403 lines
15 KiB
C#
403 lines
15 KiB
C#
using System;
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using System.Linq;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngineInternal.Input;
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#if UNITY_EDITOR
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using System.Reflection;
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using UnityEditor;
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using UnityEditorInternal;
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#endif
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// This should be the only file referencing the API at UnityEngineInternal.Input.
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Implements <see cref="IInputRuntime"/> based on <see cref="NativeInputSystem"/>.
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/// </summary>
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internal class NativeInputRuntime : IInputRuntime
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{
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public static readonly NativeInputRuntime instance = new NativeInputRuntime();
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public int AllocateDeviceId()
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{
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return NativeInputSystem.AllocateDeviceId();
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}
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public void Update(InputUpdateType updateType)
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{
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NativeInputSystem.Update((NativeInputUpdateType)updateType);
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}
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public unsafe void QueueEvent(InputEvent* ptr)
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{
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NativeInputSystem.QueueInputEvent((IntPtr)ptr);
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}
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1062:Validate arguments of public methods", MessageId = "0", Justification = "False positive.")]
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public unsafe long DeviceCommand(int deviceId, InputDeviceCommand* commandPtr)
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{
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if (commandPtr == null)
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throw new ArgumentNullException(nameof(commandPtr));
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return NativeInputSystem.IOCTL(deviceId, commandPtr->type, new IntPtr(commandPtr->payloadPtr), commandPtr->payloadSizeInBytes);
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}
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public unsafe InputUpdateDelegate onUpdate
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{
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get => m_OnUpdate;
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set
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{
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if (value != null)
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NativeInputSystem.onUpdate =
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(updateType, eventBufferPtr) =>
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{
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var buffer = new InputEventBuffer((InputEvent*)eventBufferPtr->eventBuffer,
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eventBufferPtr->eventCount,
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sizeInBytes: eventBufferPtr->sizeInBytes,
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capacityInBytes: eventBufferPtr->capacityInBytes);
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try
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{
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value((InputUpdateType)updateType, ref buffer);
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}
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catch (Exception e)
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{
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// Always report the original exception first to confuse users less about what it the actual failure.
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Debug.LogException(e);
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Debug.LogError($"{e.GetType().Name} during event processing of {updateType} update; resetting event buffer");
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buffer.Reset();
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}
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if (buffer.eventCount > 0)
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{
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eventBufferPtr->eventCount = buffer.eventCount;
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eventBufferPtr->sizeInBytes = (int)buffer.sizeInBytes;
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eventBufferPtr->capacityInBytes = (int)buffer.capacityInBytes;
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eventBufferPtr->eventBuffer =
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NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(buffer.data);
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}
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else
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{
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eventBufferPtr->eventCount = 0;
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eventBufferPtr->sizeInBytes = 0;
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}
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};
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else
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NativeInputSystem.onUpdate = null;
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m_OnUpdate = value;
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}
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}
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public Action<InputUpdateType> onBeforeUpdate
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{
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get => m_OnBeforeUpdate;
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set
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{
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// This is stupid but the enum prevents us from jacking the delegate in directly.
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// This means we get a double dispatch here :(
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if (value != null)
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NativeInputSystem.onBeforeUpdate = updateType => value((InputUpdateType)updateType);
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else
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NativeInputSystem.onBeforeUpdate = null;
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m_OnBeforeUpdate = value;
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}
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}
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public Func<InputUpdateType, bool> onShouldRunUpdate
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{
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get => m_OnShouldRunUpdate;
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set
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{
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// This is stupid but the enum prevents us from jacking the delegate in directly.
