//======= Copyright (c) Valve Corporation, All rights reserved. =============== using UnityEngine; using System.Collections; using System; using Valve.VR; using System.Runtime.InteropServices; using System.Collections.Generic; namespace Valve.VR { [Serializable] /// /// Boolean actions are either true or false. There are a variety of helper events included that will fire for the given input source. They're prefixed with "on". /// public class SteamVR_Action_Boolean : SteamVR_Action_In, ISteamVR_Action_Boolean, ISerializationCallbackReceiver { public delegate void StateDownHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateUpHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void ActiveChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active); public delegate void ChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); public delegate void UpdateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever a state changes from false to true or true to false public event ChangeHandler onChange { add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the action is updated public event UpdateHandler onUpdate { add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the boolean action is true and gets updated public event StateHandler onState { add { sourceMap[SteamVR_Input_Sources.Any].onState += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onState -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the state of the boolean action has changed from false to true in the most recent update public event StateDownHandler onStateDown { add { sourceMap[SteamVR_Input_Sources.Any].onStateDown += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateDown -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the state of the boolean action has changed from true to false in the most recent update public event StateUpHandler onStateUp { add { sourceMap[SteamVR_Input_Sources.Any].onStateUp += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateUp -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the active state (ActionSet active and binding active) changes public event ActiveChangeHandler onActiveChange { add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the bound state of the binding changes public event ActiveChangeHandler onActiveBindingChange { add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } } /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is true public bool state { get { return sourceMap[SteamVR_Input_Sources.Any].state; } } /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is true and the last state was false public bool stateDown { get { return sourceMap[SteamVR_Input_Sources.Any].stateDown; } } /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is false and the last state was true public bool stateUp { get { return sourceMap[SteamVR_Input_Sources.Any].stateUp; } } /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is true public bool lastState { get { return sourceMap[SteamVR_Input_Sources.Any].lastState; } } /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is true and the last state was false public bool lastStateDown { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateDown; } } /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is false and the last state was true public bool lastStateUp { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateUp; } } public SteamVR_Action_Boolean() { } /// Returns true if the value of the action has been changed to true (from false) in the most recent update. /// The device you would like to get data from. Any if the action is not device specific. public bool GetStateDown(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].stateDown; } /// Returns true if the value of the action has been changed to false (from true) in the most recent update. /// The device you would like to get data from. Any if the action is not device specific. public bool GetStateUp(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].stateUp; } /// Returns true if the value of the action (state) is currently true /// The device you would like to get data from. Any if the action is not device specific. public bool GetState(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].state; } /// [For the previous update] Returns true if the value of the action has been set to true (from false). /// The device you would like to get data from. Any if the action is not device specific. public bool GetLastStateDown(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastStateDown; } /// [For the previous update] Returns true if the value of the action has been set to false (from true). /// The device you would like to get data from. Any if the action is not device specific. public bool GetLastStateUp(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastStateUp; } /// [For the previous update] Returns true if the value of the action was true. /// The device you would like to get data from. Any if the action is not device specific. public bool GetLastState(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastState; } /// Executes a function when the *functional* active state of this action (with the specified inputSource) changes. /// This happens when the action is bound or unbound, or when the ActionSet changes state. /// A local function that receives the boolean action who's active state changes and the corresponding input source /// The device you would like to get data from. Any if the action is not device specific. public void AddOnActiveChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveChange += functionToCall; } /// Stops executing a function when the *functional* active state of this action (with the specified inputSource) changes. /// This happens when the action is bound or unbound, or when the ActionSet changes state. /// The local function that you've setup to receive update events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnActiveChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveChange -= functionToStopCalling; } /// Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound /// A local function that receives the boolean action who's active state changes and the corresponding input source /// The device you would like to get data from. Any if the action is not device specific. public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveBindingChange += functionToCall; } /// Stops executing the function setup by the corresponding AddListener /// The local function that you've setup to receive update events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnActiveBindingChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onActiveBindingChange -= functionToStopCalling; } /// Executes a function when the state of this action (with the specified inputSource) changes /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value /// The device you would like to get data from. Any if the action is not device specific. public void AddOnChangeListener(ChangeHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onChange += functionToCall; } /// Stops executing the function setup by the corresponding AddListener /// The local function that you've setup to receive on change events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnChangeListener(ChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onChange -= functionToStopCalling; } /// Executes a function when the state of this action (with the specified inputSource) is updated. /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value /// The device you would like to get data from. Any if the action is not device specific. public void AddOnUpdateListener(UpdateHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onUpdate += functionToCall; } /// Stops executing the function setup by the corresponding AddListener /// The local function that you've setup to receive update events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnUpdateListener(UpdateHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onUpdate -= functionToStopCalling; } /// Executes a function when the state of this action (with the specified inputSource) changes to true (from false). /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value /// The device you would like to get data from. Any if the action is not device specific. public void AddOnStateDownListener(StateDownHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onStateDown += functionToCall; } /// Stops executing the function setup by the corresponding AddListener /// The local function that you've setup to receive update events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnStateDownListener(StateDownHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onStateDown -= functionToStopCalling; } /// Executes a function when the state of this action (with the specified inputSource) changes to false (from true). /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value /// The device you would like to get data from. Any if the action is not device specific. public void AddOnStateUpListener(StateUpHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onStateUp += functionToCall; } /// Stops executing the function setup by the corresponding AddListener /// The local function that you've setup to receive events /// The device you would like to get data from. Any if the action is not device specific. public void RemoveOnStateUpListener(StateUpHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onStateUp -= functionToStopCalling; } /// /// Remove all listeners registered in the source, useful for Dispose pattern /// public void RemoveAllListeners(SteamVR_Input_Sources input_Sources) { sourceMap[input_Sources].RemoveAllListeners(); } void ISerializationCallbackReceiver.OnBeforeSerialize() { } void ISerializationCallbackReceiver.OnAfterDeserialize() { InitAfterDeserialize(); } } public class SteamVR_Action_Boolean_Source_Map : SteamVR_Action_In_Source_Map { } public class SteamVR_Action_Boolean_Source : SteamVR_Action_In_Source, ISteamVR_Action_Boolean { protected static uint actionData_size = 0; /// Event fires when the state of the action changes from false to true public event SteamVR_Action_Boolean.StateDownHandler onStateDown; /// Event fires when the state of the action changes from true to false public event SteamVR_Action_Boolean.StateUpHandler onStateUp; /// Event fires when the state of the action is true and the action gets updated public event SteamVR_Action_Boolean.StateHandler onState; /// Event fires when the active state (ActionSet active and binding active) changes public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveChange; /// Event fires when the active state of the binding changes public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveBindingChange; /// Event fires when the state of the action changes from false to true or true to false public event SteamVR_Action_Boolean.ChangeHandler onChange; /// Event fires when the action is updated public event SteamVR_Action_Boolean.UpdateHandler onUpdate; /// The current value of the boolean action. Note: Will only return true if the action is also active. public bool state { get { return active && actionData.bState; } } /// True when the action's state changes from false to true. Note: Will only return true if the action is also active. /// Will only return true if the action is also active. public bool stateDown { get { return active && actionData.bState && actionData.bChanged; } } /// True when the action's state changes from true to false. Note: Will only return true if the action is also active. /// Will only return true if the action is also active. public bool stateUp { get { return active && actionData.bState == false && actionData.bChanged; } } /// True when the action's state changed during the most recent update. Note: Will only return true if the action is also active. /// ActionSet is ignored since get is coming from the native struct. public override bool changed { get { return active && actionData.bChanged; } protected