//======= 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] /// /// An analog action with two values generally from -1 to 1. Also provides a delta since the last update. /// public class SteamVR_Action_Vector2 : SteamVR_Action_In, ISteamVR_Action_Vector2, ISerializationCallbackReceiver { public delegate void AxisHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta); public delegate void ActiveChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, bool active); public delegate void ChangeHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta); public delegate void UpdateHandler(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta); /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the axis changes by more than the specified changeTolerance 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 will fire whenever the Vector2 value of the action is non-zero public event AxisHandler onAxis { add { sourceMap[SteamVR_Input_Sources.Any].onAxis += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onAxis -= 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 active 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] The current Vector2 value of the action. /// Note: Will only return non-zero if the action is also active. public Vector2 axis { get { return sourceMap[SteamVR_Input_Sources.Any].axis; } } /// [Shortcut to: SteamVR_Input_Sources.Any] The Vector2 value of the action from the previous update. /// Note: Will only return non-zero if the action is also active. public Vector2 lastAxis { get { return sourceMap[SteamVR_Input_Sources.Any].lastAxis; } } /// [Shortcut to: SteamVR_Input_Sources.Any] The Vector2 value difference between this update and the previous update. /// Note: Will only return non-zero if the action is also active. public Vector2 delta { get { return sourceMap[SteamVR_Input_Sources.Any].delta; } } /// [Shortcut to: SteamVR_Input_Sources.Any] The Vector2 value difference between the previous update and update before that. /// Note: Will only return non-zero if the action is also active. public Vector2 lastDelta { get { return sourceMap[SteamVR_Input_Sources.Any].lastDelta; } } public SteamVR_Action_Vector2() { } /// The current Vector2 value of the action /// The device you would like to get data from. Any if the action is not device specific. public Vector2 GetAxis(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].axis; } /// The Vector2 value difference between this update and the previous update. /// The device you would like to get data from. Any if the action is not device specific. public Vector2 GetAxisDelta(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].delta; } /// The Vector2 value of the action from the previous update. /// The device you would like to get data from. Any if the action is not device specific. public Vector2 GetLastAxis(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastAxis; } /// The Vector2 value difference between the previous update and update before that. /// The device you would like to get data from. Any if the action is not device specific. public Vector2 GetLastAxisDelta(SteamVR_Input_Sources inputSource) { return sourceMap[inputSource].lastDelta; } /// 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 axis changes by more than the specified changeTolerance /// 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 Vector2 value of the action is non-zero. /// 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 AddOnAxisListener(AxisHandler functionToCall, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onAxis += 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 RemoveOnAxisListener(AxisHandler functionToStopCalling, SteamVR_Input_Sources inputSource) { sourceMap[inputSource].onAxis -= functionToStopCalling; } /// /// Removes all listeners, useful for dispose pattern /// public void RemoveAllListeners(SteamVR_Input_Sources input_Sources) { sourceMap[input_Sources].RemoveAllListeners(); } void ISerializationCallbackReceiver.OnBeforeSerialize() { } void ISerializationCallbackReceiver.OnAfterDeserialize() { InitAfterDeserialize(); } } /// /// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge. /// public class SteamVR_Action_Vector2_Source_Map : SteamVR_Action_In_Source_Map { } public class SteamVR_Action_Vector2_Source : SteamVR_Action_In_Source, ISteamVR_Action_Vector2 { protected static uint actionData_size = 0; /// The amount the axis needs to change before a change is detected public float changeTolerance = Mathf.Epsilon; /// Event fires when the value of the action is non-zero public event SteamVR_Action_Vector2.AxisHandler onAxis; /// Event fires when the active state (ActionSet active and binding active) changes public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveChange; /// Event fires when the active state of the binding