326 lines
13 KiB
C#
326 lines
13 KiB
C#
using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: option to allow to constrain mouse input to the screen area (i.e. no input once mouse leaves player window)
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Combine a single pointer with buttons and a scroll wheel.
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/// </summary>
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// IMPORTANT: State layout must match with MouseInputState in native.
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[StructLayout(LayoutKind.Explicit, Size = 30)]
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public struct MouseState : IInputStateTypeInfo
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{
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/// <summary>
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/// Memory format identifier for MouseState.
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/// </summary>
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/// <value>Returns "MOUS".</value>
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/// <seealso cref="InputStateBlock.format"/>
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public static FourCC Format => new FourCC('M', 'O', 'U', 'S');
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/// <summary>
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/// Screen-space position of the mouse in pixels.
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/// </summary>
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/// <value>Position of mouse on screen.</value>
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/// <seealso cref="Pointer.position"/>
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[InputControl(usage = "Point", dontReset = true)] // Mouse should stay put when we reset devices.
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[FieldOffset(0)]
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public Vector2 position;
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/// <summary>
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/// Screen-space motion delta of the mouse in pixels.
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/// </summary>
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/// <value>Mouse movement.</value>
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/// <seealso cref="Pointer.delta"/>
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[InputControl(usage = "Secondary2DMotion", layout = "Delta")]
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[FieldOffset(8)]
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public Vector2 delta;
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////REVIEW: have half-axis buttons on the scroll axes? (up, down, left, right)
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/// <summary>
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/// Scroll-wheel delta of the mouse.
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/// </summary>
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/// <value>Scroll wheel delta.</value>
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/// <seealso cref="Mouse.scroll"/>
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[InputControl(displayName = "Scroll", layout = "Delta")]
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[InputControl(name = "scroll/x", aliases = new[] { "horizontal" }, usage = "ScrollHorizontal", displayName = "Left/Right")]
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[InputControl(name = "scroll/y", aliases = new[] { "vertical" }, usage = "ScrollVertical", displayName = "Up/Down", shortDisplayName = "Wheel")]
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[FieldOffset(16)]
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public Vector2 scroll;
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/// <summary>
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/// Button mask for which buttons on the mouse are currently pressed.
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/// </summary>
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/// <value>Button state mask.</value>
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/// <seealso cref="MouseButton"/>
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/// <seealso cref="Mouse.leftButton"/>
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/// <seealso cref="Mouse.middleButton"/>
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/// <seealso cref="Mouse.rightButton"/>
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/// <seealso cref="Mouse.forwardButton"/>
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/// <seealso cref="Mouse.backButton"/>
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[InputControl(name = "press", useStateFrom = "leftButton", synthetic = true, usages = new string[0])]
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[InputControl(name = "leftButton", layout = "Button", bit = (int)MouseButton.Left, usage = "PrimaryAction", displayName = "Left Button", shortDisplayName = "LMB")]
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[InputControl(name = "rightButton", layout = "Button", bit = (int)MouseButton.Right, usage = "SecondaryAction", displayName = "Right Button", shortDisplayName = "RMB")]
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[InputControl(name = "middleButton", layout = "Button", bit = (int)MouseButton.Middle, displayName = "Middle Button", shortDisplayName = "MMB")]
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[InputControl(name = "forwardButton", layout = "Button", bit = (int)MouseButton.Forward, usage = "Forward", displayName = "Forward")]
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[InputControl(name = "backButton", layout = "Button", bit = (int)MouseButton.Back, usage = "Back", displayName = "Back")]
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[FieldOffset(24)]
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// "Park" all the controls that are common to pointers but aren't use for mice such that they get
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// appended to the end of device state where they will always have default values.
