using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using Unity.Collections; using UnityEngine.InputSystem.Composites; using UnityEngine.InputSystem.Controls; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Profiling; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Processors; using UnityEngine.InputSystem.Interactions; using UnityEngine.InputSystem.Utilities; using UnityEngine.InputSystem.Layouts; #if UNITY_EDITOR using UnityEngine.InputSystem.Editor; #endif #if UNITY_EDITOR using CustomBindingPathValidator = System.Func; #endif ////TODO: make diagnostics available in dev players and give it a public API to enable them ////TODO: work towards InputManager having no direct knowledge of actions ////TODO: allow pushing events into the system any which way; decouple from the buffer in NativeInputSystem being the only source ////REVIEW: change the event properties over to using IObservable? ////REVIEW: instead of RegisterInteraction and RegisterProcessor, have a generic RegisterInterface (or something)? ////REVIEW: can we do away with the 'previous == previous frame' and simply buffer flip on every value write? ////REVIEW: should we force keeping mouse/pen/keyboard/touch around in editor even if not in list of supported devices? ////REVIEW: do we want to filter out state events that result in no state change? #pragma warning disable CS0649 namespace UnityEngine.InputSystem { using DeviceChangeListener = Action; using DeviceStateChangeListener = Action; using LayoutChangeListener = Action; using EventListener = Action; using UpdateListener = Action; /// /// Hub of the input system. /// /// /// Not exposed. Use as the public entry point to the system. /// /// Manages devices, layouts, and event processing. /// internal partial class InputManager { public ReadOnlyArray devices => new ReadOnlyArray(m_Devices, 0, m_DevicesCount); public TypeTable processors => m_Processors; public TypeTable interactions => m_Interactions; public TypeTable composites => m_Composites; public InputMetrics metrics { get { var result = m_Metrics; result.currentNumDevices = m_DevicesCount; result.currentStateSizeInBytes = (int)m_StateBuffers.totalSize; // Count controls. result.currentControlCount = m_DevicesCount; for (var i = 0; i < m_DevicesCount; ++i) result.currentControlCount += m_Devices[i].allControls.Count; // Count layouts. result.currentLayoutCount = m_Layouts.layoutTypes.Count; result.currentLayoutCount += m_Layouts.layoutStrings.Count; result.currentLayoutCount += m_Layouts.layoutBuilders.Count; result.currentLayoutCount += m_Layouts.layoutOverrides.Count; return result; } } public InputSettings settings { get { Debug.Assert(m_Settings != null); return m_Settings; } set { if (value == null) throw new ArgumentNullException(nameof(value)); if (m_Settings == value) return; m_Settings = value; ApplySettings(); } } #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS public InputActionAsset actions { get { return m_Actions; } set { m_Actions = value; ApplyActions(); } } #endif public InputUpdateType updateMask { get => m_UpdateMask; set { // In editor, we don't allow disabling editor updates. #if UNITY_EDITOR value |= InputUpdateType.Editor; #endif if (m_UpdateMask == value) return; m_UpdateMask = value; // Recreate state buffers. if (m_DevicesCount > 0) ReallocateStateBuffers(); } } public InputUpdateType defaultUpdateType { get { if (m_CurrentUpdate != default) return m_CurrentUpdate; #if UNITY_EDITOR if (!m_RunPlayerUpdatesInEditMode && (!gameIsPlaying || !gameHasFocus)) return InputUpdateType.Editor; #endif return m_UpdateMask.GetUpdateTypeForPlayer(); } } public float pollingFrequency { get => m_PollingFrequency; set { ////REVIEW: allow setting to zero to turn off polling altogether? if (value <= 0) throw new ArgumentException("Polling frequency must be greater than zero", "value"); m_PollingFrequency = value; if (m_Runtime != null) m_Runtime.pollingFrequency = value; } } public event DeviceChangeListener onDeviceChange { add => m_DeviceChangeListeners.AddCallback(value); remove => m_DeviceChangeListeners.RemoveCallback(value); } public event DeviceStateChangeListener onDeviceStateChange { add => m_DeviceStateChangeListeners.AddCallback(value); remove => m_DeviceStateChangeListeners.RemoveCallback(value); } public event InputDeviceCommandDelegate onDeviceCommand { add => m_DeviceCommandCallbacks.AddCallback(value); remove => m_DeviceCommandCallbacks.RemoveCallback(value); } ////REVIEW: would be great to have a way to sort out precedence between two callbacks public event InputDeviceFindControlLayoutDelegate onFindControlLayoutForDevice { add { m_DeviceFindLayoutCallbacks.AddCallback(value); // Having a new callback on this event can change the set of devices we recognize. // See if there's anything in the list of available devices that we can now turn // into an InputDevice whereas we couldn't before. // // NOTE: A callback could also impact already existing devices and theoretically alter // what layout we would have used for those. We do *NOT* retroactively apply // those changes. AddAvailableDevicesThatAreNowRecognized(); } remove => m_DeviceFindLayoutCallbacks.RemoveCallback(value); } public event LayoutChangeListener onLayoutChange { add => m_LayoutChangeListeners.AddCallback(value); remove => m_LayoutChangeListeners.RemoveCallback(value); } ////TODO: add InputEventBuffer struct that uses NativeArray underneath ////TODO: make InputEventTrace use NativeArray ////TODO: introduce an alternative that consumes events in bulk public event EventListener onEvent { add => m_EventListeners.AddCallback(value); remove => m_EventListeners.RemoveCallback(value); } public event UpdateListener onBeforeUpdate { add { InstallBeforeUpdateHookIfNecessary(); m_BeforeUpdateListeners.AddCallback(value); } remove => m_BeforeUpdateListeners.RemoveCallback(value); } public event UpdateListener onAfterUpdate { add => m_AfterUpdateListeners.AddCallback(value); remove => m_AfterUpdateListeners.RemoveCallback(value); } public event Action onSettingsChange { add => m_SettingsChangedListeners.AddCallback(value); remove => m_SettingsChangedListeners.RemoveCallback(value); } #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS public event Action onActionsChange { add => m_ActionsChangedListeners.AddCallback(value); remove => m_ActionsChangedListeners.RemoveCallback(value); } #endif public bool isProcessingEvents => m_InputEventStream.isOpen; #if UNITY_EDITOR /// /// Callback that can be used to display a warning and draw additional custom Editor UI for bindings. /// /// /// /// This is not intended to be called directly. /// Please use instead. /// internal event CustomBindingPathValidator customBindingPathValidators { add => m_customBindingPathValidators.AddCallback(value); remove => m_customBindingPathValidators.RemoveCallback(value); } /// /// Invokes any custom UI rendering code for this Binding Path in the editor. /// /// /// /// This is not intended to be called directly. /// Please use instead. /// internal void OnDrawCustomWarningForBindingPath(string bindingPath) { DelegateHelpers.InvokeCallbacksSafe_AndInvokeReturnedActions( ref m_customBindingPathValidators, bindingPath, "InputSystem.OnDrawCustomWarningForBindingPath"); } /// /// Determines if any warning icon is to be displayed for this Binding Path in the editor. /// /// /// /// This is not intended to be called directly. /// Please use instead. /// internal bool ShouldDrawWarningIconForBinding(string bindingPath) { return DelegateHelpers.InvokeCallbacksSafe_AnyCallbackReturnsObject( ref m_customBindingPathValidators, bindingPath, "InputSystem.ShouldDrawWarningIconForBinding"); } #endif // UNITY_EDITOR #if UNITY_EDITOR private bool m_RunPlayerUpdatesInEditMode; /// /// If true, consider the editor to be in "perpetual play mode". Meaning, we ignore editor /// updates and just go and continuously process Dynamic/Fixed/BeforeRender regardless of /// whether we're in play mode or not. /// /// In this mode, we also ignore game view focus. /// public bool runPlayerUpdatesInEditMode { get => m_RunPlayerUpdatesInEditMode; set => m_RunPlayerUpdatesInEditMode = value; } #endif private bool gameIsPlaying => #if UNITY_EDITOR (m_Runtime.isInPlayMode && !m_Runtime.isPaused) || m_RunPlayerUpdatesInEditMode; #else true; #endif private bool gameHasFocus => #if UNITY_EDITOR m_RunPlayerUpdatesInEditMode || m_HasFocus || gameShouldGetInputRegardlessOfFocus; #else m_HasFocus || gameShouldGetInputRegardlessOfFocus; #endif private bool gameShouldGetInputRegardlessOfFocus => m_Settings.backgroundBehavior == InputSettings.BackgroundBehavior.IgnoreFocus #if UNITY_EDITOR && m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView #endif ; ////TODO: when registering a layout that exists as a layout of a different type (type vs string vs constructor), //// remove the existing registration // Add a layout constructed from a type. // If a layout with the same name already exists, the new layout // takes its place. public void RegisterControlLayout(string name, Type type) { if (string.IsNullOrEmpty(name)) throw new ArgumentNullException(nameof(name)); if (type == null) throw new ArgumentNullException(nameof(type)); // Note that since InputDevice derives from InputControl, isDeviceLayout implies // isControlLayout to be true as well. var isDeviceLayout = typeof(InputDevice).IsAssignableFrom(type); var isControlLayout = typeof(InputControl).IsAssignableFrom(type); if (!isDeviceLayout && !isControlLayout) throw new ArgumentException($"Types used as layouts have to be InputControls or InputDevices; '{type.Name}' is a '{type.BaseType.Name}'", nameof(type)); var internedName = new InternedString(name); var isReplacement = m_Layouts.HasLayout(internedName); // All we do is enter the type into a map. We don't construct an InputControlLayout // from it until we actually need it in an InputDeviceBuilder to create a device. // This not only avoids us creating a bunch of objects on the managed heap but // also avoids us laboriously constructing a XRController layout, for example, // in a game that never uses XR. m_Layouts.layoutTypes[internedName] = type; ////TODO: make this independent of initialization order ////TODO: re-scan base type information after domain reloads // Walk class hierarchy all the way up to InputControl to see // if there's another type that's been registered as a layout. // If so, make it a base layout for this one. string baseLayout = null; for (var baseType = type.BaseType; baseLayout == null && baseType != typeof(InputControl); baseType = baseType.BaseType) { foreach (var entry in m_Layouts.layoutTypes) if (entry.Value == baseType) { baseLayout = entry.Key; break; } } PerformLayoutPostRegistration(internedName, new InlinedArray(new InternedString(baseLayout)), isReplacement, isKnownToBeDeviceLayout: isDeviceLayout); } public void RegisterControlLayout(string json, string name = null, bool isOverride = false) { if (string.IsNullOrEmpty(json)) throw new ArgumentNullException(nameof(json)); ////REVIEW: as long as no one has instantiated the layout, the base layout information is kinda pointless // Parse out name, device description, and base layout. InputControlLayout.ParseHeaderFieldsFromJson(json, out var nameFromJson, out var baseLayouts, out var deviceMatcher); // Decide whether to take name from JSON or from code. var internedLayoutName = new InternedString(name); if (internedLayoutName.IsEmpty()) { internedLayoutName = nameFromJson; // Make sure we have a name. if (internedLayoutName.IsEmpty()) throw new ArgumentException("Layout name has not been given and is not set in JSON layout", nameof(name)); } // If it's an override, it must have a layout the overrides apply to. if (isOverride && baseLayouts.length == 0) { throw new ArgumentException( $"Layout override '{internedLayoutName}' must have 'extend' property mentioning layout to which to apply the overrides", nameof(json)); } // Add it to our records. var isReplacement = m_Layouts.HasLayout(internedLayoutName); if (isReplacement && isOverride) { // Do not allow a layout override to replace a "base layout" by name, but allow layout overrides // to replace an existing layout override. // This is required to guarantee that its a hierarchy (directed graph) rather // than a cyclic graph. var isReplacingOverride = m_Layouts.layoutOverrideNames.Contains(internedLayoutName); if (!isReplacingOverride) { throw new ArgumentException($"Failed to register layout override '{internedLayoutName}'" + $"since a layout named '{internedLayoutName}' already exist. Layout overrides must " + $"have unique names with respect to existing layouts."); } } m_Layouts.layoutStrings[internedLayoutName] = json; if (isOverride) { m_Layouts.layoutOverrideNames.Add(internedLayoutName); for (var i = 0; i < baseLayouts.length; ++i) { var baseLayoutName = baseLayouts[i]; m_Layouts.layoutOverrides.TryGetValue(baseLayoutName, out var overrideList); if (!isReplacement) ArrayHelpers.Append(ref overrideList, internedLayoutName); m_Layouts.layoutOverrides[baseLayoutName] = overrideList; } } PerformLayoutPostRegistration(internedLayoutName, baseLayouts, isReplacement: isReplacement, isOverride: isOverride); // If the layout contained a device matcher, register it. if (!deviceMatcher.empty) RegisterControlLayoutMatcher(internedLayoutName, deviceMatcher); } public void RegisterControlLayoutBuilder(Func method, string name, string baseLayout = null) { if (method == null) throw new ArgumentNullException(nameof(method)); if (string.IsNullOrEmpty(name)) throw new ArgumentNullException(nameof(name)); var internedLayoutName = new InternedString(name); var