changes public event SteamVR_Action_Vector2.ActiveChangeHandler onActiveBindingChange; /// This event fires whenever the axis changes by more than the specified changeTolerance public event SteamVR_Action_Vector2.ChangeHandler onChange; /// Event fires when the action is updated public event SteamVR_Action_Vector2.UpdateHandler onUpdate; /// The current Vector2 value of the action. /// Note: Will only return non-zero if the action is also active. public Vector2 axis { get; protected set; } /// The Vector2 value of the action from the previous update. /// Note: Will only return non-zero if the action is also active. public Vector2 lastAxis { get; protected set; } /// The Vector2 value difference between this update and the previous update. /// Note: Will only return non-zero if the action is also active. public Vector2 delta { get; protected set; } /// The Vector2 value difference between the previous update and update before that. /// Note: Will only return non-zero if the action is also active. public Vector2 lastDelta { get; protected set; } /// If the Vector2 value of this action has changed more than the changeTolerance since the last update public override bool changed { get; protected set; } /// If the Vector2 value of this action has changed more than the changeTolerance between the previous update and the update before that public override bool lastChanged { get; 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 InputAnalogActionData_t actionData = new InputAnalogActionData_t(); protected InputAnalogActionData_t lastActionData = new InputAnalogActionData_t(); protected SteamVR_Action_Vector2 vector2Action; /// /// [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); vector2Action = (SteamVR_Action_Vector2)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(InputAnalogActionData_t)); } /// /// Removes all listeners, useful for dispose pattern /// public void RemoveAllListeners() { Delegate[] delegates; if (onAxis != null) { delegates = onAxis.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onAxis -= (SteamVR_Action_Vector2.AxisHandler)existingDelegate; } if (onUpdate != null) { delegates = onUpdate.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onUpdate -= (SteamVR_Action_Vector2.UpdateHandler)existingDelegate; } if (onChange != null) { delegates = onChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onChange -= (SteamVR_Action_Vector2.ChangeHandler)existingDelegate; } if (onActiveChange != null) { delegates = onActiveChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onActiveChange -= (SteamVR_Action_Vector2.ActiveChangeHandler)existingDelegate; } if (onActiveBindingChange != null) { delegates = onActiveBindingChange.GetInvocationList(); if (delegates != null) foreach (Delegate existingDelegate in delegates) onActiveBindingChange -= (SteamVR_Action_Vector2.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; lastAxis = axis; lastDelta = delta; EVRInputError err = OpenVR.Input.GetAnalogActionData(handle, ref actionData, actionData_size, SteamVR_Input_Source.GetHandle(inputSource)); if (err != EVRInputError.None) Debug.LogError("[SteamVR] GetAnalogActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString()); updateTime = Time.realtimeSinceStartup; axis = new Vector2(actionData.x, actionData.y); delta = new Vector2(actionData.deltaX, actionData.deltaY); changed = false; if (active) { if (delta.magnitude > changeTolerance) { changed = true; changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime; //fUpdateTime is the time from the time the action was called that the action changed if (onChange != null) onChange.Invoke(vector2Action, inputSource, axis, delta); } if (axis != Vector2.zero) { if (onAxis != null) onAxis.Invoke(vector2Action, inputSource, axis, delta); } if (onUpdate != null) { onUpdate.Invoke(vector2Action, inputSource, axis, delta); } } if (onActiveBindingChange != null && lastActiveBinding != activeBinding) onActiveBindingChange.Invoke(vector2Action, inputSource, activeBinding); if (onActiveChange != null && lastActive != active) onActiveChange.Invoke(vector2Action, inputSource, activeBinding); } } public interface ISteamVR_Action_Vector2 : ISteamVR_Action_In_Source { /// The current float value of the action. /// Note: Will only return non-zero if the action is also active. Vector2 axis { get; } /// The float value of the action from the previous update. /// Note: Will only return non-zero if the action is also active. Vector2 lastAxis { get; } /// The float value difference between this update and the previous update. /// Note: Will only return non-zero if the action is also active. Vector2 delta { get; } /// The float value difference between the previous update and update before that. /// Note: Will only return non-zero if the action is also active. Vector2 lastDelta { get; } } }