
if (s_NoiseMaskBuffer == noiseMaskBuffer)
|
||||
s_NoiseMaskBuffer = null;
|
||||
|
||||
if (s_ResetMaskBuffer == resetMaskBuffer)
|
||||
s_ResetMaskBuffer = null;
|
||||
|
||||
noiseMaskBuffer = null;
|
||||
resetMaskBuffer = null;
|
||||
|
||||
totalSize = 0;
|
||||
sizePerBuffer = 0;
|
||||
}
|
||||
|
||||
// Migrate state data for all devices from a previous set of buffers to the current set of buffers.
|
||||
// Copies all state from their old locations to their new locations and bakes the new offsets into
|
||||
// the control hierarchies of the given devices.
|
||||
// NOTE: When having oldBuffers, this method only works properly if the only alteration compared to the
|
||||
// new buffers is that either devices have been removed or devices have been added. Cannot be
|
||||
// a mix of the two. Also, new devices MUST be added to the end and cannot be inserted in the middle.
|
||||
// NOTE: Also, state formats MUST not change from before. A device that has changed its format must
|
||||
// be treated as a newly device that didn't exist before.
|
||||
public void MigrateAll(InputDevice[] devices, int deviceCount, InputStateBuffers oldBuffers)
|
||||
{
|
||||
// If we have old data, perform migration.
|
||||
if (oldBuffers.totalSize > 0)
|
||||
{
|
||||
MigrateDoubleBuffer(m_PlayerStateBuffers, devices, deviceCount, oldBuffers.m_PlayerStateBuffers);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
MigrateDoubleBuffer(m_EditorStateBuffers, devices, deviceCount, oldBuffers.m_EditorStateBuffers);
|
||||
#endif
|
||||
|
||||
MigrateSingleBuffer(defaultStateBuffer, devices, deviceCount, oldBuffers.defaultStateBuffer);
|
||||
MigrateSingleBuffer(noiseMaskBuffer, devices, deviceCount, oldBuffers.noiseMaskBuffer);
|
||||
MigrateSingleBuffer(resetMaskBuffer, devices, deviceCount, oldBuffers.resetMaskBuffer);
|
||||
}
|
||||
|
||||
// Assign state blocks. This is where devices will receive their updates state offsets. Up
|
||||
// until now we've left any previous m_StateBlocks alone.
|
||||
var newOffset = 0u;
|
||||
for (var i = 0; i < deviceCount; ++i)
|
||||
{
|
||||
var device = devices[i];
|
||||
var oldOffset = device.m_StateBlock.byteOffset;
|
||||
|
||||
if (oldOffset == InputStateBlock.InvalidOffset)
|
||||
{
|
||||
// Device is new and has no offset yet baked into it.
|
||||
device.m_StateBlock.byteOffset = 0;
|
||||
if (newOffset != 0)
|
||||
device.BakeOffsetIntoStateBlockRecursive(newOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Device is not new and still has its old offset baked into it. We could first unbake the old offset
|
||||
// and then bake the new one but instead just bake a relative offset.
|
||||
var delta = newOffset - oldOffset;
|
||||
if (delta != 0)
|
||||
device.BakeOffsetIntoStateBlockRecursive(delta);
|
||||
}
|
||||
|
||||
Debug.Assert(device.m_StateBlock.byteOffset == newOffset, "Device state offset not set correctly");
|
||||
|
||||
newOffset = NextDeviceOffset(newOffset, device);
|
||||
}
|
||||
}
|
||||
|
||||
private static void MigrateDoubleBuffer(DoubleBuffers newBuffer, InputDevice[] devices, int deviceCount, DoubleBuffers oldBuffer)
|
||||
{
|
||||
// Nothing to migrate if we no longer keep a buffer of the corresponding type.
|
||||
if (!newBuffer.valid)
|
||||
return;
|
||||
|
||||
// We do the same if we don't had a corresponding buffer before.
|
||||
if (!oldBuffer.valid)
|
||||
return;
|
||||
|
||||
// Migrate every device that has allocated state blocks.