internedBaseLayoutName = new InternedString(baseLayout); var isReplacement = m_Layouts.HasLayout(internedLayoutName); m_Layouts.layoutBuilders[internedLayoutName] = method; PerformLayoutPostRegistration(internedLayoutName, new InlinedArray(internedBaseLayoutName), isReplacement); } private void PerformLayoutPostRegistration(InternedString layoutName, InlinedArray baseLayouts, bool isReplacement, bool isKnownToBeDeviceLayout = false, bool isOverride = false) { ++m_LayoutRegistrationVersion; // Force-clear layout cache. Don't clear reference count so that // the cache gets cleared out properly when released in case someone // is using it ATM. InputControlLayout.s_CacheInstance.Clear(); // For layouts that aren't overrides, add the name of the base // layout to the lookup table. if (!isOverride && baseLayouts.length > 0) { if (baseLayouts.length > 1) throw new NotSupportedException( $"Layout '{layoutName}' has multiple base layouts; this is only supported on layout overrides"); var baseLayoutName = baseLayouts[0]; if (!baseLayoutName.IsEmpty()) m_Layouts.baseLayoutTable[layoutName] = baseLayoutName; } // Nuke any precompiled layouts that are invalidated by the layout registration. m_Layouts.precompiledLayouts.Remove(layoutName); if (m_Layouts.precompiledLayouts.Count > 0) { foreach (var layout in m_Layouts.precompiledLayouts.Keys.ToArray()) { var metadata = m_Layouts.precompiledLayouts[layout].metadata; // If it's an override, we remove any precompiled layouts to which overrides are applied. if (isOverride) { for (var i = 0; i < baseLayouts.length; ++i) if (layout == baseLayouts[i] || StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(metadata, baseLayouts[i], ';')) m_Layouts.precompiledLayouts.Remove(layout); } else { // Otherwise, we remove any precompile layouts that use the layout we just changed. if (StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(metadata, layoutName, ';')) m_Layouts.precompiledLayouts.Remove(layout); } } } // Recreate any devices using the layout. If it's an override, recreate devices using any of the base layouts. if (isOverride) { for (var i = 0; i < baseLayouts.length; ++i) RecreateDevicesUsingLayout(baseLayouts[i], isKnownToBeDeviceLayout: isKnownToBeDeviceLayout); } else { RecreateDevicesUsingLayout(layoutName, isKnownToBeDeviceLayout: isKnownToBeDeviceLayout); } // In the editor, layouts may become available successively after a domain reload so // we may end up retaining device information all the way until we run the first full // player update. For every layout we register, we check here whether we have a saved // device state using a layout with the same name but not having a device description // (the latter is important as in that case, we should go through the normal matching // process and not just rely on the name of the layout). If so, we try here to recreate // the device with the just registered layout. #if UNITY_EDITOR for (var i = 0; i < m_SavedDeviceStates.LengthSafe(); ++i) { ref var deviceState = ref m_SavedDeviceStates[i]; if (layoutName != deviceState.layout || !deviceState.description.empty) continue; if (RestoreDeviceFromSavedState(ref deviceState, layoutName)) { ArrayHelpers.EraseAt(ref m_SavedDeviceStates, i); --i; } } #endif // Let listeners know. var change = isReplacement ? InputControlLayoutChange.Replaced : InputControlLayoutChange.Added; DelegateHelpers.InvokeCallbacksSafe(ref m_LayoutChangeListeners, layoutName.ToString(), change, "InputSystem.onLayoutChange"); } public void RegisterPrecompiledLayout(string metadata) where TDevice : InputDevice, new() { if (metadata == null) throw new ArgumentNullException(nameof(metadata)); var deviceType = typeof(TDevice).BaseType; var layoutName = FindOrRegisterDeviceLayoutForType(deviceType); m_Layouts.precompiledLayouts[layoutName] = new InputControlLayout.Collection.PrecompiledLayout { factoryMethod = () => new TDevice(), metadata = metadata }; } private void RecreateDevicesUsingLayout(InternedString layout, bool isKnownToBeDeviceLayout = false) { if (m_DevicesCount == 0) return; List devicesUsingLayout = null; // Find all devices using the layout. for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; bool usesLayout; if (isKnownToBeDeviceLayout) usesLayout = IsControlUsingLayout(device, layout); else usesLayout = IsControlOrChildUsingLayoutRecursive(device, layout); if (usesLayout) { if (devicesUsingLayout == null) devicesUsingLayout = new List(); devicesUsingLayout.Add(device); } } // If there's none, we're good. if (devicesUsingLayout == null) return; // Remove and re-add the matching devices. using (InputDeviceBuilder.Ref()) { for (var i = 0; i < devicesUsingLayout.Count; ++i) { var device = devicesUsingLayout[i]; RecreateDevice(device, device.m_Layout); } } } private bool IsControlOrChildUsingLayoutRecursive(InputControl control, InternedString layout) { // Check control itself. if (IsControlUsingLayout(control, layout)) return true; // Check children. var children = control.children; for (var i = 0; i < children.Count; ++i) if (IsControlOrChildUsingLayoutRecursive(children[i], layout)) return true; return false; } private bool IsControlUsingLayout(InputControl control, InternedString layout) { // Check direct match. if (control.layout == layout) return true; // Check base layout chain. var baseLayout = control.m_Layout; while (m_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout)) if (baseLayout == layout) return true; return false; } public void RegisterControlLayoutMatcher(string layoutName, InputDeviceMatcher matcher) { if (string.IsNullOrEmpty(layoutName)) throw new ArgumentNullException(nameof(layoutName)); if (matcher.empty) throw new ArgumentException("Matcher cannot be empty", nameof(matcher)); // Add to table. var internedLayoutName = new InternedString(layoutName); m_Layouts.AddMatcher(internedLayoutName, matcher); // Recreate any device that we match better than its current layout. RecreateDevicesUsingLayoutWithInferiorMatch(matcher); // See if we can make sense of any device we couldn't make sense of before. AddAvailableDevicesMatchingDescription(matcher, internedLayoutName); } public void RegisterControlLayoutMatcher(Type type, InputDeviceMatcher matcher) { if (type == null) throw new ArgumentNullException(nameof(type)); if (matcher.empty) throw new ArgumentException("Matcher cannot be empty", nameof(matcher)); var layoutName = m_Layouts.TryFindLayoutForType(type); if (layoutName.IsEmpty()) throw new ArgumentException( $"Type '{type.Name}' has not been registered as a control layout", nameof(type)); RegisterControlLayoutMatcher(layoutName, matcher); } private void RecreateDevicesUsingLayoutWithInferiorMatch(InputDeviceMatcher deviceMatcher) { if (m_DevicesCount == 0) return; using (InputDeviceBuilder.Ref()) { var deviceCount = m_DevicesCount; for (var i = 0; i < deviceCount; ++i) { var device = m_Devices[i]; var deviceDescription = device.description; if (deviceDescription.empty || !(deviceMatcher.MatchPercentage(deviceDescription) > 0)) continue; var layoutName = TryFindMatchingControlLayout(ref deviceDescription, device.deviceId); if (layoutName != device.m_Layout) { device.m_Description = deviceDescription; RecreateDevice(device, layoutName); // We're removing devices in the middle of the array and appending // them at the end. Adjust our index and device count to make sure // we're not iterating all the way into already processed devices. --i; --deviceCount; } } } } private void RecreateDevice(InputDevice oldDevice, InternedString newLayout) { // Remove. RemoveDevice(oldDevice, keepOnListOfAvailableDevices: true); // Re-setup device. var newDevice = InputDevice.Build(newLayout, oldDevice.m_Variants, deviceDescription: oldDevice.m_Description); // Preserve device properties that should not be changed by the re-creation // of a device. newDevice.m_DeviceId = oldDevice.m_DeviceId; newDevice.m_Description = oldDevice.m_Description; if (oldDevice.native) newDevice.m_DeviceFlags |= InputDevice.DeviceFlags.Native; if (oldDevice.remote) newDevice.m_DeviceFlags |= InputDevice.DeviceFlags.Remote; if (!oldDevice.enabled) { newDevice.m_DeviceFlags |= InputDevice.DeviceFlags.DisabledStateHasBeenQueriedFromRuntime; newDevice.m_DeviceFlags |= InputDevice.DeviceFlags.DisabledInFrontend; } // Re-add. AddDevice(newDevice); } private void AddAvailableDevicesMatchingDescription(InputDeviceMatcher matcher, InternedString layout) { #if UNITY_EDITOR // If we still have some devices saved from the last domain reload, see // if they are matched by the given matcher. If so, turn them into devices. for (var i = 0; i < m_SavedDeviceStates.LengthSafe(); ++i) { ref var deviceState = ref m_SavedDeviceStates[i]; if (matcher.MatchPercentage(deviceState.description) > 0) { RestoreDeviceFromSavedState(ref deviceState, layout); ArrayHelpers.EraseAt(ref m_SavedDeviceStates, i); --i; } } #endif // See if the new description to layout mapping allows us to make // sense of a device we couldn't make sense of so far. for (var i = 0; i < m_AvailableDeviceCount; ++i) { // Ignore if it's a device that has been explicitly removed. if (m_AvailableDevices[i].isRemoved) continue; var deviceId = m_AvailableDevices[i].deviceId; if (TryGetDeviceById(deviceId) != null) continue; if (matcher.MatchPercentage(m_AvailableDevices[i].description) > 0f) { // Try to create InputDevice instance. try { AddDevice(layout, deviceId, deviceDescription: m_AvailableDevices[i].description, deviceFlags: m_AvailableDevices[i].isNative ? InputDevice.DeviceFlags.Native : 0); } catch (Exception exception) { Debug.LogError( $"Layout '{layout}' matches existing device '{m_AvailableDevices[i].description}' but failed to instantiate: {exception}"); Debug.LogException(exception); continue; } // Re-enable device. var command = EnableDeviceCommand.Create(); m_Runtime.DeviceCommand(deviceId, ref command); } } } public void RemoveControlLayout(string name) { if (string.IsNullOrEmpty(name)) throw new ArgumentNullException(nameof(name)); var internedName = new InternedString(name); // Remove all devices using the layout. for (var i = 0; i < m_DevicesCount;) { var device = m_Devices[i]; if (IsControlOrChildUsingLayoutRecursive(device, internedName)) { RemoveDevice(device, keepOnListOfAvailableDevices: true); } else { ++i; } } // Remove layout record. m_Layouts.layoutTypes.Remove(internedName); m_Layouts.layoutStrings.Remove(internedName); m_Layouts.layoutBuilders.Remove(internedName); m_Layouts.baseLayoutTable.Remove(internedName); ++m_LayoutRegistrationVersion; ////TODO: check all layout inheritance chain for whether they are based on the layout and if so //// remove those layouts, too // Let listeners know. DelegateHelpers.InvokeCallbacksSafe(ref m_LayoutChangeListeners, name, InputControlLayoutChange.Removed, "InputSystem.onLayoutChange"); } public InputControlLayout TryLoadControlLayout(Type type) { if (type == null) throw new ArgumentNullException(nameof(type)); if (!typeof(InputControl).IsAssignableFrom(type)) throw new ArgumentException($"Type '{type.Name}' is not an InputControl", nameof(type)); // Find the layout name that the given type was registered with. var layoutName = m_Layouts.TryFindLayoutForType(type); if (layoutName.IsEmpty()) throw new ArgumentException( $"Type '{type.Name}' has not been registered as a control layout", nameof(type)); return m_Layouts.TryLoadLayout(layoutName); } public InputControlLayout TryLoadControlLayout(InternedString name) { return m_Layouts.TryLoadLayout(name); } ////FIXME: allowing the description to be modified as part of this is surprising; find a better way public InternedString TryFindMatchingControlLayout(ref InputDeviceDescription deviceDescription, int deviceId = InputDevice.InvalidDeviceId) { InternedString layoutName = new InternedString(string.Empty); try { Profiler.BeginSample("InputSystem.TryFindMatchingControlLayout"); ////TODO: this will want to take overrides into account // See if we can match by description. layoutName = m_Layouts.TryFindMatchingLayout(deviceDescription); if (layoutName.IsEmpty()) { // No, so try to match by device class. If we have a "Gamepad" layout, // for example, a device that classifies itself as a "Gamepad" will match // that layout. // // NOTE: Have to make sure here that we get a device layout and not a // control layout. if (!string.IsNullOrEmpty(deviceDescription.deviceClass)) { var deviceClassLowerCase = new InternedString(deviceDescription.deviceClass); var type = m_Layouts.GetControlTypeForLayout(deviceClassLowerCase); if (type != null && typeof(InputDevice).IsAssignableFrom(type)) layoutName = new InternedString(deviceDescription.deviceClass); } } ////REVIEW: listeners registering new layouts from in here may potentially lead to the creation of devices; should we disallow that? ////REVIEW: if a callback picks a layout, should we re-run through the list of callbacks? or should we just remove haveOverridenLayoutName? // Give listeners a shot to select/create a layout. if (m_DeviceFindLayoutCallbacks.length > 0) { // First time we get here, put our delegate for executing device commands // in place. We wrap the call to IInputRuntime.DeviceCommand so that we don't // need to expose the runtime to the onFindLayoutForDevice callbacks. if (m_DeviceFindExecuteCommandDelegate == null) m_DeviceFindExecuteCommandDelegate = (ref InputDeviceCommand commandRef) => { if (m_DeviceFindExecuteCommandDeviceId == InputDevice.InvalidDeviceId) return InputDeviceCommand.GenericFailure; return m_Runtime.DeviceCommand(m_DeviceFindExecuteCommandDeviceId, ref commandRef); }; m_DeviceFindExecuteCommandDeviceId = deviceId; var haveOverriddenLayoutName = false; m_DeviceFindLayoutCallbacks.LockForChanges(); for (var i = 0; i < m_DeviceFindLayoutCallbacks.length; ++i) { try { var newLayout = m_DeviceFindLayoutCallbacks[i](ref deviceDescription, layoutName, m_DeviceFindExecuteCommandDelegate); if (!string.IsNullOrEmpty(newLayout) && !haveOverriddenLayoutName) { layoutName = new InternedString(newLayout); haveOverriddenLayoutName = true; } } catch (Exception exception) { Debug.LogError($"{exception.GetType().Name} while executing 'InputSystem.onFindLayoutForDevice' callbacks"); Debug.LogException(exception); } } m_DeviceFindLayoutCallbacks.UnlockForChanges(); } } finally { Profiler.EndSample(); } return layoutName; } private InternedString FindOrRegisterDeviceLayoutForType(Type type) { var layoutName = m_Layouts.TryFindLayoutForType(type); if (layoutName.IsEmpty()) { // Automatically register the given type as a layout. if (layoutName.IsEmpty()) { layoutName = new InternedString(type.Name); RegisterControlLayout(type.Name, type); } } return layoutName; } /// /// Return true if the given device layout is supported by the game according to . /// /// Name of the device layout. /// True if a device with the given layout should be created for the game, false otherwise. private bool IsDeviceLayoutMarkedAsSupportedInSettings(InternedString layoutName) { // In the editor, "Supported Devices" can be overridden by a user setting. This causes // all available devices to be added regardless of what "Supported Devices" says. This // is useful to ensure that things like keyboard, mouse, and pen keep working in the editor // even if not supported as devices in the game. #if UNITY_EDITOR if (InputEditorUserSettings.addDevicesNotSupportedByProject) return true; #endif var supportedDevices = m_Settings.supportedDevices; if (supportedDevices.Count == 0) { // If supportedDevices is empty, all device layouts are considered supported. return true; } for (var n = 0; n < supportedDevices.Count; ++n) { var supportedLayout = new InternedString(supportedDevices[n]); if (layoutName == supportedLayout || m_Layouts.IsBasedOn(supportedLayout, layoutName)) return true; } return false; } public IEnumerable ListControlLayouts(string basedOn = null) { ////FIXME: this may add a name twice if (!string.IsNullOrEmpty(basedOn)) { var internedBasedOn = new InternedString(basedOn); foreach (var entry in m_Layouts.layoutTypes) if (m_Layouts.IsBasedOn(internedBasedOn, entry.Key)) yield return entry.Key; foreach (var entry in m_Layouts.layoutStrings) if (m_Layouts.IsBasedOn(internedBasedOn, entry.Key)) yield return entry.Key; foreach (var entry in m_Layouts.layoutBuilders) if (m_Layouts.IsBasedOn(internedBasedOn, entry.Key)) yield return entry.Key; } else { foreach (var entry in m_Layouts.layoutTypes) yield return entry.Key; foreach (var entry in m_Layouts.layoutStrings) yield return entry.Key; foreach (var entry in m_Layouts.layoutBuilders) yield return entry.Key; } } // Adds all controls that match the given path spec to the given list. // Returns number of controls added to the list. // NOTE: Does not create garbage. /// /// Adds to the given list all controls that match the given path spec /// and are assignable to the given type. /// /// /// /// /// public int GetControls(string path, ref InputControlList controls) where TControl : InputControl { if (string.IsNullOrEmpty(path)) return 0; if (m_DevicesCount == 0) return 0; var deviceCount = m_DevicesCount; var numMatches = 0; for (var i = 0; i < deviceCount; ++i) { var device = m_Devices[i]; numMatches += InputControlPath.TryFindControls(device, path, 0, ref controls); } return numMatches; } public void SetDeviceUsage(InputDevice device, InternedString usage) { if (device == null) throw new ArgumentNullException(nameof(device)); if (device.usages.Count == 1 && device.usages[0] == usage) return; if (device.usages.Count == 0 && usage.IsEmpty()) return; device.ClearDeviceUsages(); if (!usage.IsEmpty()) device.AddDeviceUsage(usage); NotifyUsageChanged(device); } public void AddDeviceUsage(InputDevice device, InternedString usage) { if (device == null) throw new ArgumentNullException(nameof(device)); if (usage.IsEmpty()) throw new ArgumentException("Usage string cannot be empty", nameof(usage)); if (device.usages.Contains(usage)) return; device.AddDeviceUsage(usage); NotifyUsageChanged(device); } public void RemoveDeviceUsage(InputDevice device, InternedString usage) { if (device == null) throw new ArgumentNullException(nameof(device)); if (usage.IsEmpty()) throw new ArgumentException("Usage string cannot be empty", nameof(usage)); if (!device.usages.Contains(usage)) return; device.RemoveDeviceUsage(usage); NotifyUsageChanged(device); } private void NotifyUsageChanged(InputDevice device) { InputActionState.OnDeviceChange(device, InputDeviceChange.UsageChanged); // Notify listeners. DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.UsageChanged, "InputSystem.onDeviceChange"); ////REVIEW: This was for the XRController leftHand and rightHand getters but these do lookups dynamically now; remove? // Usage may affect current device so update. device.MakeCurrent(); } ////TODO: make sure that no device or control with a '/' in the name can creep into the system public InputDevice AddDevice(Type type, string name = null) { if (type == null) throw new ArgumentNullException(nameof(type)); // Find the layout name that the given type was registered with. var layoutName = FindOrRegisterDeviceLayoutForType(type); Debug.Assert(!layoutName.IsEmpty(), name); // Note that since we go through the normal by-name lookup here, this will // still work if the layout from the type was override with a string layout. return AddDevice(layoutName, name); } // Creates a device from the given layout and adds it to the system. // NOTE: Creates garbage. public InputDevice AddDevice(string layout, string name = null, InternedString variants = new InternedString()) { if (string.IsNullOrEmpty(layout)) throw new ArgumentNullException(nameof(layout)); var device = InputDevice.Build(layout, variants); if (!string.IsNullOrEmpty(name)) device.m_Name = new InternedString(name); AddDevice(device); return device; } // Add device with a forced ID. Used when creating devices reported to us by native. private InputDevice AddDevice(InternedString layout, int deviceId, string deviceName = null, InputDeviceDescription deviceDescription = new InputDeviceDescription(), InputDevice.DeviceFlags deviceFlags = 0, InternedString variants = default) { var device = InputDevice.Build(new InternedString(layout), deviceDescription: deviceDescription, layoutVariants: variants); device.m_DeviceId = deviceId; device.m_Description = deviceDescription; device.m_DeviceFlags |= deviceFlags; if (!string.IsNullOrEmpty(deviceName)) device.m_Name = new InternedString(deviceName); // Default display name to product name. if (!string.IsNullOrEmpty(deviceDescription.product)) device.m_DisplayName = deviceDescription.product; AddDevice(device); return device; } public void AddDevice(InputDevice device) { if (device == null) throw new ArgumentNullException(nameof(device)); if (string.IsNullOrEmpty(device.layout)) throw new InvalidOperationException("Device has no associated layout"); // Ignore if the same device gets added multiple times. if (ArrayHelpers.Contains(m_Devices, device)) return; MakeDeviceNameUnique(device); AssignUniqueDeviceId(device); // Add to list. device.m_DeviceIndex = ArrayHelpers.AppendWithCapacity(ref m_Devices, ref m_DevicesCount, device); ////REVIEW: Not sure a full-blown dictionary is the right way here. Alternatives are to keep //// a sparse array that directly indexes using the linearly increasing IDs (though that //// may get large over time). Or to just do a linear search through m_Devices (but //// that may end up tapping a bunch of memory locations in the heap to find the right //// device; could be improved by sorting m_Devices by ID and picking a good starting //// point based on the ID we have instead of searching from [0] always). m_DevicesById[device.deviceId] = device; // Let InputStateBuffers know this device doesn't have any associated state yet. device.m_StateBlock.byteOffset = InputStateBlock.InvalidOffset; // Update state buffers. ReallocateStateBuffers(); InitializeDeviceState(device); // Update metrics. m_Metrics.maxNumDevices = Mathf.Max(m_DevicesCount, m_Metrics.maxNumDevices); m_Metrics.maxStateSizeInBytes = Mathf.Max((int)m_StateBuffers.totalSize, m_Metrics.maxStateSizeInBytes); // Make sure that if the device ID is listed in m_AvailableDevices, the device // is no longer marked as removed. for (var i = 0; i < m_AvailableDeviceCount; ++i) { if (m_AvailableDevices[i].deviceId == device.deviceId) m_AvailableDevices[i].isRemoved = false; } // If we're running in the background, find out whether the device can run in // the background. If not, disable it. var isPlaying = true; #if UNITY_EDITOR isPlaying = m_Runtime.isInPlayMode; #endif if (isPlaying && !gameHasFocus && m_Settings.backgroundBehavior != InputSettings.BackgroundBehavior.IgnoreFocus && m_Runtime.runInBackground && device.QueryEnabledStateFromRuntime() && !ShouldRunDeviceInBackground(device)) { EnableOrDisableDevice(device, false, DeviceDisableScope.TemporaryWhilePlayerIsInBackground); } ////REVIEW: we may want to suppress this during the initial device discovery phase // Let actions re-resolve their paths. InputActionState.OnDeviceChange(device, InputDeviceChange.Added); // If the device wants automatic callbacks before input updates, // put it on the list. if (device is IInputUpdateCallbackReceiver beforeUpdateCallbackReceiver) onBeforeUpdate += beforeUpdateCallbackReceiver.OnUpdate; // If the device has state callbacks, make a note of it. if (device is IInputStateCallbackReceiver) { InstallBeforeUpdateHookIfNecessary(); device.m_DeviceFlags |= InputDevice.DeviceFlags.HasStateCallbacks; m_HaveDevicesWithStateCallbackReceivers = true; } // If the device has event merger, make a note of it. if (device is IEventMerger) device.hasEventMerger = true; // If the device has event preprocessor, make a note of it. if (device is IEventPreProcessor) device.hasEventPreProcessor = true; // If the device wants before-render updates, enable them if they // aren't already. if (device.updateBeforeRender) updateMask |= InputUpdateType.BeforeRender; // Notify device. device.NotifyAdded(); ////REVIEW: is this really a good thing to do? just plugging in a device shouldn't make //// it current, no? // Make the device current. // BEWARE: if this will not happen for whatever reason, you will break Android sensors, // as they rely on .current for enabling native backend, see https://fogbugz.unity3d.com/f/cases/1371204/ device.MakeCurrent(); // Notify listeners. DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.Added, "InputSystem.onDeviceChange"); // Request device to send us an initial state update. if (device.enabled) device.RequestSync(); device.SetOptimizedControlDataTypeRecursively(); } ////TODO: this path should really put the device on the list of available devices ////TODO: this path should discover disconnected devices public InputDevice AddDevice(InputDeviceDescription description) { ////REVIEW: is throwing here really such a useful thing? return AddDevice(description, throwIfNoLayoutFound: true); } public InputDevice AddDevice(InputDeviceDescription description, bool throwIfNoLayoutFound, string deviceName = null, int deviceId = InputDevice.InvalidDeviceId, InputDevice.DeviceFlags deviceFlags = 0) { Profiler.BeginSample("InputSystem.AddDevice"); // Look for matching layout. var layout = TryFindMatchingControlLayout(ref description, deviceId); // If no layout was found, bail out. if (layout.IsEmpty()) { if (throwIfNoLayoutFound) { Profiler.EndSample(); throw new ArgumentException($"Cannot find layout matching device description '{description}'", nameof(description)); } // If it's a device coming from the runtime, disable it. if (deviceId != InputDevice.InvalidDeviceId) { var command = DisableDeviceCommand.Create(); m_Runtime.DeviceCommand(deviceId, ref command); } Profiler.EndSample(); return null; } var device = AddDevice(layout, deviceId, deviceName, description, deviceFlags); device.m_Description = description; Profiler.EndSample(); return device; } public InputDevice AddDevice(InputDeviceDescription description, InternedString layout, string deviceName = null, int deviceId = InputDevice.InvalidDeviceId, InputDevice.DeviceFlags deviceFlags = 0) { try { Profiler.BeginSample("InputSystem.AddDevice"); var device = AddDevice(layout, deviceId, deviceName, description, deviceFlags); device.m_Description = description; return device; } finally { Profiler.EndSample(); } } public void RemoveDevice(InputDevice device, bool keepOnListOfAvailableDevices = false) { if (device == null) throw new ArgumentNullException(nameof(device)); // If device has not been added, ignore. if (device.m_DeviceIndex == InputDevice.kInvalidDeviceIndex) return; // Remove state monitors while device index is still valid. RemoveStateChangeMonitors(device); // Remove from device array. var deviceIndex = device.m_DeviceIndex; var deviceId = device.deviceId; if (deviceIndex < m_StateChangeMonitors.LengthSafe()) { // m_StateChangeMonitors mirrors layout of m_Devices *but* may be shorter. var count = m_StateChangeMonitors.Length; ArrayHelpers.EraseAtWithCapacity(m_StateChangeMonitors, ref count, deviceIndex); } ArrayHelpers.EraseAtWithCapacity(m_Devices, ref m_DevicesCount, deviceIndex); m_DevicesById.Remove(deviceId); if (m_Devices != null) { // Remove from state buffers. ReallocateStateBuffers(); } else { // No more devices. Kill