set { } } /// The value of the action's 'state' during the previous update /// Always returns the previous update state public bool lastState { get { return lastActionData.bState; } } /// The value of the action's 'stateDown' during the previous update /// Always returns the previous update state public bool lastStateDown { get { return lastActionData.bState && lastActionData.bChanged; } } /// The value of the action's 'stateUp' during the previous update /// Always returns the previous update state public bool lastStateUp { get { return lastActionData.bState == false && lastActionData.bChanged; } } /// The value of the action's 'changed' during the previous update /// Always returns the previous update state. Set is ignored since get is coming from the native struct. public override bool lastChanged { get { return lastActionData.bChanged; } protected set { } } /// The handle to the origin of the component that was used to update the value for this action public override ulong activeOrigin { get { if (active) return actionData.activeOrigin; return 0; } } /// The handle to the origin of the component that was used to update the value for this action (for the previous update) public override ulong lastActiveOrigin { get { return lastActionData.activeOrigin; } } /// Returns true if this action is bound and the ActionSet is active public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } } /// Returns true if the action is bound public override bool activeBinding { get { return actionData.bActive; } } /// Returns true if the action was bound and the ActionSet was active during the previous update public override bool lastActive { get; protected set; } /// Returns true if the action was bound during the previous update public override bool lastActiveBinding { get { return lastActionData.bActive; } } protected InputDigitalActionData_t actionData = new InputDigitalActionData_t(); protected InputDigitalActionData_t lastActionData = new InputDigitalActionData_t(); protected SteamVR_Action_Boolean booleanAction; /// /// [Should not be called by user code] Sets up the internals of the action source before SteamVR has been initialized. /// public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource) { base.Preinitialize(wrappingAction, forInputSource); booleanAction = (SteamVR_Action_Boolean)wrappingAction; } /// /// [Should not be called by user code] /// Initializes the handle for the inputSource, the action data size, and any other related SteamVR data. /// public override void Initialize() { base.Initialize(); if (actionData_size == 0) actionData_size = (uint)Marshal.SizeOf(typeof(InputDigitalActionData_t)); } /// /// Remove all listeners, useful for Dispose pattern /// public void RemoveAllListeners() { Delegate[] delegates; if (onStateDown != null) { delegates = onStateDown.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onStateDown -= (SteamVR_Action_Boolean.StateDownHandler)existingDelegate; } if (onStateUp != null) { delegates = onStateUp.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onStateUp -= (SteamVR_Action_Boolean.StateUpHandler)existingDelegate; } if (onState != null) { delegates = onState.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onState -= (SteamVR_Action_Boolean.StateHandler)existingDelegate; } if (onChange != null) { delegates = onChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onChange -= (SteamVR_Action_Boolean.ChangeHandler)existingDelegate; } if (onUpdate != null) { delegates = onUpdate.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onUpdate -= (SteamVR_Action_Boolean.UpdateHandler)existingDelegate; } if (onActiveChange != null) { delegates = onActiveChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onActiveChange -= (SteamVR_Action_Boolean.ActiveChangeHandler)existingDelegate; } } /// [Should not be called by user code] /// Updates the data for this action and this input source. Sends related events. /// public override void UpdateValue() { lastActionData = actionData; lastActive = active; EVRInputError err = OpenVR.Input.GetDigitalActionData(action.handle, ref actionData, actionData_size, inputSourceHandle); if (err != EVRInputError.None) Debug.LogError("[SteamVR] GetDigitalActionData error (" + action.fullPath + "): " + err.ToString() + " handle: " + action.handle.ToString()); if (changed) changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime; updateTime = Time.realtimeSinceStartup; if (active) { if (onStateDown != null && stateDown) onStateDown.Invoke(booleanAction, inputSource); if (onStateUp != null && stateUp) onStateUp.Invoke(booleanAction, inputSource); if (onState != null && state) onState.Invoke(booleanAction, inputSource); if (onChange != null && changed) onChange.Invoke(booleanAction, inputSource, state); if (onUpdate != null) onUpdate.Invoke(booleanAction, inputSource, state); } if (onActiveBindingChange != null && lastActiveBinding != activeBinding) onActiveBindingChange.Invoke(booleanAction, inputSource, activeBinding); if (onActiveChange != null && lastActive != active) onActiveChange.Invoke(booleanAction, inputSource, activeBinding); } } public interface ISteamVR_Action_Boolean : ISteamVR_Action_In_Source { /// The current value of the boolean action. Note: Will only return true if the action is also active. bool state { get; } /// True when the action's state changes from false to true. Note: Will only return true if the action is also active. bool stateDown { get; } /// True when the action's state changes from true to false. Note: Will only return true if the action is also active. bool stateUp { get; } /// The value of the action's 'state' during the previous update /// Always returns the previous update state bool lastState { get; } /// The value of the action's 'stateDown' during the previous update /// Always returns the previous update state bool lastStateDown { get; } /// The value of the action's 'stateUp' during the previous update /// Always returns the previous update state bool lastStateUp { get; } } }