//======= 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;
#pragma warning disable 0067
namespace Valve.VR
{
[Serializable]
///
/// Vibration actions are used to trigger haptic feedback in vr controllers.
///
public class SteamVR_Action_Vibration : SteamVR_Action_Out, ISerializationCallbackReceiver
{
public delegate void ActiveChangeHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, bool active);
public delegate void ExecuteHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, float secondsFromNow, float durationSeconds, float frequency, float amplitude);
/// [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action
public event ActiveChangeHandler onActiveChange
{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
/// [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action
public event ActiveChangeHandler onActiveBindingChange
{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
/// [SteamVR_Input_Sources.Any] This event fires whenever this action is executed
public event ExecuteHandler onExecute
{ add { sourceMap[SteamVR_Input_Sources.Any].onExecute += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onExecute -= value; } }
public SteamVR_Action_Vibration() { }
///
/// Trigger the haptics at a certain time for a certain length
///
/// How long from the current time to execute the action (in seconds - can be 0)
/// How long the haptic action should last (in seconds)
/// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
/// How intense the haptic action should be (0 - 1)
/// The device you would like to execute the haptic action. Any if the action is not device specific.
public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource)
{
sourceMap[inputSource].Execute(secondsFromNow, durationSeconds, frequency, amplitude);
}
/// 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 execute method of this action (with the specified inputSource) is called. 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 AddOnExecuteListener(ExecuteHandler functionToCall, SteamVR_Input_Sources inputSource)
{
sourceMap[inputSource].onExecute += 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 RemoveOnExecuteListener(ExecuteHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
{
sourceMap[inputSource].onExecute -= functionToStopCalling;
}
///
/// Removes all listeners, useful for dispose pattern
///
public void RemoveAllListeners(SteamVR_Input_Sources input_Sources)
{
sourceMap[input_Sources].RemoveAllListeners();
}
///
/// Returns the last time this action was executed
///
/// The device you would like to get data from. Any if the action is not device specific.
public override float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
{
return sourceMap[inputSource].timeLastExecuted;
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
InitAfterDeserialize();
}
public override bool IsUpdating(SteamVR_Input_Sources inputSource)
{
return sourceMap.IsUpdating(inputSource);
}
}
public class SteamVR_Action_Vibration_Source_Map : SteamVR_Action_Source_Map
{
public bool IsUpdating(SteamVR_Input_Sources inputSource)
{
int sourceIndex = (int)inputSource;
return sources[sourceIndex].timeLastExecuted != 0;
}
}
public class SteamVR_Action_Vibration_Source : SteamVR_Action_Out_Source
{
/// Event fires when the active state (ActionSet active and binding active) changes
public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveChange;
/// Event fires when the active state of the binding changes
public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveBindingChange;
/// Event fires whenever this action is executed
public event SteamVR_Action_Vibration.ExecuteHandler onExecute;
//todo: fix the active state of out actions
/// Returns true if this action is bound and the ActionSet is active
public override bool active { get { return activeBinding && setActive; } }
/// Returns true if the action is bound
public override bool activeBinding { get { return true; } }
/// 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 true; } }
/// The last time the execute method was called on this action
public float timeLastExecuted { get; protected set; }
protected SteamVR_Action_Vibration vibrationAction;
///
/// [Should not be called by user code]
/// Initializes the handle for the inputSource, and any other related SteamVR data.
///
public override void Initialize()
{
base.Initialize();
lastActive = true;
}
public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
{
base.Preinitialize(wrappingAction, forInputSource);
vibrationAction = (SteamVR_Action_Vibration)wrappingAction;
}
///
/// Removes all listeners, useful for dispose pattern
///
public void RemoveAllListeners()
{
Delegate[] delegates;
if (onActiveBindingChange != null)
{
delegates = onActiveBindingChange.GetInvocationList();
if (delegates != null)
foreach (Delegate existingDelegate in delegates)
onActiveBindingChange -= (SteamVR_Action_Vibration.ActiveChangeHandler)existingDelegate;
}
if (onActiveChange != null)
{
delegates = onActiveChange.GetInvocationList();
if (delegates != null)
foreach (Delegate existingDelegate in delegates)
onActiveChange -= (SteamVR_Action_Vibration.ActiveChangeHandler)existingDelegate;
}
if (onExecute != null)
{
delegates = onExecute.GetInvocationList();
if (delegates != null)
foreach (Delegate existingDelegate in delegates)
onExecute -= (SteamVR_Action_Vibration.ExecuteHandler)existingDelegate;
}
}
///
/// Trigger the haptics at a certain time for a certain length
///
/// How long from the current time to execute the action (in seconds - can be 0)
/// How long the haptic action should last (in seconds)
/// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
/// How intense the haptic action should be (0 - 1)
/// The device you would like to execute the haptic action. Any if the action is not device specific.
public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude)
{
if (SteamVR_Input.isStartupFrame)
return;
timeLastExecuted = Time.realtimeSinceStartup;
EVRInputError err = OpenVR.Input.TriggerHapticVibrationAction(handle, secondsFromNow, durationSeconds, frequency, amplitude, inputSourceHandle);
//Debug.Log(string.Format("[{5}: haptic] secondsFromNow({0}), durationSeconds({1}), frequency({2}), amplitude({3}), inputSource({4})", secondsFromNow, durationSeconds, frequency, amplitude, inputSource, this.GetShortName()));
if (err != EVRInputError.None)
Debug.LogError("[SteamVR] TriggerHapticVibrationAction (" + fullPath + ") error: " + err.ToString() + " handle: " + handle.ToString());
if (onExecute != null)
onExecute.Invoke(vibrationAction, inputSource, secondsFromNow, durationSeconds, frequency, amplitude);
}
}
///
/// Vibration actions are used to trigger haptic feedback in vr controllers.
///
public interface ISteamVR_Action_Vibration : ISteamVR_Action_Out
{
///
/// Trigger the haptics at a certain time for a certain length
///
/// How long from the current time to execute the action (in seconds - can be 0)
/// How long the haptic action should last (in seconds)
/// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
/// How intense the haptic action should be (0 - 1)
/// The device you would like to execute the haptic action. Any if the action is not device specific.
void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource);
}
}
#pragma warning restore 0067