state buffers. m_StateBuffers.FreeAll(); } ////TODO: When we remove a native device like this, make sure we tell the backend to disable it (and re-enable it when re-add it) // Update device indices. Do this after reallocating state buffers as that call requires // the old indices to still be in place. for (var i = deviceIndex; i < m_DevicesCount; ++i) --m_Devices[i].m_DeviceIndex; // Indices have shifted down by one. device.m_DeviceIndex = InputDevice.kInvalidDeviceIndex; // Update list of available devices. for (var i = 0; i < m_AvailableDeviceCount; ++i) { if (m_AvailableDevices[i].deviceId == deviceId) { if (keepOnListOfAvailableDevices) m_AvailableDevices[i].isRemoved = true; else ArrayHelpers.EraseAtWithCapacity(m_AvailableDevices, ref m_AvailableDeviceCount, i); break; } } // Unbake offset into global state buffers. device.BakeOffsetIntoStateBlockRecursive((uint)-device.m_StateBlock.byteOffset); // Force enabled actions to remove controls from the device. // We've already set the device index to be invalid so we any attempts // by actions to uninstall state monitors will get ignored. InputActionState.OnDeviceChange(device, InputDeviceChange.Removed); // Kill before update callback, if applicable. if (device is IInputUpdateCallbackReceiver beforeUpdateCallbackReceiver) onBeforeUpdate -= beforeUpdateCallbackReceiver.OnUpdate; // Disable before-render updates if this was the last device // that requires them. if (device.updateBeforeRender) { var haveDeviceRequiringBeforeRender = false; for (var i = 0; i < m_DevicesCount; ++i) if (m_Devices[i].updateBeforeRender) { haveDeviceRequiringBeforeRender = true; break; } if (!haveDeviceRequiringBeforeRender) updateMask &= ~InputUpdateType.BeforeRender; } // Let device know. device.NotifyRemoved(); // Let listeners know. DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.Removed, "InputSystem.onDeviceChange"); // Try setting next device of same type as current InputSystem.GetDevice(device.GetType())?.MakeCurrent(); } public void FlushDisconnectedDevices() { m_DisconnectedDevices.Clear(m_DisconnectedDevicesCount); m_DisconnectedDevicesCount = 0; } public unsafe void ResetDevice(InputDevice device, bool alsoResetDontResetControls = false, bool? issueResetCommand = null) { if (device == null) throw new ArgumentNullException(nameof(device)); if (!device.added) throw new InvalidOperationException($"Device '{device}' has not been added to the system"); var isHardReset = alsoResetDontResetControls || !device.hasDontResetControls; // Trigger reset notification. var change = isHardReset ? InputDeviceChange.HardReset : InputDeviceChange.SoftReset; InputActionState.OnDeviceChange(device, change); DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, change, "onDeviceChange"); // If the device implements its own reset, let it handle it. if (!alsoResetDontResetControls && device is ICustomDeviceReset customReset) { customReset.Reset(); } else { var defaultStatePtr = device.defaultStatePtr; var deviceStateBlockSize = device.stateBlock.alignedSizeInBytes; // Allocate temp memory to hold one state event. ////REVIEW: the need for an event here is sufficiently obscure to warrant scrutiny; likely, there's a better way //// to tell synthetic input (or input sources in general) apart // NOTE: We wrap the reset in an artificial state event so that it appears to the rest of the system // like any other input. If we don't do that but rather just call UpdateState() with a null event // pointer, the change will be considered an internal state change and will get ignored by some // pieces of code (such as EnhancedTouch which filters out internal state changes of Touchscreen // by ignoring any change that is not coming from an input event). using (var tempBuffer = new NativeArray(InputEvent.kBaseEventSize + sizeof(int) + (int)deviceStateBlockSize, Allocator.Temp)) { var stateEventPtr = (StateEvent*)tempBuffer.GetUnsafePtr(); var statePtr = stateEventPtr->state; var currentTime = m_Runtime.currentTime; // Set up the state event. ref var stateBlock = ref device.m_StateBlock; stateEventPtr->baseEvent.type = StateEvent.Type; stateEventPtr->baseEvent.sizeInBytes = InputEvent.kBaseEventSize + sizeof(int) + deviceStateBlockSize; stateEventPtr->baseEvent.time = currentTime; stateEventPtr->baseEvent.deviceId = device.deviceId; stateEventPtr->baseEvent.eventId = -1; stateEventPtr->stateFormat = device.m_StateBlock.format; // Decide whether we perform a soft reset or a hard reset. if (isHardReset) { // Perform a hard reset where we wipe the entire device and set a full // reset request to the backend. UnsafeUtility.MemCpy(statePtr, (byte*)defaultStatePtr + stateBlock.byteOffset, deviceStateBlockSize); } else { // Perform a soft reset where we exclude any dontReset control (which is automatically // toggled on for noisy controls) and do *NOT* send a reset request to the backend. var currentStatePtr = device.currentStatePtr; var resetMaskPtr = m_StateBuffers.resetMaskBuffer; // To preserve values from dontReset controls, we need to first copy their current values. UnsafeUtility.MemCpy(statePtr, (byte*)currentStatePtr + stateBlock.byteOffset, deviceStateBlockSize); // And then we copy over default values masked by dontReset bits. MemoryHelpers.MemCpyMasked(statePtr, (byte*)defaultStatePtr + stateBlock.byteOffset, (int)deviceStateBlockSize, (byte*)resetMaskPtr + stateBlock.byteOffset); } UpdateState(device, defaultUpdateType, statePtr, 0, deviceStateBlockSize, currentTime, new InputEventPtr((InputEvent*)stateEventPtr)); } } // In the editor, we don't want to issue RequestResetCommand to devices based on focus of the game view // as this would also reset device state for the editor. And we don't need the reset commands in this case // as -- unlike in the player --, Unity keeps running and we will keep seeing OS messages for these devices. // So, in the editor, we generally suppress reset commands. // // The only exception is when the editor itself loses focus. We issue sync requests to all devices when // coming back into focus. But for any device that doesn't support syncs, we actually do want to have a // reset command reach the background. // // Finally, in the player, we also avoid reset commands when disabling a device as these are pointless. // We sync/reset when enabling a device in the backend. var doIssueResetCommand = isHardReset; if (issueResetCommand != null) doIssueResetCommand = issueResetCommand.Value; #if UNITY_EDITOR else if (m_Settings.editorInputBehaviorInPlayMode != InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView) doIssueResetCommand = false; #endif if (doIssueResetCommand) device.RequestReset(); } public InputDevice TryGetDevice(string nameOrLayout) { if (string.IsNullOrEmpty(nameOrLayout)) throw new ArgumentException("Name is null or empty.", nameof(nameOrLayout)); if (m_DevicesCount == 0) return null; var nameOrLayoutLowerCase = nameOrLayout.ToLower(); for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; if (device.m_Name.ToLower() == nameOrLayoutLowerCase || device.m_Layout.ToLower() == nameOrLayoutLowerCase) return device; } return null; } public InputDevice GetDevice(string nameOrLayout) { var device = TryGetDevice(nameOrLayout); if (device == null) throw new ArgumentException($"Cannot find device with name or layout '{nameOrLayout}'", nameof(nameOrLayout)); return device; } public InputDevice TryGetDevice(Type layoutType) { var layoutName = m_Layouts.TryFindLayoutForType(layoutType); if (layoutName.IsEmpty()) return null; return TryGetDevice(layoutName); } public InputDevice TryGetDeviceById(int id) { if (m_DevicesById.TryGetValue(id, out var result)) return result; return null; } // Adds any device that's been reported to the system but could not be matched to // a layout to the given list. public int GetUnsupportedDevices(List descriptions) { if (descriptions == null) throw new ArgumentNullException(nameof(descriptions)); var numFound = 0; for (var i = 0; i < m_AvailableDeviceCount; ++i) { if (TryGetDeviceById(m_AvailableDevices[i].deviceId) != null) continue; descriptions.Add(m_AvailableDevices[i].description); ++numFound; } return numFound; } // We have three different levels of disabling a device. internal enum DeviceDisableScope { Everywhere, // Device is disabled globally and explicitly. Should neither send nor receive events. InFrontendOnly, // Device is only disabled on managed side but not in backend. Should keep sending events but should not receive them (useful for redirecting their data). TemporaryWhilePlayerIsInBackground, // Device has been disabled automatically and temporarily by system while application is running in the background. } public void EnableOrDisableDevice(InputDevice device, bool enable, DeviceDisableScope scope = default) { if (device == null) throw new ArgumentNullException(nameof(device)); // Synchronize the enable/disabled state of the device. if (enable) { ////REVIEW: Do we really want to allow overriding disabledWhileInBackground like it currently does? // Enable device. switch (scope) { case DeviceDisableScope.Everywhere: device.disabledWhileInBackground = false; if (!device.disabledInFrontend && !device.disabledInRuntime) return; if (device.disabledInRuntime) { device.ExecuteEnableCommand(); device.disabledInRuntime = false; } if (device.disabledInFrontend) { if (!device.RequestSync()) ResetDevice(device); device.disabledInFrontend = false; } break; case DeviceDisableScope.InFrontendOnly: device.disabledWhileInBackground = false; if (!device.disabledInFrontend && device.disabledInRuntime) return; if (!device.disabledInRuntime) { device.ExecuteDisableCommand(); device.disabledInRuntime = true; } if (device.disabledInFrontend) { if (!device.RequestSync()) ResetDevice(device); device.disabledInFrontend = false; } break; case DeviceDisableScope.TemporaryWhilePlayerIsInBackground: if (device.disabledWhileInBackground) { if (device.disabledInRuntime) { device.ExecuteEnableCommand(); device.disabledInRuntime = false; } if (!device.RequestSync()) ResetDevice(device); device.disabledWhileInBackground = false; } break; } } else { // Disable device. switch (scope) { case DeviceDisableScope.Everywhere: device.disabledWhileInBackground = false; if (device.disabledInFrontend && device.disabledInRuntime) return; if (!device.disabledInRuntime) { device.ExecuteDisableCommand(); device.disabledInRuntime = true; } if (!device.disabledInFrontend) { // When disabling a device, also issuing a reset in the backend is pointless. ResetDevice(device, issueResetCommand: false); device.disabledInFrontend = true; } break; case DeviceDisableScope.InFrontendOnly: device.disabledWhileInBackground = false; if (!device.disabledInRuntime && device.disabledInFrontend) return; if (device.disabledInRuntime) { device.ExecuteEnableCommand(); device.disabledInRuntime = false; } if (!device.disabledInFrontend) { // When disabling a device, also issuing a reset in the backend is pointless. ResetDevice(device, issueResetCommand: false); device.disabledInFrontend = true; } break; case DeviceDisableScope.TemporaryWhilePlayerIsInBackground: // Won't flag a device as DisabledWhileInBackground if it is explicitly disabled in // the frontend. if (device.disabledInFrontend || device.disabledWhileInBackground) return; device.disabledWhileInBackground = true; ResetDevice(device, issueResetCommand: false); #if UNITY_EDITOR if (m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView) #endif { device.ExecuteDisableCommand(); device.disabledInRuntime = true; } break; } } // Let listeners know. var deviceChange = enable ? InputDeviceChange.Enabled : InputDeviceChange.Disabled; DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, deviceChange, "InputSystem.onDeviceChange"); } private unsafe void QueueEvent(InputEvent* eventPtr) { // If we're currently in OnUpdate(), the m_InputEventStream will be open. In that case, // append events directly to that buffer and do *NOT* go into native. if (m_InputEventStream.isOpen) { m_InputEventStream.Write(eventPtr); return; } // Don't bother keeping the data on the managed side. Just stuff the raw data directly // into the native buffers. This also means this method is thread-safe. m_Runtime.QueueEvent(eventPtr); } public unsafe void QueueEvent(InputEventPtr ptr) { QueueEvent(ptr.data); } public unsafe void QueueEvent(ref TEvent inputEvent) where TEvent : struct, IInputEventTypeInfo { QueueEvent((InputEvent*)UnsafeUtility.AddressOf(ref inputEvent)); } public void Update() { Update(defaultUpdateType); } public void Update(InputUpdateType updateType) { m_Runtime.Update(updateType); } internal void Initialize(IInputRuntime runtime, InputSettings settings) { Debug.Assert(settings != null); m_Settings = settings; #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS InitializeActions(); #endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS InitializeData(); InstallRuntime(runtime); InstallGlobals(); ApplySettings(); #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS ApplyActions(); #endif } internal void Destroy() { // There isn't really much of a point in removing devices but we still // want to clear out any global state they may be keeping. So just tell // the devices that they got removed without actually removing them. for (var i = 0; i < m_DevicesCount; ++i) m_Devices[i].NotifyRemoved(); // Free all state memory. m_StateBuffers.FreeAll(); // Uninstall globals. UninstallGlobals(); // Destroy settings if they are temporary. if (m_Settings != null && m_Settings.hideFlags == HideFlags.HideAndDontSave) Object.DestroyImmediate(m_Settings); // Project-wide Actions are never temporary so we do not