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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using UnityEngine;
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using System.Collections;
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using System;
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using Valve.VR;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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namespace Valve.VR
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{
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[Serializable]
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/// <summary>
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/// An analog action with two values generally from -1 to 1. Also provides a delta since the last update.
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/// </summary>
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public class SteamVR_Action_Vector2 : SteamVR_Action_In<SteamVR_Action_Vector2_Source_Map, SteamVR_Action_Vector2_Source>, ISteamVR_Action_Vector2, ISerializationCallbackReceiver
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{
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public delegate void AxisHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta);
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public delegate void ActiveChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, bool active);
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public delegate void ChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta);
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public delegate void UpdateHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta);
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the axis changes by more than the specified changeTolerance</summary>
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public event ChangeHandler onChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event fires whenever the action is updated</summary>
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public event UpdateHandler onUpdate
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{ add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> This event will fire whenever the Vector2 value of the action is non-zero</summary>
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public event AxisHandler onAxis
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{ add { sourceMap[SteamVR_Input_Sources.Any].onAxis += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onAxis -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state (ActionSet active and binding active) changes</summary>
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public event ActiveChangeHandler onActiveChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state of the binding changes</summary>
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public event ActiveChangeHandler onActiveBindingChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The current Vector2 value of the action.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 axis { get { return sourceMap[SteamVR_Input_Sources.Any].axis; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value of the action from the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 lastAxis { get { return sourceMap[SteamVR_Input_Sources.Any].lastAxis; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value difference between this update and the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 delta { get { return sourceMap[SteamVR_Input_Sources.Any].delta; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The Vector2 value difference between the previous update and update before that.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 lastDelta { get { return sourceMap[SteamVR_Input_Sources.Any].lastDelta; } }
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public SteamVR_Action_Vector2() { }
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/// <summary>The current Vector2 value of the action</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector2 GetAxis(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].axis;
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}
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/// <summary>The Vector2 value difference between this update and the previous update.</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector2 GetAxisDelta(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].delta;
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}
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/// <summary>The Vector2 value of the action from the previous update.</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector2 GetLastAxis(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].lastAxis;
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}
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/// <summary>The Vector2 value difference between the previous update and update before that. </summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector2 GetLastAxisDelta(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].lastDelta;
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}
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/// <summary>Executes a function when the *functional* active state of this action (with the specified inputSource) changes.
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/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnActiveChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveChange += functionToCall;
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}
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/// <summary>Stops executing a function when the *functional* active state of this action (with the specified inputSource) changes.
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/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnActiveChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveBindingChange += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnActiveBindingChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveBindingChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the axis changes by more than the specified changeTolerance</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnChangeListener(ChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onChange += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive on change events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnChangeListener(ChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the state of this action (with the specified inputSource) is updated.</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnUpdateListener(UpdateHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onUpdate += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnUpdateListener(UpdateHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onUpdate -= functionToStopCalling;
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}
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/// <summary>Executes a function when the Vector2 value of the action is non-zero.</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnAxisListener(AxisHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onAxis += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnAxisListener(AxisHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onAxis -= functionToStopCalling;
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}
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/// <summary>
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/// Removes all listeners, useful for dispose pattern
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/// </summary>
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public void RemoveAllListeners(SteamVR_Input_Sources input_Sources)
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{
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sourceMap[input_Sources].RemoveAllListeners();
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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InitAfterDeserialize();
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}
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}
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/// <summary>
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/// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
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/// </summary>
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public class SteamVR_Action_Vector2_Source_Map : SteamVR_Action_In_Source_Map<SteamVR_Action_Vector2_Source>
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{
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}
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public class SteamVR_Action_Vector2_Source : SteamVR_Action_In_Source, ISteamVR_Action_Vector2
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{
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protected static uint actionData_size = 0;
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/// <summary>The amount the axis needs to change before a change is detected</summary>
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public float changeTolerance = Mathf.Epsilon;
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/// <summary>Event fires when the value of the action is non-zero</summary>
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public event SteamVR_Action_Vector2.AxisHandler onAxis;
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/// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
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public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveChange;
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/// <summary>Event fires when the active state of the binding changes</summary>
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public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveBindingChange;
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/// <summary>This event fires whenever the axis changes by more than the specified changeTolerance</summary>
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public event SteamVR_Action_Vector2.ChangeHandler onChange;
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/// <summary>Event fires when the action is updated</summary>
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public event SteamVR_Action_Vector2.UpdateHandler onUpdate;
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/// <summary>The current Vector2 value of the action.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 axis { get; protected set; }
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/// <summary>The Vector2 value of the action from the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 lastAxis { get; protected set; }
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/// <summary>The Vector2 value difference between this update and the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 delta { get; protected set; }
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/// <summary>The Vector2 value difference between the previous update and update before that.