|
||||
var newStateBlockOffset = 0u;
|
||||
for (var i = 0; i < deviceCount; ++i)
|
||||
{
|
||||
var device = devices[i];
|
||||
|
||||
// Stop as soon as we're hitting a new device. Newly added devices *must* be *appended* to the
|
||||
// array as otherwise our computing of offsets into the old buffer may be wrong.
|
||||
// NOTE: This also means that device indices of
|
||||
if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
for (var n = i + 1; n < deviceCount; ++n)
|
||||
Debug.Assert(devices[n].m_StateBlock.byteOffset == InputStateBlock.InvalidOffset,
|
||||
"New devices must be appended to the array; found an old device coming in the array after a newly added device");
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
var oldDeviceIndex = device.m_DeviceIndex;
|
||||
var newDeviceIndex = i;
|
||||
var numBytes = device.m_StateBlock.alignedSizeInBytes;
|
||||
|
||||
var oldFrontPtr = (byte*)oldBuffer.GetFrontBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset; // m_StateBlock still refers to oldBuffer.
|
||||
var oldBackPtr = (byte*)oldBuffer.GetBackBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset;
|
||||
|
||||
var newFrontPtr = (byte*)newBuffer.GetFrontBuffer(newDeviceIndex) + (int)newStateBlockOffset;
|
||||
var newBackPtr = (byte*)newBuffer.GetBackBuffer(newDeviceIndex) + (int)newStateBlockOffset;
|
||||
|
||||
// Copy state.
|
||||
UnsafeUtility.MemCpy(newFrontPtr, oldFrontPtr, numBytes);
|
||||
UnsafeUtility.MemCpy(newBackPtr, oldBackPtr, numBytes);
|
||||
|
||||
newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device);
|
||||
}
|
||||
}
|
||||
|
||||
private static void MigrateSingleBuffer(void* newBuffer, InputDevice[] devices, int deviceCount, void* oldBuffer)
|
||||
{
|
||||
// Migrate every device that has allocated state blocks.
|
||||
var newDeviceCount = deviceCount;
|
||||
var newStateBlockOffset = 0u;
|
||||
for (var i = 0; i < newDeviceCount; ++i)
|
||||
{
|
||||
var device = devices[i];
|
||||
|
||||
// Stop if we've reached newly added devices.
|
||||
if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset)
|
||||
break;
|
||||
|
||||
var numBytes = device.m_StateBlock.alignedSizeInBytes;
|
||||
var oldStatePtr = (byte*)oldBuffer + (int)device.m_StateBlock.byteOffset;
|
||||
var newStatePtr = (byte*)newBuffer + (int)newStateBlockOffset;
|
||||
|
||||
UnsafeUtility.MemCpy(newStatePtr, oldStatePtr, numBytes);
|
||||
|
||||
newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device);
|
||||
}
|
||||
}
|
||||
|
||||
private static uint ComputeSizeOfSingleStateBuffer(InputDevice[] devices, int deviceCount)
|
||||
{
|
||||
var sizeInBytes = 0u;
|
||||
for (var i = 0; i < deviceCount; ++i)
|
||||
sizeInBytes = NextDeviceOffset(sizeInBytes, devices[i]);
|
||||
return sizeInBytes;
|
||||
}
|
||||
|
||||
private static uint NextDeviceOffset(uint currentOffset, InputDevice device)
|
||||
{
|
||||
var sizeOfDevice = device.m_StateBlock.alignedSizeInBytes;
|
||||
if (sizeOfDevice == 0) // Shouldn't happen as we don't allow empty layouts but make sure we catch this if something slips through.
|
||||
throw new ArgumentException($"Device '{device}' has a zero-size state buffer", nameof(device));
|
||||
return currentOffset + sizeOfDevice.AlignToMultipleOf(4);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6633b33d60f14b81927d89a4b06c8a1f
|
||||
timeCreated: 1506988905
|
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ccdc5c2ae66744782ab7e326c053ad0a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user