destroy them. } #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS // Initialize project-wide actions: // - In editor (edit mode or play-mode) we always use the editor build preferences persisted setting. // - In player build we always attempt to find a preloaded asset. private void InitializeActions() { #if UNITY_EDITOR m_Actions = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild; #else m_Actions = null; var candidates = Resources.FindObjectsOfTypeAll(); foreach (var candidate in candidates) { if (candidate.m_IsProjectWide) { m_Actions = candidate; break; } } #endif // UNITY_EDITOR } #endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS internal void InitializeData() { m_Layouts.Allocate(); m_Processors.Initialize(); m_Interactions.Initialize(); m_Composites.Initialize(); m_DevicesById = new Dictionary(); // Determine our default set of enabled update types. By // default we enable both fixed and dynamic update because // we don't know which one the user is going to use. The user // can manually turn off one of them to optimize operation. m_UpdateMask = InputUpdateType.Dynamic | InputUpdateType.Fixed; m_HasFocus = Application.isFocused; #if UNITY_EDITOR m_EditorIsActive = true; m_UpdateMask |= InputUpdateType.Editor; #endif // Default polling frequency is 60 Hz. m_PollingFrequency = 60; // Register layouts. // NOTE: Base layouts must be registered before their derived layouts // for the detection of base layouts to work. RegisterControlLayout("Axis", typeof(AxisControl)); // Controls. RegisterControlLayout("Button", typeof(ButtonControl)); RegisterControlLayout("DiscreteButton", typeof(DiscreteButtonControl)); RegisterControlLayout("Key", typeof(KeyControl)); RegisterControlLayout("Analog", typeof(AxisControl)); RegisterControlLayout("Integer", typeof(IntegerControl)); RegisterControlLayout("Digital", typeof(IntegerControl)); RegisterControlLayout("Double", typeof(DoubleControl)); RegisterControlLayout("Vector2", typeof(Vector2Control)); RegisterControlLayout("Vector3", typeof(Vector3Control)); RegisterControlLayout("Delta", typeof(DeltaControl)); RegisterControlLayout("Quaternion", typeof(QuaternionControl)); RegisterControlLayout("Stick", typeof(StickControl)); RegisterControlLayout("Dpad", typeof(DpadControl)); RegisterControlLayout("DpadAxis", typeof(DpadControl.DpadAxisControl)); RegisterControlLayout("AnyKey", typeof(AnyKeyControl)); RegisterControlLayout("Touch", typeof(TouchControl)); RegisterControlLayout("TouchPhase", typeof(TouchPhaseControl)); RegisterControlLayout("TouchPress", typeof(TouchPressControl)); RegisterControlLayout("Gamepad", typeof(Gamepad)); // Devices. RegisterControlLayout("Joystick", typeof(Joystick)); RegisterControlLayout("Keyboard", typeof(Keyboard)); RegisterControlLayout("Pointer", typeof(Pointer)); RegisterControlLayout("Mouse", typeof(Mouse)); RegisterControlLayout("Pen", typeof(Pen)); RegisterControlLayout("Touchscreen", typeof(Touchscreen)); RegisterControlLayout("Sensor", typeof(Sensor)); RegisterControlLayout("Accelerometer", typeof(Accelerometer)); RegisterControlLayout("Gyroscope", typeof(Gyroscope)); RegisterControlLayout("GravitySensor", typeof(GravitySensor)); RegisterControlLayout("AttitudeSensor", typeof(AttitudeSensor)); RegisterControlLayout("LinearAccelerationSensor", typeof(LinearAccelerationSensor)); RegisterControlLayout("MagneticFieldSensor", typeof(MagneticFieldSensor)); RegisterControlLayout("LightSensor", typeof(LightSensor)); RegisterControlLayout("PressureSensor", typeof(PressureSensor)); RegisterControlLayout("HumiditySensor", typeof(HumiditySensor)); RegisterControlLayout("AmbientTemperatureSensor", typeof(AmbientTemperatureSensor)); RegisterControlLayout("StepCounter", typeof(StepCounter)); RegisterControlLayout("TrackedDevice", typeof(TrackedDevice)); // Precompiled layouts. RegisterPrecompiledLayout(FastKeyboard.metadata); RegisterPrecompiledLayout(FastTouchscreen.metadata); RegisterPrecompiledLayout(FastMouse.metadata); // Register processors. processors.AddTypeRegistration("Invert", typeof(InvertProcessor)); processors.AddTypeRegistration("InvertVector2", typeof(InvertVector2Processor)); processors.AddTypeRegistration("InvertVector3", typeof(InvertVector3Processor)); processors.AddTypeRegistration("Clamp", typeof(ClampProcessor)); processors.AddTypeRegistration("Normalize", typeof(NormalizeProcessor)); processors.AddTypeRegistration("NormalizeVector2", typeof(NormalizeVector2Processor)); processors.AddTypeRegistration("NormalizeVector3", typeof(NormalizeVector3Processor)); processors.AddTypeRegistration("Scale", typeof(ScaleProcessor)); processors.AddTypeRegistration("ScaleVector2", typeof(ScaleVector2Processor)); processors.AddTypeRegistration("ScaleVector3", typeof(ScaleVector3Processor)); processors.AddTypeRegistration("StickDeadzone", typeof(StickDeadzoneProcessor)); processors.AddTypeRegistration("AxisDeadzone", typeof(AxisDeadzoneProcessor)); processors.AddTypeRegistration("CompensateDirection", typeof(CompensateDirectionProcessor)); processors.AddTypeRegistration("CompensateRotation", typeof(CompensateRotationProcessor)); #if UNITY_EDITOR processors.AddTypeRegistration("AutoWindowSpace", typeof(EditorWindowSpaceProcessor)); #endif // Register interactions. interactions.AddTypeRegistration("Hold", typeof(HoldInteraction)); interactions.AddTypeRegistration("Tap", typeof(TapInteraction)); interactions.AddTypeRegistration("SlowTap", typeof(SlowTapInteraction)); interactions.AddTypeRegistration("MultiTap", typeof(MultiTapInteraction)); interactions.AddTypeRegistration("Press", typeof(PressInteraction)); // Register composites. composites.AddTypeRegistration("1DAxis", typeof(AxisComposite)); composites.AddTypeRegistration("2DVector", typeof(Vector2Composite)); composites.AddTypeRegistration("3DVector", typeof(Vector3Composite)); composites.AddTypeRegistration("Axis", typeof(AxisComposite));// Alias for pre-0.2 name. composites.AddTypeRegistration("Dpad", typeof(Vector2Composite));// Alias for pre-0.2 name. composites.AddTypeRegistration("ButtonWithOneModifier", typeof(ButtonWithOneModifier)); composites.AddTypeRegistration("ButtonWithTwoModifiers", typeof(ButtonWithTwoModifiers)); composites.AddTypeRegistration("OneModifier", typeof(OneModifierComposite)); composites.AddTypeRegistration("TwoModifiers", typeof(TwoModifiersComposite)); } internal void InstallRuntime(IInputRuntime runtime) { if (m_Runtime != null) { m_Runtime.onUpdate = null; m_Runtime.onBeforeUpdate = null; m_Runtime.onDeviceDiscovered = null; m_Runtime.onPlayerFocusChanged = null; m_Runtime.onShouldRunUpdate = null; #if UNITY_EDITOR m_Runtime.onPlayerLoopInitialization = null; #endif } m_Runtime = runtime; m_Runtime.onUpdate = OnUpdate; m_Runtime.onDeviceDiscovered = OnNativeDeviceDiscovered; m_Runtime.onPlayerFocusChanged = OnFocusChanged; m_Runtime.onShouldRunUpdate = ShouldRunUpdate; #if UNITY_EDITOR m_Runtime.onPlayerLoopInitialization = OnPlayerLoopInitialization; #endif m_Runtime.pollingFrequency = pollingFrequency; m_HasFocus = m_Runtime.isPlayerFocused; // We only hook NativeInputSystem.onBeforeUpdate if necessary. if (m_BeforeUpdateListeners.length > 0 || m_HaveDevicesWithStateCallbackReceivers) { m_Runtime.onBeforeUpdate = OnBeforeUpdate; m_NativeBeforeUpdateHooked = true; } #if UNITY_ANALYTICS || UNITY_EDITOR InputAnalytics.Initialize(this); m_Runtime.onShutdown = () => InputAnalytics.OnShutdown(this); #endif } internal void InstallGlobals() { Debug.Assert(m_Runtime != null); InputControlLayout.s_Layouts = m_Layouts; InputProcessor.s_Processors = m_Processors; InputInteraction.s_Interactions = m_Interactions; InputBindingComposite.s_Composites = m_Composites; InputRuntime.s_Instance = m_Runtime; InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup = m_Runtime.currentTimeOffsetToRealtimeSinceStartup; // Reset update state. InputUpdate.Restore(new InputUpdate.SerializedState()); unsafe { InputStateBuffers.SwitchTo(m_StateBuffers, InputUpdateType.Dynamic); InputStateBuffers.s_DefaultStateBuffer = m_StateBuffers.defaultStateBuffer; InputStateBuffers.s_NoiseMaskBuffer = m_StateBuffers.noiseMaskBuffer; InputStateBuffers.s_ResetMaskBuffer = m_StateBuffers.resetMaskBuffer; } } internal void UninstallGlobals() { if (ReferenceEquals(InputControlLayout.s_Layouts.baseLayoutTable, m_Layouts.baseLayoutTable)) InputControlLayout.s_Layouts = new InputControlLayout.Collection(); if (ReferenceEquals(InputProcessor.s_Processors.table, m_Processors.table)) InputProcessor.s_Processors = new TypeTable(); if (ReferenceEquals(InputInteraction.s_Interactions.table, m_Interactions.table)) InputInteraction.s_Interactions = new TypeTable(); if (ReferenceEquals(InputBindingComposite.s_Composites.table, m_Composites.table)) InputBindingComposite.s_Composites = new TypeTable(); // Clear layout cache. InputControlLayout.s_CacheInstance = default; InputControlLayout.s_CacheInstanceRef = 0; // Detach from runtime. if (m_Runtime != null) { m_Runtime.onUpdate = null; m_Runtime.onDeviceDiscovered = null; m_Runtime.onBeforeUpdate = null; m_Runtime.onPlayerFocusChanged = null; m_Runtime.onShouldRunUpdate = null; if (ReferenceEquals(InputRuntime.s_Instance, m_Runtime)) InputRuntime.s_Instance = null; } } [Serializable] internal struct AvailableDevice { public InputDeviceDescription description; public int deviceId; public bool isNative; public bool isRemoved; } // Used by EditorInputControlLayoutCache to determine whether its state is outdated. internal int m_LayoutRegistrationVersion; private float m_PollingFrequency; internal InputControlLayout.Collection m_Layouts; private TypeTable m_Processors; private TypeTable m_Interactions; private TypeTable m_Composites; private int m_DevicesCount; private InputDevice[] m_Devices; private Dictionary m_DevicesById; internal int m_AvailableDeviceCount; internal AvailableDevice[] m_AvailableDevices; // A record of all devices reported to the system (from native or user code). ////REVIEW: should these be weak-referenced? internal int m_DisconnectedDevicesCount; internal InputDevice[] m_DisconnectedDevices; internal InputUpdateType m_UpdateMask; // Which of our update types are enabled. private InputUpdateType m_CurrentUpdate; internal InputStateBuffers m_StateBuffers; #if UNITY_EDITOR // remember time offset to correctly restore it after editor mode is done private double latestNonEditorTimeOffsetToRealtimeSinceStartup; #endif // We don't use UnityEvents and thus don't persist the callbacks during domain reloads. // Restoration of UnityActions is unreliable and it's too easy to end up with double // registrations what will lead to all kinds of misbehavior. private CallbackArray m_DeviceChangeListeners; private CallbackArray m_DeviceStateChangeListeners; private CallbackArray m_DeviceFindLayoutCallbacks; internal CallbackArray m_DeviceCommandCallbacks; private CallbackArray m_LayoutChangeListeners; private CallbackArray m_EventListeners; private CallbackArray m_BeforeUpdateListeners; private CallbackArray m_AfterUpdateListeners; private CallbackArray m_SettingsChangedListeners; #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS private CallbackArray m_ActionsChangedListeners; #endif private bool m_NativeBeforeUpdateHooked; private bool m_HaveDevicesWithStateCallbackReceivers; private bool m_HasFocus; private InputEventStream m_InputEventStream; // We want to sync devices when the editor comes back into focus. Unfortunately, there's no // callback for this so we have to poll this state. #if UNITY_EDITOR private bool m_EditorIsActive; #endif // Allow external users to hook in validators and draw custom UI in the binding path editor #if UNITY_EDITOR private Utilities.CallbackArray m_customBindingPathValidators; #endif // We allocate the 'executeDeviceCommand' closure passed to 'onFindLayoutForDevice' // only once to avoid creating garbage. private InputDeviceExecuteCommandDelegate m_DeviceFindExecuteCommandDelegate; private int m_DeviceFindExecuteCommandDeviceId; #if UNITY_ANALYTICS || UNITY_EDITOR private bool m_HaveSentStartupAnalytics; #endif internal IInputRuntime m_Runtime; internal InputMetrics m_Metrics; internal InputSettings m_Settings; #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS private InputActionAsset m_Actions; #endif #if UNITY_EDITOR internal IInputDiagnostics m_Diagnostics; #endif ////REVIEW: Make it so that device names *always* have a number appended? (i.e. Gamepad1, Gamepad2, etc. instead of Gamepad, Gamepad1, etc) private void MakeDeviceNameUnique(InputDevice device) { if (m_DevicesCount == 0) return; var deviceName = StringHelpers.MakeUniqueName(device.name, m_Devices, x => x != null ? x.name : string.Empty); if (deviceName != device.name) { // If we have changed the name of the device, nuke all path strings in the control // hierarchy so that they will get re-recreated when queried. ResetControlPathsRecursive(device); // Assign name. device.m_Name = new InternedString(deviceName); } } private static void ResetControlPathsRecursive(InputControl control) { control.m_Path = null; var children = control.children; var childCount = children.Count; for (var i = 0; i < childCount; ++i) ResetControlPathsRecursive(children[i]); } private void AssignUniqueDeviceId(InputDevice device) { // If the device already has an ID, make sure it's unique. if (device.deviceId != InputDevice.InvalidDeviceId) { // Safety check to make sure out IDs are really unique. // Given they are assigned by the native system they should be fine // but let's make sure. var existingDeviceWithId = TryGetDeviceById(device.deviceId); if (existingDeviceWithId != null) throw new InvalidOperationException( $"Duplicate