IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Devices/Commands/InputDeviceCommand.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

92 lines
3.3 KiB
C#

using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Utilities;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
namespace UnityEngine.InputSystem.LowLevel
{
////REVIEW: why is this passing the command by pointer instead of by ref?
/// <summary>
/// Delegate used by <see cref="InputSystem.onDeviceCommand"/>.
/// </summary>
public unsafe delegate long? InputDeviceCommandDelegate(InputDevice device, InputDeviceCommand* command);
/// <summary>
/// Delegate for executing <see cref="InputDeviceCommand"/>s inside <see cref="InputSystem.onFindLayoutForDevice"/>.
/// </summary>
/// <param name="command">Command to execute.</param>
/// <seealso cref="InputSystem.onFindLayoutForDevice"/>
/// <seealso cref="Layouts.InputDeviceFindControlLayoutDelegate"/>
public delegate long InputDeviceExecuteCommandDelegate(ref InputDeviceCommand command);
/// <summary>
/// Data header for a command send to an <see cref="InputDevice"/>.
/// </summary>
/// <remarks>
/// Commands are essentially synchronously processed events send directly
/// to a specific device. Their primary use is to expose device-specific
/// functions without having to extend the C# API used to communicate
/// between input code and backend device implementations (which may sit
/// in native code).
///
/// Like input events, device commands use <see cref="FourCC"/> codes
/// to indicate their type.
/// </remarks>
[StructLayout(LayoutKind.Explicit, Size = kBaseCommandSize)]
public struct InputDeviceCommand : IInputDeviceCommandInfo
{
////TODO: Remove kBaseCommandSize
internal const int kBaseCommandSize = 8;
public const int BaseCommandSize = 8;
/// <summary>
/// Generic failure code for <see cref="InputDevice.ExecuteCommand{TCommand}"/> calls.
/// </summary>
/// <remarks>
/// Any negative return value for an <see cref="InputDevice.ExecuteCommand{TCommand}"/> call should be considered failure.
/// </remarks>
public const long GenericFailure = -1;
public const long GenericSuccess = 1;
[FieldOffset(0)] public FourCC type;
[FieldOffset(4)] public int sizeInBytes;
public int payloadSizeInBytes => sizeInBytes - kBaseCommandSize;
public unsafe void* payloadPtr
{
get
{
fixed(void* thisPtr = &this)
{
return ((byte*)thisPtr) + kBaseCommandSize;
}
}
}
public InputDeviceCommand(FourCC type, int sizeInBytes = kBaseCommandSize)
{
this.type = type;
this.sizeInBytes = sizeInBytes;
}
public static unsafe NativeArray<byte> AllocateNative(FourCC type, int payloadSize)
{
var sizeInBytes = payloadSize + kBaseCommandSize;
var buffer = new NativeArray<byte>(sizeInBytes, Allocator.Temp);
var commandPtr = (InputDeviceCommand*)NativeArrayUnsafeUtility.GetUnsafePtr(buffer);
commandPtr->type = type;
commandPtr->sizeInBytes = sizeInBytes;
return buffer;
}
public FourCC typeStatic
{
get { return new FourCC(); }
}
}
}