IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/NativeInputRuntime.cs

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2024-10-11 10:12:15 +08:00
using System;
using System.Linq;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Utilities;
using UnityEngineInternal.Input;
#if UNITY_EDITOR
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
#endif
// This should be the only file referencing the API at UnityEngineInternal.Input.
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 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)
{
// Always report the original exception first to confuse users less about what it the actual failure.
Debug.LogException(e);
Debug.LogError($"{e.GetType().Name} during event processing of {updateType} update; resetting event buffer");
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;
}
}
#if UNITY_EDITOR
private struct InputSystemPlayerLoopRunnerInitializationSystem {};
public Action onPlayerLoopInitialization
{
get => m_PlayerLoopInitialization;
set
{
// This is a hot-fix for a critical problem in input system, case 1368559, case 1367556, case 1372830
// TODO move it to a proper native callback instead
if (value != null)
{
// Inject ourselves directly to PlayerLoop.Initialization as first subsystem to run,
// Use InputSystemPlayerLoopRunnerInitializationSystem as system type
var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
var initStepIndex = playerLoop.subSystemList.IndexOf(x => x.type == typeof(PlayerLoop.Initialization));
if (initStepIndex >= 0)
{
var systems = playerLoop.subSystemList[initStepIndex].subSystemList;
// Check if we're not already injected
if (!systems.Select(x => x.type)
.Contains(typeof(InputSystemPlayerLoopRunnerInitializationSystem)))
{
ArrayHelpers.InsertAt(ref systems, 0, new UnityEngine.LowLevel.PlayerLoopSystem
{
type = typeof(InputSystemPlayerLoopRunnerInitializationSystem),
updateDelegate = () => m_PlayerLoopInitialization?.Invoke()
});
playerLoop.subSystemList[initStepIndex].subSystemList = systems;
UnityEngine.LowLevel.PlayerLoop.SetPlayerLoop(playerLoop);
}
}
}
m_PlayerLoopInitialization = value;
}
}
#endif
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 bool isPlayerFocused => Application.isFocused;
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
{
get =>
Application.runInBackground ||
// certain platforms ignore the runInBackground flag and always run. Make sure we're
// not running on one of those and set the values when running on specific platforms.
m_RunInBackground;
set => m_RunInBackground = value;
}
bool m_RunInBackground;
private Action m_ShutdownMethod;
private InputUpdateDelegate m_OnUpdate;
private Action<InputUpdateType> m_OnBeforeUpdate;
private Func<InputUpdateType, bool> m_OnShouldRunUpdate;
#if UNITY_EDITOR
private Action m_PlayerLoopInitialization;
#endif
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 Vector2 screenSize => new Vector2(Screen.width, Screen.height);
public ScreenOrientation screenOrientation => Screen.orientation;
public bool isInBatchMode => Application.isBatchMode;
#if UNITY_EDITOR
public bool isInPlayMode => EditorApplication.isPlaying;
public bool isPaused => EditorApplication.isPaused;
public bool isEditorActive => InternalEditorUtility.isApplicationActive;
public Func<IntPtr, bool> onUnityRemoteMessage
{
set
{
if (m_UnityRemoteMessageHandler == value)
return;
if (m_UnityRemoteMessageHandler != null)
{
var removeMethod = GetUnityRemoteAPIMethod("RemoveMessageHandler");
removeMethod?.Invoke(null, new[] { m_UnityRemoteMessageHandler });
m_UnityRemoteMessageHandler = null;
}
if (value != null)
{
var addMethod = GetUnityRemoteAPIMethod("AddMessageHandler");
addMethod?.Invoke(null, new[] { value });
m_UnityRemoteMessageHandler = value;
}
}
}
public void SetUnityRemoteGyroEnabled(bool value)
{
var setMethod = GetUnityRemoteAPIMethod("SetGyroEnabled");
setMethod?.Invoke(null, new object[] { value });
}
public void SetUnityRemoteGyroUpdateInterval(float interval)
{
var setMethod = GetUnityRemoteAPIMethod("SetGyroUpdateInterval");
setMethod?.Invoke(null, new object[] { interval });
}
private MethodInfo GetUnityRemoteAPIMethod(string methodName)
{
var editorAssembly = typeof(EditorApplication).Assembly;
var genericRemoteClass = editorAssembly.GetType("UnityEditor.Remote.GenericRemote");
if (genericRemoteClass == null)
return null;
return genericRemoteClass.GetMethod(methodName);
}
private Func<IntPtr, bool> m_UnityRemoteMessageHandler;
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
}
}
}