device ID {device.deviceId} detected for devices '{device.name}' and '{existingDeviceWithId.name}'"); } else { device.m_DeviceId = m_Runtime.AllocateDeviceId(); } } // (Re)allocates state buffers and assigns each device that's been added // a segment of the buffer. Preserves the current state of devices. // NOTE: Installs the buffers globally. private unsafe void ReallocateStateBuffers() { var oldBuffers = m_StateBuffers; // Allocate new buffers. var newBuffers = new InputStateBuffers(); newBuffers.AllocateAll(m_Devices, m_DevicesCount); // Migrate state. newBuffers.MigrateAll(m_Devices, m_DevicesCount, oldBuffers); // Install the new buffers. oldBuffers.FreeAll(); m_StateBuffers = newBuffers; InputStateBuffers.s_DefaultStateBuffer = newBuffers.defaultStateBuffer; InputStateBuffers.s_NoiseMaskBuffer = newBuffers.noiseMaskBuffer; InputStateBuffers.s_ResetMaskBuffer = newBuffers.resetMaskBuffer; // Switch to buffers. InputStateBuffers.SwitchTo(m_StateBuffers, InputUpdate.s_LatestUpdateType != InputUpdateType.None ? InputUpdate.s_LatestUpdateType : defaultUpdateType); ////TODO: need to update state change monitors } /// /// Initialize default state for given device. /// /// A newly added input device. /// /// For every device, one copy of its state is kept around which is initialized with the default /// values for the device. If the device has no control that has an explicitly specified control /// value, the buffer simply contains all zeroes. /// /// The default state buffer is initialized once when a device is added to the system and then /// migrated by like other device state and removed when the device /// is removed from the system. /// private unsafe void InitializeDefaultState(InputDevice device) { // Nothing to do if device has a default state of all zeroes. if (!device.hasControlsWithDefaultState) return; // Otherwise go through each control and write its default value. var controls = device.allControls; var controlCount = controls.Count; var defaultStateBuffer = m_StateBuffers.defaultStateBuffer; for (var n = 0; n < controlCount; ++n) { var control = controls[n]; if (!control.hasDefaultState) continue; control.m_StateBlock.Write(defaultStateBuffer, control.m_DefaultState); } // Copy default state to all front and back buffers. var stateBlock = device.m_StateBlock; var deviceIndex = device.m_DeviceIndex; if (m_StateBuffers.m_PlayerStateBuffers.valid) { stateBlock.CopyToFrom(m_StateBuffers.m_PlayerStateBuffers.GetFrontBuffer(deviceIndex), defaultStateBuffer); stateBlock.CopyToFrom(m_StateBuffers.m_PlayerStateBuffers.GetBackBuffer(deviceIndex), defaultStateBuffer); } #if UNITY_EDITOR if (m_StateBuffers.m_EditorStateBuffers.valid) { stateBlock.CopyToFrom(m_StateBuffers.m_EditorStateBuffers.GetFrontBuffer(deviceIndex), defaultStateBuffer); stateBlock.CopyToFrom(m_StateBuffers.m_EditorStateBuffers.GetBackBuffer(deviceIndex), defaultStateBuffer); } #endif } private unsafe void InitializeDeviceState(InputDevice device) { Debug.Assert(device != null, "Device must not be null"); Debug.Assert(device.added, "Device must have been added"); Debug.Assert(device.stateBlock.byteOffset != InputStateBlock.InvalidOffset, "Device state block offset is invalid"); Debug.Assert(device.stateBlock.byteOffset + device.stateBlock.alignedSizeInBytes <= m_StateBuffers.sizePerBuffer, "Device state block is not contained in state buffer"); var controls = device.allControls; var controlCount = controls.Count; var resetMaskBuffer = m_StateBuffers.resetMaskBuffer; var haveControlsWithDefaultState = device.hasControlsWithDefaultState; // Assume that everything in the device is noise. This way we also catch memory regions // that are not actually covered by a control and implicitly mark them as noise (e.g. the // report ID in HID input reports). // // NOTE: Noise is indicated by *unset* bits so we don't have to do anything here to start // with all-noise as we expect noise mask memory to be cleared on allocation. var noiseMaskBuffer = m_StateBuffers.noiseMaskBuffer; // We first toggle all bits *on* and then toggle bits for noisy and dontReset controls *off* individually. // We do this instead of just leaving all bits *off* and then going through controls that aren't noisy/dontReset *on*. // If we did the latter, we'd have the problem that a parent control such as TouchControl would toggle on bits for // the entirety of its state block and thus cover the state of all its child controls. MemoryHelpers.SetBitsInBuffer(noiseMaskBuffer, (int)device.stateBlock.byteOffset, 0, (int)device.stateBlock.sizeInBits, false); MemoryHelpers.SetBitsInBuffer(resetMaskBuffer, (int)device.stateBlock.byteOffset, 0, (int)device.stateBlock.sizeInBits, true); // Go through controls. var defaultStateBuffer = m_StateBuffers.defaultStateBuffer; for (var n = 0; n < controlCount; ++n) { var control = controls[n]; // Don't allow controls that hijack state from other controls to set independent noise or dontReset flags. if (control.usesStateFromOtherControl) continue; if (!control.noisy || control.dontReset) { ref var stateBlock = ref control.m_StateBlock; Debug.Assert(stateBlock.byteOffset != InputStateBlock.InvalidOffset, "Byte offset is invalid on control's state block"); Debug.Assert(stateBlock.bitOffset != InputStateBlock.InvalidOffset, "Bit offset is invalid on control's state block"); Debug.Assert(stateBlock.sizeInBits != InputStateBlock.InvalidOffset, "Size is invalid on control's state block"); Debug.Assert(stateBlock.byteOffset >= device.stateBlock.byteOffset, "Control's offset is located below device's offset"); Debug.Assert(stateBlock.byteOffset + stateBlock.alignedSizeInBytes <= device.stateBlock.byteOffset + device.stateBlock.alignedSizeInBytes, "Control state block lies outside of state buffer"); // If control isn't noisy, toggle its bits *on* in the noise mask. if (!control.noisy) MemoryHelpers.SetBitsInBuffer(noiseMaskBuffer, (int)stateBlock.byteOffset, (int)stateBlock.bitOffset, (int)stateBlock.sizeInBits, true); // If control shouldn't be reset, toggle its bits *off* in the reset mask. if (control.dontReset) MemoryHelpers.SetBitsInBuffer(resetMaskBuffer, (int)stateBlock.byteOffset, (int)stateBlock.bitOffset, (int)stateBlock.sizeInBits, false); } // If control has default state, write it into to the device's default state. if (haveControlsWithDefaultState && control.hasDefaultState) control.m_StateBlock.Write(defaultStateBuffer, control.m_DefaultState); } // Copy default state to all front and back buffers. if (haveControlsWithDefaultState) { ref var deviceStateBlock = ref device.m_StateBlock; var deviceIndex = device.m_DeviceIndex; if (m_StateBuffers.m_PlayerStateBuffers.valid) { deviceStateBlock.CopyToFrom(m_StateBuffers.m_PlayerStateBuffers.GetFrontBuffer(deviceIndex), defaultStateBuffer); deviceStateBlock.CopyToFrom(m_StateBuffers.m_PlayerStateBuffers.GetBackBuffer(deviceIndex), defaultStateBuffer); } #if UNITY_EDITOR if (m_StateBuffers.m_EditorStateBuffers.valid) { deviceStateBlock.CopyToFrom(m_StateBuffers.m_EditorStateBuffers.GetFrontBuffer(deviceIndex), defaultStateBuffer); deviceStateBlock.CopyToFrom(m_StateBuffers.m_EditorStateBuffers.GetBackBuffer(deviceIndex), defaultStateBuffer); } #endif } } private void OnNativeDeviceDiscovered(int deviceId, string deviceDescriptor) { // Make sure we're not adding to m_AvailableDevices before we restored what we // had before a domain reload. RestoreDevicesAfterDomainReloadIfNecessary(); // See if we have a disconnected device we can revive. // NOTE: We do this all the way up here as the first thing before we even parse the JSON descriptor so // if we do have a device we can revive, we can do so without allocating any GC memory. var device = TryMatchDisconnectedDevice(deviceDescriptor); // Parse description, if need be. var description = device?.description ?? InputDeviceDescription.FromJson(deviceDescriptor); // Add it. var markAsRemoved = false; try { // If we have a restricted set of supported devices, first check if it's a device // we should support. if (m_Settings.supportedDevices.Count > 0) { var layout = device != null ? device.m_Layout : TryFindMatchingControlLayout(ref description, deviceId); if (!IsDeviceLayoutMarkedAsSupportedInSettings(layout)) { // Not supported. Ignore device. Still will get added to m_AvailableDevices // list in finally clause below. If later the set of supported devices changes // so that the device is now supported, ApplySettings() will pull it back out // and create the device. markAsRemoved = true; return; } } if (device != null) { // It's a device we pulled from the disconnected list. Update the device with the // new ID, re-add it and notify that we've reconnected. device.m_DeviceId = deviceId; device.m_DeviceFlags |= InputDevice.DeviceFlags.Native; device.m_DeviceFlags &= ~InputDevice.DeviceFlags.DisabledInFrontend; device.m_DeviceFlags &= ~InputDevice.DeviceFlags.DisabledWhileInBackground; device.m_DeviceFlags &= ~InputDevice.DeviceFlags.DisabledStateHasBeenQueriedFromRuntime; AddDevice(device); DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.Reconnected, "InputSystem.onDeviceChange"); } else { // Go through normal machinery to try to create a new device. AddDevice(description, throwIfNoLayoutFound: false, deviceId: deviceId, deviceFlags: InputDevice.DeviceFlags.Native); } } // We're catching exceptions very aggressively here. The reason is that we don't want // exceptions thrown as a result of trying to create devices from device discoveries reported // by native to break the system as a whole. Instead, we want to make the error visible but then // go and work with whatever devices we *did* manage to create successfully. catch (Exception exception) { Debug.LogError($"Could not create a device for '{description}' (exception: {exception})"); } finally { // Remember it. Do this *after* the AddDevice() call above so that if there's // a listener creating layouts on the fly we won't end up matching this device and // create an InputDevice right away (which would then conflict with the one we // create in AddDevice). ArrayHelpers.AppendWithCapacity(ref m_AvailableDevices, ref m_AvailableDeviceCount, new AvailableDevice { description = description, deviceId = deviceId, isNative = true, isRemoved = markAsRemoved, }); } } private InputDevice TryMatchDisconnectedDevice(string deviceDescriptor) { for (var i = 0; i < m_DisconnectedDevicesCount; ++i) { var device = m_DisconnectedDevices[i]; var description = device.description; // We don't parse the full description but rather go property by property in order to not // allocate GC memory if we can avoid it. if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("interface", description.interfaceName, deviceDescriptor)) continue; if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("product", description.product, deviceDescriptor)) continue; if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("manufacturer", description.manufacturer, deviceDescriptor)) continue; if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("type", description.deviceClass, deviceDescriptor)) continue; if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("capabilities", description.capabilities, deviceDescriptor)) continue; if (!InputDeviceDescription.ComparePropertyToDeviceDescriptor("serial", description.serial, deviceDescriptor)) continue; ArrayHelpers.EraseAtWithCapacity(m_DisconnectedDevices, ref m_DisconnectedDevicesCount, i); return device; } return null; } private void InstallBeforeUpdateHookIfNecessary() { if (m_NativeBeforeUpdateHooked || m_Runtime == null) return; m_Runtime.onBeforeUpdate = OnBeforeUpdate; m_NativeBeforeUpdateHooked = true; } private void RestoreDevicesAfterDomainReloadIfNecessary() { #if UNITY_EDITOR if (m_SavedDeviceStates != null) RestoreDevicesAfterDomainReload(); #endif } #if UNITY_EDITOR private void SyncAllDevicesWhenEditorIsActivated() { var isActive = m_Runtime.isEditorActive; if (isActive == m_EditorIsActive) return; m_EditorIsActive = isActive; if (m_EditorIsActive) SyncAllDevices(); } private void SyncAllDevices() { for (var i = 0; i < m_DevicesCount; ++i) { // When the editor comes back into focus, we actually do want resets to happen // for devices that don't support syncs as they will likely have missed input while // we were in the background. if (!m_Devices[i].RequestSync()) ResetDevice(m_Devices[i], issueResetCommand: true); } } internal void SyncAllDevicesAfterEnteringPlayMode() { // Because we ignore all events between exiting edit mode and entering play mode, // that includes any potential device resets/syncs/etc, // we need to resync all devices after we're in play mode proper. ////TODO: this is a hacky workaround, implement a proper solution where events from sync/resets are not ignored. SyncAllDevices(); } #endif private void WarnAboutDevicesFailingToRecreateAfterDomainReload() { // If we still have any saved device states, we have devices that we couldn't figure // out how to recreate after a domain reload. Log a warning for each of them and // let go of them. #if UNITY_EDITOR if (m_SavedDeviceStates == null) return; for (var i = 0; i < m_SavedDeviceStates.Length; ++i) { ref var state = ref m_SavedDeviceStates[i]; Debug.LogWarning($"Could not recreate device '{state.name}' with layout '{state.layout}' after domain reload"); } // At this point, we throw the device states away and forget about // what we had before the domain reload. m_SavedDeviceStates = null; #endif } private void OnBeforeUpdate(InputUpdateType updateType) { // Restore devices before checking update mask. See InputSystem.RunInitialUpdate(). RestoreDevicesAfterDomainReloadIfNecessary(); if ((updateType & m_UpdateMask) == 0) return; InputStateBuffers.SwitchTo(m_StateBuffers, updateType); InputUpdate.OnBeforeUpdate(updateType); // For devices that have state callbacks, tell them we're carrying state over // into the next frame. if (m_HaveDevicesWithStateCallbackReceivers && updateType != InputUpdateType.BeforeRender) ////REVIEW: before-render handling is probably wrong { for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; if (!device.hasStateCallbacks) continue; // NOTE: We do *not* perform a buffer flip here as we do not want to change what is the // current and what is the previous state when we carry state forward. Rather, // OnBeforeUpdate, if it modifies state, it modifies the current state directly. // Also, for the same reasons, we do not modify the dynamic/fixed update counts // on the device. If an event comes in in the upcoming update, it should lead to // a buffer flip. ((IInputStateCallbackReceiver)device).OnNextUpdate(); } } DelegateHelpers.InvokeCallbacksSafe(ref m_BeforeUpdateListeners, "onBeforeUpdate"); } /// /// Apply the settings in . /// internal void ApplySettings() { // Sync update mask. var newUpdateMask = InputUpdateType.Editor; if ((m_UpdateMask & InputUpdateType.BeforeRender) != 0) { // BeforeRender updates are enabled in response to devices needing BeforeRender updates // so we always preserve this if set. newUpdateMask |= InputUpdateType.BeforeRender; } if (m_Settings.updateMode == InputSettings.s_OldUnsupportedFixedAndDynamicUpdateSetting) m_Settings.updateMode = InputSettings.UpdateMode.ProcessEventsInDynamicUpdate; switch (m_Settings.updateMode) { case InputSettings.UpdateMode.ProcessEventsInDynamicUpdate: newUpdateMask |= InputUpdateType.Dynamic; break; case InputSettings.UpdateMode.ProcessEventsInFixedUpdate: newUpdateMask |= InputUpdateType.Fixed; break; case InputSettings.UpdateMode.ProcessEventsManually: newUpdateMask |= InputUpdateType.Manual; break; default: throw new NotSupportedException("Invalid input update mode: " + m_Settings.updateMode); } #if UNITY_EDITOR // In the editor, we force editor updates to be on even if InputEditorUserSettings.lockInputToGameView is // on as otherwise we'll end up accumulating events in edit mode without anyone flushing the // queue out regularly. newUpdateMask |= InputUpdateType.Editor; #endif updateMask = newUpdateMask; ////TODO: optimize this so that we don't repeatedly recreate state if we add/remove multiple devices //// (same goes for not resolving actions repeatedly) // Check if there's any native device we aren't using ATM which now fits // the set of supported devices. AddAvailableDevicesThatAreNowRecognized(); // If the settings restrict the set of supported devices, demote any native // device we currently have that doesn't fit the requirements. if (settings.supportedDevices.Count > 0) { for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; var layout = device.m_Layout; // If it's not in m_AvailableDevices, we don't automatically remove it. // Whatever has been added directly through AddDevice(), we keep and don't // restrict by `supportDevices`. var isInAvailableDevices = false; for (var n = 0; n < m_AvailableDeviceCount; ++n) { if (m_AvailableDevices[n].deviceId == device.deviceId) { isInAvailableDevices = true; break; } } if (!isInAvailableDevices) continue; // If the device layout isn't supported according to the current settings, // remove the device. if (!IsDeviceLayoutMarkedAsSupportedInSettings(layout)) { RemoveDevice(device, keepOnListOfAvailableDevices: true); --i; } } } // Apply feature flags. if (m_Settings.m_FeatureFlags != null) { #if UNITY_EDITOR runPlayerUpdatesInEditMode = m_Settings.IsFeatureEnabled(InputFeatureNames.kRunPlayerUpdatesInEditMode); #endif if (m_Settings.IsFeatureEnabled(InputFeatureNames.kUseWindowsGamingInputBackend)) { var command = UseWindowsGamingInputCommand.Create(true); if (ExecuteGlobalCommand(ref command) < 0) Debug.LogError($"Could not enable Windows.Gaming.Input"); } } // Cache some values. Touchscreen.s_TapTime = settings.defaultTapTime; Touchscreen.s_TapDelayTime = settings.multiTapDelayTime; Touchscreen.s_TapRadiusSquared = settings.tapRadius * settings.tapRadius; // Extra clamp here as we can't tell what we're getting from serialized data. ButtonControl.s_GlobalDefaultButtonPressPoint = Mathf.Clamp(settings.defaultButtonPressPoint, ButtonControl.kMinButtonPressPoint, float.MaxValue); ButtonControl.s_GlobalDefaultButtonReleaseThreshold = settings.buttonReleaseThreshold; // Update devices control optimization foreach (var device in devices) device.SetOptimizedControlDataTypeRecursively(); // Invalidate control caches due to potential changes to processors or value readers foreach (var device in devices) device.MarkAsStaleRecursively(); // Let listeners know. DelegateHelpers.InvokeCallbacksSafe(ref m_SettingsChangedListeners, "InputSystem.onSettingsChange"); } #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS internal void ApplyActions() { // Let listeners know. DelegateHelpers.InvokeCallbacksSafe(ref m_ActionsChangedListeners, "InputSystem.onActionsChange"); } #endif internal unsafe long ExecuteGlobalCommand(ref TCommand command) where TCommand : struct, IInputDeviceCommandInfo { var ptr = (InputDeviceCommand*)UnsafeUtility.AddressOf(ref command); // device id is irrelevant as we route it based on fourcc internally return InputRuntime.s_Instance.DeviceCommand(0, ptr); } internal void AddAvailableDevicesThatAreNowRecognized() { for (var i = 0; i < m_AvailableDeviceCount; ++i) { var id = m_AvailableDevices[i].deviceId; if (TryGetDeviceById(id) != null) continue; var layout = TryFindMatchingControlLayout(ref m_AvailableDevices[i].description, id); if (!IsDeviceLayoutMarkedAsSupportedInSettings(layout)) continue; if (layout.IsEmpty()) { // If it's a device coming from the runtime, disable it. if (id != InputDevice.InvalidDeviceId) { var command = DisableDeviceCommand.Create(); m_Runtime.DeviceCommand(id, ref command); } continue; } try { AddDevice(m_AvailableDevices[i].description, layout, deviceId: id, deviceFlags: m_AvailableDevices[i].isNative ? InputDevice.DeviceFlags.Native : 0); } catch (Exception) { // the user might have changed the layout of one device, but others in the system might still have // layouts we can't make sense of. Just quietly swallow exceptions from those so as not to spam // the user with information about devices unrelated to what was actually changed. } } } private bool ShouldRunDeviceInBackground(InputDevice device) { var runDeviceInBackground = m_Settings.backgroundBehavior != InputSettings.BackgroundBehavior.ResetAndDisableAllDevices && device.canRunInBackground; // In editor, we may override canRunInBackground depending on the gameViewFocus setting. #if UNITY_EDITOR if (runDeviceInBackground) { if (m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus) runDeviceInBackground = false; else if (m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus) runDeviceInBackground = !(device is Pointer || device is Keyboard); } #endif return runDeviceInBackground; } internal void OnFocusChanged(bool focus) { #if UNITY_EDITOR SyncAllDevicesWhenEditorIsActivated(); if (!m_Runtime.isInPlayMode) { m_HasFocus = focus; return; } var gameViewFocus = m_Settings.editorInputBehaviorInPlayMode; #endif var runInBackground = #if UNITY_EDITOR // In the editor, the player loop will always be run even if the Game View does not have focus. This // amounts to runInBackground being always true in the editor, regardless of what the setting in // the Player Settings window is. // // If, however, "Game View Focus" is set to "Exactly As In Player", we force code here down the same // path as in the player. gameViewFocus != InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView || m_Runtime.runInBackground; #else m_Runtime.runInBackground; #endif var backgroundBehavior = m_Settings.backgroundBehavior; if (backgroundBehavior == InputSettings.BackgroundBehavior.IgnoreFocus && runInBackground) { // If runInBackground is true, no device changes should happen, even when focus is gained. So early out. // If runInBackground is false, we still want to sync devices when focus is gained. So we need to continue further. m_HasFocus = focus; return; } #if UNITY_EDITOR // Set the current update type while we process the focus changes to make sure we // feed into the right buffer. No need to do this in the player as it doesn't have // the editor/player confusion. m_CurrentUpdate = m_UpdateMask.GetUpdateTypeForPlayer(); #endif if (!focus) { // We only react to loss of focus when we will keep running in the background. If not, // we'll do nothing and just wait for focus to come back (where we then try to sync all devices). if (runInBackground) { for (var i = 0; i < m_DevicesCount; ++i) { // Determine whether to run this device in the background. var device = m_Devices[i]; if (!device.enabled || ShouldRunDeviceInBackground(device)) continue; // Disable the device. This will also soft-reset it. EnableOrDisableDevice(device, false, DeviceDisableScope.TemporaryWhilePlayerIsInBackground); // In case we invoked a callback that messed with our device array, adjust our index. var index = m_Devices.IndexOfReference(device, m_DevicesCount); if (index == -1) --i; else i = index; } } } else { // On focus gain, reenable and sync devices. for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; // Re-enable the device if we disabled it on focus loss. This will also issue a sync. if (device.disabledWhileInBackground) EnableOrDisableDevice(device, true, DeviceDisableScope.TemporaryWhilePlayerIsInBackground); // Try to sync. If it fails and we didn't run in the background, perform // a reset instead. This is to cope with backends that are unable to sync but // may still retain state which now may be outdated because the input device may // have changed state while we weren't running. So at least make the backend flush // its state (if any). else if (device.enabled && !runInBackground && !device.RequestSync()) ResetDevice(device); } } #if UNITY_EDITOR m_CurrentUpdate = InputUpdateType.None; #endif // We set this *after* the block above as defaultUpdateType is influenced by the setting. m_HasFocus = focus; } #if UNITY_EDITOR internal void LeavePlayMode() { // Reenable all devices and reset their play mode state. m_CurrentUpdate = InputUpdate.GetUpdateTypeForPlayer(m_UpdateMask); InputStateBuffers.SwitchTo(m_StateBuffers, m_CurrentUpdate); for (var i = 0; i < m_DevicesCount; ++i) { var device = m_Devices[i]; if (device.disabledWhileInBackground) EnableOrDisableDevice(device, true, scope: DeviceDisableScope.TemporaryWhilePlayerIsInBackground); ResetDevice(device, alsoResetDontResetControls: true); } m_CurrentUpdate = default; } private void OnPlayerLoopInitialization() { if (!gameIsPlaying || // if game is not playing !InputUpdate.s_LatestUpdateType.IsEditorUpdate() || // or last update was not editor update !InputUpdate.s_LatestNonEditorUpdateType.IsPlayerUpdate()) // or update before that was not player update return; // then no need to restore anything InputUpdate.RestoreStateAfterEditorUpdate(); InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup = latestNonEditorTimeOffsetToRealtimeSinceStartup; InputStateBuffers.SwitchTo(m_StateBuffers, InputUpdate.s_LatestUpdateType); } #endif internal bool ShouldRunUpdate(InputUpdateType updateType) { // We perform a "null" update after domain reloads and on startup to get our devices // in place before the runtime calls MonoBehaviour callbacks. See InputSystem.RunInitialUpdate(). if (updateType == InputUpdateType.None) return true; var mask = m_UpdateMask; #if UNITY_EDITOR // If the player isn't running, the only thing we run is editor updates, except if // explicitly overriden via `runUpdatesInEditMode`. // NOTE: This means that in edit mode (outside of play mode) we *never* switch to player // input state. So, any script anywhere will see input state from the editor. If you // have an [ExecuteInEditMode] MonoBehaviour and it polls the gamepad, for example, // it will see gamepad inputs going to the editor and respond to them. if (!gameIsPlaying && updateType != InputUpdateType.Editor && !runPlayerUpdatesInEditMode) return false; #endif return (updateType & mask) != 0; } /// /// Process input events. /// /// /// /// /// This method is the core workhorse of the input system. It is called from . /// Usually this happens in response to the player loop running and triggering updates at set points. However, /// updates can also be manually triggered through . /// /// The method receives the event buffer used internally by the runtime to collect events. /// /// Note that update types do *NOT* say what the events we receive are for. The update type only indicates /// where in the Unity's application loop we got called from. Where the event data goes depends wholly on /// which buffers we activate in the update and write the event data into. /// /// Thrown if OnUpdate is called recursively. [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1809:AvoidExcessiveLocals", Justification = "TODO: Refactor later.")] private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer eventBuffer) { ////TODO: switch from Profiler to CustomSampler API // NOTE: This is *not* using try/finally as we've seen unreliability in the EndSample() // execution (and we're not sure where it's coming from). Profiler.BeginSample("InputUpdate"); if (m_InputEventStream.isOpen) { Profiler.EndSample(); throw new InvalidOperationException("Already have an event buffer set! Was OnUpdate() called recursively?"); } // Restore devices before checking update mask. See InputSystem.RunInitialUpdate(). RestoreDevicesAfterDomainReloadIfNecessary(); // In the editor, we issue a sync on all devices when the editor comes back to the foreground. #if UNITY_EDITOR SyncAllDevicesWhenEditorIsActivated(); #endif if ((updateType & m_UpdateMask) == 0) { Profiler.EndSample(); return; } WarnAboutDevicesFailingToRecreateAfterDomainReload(); // First update sends out startup analytics. #if UNITY_ANALYTICS || UNITY_EDITOR if (!m_HaveSentStartupAnalytics) { InputAnalytics.OnStartup(this); m_HaveSentStartupAnalytics = true; } #endif // Update metrics. ++m_Metrics.totalUpdateCount; #if UNITY_EDITOR // If current update is editor update and previous update was non-editor, // store the time offset so we can restore it right after editor update is complete if (((updateType & InputUpdateType.Editor) == InputUpdateType.Editor) && (m_CurrentUpdate & InputUpdateType.Editor) == 0) latestNonEditorTimeOffsetToRealtimeSinceStartup = InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup; #endif // Store current time offset. InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup = m_Runtime.currentTimeOffsetToRealtimeSinceStartup; InputStateBuffers.SwitchTo(m_StateBuffers, updateType); m_CurrentUpdate = updateType; InputUpdate.OnUpdate(updateType); // Ensure optimized controls are in valid state foreach (var device in devices) device.EnsureOptimizationTypeHasNotChanged(); var shouldProcessActionTimeouts = updateType.IsPlayerUpdate() && gameIsPlaying; // See if we're supposed to only take events up to a certain time. // NOTE: We do not require the events in the queue to be sorted. Instead, we will walk over // all events in the buffer each time. Note that if there are multiple events for the same // device, it depends on the producer of these events to queue them in correct order. // Otherwise, once an event with a newer timestamp has been processed, events coming later // in the buffer and having older timestamps will get rejected. var currentTime = updateType == InputUpdateType.Fixed ? m_Runtime.currentTimeForFixedUpdate : m_Runtime.currentTime; var timesliceEvents = (updateType == InputUpdateType.Fixed || updateType == InputUpdateType.BeforeRender) && InputSystem.settings.updateMode == InputSettings.UpdateMode.ProcessEventsInFixedUpdate; // Figure out if we can just flush the buffer and early out. var canFlushBuffer = false #if UNITY_EDITOR // If out of focus and runInBackground is off and ExactlyAsInPlayer is on, discard input. || (!gameHasFocus && m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView && (!m_Runtime.runInBackground || m_Settings.backgroundBehavior == InputSettings.BackgroundBehavior.ResetAndDisableAllDevices)) #else || (!gameHasFocus && !m_Runtime.runInBackground) #endif ; var canEarlyOut = // Early out if there's no events to process. eventBuffer.eventCount == 0 || canFlushBuffer #if UNITY_EDITOR // If we're in the background and not supposed to process events in this update (but somehow // still ended up here), we're done. || ((!gameHasFocus || gameShouldGetInputRegardlessOfFocus) && ((m_Settings.backgroundBehavior == InputSettings.BackgroundBehavior.ResetAndDisableAllDevices && updateType != InputUpdateType.Editor) || (m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus && updateType != InputUpdateType.Editor) || (m_Settings.backgroundBehavior == InputSettings.BackgroundBehavior.IgnoreFocus && m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView && updateType == InputUpdateType.Editor) ) // When the game is playing and has focus, we never process input in editor updates. All we // do is just switch to editor state buffers and then exit. || (gameIsPlaying && gameHasFocus && updateType == InputUpdateType.Editor)) #endif ; #if UNITY_EDITOR var dropStatusEvents = false; if (!gameIsPlaying && gameShouldGetInputRegardlessOfFocus && (eventBuffer.sizeInBytes > (100 * 1024))) { // If the game is not playing but we're sending all input events to the game, the buffer can just grow unbounded. // So, in that case, set a flag to say we'd like to drop status events, and do not early out. canEarlyOut = false; dropStatusEvents = true; } #endif if (canEarlyOut) { // Normally, we process action timeouts after first processing all events. If we have no // events, we still need to check timeouts. if (shouldProcessActionTimeouts) ProcessStateChangeMonitorTimeouts(); Profiler.EndSample(); InvokeAfterUpdateCallback(updateType); if (canFlushBuffer) eventBuffer.Reset(); m_CurrentUpdate = default; return; } var processingStartTime = Stopwatch.GetTimestamp(); var totalEventLag = 0.0; #if UNITY_EDITOR var isPlaying = gameIsPlaying; #endif try { m_InputEventStream = new InputEventStream(ref eventBuffer, m_Settings.maxQueuedEventsPerUpdate); var totalEventBytesProcessed = 0U; InputEvent* skipEventMergingFor = null; // Handle events. while (m_InputEventStream.remainingEventCount > 0) { if (m_Settings.maxEventBytesPerUpdate > 0 && totalEventBytesProcessed >= m_Settings.maxEventBytesPerUpdate) { Debug.LogError( "Exceeded budget for maximum input event throughput per InputSystem.Update(). Discarding remaining events. " + "Increase InputSystem.settings.maxEventBytesPerUpdate or set it to 0 to remove the limit."); break; } InputDevice device = null; var currentEventReadPtr = m_InputEventStream.currentEventPtr; Debug.Assert(!currentEventReadPtr->handled, "Event in buffer is already marked as handled"); // In before render updates, we only take state events and only those for devices // that have before render updates enabled. if (updateType == InputUpdateType.BeforeRender) { while (m_InputEventStream.remainingEventCount > 0) { Debug.Assert(!currentEventReadPtr->handled, "Iterated to event in buffer that is already marked as handled"); device = TryGetDeviceById(currentEventReadPtr->deviceId); if (device != null && device.updateBeforeRender && (currentEventReadPtr->type == StateEvent.Type || currentEventReadPtr->type == DeltaStateEvent.Type)) break; currentEventReadPtr = m_InputEventStream.Advance(leaveEventInBuffer: true); } } if (m_InputEventStream.remainingEventCount == 0) break; var currentEventTimeInternal = currentEventReadPtr->internalTime; var currentEventType = currentEventReadPtr->type; #if UNITY_EDITOR if (dropStatusEvents) { // If the type here is a status event, ask advance not to leave the event in the buffer. Otherwise, leave it there. if (currentEventType == StateEvent.Type || currentEventType == DeltaStateEvent.Type || currentEventType == IMECompositionEvent.Type) m_InputEventStream.Advance(false); else m_InputEventStream.Advance(true); continue; } #endif // In the editor, we discard all input events that occur in-between exiting edit mode and having // entered play mode as otherwise we'll spill a bunch of UI events that have occurred while the // UI was sort of neither in this mode nor in that mode. This would usually lead to the game receiving // an accumulation of spurious inputs right in one of its first updates. // // NOTE: There's a chance the solution here will prove inadequate on the long run. We may do things // here such as throwing partial touches away and then letting the rest of a touch go through. // Could be that ultimately we need to issue a full reset of all devices at the beginning of // play mode in the editor. #if UNITY_EDITOR if ((currentEventType == StateEvent.Type || currentEventType == DeltaStateEvent.Type) && (updateType & InputUpdateType.Editor) == 0 && InputSystem.s_SystemObject.exitEditModeTime > 0 && currentEventTimeInternal >= InputSystem.s_SystemObject.exitEditModeTime && (currentEventTimeInternal < InputSystem.s_SystemObject.enterPlayModeTime || InputSystem.s_SystemObject.enterPlayModeTime == 0)) { m_InputEventStream.Advance(false); continue; } #endif // If we're timeslicing, check if the event time is within limits. if (timesliceEvents && currentEventTimeInternal >= currentTime) { m_InputEventStream.Advance(true); continue; } // If we can't find the device, ignore the event. if (device == null) device = TryGetDeviceById(currentEventReadPtr->deviceId); if (device == null) { #if UNITY_EDITOR ////TODO: see if this is a device we haven't created and if so, just ignore m_Diagnostics?.OnCannotFindDeviceForEvent(new InputEventPtr(currentEventReadPtr)); #endif m_InputEventStream.Advance(false); continue; } // In the editor, we may need to bump events from editor updates into player updates // and vice versa. #if UNITY_EDITOR if (isPlaying && !gameHasFocus) { if (m_Settings.editorInputBehaviorInPlayMode == InputSettings.EditorInputBehaviorInPlayMode .PointersAndKeyboardsRespectGameViewFocus && m_Settings.backgroundBehavior != InputSettings.BackgroundBehavior.ResetAndDisableAllDevices) { var isPointerOrKeyboard = device is Pointer || device is Keyboard; if (updateType != InputUpdateType.Editor) { // Let everything but pointer and keyboard input through. // If the event is from a pointer or keyboard, leave it in the buffer so it can be dealt with // in a subsequent editor update. Otherwise, take it out. if (isPointerOrKeyboard) { m_InputEventStream.Advance(true); continue; } } else { // Let only pointer and keyboard input through. if (!isPointerOrKeyboard) { m_InputEventStream.Advance(true); continue; } } } } #endif // If device is disabled, we let the event through only in certain cases. // Removal and configuration change events should always be processed. if (!device.enabled && currentEventType != DeviceRemoveEvent.Type && currentEventType != DeviceConfigurationEvent.Type && (device.m_DeviceFlags & (InputDevice.DeviceFlags.DisabledInRuntime | InputDevice.DeviceFlags.DisabledWhileInBackground)) != 0) { #if UNITY_EDITOR // If the device is disabled in the backend, getting events for them // is something that indicates a problem in the backend so diagnose. if ((device.m_DeviceFlags & InputDevice.DeviceFlags.DisabledInRuntime) != 0) m_Diagnostics?.OnEventForDisabledDevice(currentEventReadPtr, device); #endif m_InputEventStream.Advance(false); continue; } // Check if the device wants to merge successive events. if (!settings.disableRedundantEventsMerging && device.hasEventMerger && currentEventReadPtr != skipEventMergingFor) { // NOTE: This relies on events in the buffer being consecutive for the same device. This is not // necessarily the case for events coming in from the background event queue where parallel // producers may create interleaved input sequences. This will be fixed once we have the // new buffering scheme for input events working in the native runtime. var nextEvent = m_InputEventStream.Peek(); // If there is next event after current one. if ((nextEvent != null) // And if next event is for the same device. && (currentEventReadPtr->deviceId == nextEvent->deviceId) // And if next event is in the same timeslicing slot. && (timesliceEvents ? (nextEvent->internalTime < currentTime) : true) ) { // Then try to merge current event into next event. if (((IEventMerger)device).MergeForward(currentEventReadPtr, nextEvent)) { // And if succeeded, skip current event, as it was merged into next event. m_InputEventStream.Advance(false); continue; } // If we can't merge current event with next one for any reason, we assume the next event // carries crucial entropy (button changed state, phase changed, counter changed, etc). // Hence semantic meaning for current event is "can't merge current with next because next is different". // But semantic meaning for next event is "next event carries important information and should be preserved", // from that point of view next event should not be merged with current nor with _next after next_ event. // // For example, given such stream of events: // Mouse Mouse Mouse Mouse Mouse Mouse Mouse // Event no1 Event no2 Event no3 Event no4 Event no5 Event no6 Event no7 // Time 1 Time 2 Time 3 Time 4 Time 5 Time 6 Time 7 // Pos(10,20) Pos(12,21) Pos(13,23) Pos(14,24) Pos(16,25) Pos(17,27) Pos(18,28) // Delta(1,1) Delta(2,1) Delta(1,2) Delta(1,1) Delta(2,1) Delta(1,2) Delta(1,1) // BtnLeft(0) BtnLeft(0) BtnLeft(0) BtnLeft(1) BtnLeft(1) BtnLeft(1) BtnLeft(1) // // if we then merge without skipping next event here: // Mouse Mouse // Event no3 Event no7 // Time 3 Time 7 // Pos(13,23) Pos(18,28) // Delta(4,4) Delta(5,5) // BtnLeft(0) BtnLeft(1) // // As you can see, the event no4 containing mouse button press was lost, // and with it we lose the important information of timestamp of mouse button press. // // With skipping merging next event we will get: // Mouse Mouse Mouse // Time 3 Time 4 Time 7 // Event no3 Event no4 Event no7 // Pos(13,23) Pos(14,24) Pos(18,28) // Delta(3,3) Delta(1,1) Delta(4,4) // BtnLeft(0) BtnLeft(1) BtnLeft(1) // // And no4 is preserved, with the exact timestamp of button press. skipEventMergingFor = nextEvent; } } // Give the device a chance to do something with data before we propagate it to event listeners. if (device.hasEventPreProcessor) { #if UNITY_EDITOR var eventSizeBeforePreProcessor = currentEventReadPtr->sizeInBytes; #endif var shouldProcess = ((IEventPreProcessor)device).PreProcessEvent(currentEventReadPtr); #if UNITY_EDITOR if (currentEventReadPtr->sizeInBytes > eventSizeBeforePreProcessor) { Profiler.EndSample(); throw new AccessViolationException($"'{device}'.PreProcessEvent tries to grow an event from {eventSizeBeforePreProcessor} bytes to {currentEventReadPtr->sizeInBytes} bytes, this will potentially corrupt events after the current event and/or cause out-of-bounds memory access."); } #endif if (!shouldProcess) { // Skip event if PreProcessEvent considers it to be irrelevant. m_InputEventStream.Advance(false); continue; } } // