182 lines
7.6 KiB
C#
182 lines
7.6 KiB
C#
using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// The input event stream is a combination of the input event buffer passed from native code and an
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/// append buffer that is owned by the managed side. Events queued during update are added to the
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/// append buffer. To calling code, the two buffers look like a single coherent stream of events.
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/// Calling Advance will first step through the events from the native side, followed by any events
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/// that have been appended.
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/// </summary>
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internal unsafe struct InputEventStream
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{
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public bool isOpen => m_IsOpen;
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public int remainingEventCount => m_RemainingNativeEventCount + m_RemainingAppendEventCount;
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/// <summary>
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/// How many events were left in the native buffer during reading.
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/// </summary>
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public int numEventsRetainedInBuffer => m_NumEventsRetainedInBuffer;
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public InputEvent* currentEventPtr => m_RemainingNativeEventCount > 0
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? m_CurrentNativeEventReadPtr
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: (m_RemainingAppendEventCount > 0 ? m_CurrentAppendEventReadPtr : null);
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public uint numBytesRetainedInBuffer =>
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(uint)((byte*)m_CurrentNativeEventWritePtr -
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(byte*)NativeArrayUnsafeUtility
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.GetUnsafeBufferPointerWithoutChecks(m_NativeBuffer.data));
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public InputEventStream(ref InputEventBuffer eventBuffer, int maxAppendedEvents)
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{
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m_CurrentNativeEventWritePtr = m_CurrentNativeEventReadPtr =
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(InputEvent*)NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(eventBuffer.data);
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m_NativeBuffer = eventBuffer;
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m_RemainingNativeEventCount = m_NativeBuffer.eventCount;
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m_NumEventsRetainedInBuffer = 0;
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m_CurrentAppendEventReadPtr = m_CurrentAppendEventWritePtr = default;
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m_AppendBuffer = default;
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m_RemainingAppendEventCount = 0;
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m_MaxAppendedEvents = maxAppendedEvents;
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m_IsOpen = true;
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}
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public void Close(ref InputEventBuffer eventBuffer)
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{
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// If we have retained events, update event count and buffer size. If not, just reset.
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if (m_NumEventsRetainedInBuffer > 0)
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{
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var bufferPtr = NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(m_NativeBuffer.data);
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Debug.Assert((byte*)m_CurrentNativeEventWritePtr > (byte*)bufferPtr);
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var newBufferSize = (byte*)m_CurrentNativeEventWritePtr - (byte*)bufferPtr;
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m_NativeBuffer = new InputEventBuffer((InputEvent*)bufferPtr, m_NumEventsRetainedInBuffer, (int)newBufferSize,
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(int)m_NativeBuffer.capacityInBytes);
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}
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else
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{
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m_NativeBuffer.Reset();
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}
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if (m_AppendBuffer.data.IsCreated)
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m_AppendBuffer.Dispose();
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eventBuffer = m_NativeBuffer;
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m_IsOpen = false;
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}
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public void CleanUpAfterException()
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{
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if (!isOpen)
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return;
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m_NativeBuffer.Reset();
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if (m_AppendBuffer.data.IsCreated)
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m_AppendBuffer.Dispose();
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m_IsOpen = false;
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}
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public void Write(InputEvent* eventPtr)
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{
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if (m_AppendBuffer.eventCount >= m_MaxAppendedEvents)
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{
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Debug.LogError($"Maximum number of queued events exceeded. Set the '{nameof(InputSettings.maxQueuedEventsPerUpdate)}' " +
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$"setting to a higher value if you need to queue more events than this. " +
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$"Current limit is '{m_MaxAppendedEvents}'.");
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return;
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}
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var wasAlreadyCreated = m_AppendBuffer.data.IsCreated;
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var oldBufferPtr = (byte*)m_AppendBuffer.bufferPtr.data;
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m_AppendBuffer.AppendEvent(eventPtr, allocator: Allocator.Temp);
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if (!wasAlreadyCreated)
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{
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m_CurrentAppendEventWritePtr = m_CurrentAppendEventReadPtr =
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(InputEvent*)NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(m_AppendBuffer.data);
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}
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else
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{
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// AppendEvent can reallocate the buffer if it needs more space, so make sure the read and write pointers
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// point to the equivalent places in the new buffer.
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var newBufferPtr = (byte*)m_AppendBuffer.bufferPtr.data;
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if (oldBufferPtr != newBufferPtr)
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{
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var currentWriteOffset = (byte*)m_CurrentAppendEventWritePtr - oldBufferPtr;
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var currentReadOffset = (byte*)m_CurrentAppendEventReadPtr - oldBufferPtr;
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m_CurrentAppendEventWritePtr = (InputEvent*)(newBufferPtr + currentWriteOffset);
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m_CurrentAppendEventReadPtr = (InputEvent*)(newBufferPtr + currentReadOffset);
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}
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}
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m_RemainingAppendEventCount++;
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}
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public InputEvent* Advance(bool leaveEventInBuffer)
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{
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if (m_RemainingNativeEventCount > 0)
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{
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m_NativeBuffer.AdvanceToNextEvent(ref m_CurrentNativeEventReadPtr, ref m_CurrentNativeEventWritePtr,
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ref m_NumEventsRetainedInBuffer, ref m_RemainingNativeEventCount, leaveEventInBuffer);
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}
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else if (m_RemainingAppendEventCount > 0)
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{
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var numEventRetained = 0;
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m_AppendBuffer.AdvanceToNextEvent(ref m_CurrentAppendEventReadPtr, ref m_CurrentAppendEventWritePtr,
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ref numEventRetained, ref m_RemainingAppendEventCount, false);
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}
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return currentEventPtr;
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}
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/// <summary>
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/// Peeks next event in the stream
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/// </summary>
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public InputEvent* Peek()
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{
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// Advance will go to next event in m_NativeBuffer
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if (m_RemainingNativeEventCount > 1)
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return InputEvent.GetNextInMemory(m_CurrentNativeEventReadPtr);
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// Advance will decrement m_RemainingNativeEventCount to 0
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// and currentEventPtr will point to m_CurrentAppendEventReadPtr if any
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if (m_RemainingNativeEventCount == 1)
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return m_RemainingAppendEventCount > 0 ? m_CurrentAppendEventReadPtr : null;
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// Advance will go to next event in m_AppendBuffer
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if (m_RemainingAppendEventCount > 1)
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return InputEvent.GetNextInMemory(m_CurrentAppendEventReadPtr);
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// No next event
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return null;
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}
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private InputEventBuffer m_NativeBuffer;
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private InputEvent* m_CurrentNativeEventReadPtr;
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private InputEvent* m_CurrentNativeEventWritePtr;
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private int m_RemainingNativeEventCount;
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private readonly int m_MaxAppendedEvents;
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// During Update, new events that are queued will be added to the append buffer
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private InputEventBuffer m_AppendBuffer;
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private InputEvent* m_CurrentAppendEventReadPtr;
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private InputEvent* m_CurrentAppendEventWritePtr;
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private int m_RemainingAppendEventCount;
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// When timeslicing events or in before-render updates, we may be leaving events in the buffer
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// for later processing. We do this by compacting the event buffer and moving events down such
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// that the events we leave in the buffer form one contiguous chunk of memory at the beginning
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// of the buffer.
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private int m_NumEventsRetainedInBuffer;
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private bool m_IsOpen;
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}
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}
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