using System; using System.Runtime.InteropServices; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.InputSystem.Utilities; namespace UnityEngine.InputSystem.LowLevel { /// /// Partial state update for an input device. /// /// /// Avoids having to send a full state memory snapshot when only a small /// part of the state has changed. /// [StructLayout(LayoutKind.Explicit, Pack = 1, Size = InputEvent.kBaseEventSize + 9)] public unsafe struct DeltaStateEvent : IInputEventTypeInfo { public const int Type = 0x444C5441; // 'DLTA' [FieldOffset(0)] public InputEvent baseEvent; [FieldOffset(InputEvent.kBaseEventSize)] public FourCC stateFormat; [FieldOffset(InputEvent.kBaseEventSize + 4)] public uint stateOffset; [FieldOffset(InputEvent.kBaseEventSize + 8)] internal fixed byte stateData[1]; // Variable-sized. public uint deltaStateSizeInBytes => baseEvent.sizeInBytes - (InputEvent.kBaseEventSize + 8); public void* deltaState { get { fixed(byte* data = stateData) { return data; } } } public FourCC typeStatic => Type; public InputEventPtr ToEventPtr() { fixed(DeltaStateEvent * ptr = &this) { return new InputEventPtr((InputEvent*)ptr); } } public static DeltaStateEvent* From(InputEventPtr ptr) { if (!ptr.valid) throw new ArgumentNullException(nameof(ptr)); if (!ptr.IsA()) throw new InvalidCastException($"Cannot cast event with type '{ptr.type}' into DeltaStateEvent"); return FromUnchecked(ptr); } internal static DeltaStateEvent* FromUnchecked(InputEventPtr ptr) { return (DeltaStateEvent*)ptr.data; } public static NativeArray From(InputControl control, out InputEventPtr eventPtr, Allocator allocator = Allocator.Temp) { if (control == null) throw new ArgumentNullException(nameof(control)); var device = control.device; if (!device.added) throw new ArgumentException($"Device for control '{control}' has not been added to system", nameof(control)); ref var deviceStateBlock = ref device.m_StateBlock; ref var controlStateBlock = ref control.m_StateBlock; var stateFormat = deviceStateBlock.format; // The event is sent against the *device* so that's the state format we use. var stateSize = 0u; if (controlStateBlock.bitOffset != 0) stateSize = (controlStateBlock.bitOffset + controlStateBlock.sizeInBits + 7) / 8; else stateSize = controlStateBlock.alignedSizeInBytes; var stateOffset = controlStateBlock.byteOffset; var statePtr = (byte*)control.currentStatePtr + (int)stateOffset; var eventSize = InputEvent.kBaseEventSize + sizeof(int) * 2 + stateSize; var buffer = new NativeArray((int)eventSize.AlignToMultipleOf(4), allocator); var stateEventPtr = (DeltaStateEvent*)buffer.GetUnsafePtr(); stateEventPtr->baseEvent = new InputEvent(Type, (int)eventSize, device.deviceId, InputRuntime.s_Instance.currentTime); stateEventPtr->stateFormat = stateFormat; stateEventPtr->stateOffset = controlStateBlock.byteOffset - deviceStateBlock.byteOffset; // Make offset relative to device. UnsafeUtility.MemCpy(stateEventPtr->deltaState, statePtr, stateSize); eventPtr = stateEventPtr->ToEventPtr(); return buffer; } } }