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// This means we get a double dispatch here :(
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if (value != null)
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NativeInputSystem.onShouldRunUpdate = updateType => value((InputUpdateType)updateType);
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else
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NativeInputSystem.onShouldRunUpdate = null;
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m_OnShouldRunUpdate = value;
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}
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}
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#if UNITY_EDITOR
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private struct InputSystemPlayerLoopRunnerInitializationSystem {};
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public Action onPlayerLoopInitialization
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{
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get => m_PlayerLoopInitialization;
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set
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{
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// This is a hot-fix for a critical problem in input system, case 1368559, case 1367556, case 1372830
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// TODO move it to a proper native callback instead
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if (value != null)
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{
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// Inject ourselves directly to PlayerLoop.Initialization as first subsystem to run,
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// Use InputSystemPlayerLoopRunnerInitializationSystem as system type
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
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var initStepIndex = playerLoop.subSystemList.IndexOf(x => x.type == typeof(PlayerLoop.Initialization));
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if (initStepIndex >= 0)
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{
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var systems = playerLoop.subSystemList[initStepIndex].subSystemList;
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// Check if we're not already injected
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if (!systems.Select(x => x.type)
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.Contains(typeof(InputSystemPlayerLoopRunnerInitializationSystem)))
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{
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ArrayHelpers.InsertAt(ref systems, 0, new UnityEngine.LowLevel.PlayerLoopSystem
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{
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type = typeof(InputSystemPlayerLoopRunnerInitializationSystem),
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updateDelegate = () => m_PlayerLoopInitialization?.Invoke()
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});
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playerLoop.subSystemList[initStepIndex].subSystemList = systems;
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UnityEngine.LowLevel.PlayerLoop.SetPlayerLoop(playerLoop);
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}
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}
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}
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m_PlayerLoopInitialization = value;
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}
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}
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#endif
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public Action<int, string> onDeviceDiscovered
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{
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get => NativeInputSystem.onDeviceDiscovered;
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set => NativeInputSystem.onDeviceDiscovered = value;
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}
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public Action onShutdown
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{
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get => m_ShutdownMethod;
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set
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{
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if (value == null)
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{
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#if UNITY_EDITOR
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EditorApplication.wantsToQuit -= OnWantsToShutdown;
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#else
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Application.quitting -= OnShutdown;
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#endif
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}
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else if (m_ShutdownMethod == null)
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{
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#if UNITY_EDITOR
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EditorApplication.wantsToQuit += OnWantsToShutdown;
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#else
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Application.quitting += OnShutdown;
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#endif
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}
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m_ShutdownMethod = value;
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}
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}
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public Action<bool> onPlayerFocusChanged
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{
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get => m_FocusChangedMethod;
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set
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{
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if (value == null)
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Application.focusChanged -= OnFocusChanged;
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else if (m_FocusChangedMethod == null)
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Application.focusChanged += OnFocusChanged;
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m_FocusChangedMethod = value;
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}
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}
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public bool isPlayerFocused => Application.isFocused;
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public float pollingFrequency
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{
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get => m_PollingFrequency;
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set
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{
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m_PollingFrequency = value;
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NativeInputSystem.SetPollingFrequency(value);
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}
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}
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public double currentTime => NativeInputSystem.currentTime;
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////REVIEW: this applies the offset, currentTime doesn't
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public double currentTimeForFixedUpdate => Time.fixedUnscaledTime + currentTimeOffsetToRealtimeSinceStartup;
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public double currentTimeOffsetToRealtimeSinceStartup => NativeInputSystem.currentTimeOffsetToRealtimeSinceStartup;
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public float unscaledGameTime => Time.unscaledTime;
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public bool runInBackground
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{
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get =>
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Application.runInBackground ||
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// certain platforms ignore the runInBackground flag and always run. Make sure we're
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// not running on one of those and set the values when running on specific platforms.
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m_RunInBackground;
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set => m_RunInBackground = value;
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}
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bool m_RunInBackground;
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private Action m_ShutdownMethod;
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private InputUpdateDelegate m_OnUpdate;
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private Action<InputUpdateType> m_OnBeforeUpdate;
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private Func<InputUpdateType, bool> m_OnShouldRunUpdate;
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#if UNITY_EDITOR
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private Action m_PlayerLoopInitialization;
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#endif
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private float m_PollingFrequency = 60.0f;
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private bool m_DidCallOnShutdown = false;
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private void OnShutdown()
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{
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m_ShutdownMethod();
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}
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private bool OnWantsToShutdown()
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{
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if (!m_DidCallOnShutdown)
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{
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// we should use `EditorApplication.quitting`, but that is too late
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// to send an analytics event, because Analytics is already shut down
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// at that point. So we use `EditorApplication.wantsToQuit`, and make sure
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// to only use the first time. This is currently only used for analytics,
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// and getting analytics before we actually shut downn in some cases is
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// better then never.