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////FIXME: InputDeviceBuilder will get fooled and set up an incorrect state layout if we don't force this to VEC2; InputControlLayout will
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//// "infer" USHT as the format which will then end up with a layout where two 4 byte float controls are "packed" into a 16bit sized parent;
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//// in other words, setting VEC2 here manually should *not* be necessary
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[InputControl(name = "pressure", layout = "Axis", usage = "Pressure", offset = InputStateBlock.AutomaticOffset, format = "FLT", sizeInBits = 32)]
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[InputControl(name = "radius", layout = "Vector2", usage = "Radius", offset = InputStateBlock.AutomaticOffset, format = "VEC2", sizeInBits = 64)]
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[InputControl(name = "pointerId", layout = "Digital", format = "BIT", sizeInBits = 1, offset = InputStateBlock.AutomaticOffset)] // Will stay at 0.
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public ushort buttons;
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/// <summary>
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/// The index of the display that was moused.
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/// </summary>
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[InputControl(name = "displayIndex", layout = "Integer", displayName = "Display Index")]
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[FieldOffset(26)]
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public ushort displayIndex;
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/// <summary>
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/// Number of clicks performed in succession.
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/// </summary>
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/// <value>Successive click count.</value>
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/// <seealso cref="Mouse.clickCount"/>
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[InputControl(name = "clickCount", layout = "Integer", displayName = "Click Count", synthetic = true)]
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[FieldOffset(28)]
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public ushort clickCount;
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/// <summary>
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/// Set the button mask for the given button.
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/// </summary>
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/// <param name="button">Button whose state to set.</param>
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/// <param name="state">Whether to set the bit on or off.</param>
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/// <returns>The same MouseState with the change applied.</returns>
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/// <seealso cref="buttons"/>
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public MouseState WithButton(MouseButton button, bool state = true)
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{
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Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
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var bit = 1U << (int)button;
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if (state)
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buttons |= (ushort)bit;
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else
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buttons &= (ushort)~bit;
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return this;
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}
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/// <summary>
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/// Returns <see cref="Format"/>.
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/// </summary>
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/// <seealso cref="InputStateBlock.format"/>
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public FourCC format => Format;
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}
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/// <summary>
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/// Button indices for <see cref="MouseState.buttons"/>.
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/// </summary>
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public enum MouseButton
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{
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/// <summary>
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/// Left mouse button.
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/// </summary>
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/// <seealso cref="Mouse.leftButton"/>
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Left,
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/// <summary>
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/// Right mouse button.
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/// </summary>
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/// <seealso cref="Mouse.rightButton"/>
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Right,
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/// <summary>
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/// Middle mouse button.
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/// </summary>
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/// <seealso cref="Mouse.middleButton"/>
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Middle,
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/// <summary>
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/// Second side button.
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/// </summary>
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/// <seealso cref="Mouse.forwardButton"/>
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Forward,
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/// <summary>
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/// First side button.
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/// </summary>
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/// <seealso cref="Mouse.backButton"/>
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Back
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// An input device representing a mouse.
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/// </summary>
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/// <remarks>
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/// Adds a scroll wheel and a typical 3-button setup with a left, middle, and right
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/// button.
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///
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/// To control cursor display and behavior, use <see cref="UnityEngine.Cursor"/>.
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/// </remarks>
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[InputControlLayout(stateType = typeof(MouseState), isGenericTypeOfDevice = true)]
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public class Mouse : Pointer, IInputStateCallbackReceiver
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{
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/// <summary>
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/// The horizontal and vertical scroll wheels.
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/// </summary>
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/// <value>Control representing the mouse scroll wheels.</value>
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/// <remarks>
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/// The <c>x</c> component corresponds to the horizontal scroll wheel, the
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/// <c>y</c> component to the vertical scroll wheel. Most mice do not have
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/// horizontal scroll wheels and will thus only see activity on <c>y</c>.
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/// </remarks>
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public DeltaControl scroll { get; protected set; }
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/// <summary>
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/// The left mouse button.
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/// </summary>
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/// <value>Control representing the left mouse button.</value>
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public ButtonControl leftButton { get; protected set; }
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/// <summary>
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/// The middle mouse button.
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/// </summary>
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/// <value>Control representing the middle mouse button.</value>
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public ButtonControl middleButton { get; protected set; }
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/// <summary>
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/// The right mouse button.
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/// </summary>
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/// <value>Control representing the right mouse button.</value>
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public ButtonControl rightButton { get; protected set; }
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/// <summary>
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/// The first side button, often labeled/used as "back".
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/// </summary>
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/// <value>Control representing the back button on the mouse.</value>
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/// <remarks>
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/// On Windows, this corresponds to <c>RI_MOUSE_BUTTON_4</c>.
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/// </remarks>
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public ButtonControl backButton { get; protected set; }
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/// <summary>
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/// The second side button, often labeled/used as "forward".
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/// </summary>
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/// <value>Control representing the forward button on the mouse.</value>
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/// <remarks>
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/// On Windows, this corresponds to <c>RI_MOUSE_BUTTON_5</c>.
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/// </remarks>
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public ButtonControl forwardButton { get; protected set; }
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/// <summary>
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/// Number of times any of the mouse buttons has been clicked in succession within
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/// the system-defined click time threshold.
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/// </summary>
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/// <value>Control representing the mouse click count.</value>
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public IntegerControl clickCount { get; protected set; }
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/// <summary>
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/// The mouse that was added or updated last or null if there is no mouse
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/// connected to the system.
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/// </summary>
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/// <seealso cref="InputDevice.MakeCurrent"/>
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public new static Mouse current { get; private set; }
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/// <summary>
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/// Called when the mouse becomes the current mouse.
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/// </summary>
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <summary>
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/// Called when the mouse is added to the system.
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/// </summary>
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protected override void OnAdded()
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{
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base.OnAdded();
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if (native && s_PlatformMouseDevice == null)
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s_PlatformMouseDevice = this;
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}
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/// <summary>
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/// Called when the device is removed from the system.
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/// </summary>
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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internal static Mouse s_PlatformMouseDevice;
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////REVIEW: how should we handle this being called from EditorWindow's? (where the editor window space processor will turn coordinates automatically into editor window space)
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/// <summary>
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/// Move the operating system's mouse cursor.
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/// </summary>
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/// <param name="position">New position in player window space.</param>
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/// <remarks>
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/// The <see cref="Pointer.position"/> property will not update immediately but rather will update in the
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/// next input update.
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/// </remarks>
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public void WarpCursorPosition(Vector2 position)
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{
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var command = WarpMousePositionCommand.Create(position);
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ExecuteCommand(ref command);
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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scroll = GetChildControl<DeltaControl>("scroll");
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leftButton = GetChildControl<ButtonControl>("leftButton");
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middleButton = GetChildControl<ButtonControl>("middleButton");
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rightButton = GetChildControl<ButtonControl>("rightButton");
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forwardButton = GetChildControl<ButtonControl>("forwardButton");
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backButton = GetChildControl<ButtonControl>("backButton");
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displayIndex = GetChildControl<IntegerControl>("displayIndex");
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clickCount = GetChildControl<IntegerControl>("clickCount");
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base.FinishSetup();
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}
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/// <summary>
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/// Implements <see cref="IInputStateCallbackReceiver.OnNextUpdate"/> for the mouse.
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/// </summary>
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protected new void OnNextUpdate()
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{
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base.OnNextUpdate();
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InputState.Change(scroll, Vector2.zero);
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}
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/// <summary>
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/// Implements <see cref="IInputStateCallbackReceiver.OnStateEvent"/> for the mouse.
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/// </summary>
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/// <param name="eventPtr"></param>
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protected new unsafe void OnStateEvent(InputEventPtr eventPtr)
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{
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scroll.AccumulateValueInEvent(currentStatePtr, eventPtr);
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base.OnStateEvent(eventPtr);
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}
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void IInputStateCallbackReceiver.OnNextUpdate()
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{
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OnNextUpdate();
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}
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void IInputStateCallbackReceiver.OnStateEvent(InputEventPtr eventPtr)
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{
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OnStateEvent(eventPtr);
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}
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}
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}
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