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/// Note: Will only return non-zero if the action is also active.</summary>
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public Vector2 lastDelta { get; protected set; }
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/// <summary>If the Vector2 value of this action has changed more than the changeTolerance since the last update</summary>
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public override bool changed { get; protected set; }
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/// <summary>If the Vector2 value of this action has changed more than the changeTolerance between the previous update and the update before that</summary>
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public override bool lastChanged { get; protected set; }
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/// <summary>The handle to the origin of the component that was used to update the value for this action</summary>
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public override ulong activeOrigin
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{
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get
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{
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if (active)
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return actionData.activeOrigin;
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return 0;
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}
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}
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/// <summary>The handle to the origin of the component that was used to update the value for this action (for the previous update)</summary>
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public override ulong lastActiveOrigin { get { return lastActionData.activeOrigin; } }
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/// <summary>Returns true if this action is bound and the ActionSet is active</summary>
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public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } }
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/// <summary>Returns true if the action is bound</summary>
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public override bool activeBinding { get { return actionData.bActive; } }
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/// <summary>Returns true if the action was bound and the ActionSet was active during the previous update</summary>
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public override bool lastActive { get; protected set; }
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/// <summary>Returns true if the action was bound during the previous update</summary>
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public override bool lastActiveBinding { get { return lastActionData.bActive; } }
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protected InputAnalogActionData_t actionData = new InputAnalogActionData_t();
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protected InputAnalogActionData_t lastActionData = new InputAnalogActionData_t();
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protected SteamVR_Action_Vector2 vector2Action;
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/// <summary>
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/// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR has been initialized.
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/// </summary>
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public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
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{
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base.Preinitialize(wrappingAction, forInputSource);
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vector2Action = (SteamVR_Action_Vector2)wrappingAction;
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}
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/// <summary>
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/// <strong>[Should not be called by user code]</strong>
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/// Initializes the handle for the inputSource, the action data size, and any other related SteamVR data.
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/// </summary>
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public override void Initialize()
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{
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base.Initialize();
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if (actionData_size == 0)
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actionData_size = (uint)Marshal.SizeOf(typeof(InputAnalogActionData_t));
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}
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/// <summary>
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/// Removes all listeners, useful for dispose pattern
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/// </summary>
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public void RemoveAllListeners()
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{
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Delegate[] delegates;
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if (onAxis != null)
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{
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delegates = onAxis.GetInvocationList();
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if (delegates != null)
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foreach (Delegate existingDelegate in delegates)
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onAxis -= (SteamVR_Action_Vector2.AxisHandler)existingDelegate;
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}
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if (onUpdate != null)
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{
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delegates = onUpdate.GetInvocationList();
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if (delegates != null)
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foreach (Delegate existingDelegate in delegates)
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onUpdate -= (SteamVR_Action_Vector2.UpdateHandler)existingDelegate;
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}
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if (onChange != null)
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{
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delegates = onChange.GetInvocationList();
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if (delegates != null)
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foreach (Delegate existingDelegate in delegates)
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onChange -= (SteamVR_Action_Vector2.ChangeHandler)existingDelegate;
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}
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if (onActiveChange != null)
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{
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delegates = onActiveChange.GetInvocationList();
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if (delegates != null)
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foreach (Delegate existingDelegate in delegates)
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onActiveChange -= (SteamVR_Action_Vector2.ActiveChangeHandler)existingDelegate;
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}
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if (onActiveBindingChange != null)
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{
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delegates = onActiveBindingChange.GetInvocationList();
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if (delegates != null)
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foreach (Delegate existingDelegate in delegates)
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onActiveBindingChange -= (SteamVR_Action_Vector2.ActiveChangeHandler)existingDelegate;
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}
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}
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/// <summary><strong>[Should not be called by user code]</strong>
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/// Updates the data for this action and this input source. Sends related events.
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/// </summary>
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public override void UpdateValue()
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{
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lastActionData = actionData;
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lastActive = active;
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lastAxis = axis;
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lastDelta = delta;
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EVRInputError err = OpenVR.Input.GetAnalogActionData(handle, ref actionData, actionData_size, SteamVR_Input_Source.GetHandle(inputSource));
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if (err != EVRInputError.None)
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Debug.LogError("<b>[SteamVR]</b> GetAnalogActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString());
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updateTime = Time.realtimeSinceStartup;
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axis = new Vector2(actionData.x, actionData.y);
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delta = new Vector2(actionData.deltaX, actionData.deltaY);
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changed = false;
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if (active)
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{
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if (delta.magnitude > changeTolerance)
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{
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changed = true;
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changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime; //fUpdateTime is the time from the time the action was called that the action changed
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if (onChange != null)
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onChange.Invoke(vector2Action, inputSource, axis, delta);
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}
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if (axis != Vector2.zero)
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{
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if (onAxis != null)
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onAxis.Invoke(vector2Action, inputSource, axis, delta);
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}
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if (onUpdate != null)
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{
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onUpdate.Invoke(vector2Action, inputSource, axis, delta);
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}
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}
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if (onActiveBindingChange != null && lastActiveBinding != activeBinding)
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onActiveBindingChange.Invoke(vector2Action, inputSource, activeBinding);
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if (onActiveChange != null && lastActive != active)
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onActiveChange.Invoke(vector2Action, inputSource, activeBinding);
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}
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}
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public interface ISteamVR_Action_Vector2 : ISteamVR_Action_In_Source
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{
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/// <summary>The current float value of the action.
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/// Note: Will only return non-zero if the action is also active.</summary>
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Vector2 axis { get; }
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/// <summary>The float value of the action from the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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Vector2 lastAxis { get; }
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/// <summary>The float value difference between this update and the previous update.
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/// Note: Will only return non-zero if the action is also active.</summary>
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Vector2 delta { get; }
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/// <summary>The float value difference between the previous update and update before that.
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/// Note: Will only return non-zero if the action is also active.</summary>
|
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Vector2 lastDelta { get; }
|
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}
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}
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