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OnShutdown();
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m_DidCallOnShutdown = true;
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}
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return true;
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}
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private Action<bool> m_FocusChangedMethod;
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private void OnFocusChanged(bool focus)
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{
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m_FocusChangedMethod(focus);
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}
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public Vector2 screenSize => new Vector2(Screen.width, Screen.height);
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public ScreenOrientation screenOrientation => Screen.orientation;
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public bool isInBatchMode => Application.isBatchMode;
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#if UNITY_EDITOR
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public bool isInPlayMode => EditorApplication.isPlaying;
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public bool isPaused => EditorApplication.isPaused;
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public bool isEditorActive => InternalEditorUtility.isApplicationActive;
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public Func<IntPtr, bool> onUnityRemoteMessage
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{
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set
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{
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if (m_UnityRemoteMessageHandler == value)
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return;
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if (m_UnityRemoteMessageHandler != null)
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{
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var removeMethod = GetUnityRemoteAPIMethod("RemoveMessageHandler");
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removeMethod?.Invoke(null, new[] { m_UnityRemoteMessageHandler });
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m_UnityRemoteMessageHandler = null;
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}
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if (value != null)
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{
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var addMethod = GetUnityRemoteAPIMethod("AddMessageHandler");
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addMethod?.Invoke(null, new[] { value });
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m_UnityRemoteMessageHandler = value;
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}
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}
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}
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public void SetUnityRemoteGyroEnabled(bool value)
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{
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var setMethod = GetUnityRemoteAPIMethod("SetGyroEnabled");
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setMethod?.Invoke(null, new object[] { value });
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}
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public void SetUnityRemoteGyroUpdateInterval(float interval)
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{
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var setMethod = GetUnityRemoteAPIMethod("SetGyroUpdateInterval");
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setMethod?.Invoke(null, new object[] { interval });
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}
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private MethodInfo GetUnityRemoteAPIMethod(string methodName)
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{
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var editorAssembly = typeof(EditorApplication).Assembly;
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var genericRemoteClass = editorAssembly.GetType("UnityEditor.Remote.GenericRemote");
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if (genericRemoteClass == null)
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return null;
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return genericRemoteClass.GetMethod(methodName);
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}
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private Func<IntPtr, bool> m_UnityRemoteMessageHandler;
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private Action<PlayModeStateChange> m_OnPlayModeChanged;
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private Action m_OnProjectChanged;
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private void OnPlayModeStateChanged(PlayModeStateChange value)
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{
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m_OnPlayModeChanged(value);
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}
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private void OnProjectChanged()
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{
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m_OnProjectChanged();
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}
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public Action<PlayModeStateChange> onPlayModeChanged
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{
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get => m_OnPlayModeChanged;
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set
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{
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if (value == null)
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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else if (m_OnPlayModeChanged == null)
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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m_OnPlayModeChanged = value;
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}
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}
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public Action onProjectChange
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{
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get => m_OnProjectChanged;
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set
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{
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if (value == null)
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EditorApplication.projectChanged -= OnProjectChanged;
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else if (m_OnProjectChanged == null)
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EditorApplication.projectChanged += OnProjectChanged;
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m_OnProjectChanged = value;
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}
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}
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#endif // UNITY_EDITOR
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public void RegisterAnalyticsEvent(string name, int maxPerHour, int maxPropertiesPerEvent)
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{
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#if UNITY_ANALYTICS
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const string vendorKey = "unity.input";
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#if UNITY_EDITOR
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EditorAnalytics.RegisterEventWithLimit(name, maxPerHour, maxPropertiesPerEvent, vendorKey);
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#else
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Analytics.Analytics.RegisterEvent(name, maxPerHour, maxPropertiesPerEvent, vendorKey);
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#endif // UNITY_EDITOR
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#endif // UNITY_ANALYTICS
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}
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public void SendAnalyticsEvent(string name, object data)
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{
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#if UNITY_ANALYTICS
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#if UNITY_EDITOR
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EditorAnalytics.SendEventWithLimit(name, data);
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#else
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Analytics.Analytics.SendEvent(name, data);
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#endif // UNITY_EDITOR
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#endif // UNITY_ANALYTICS
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}
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}
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}
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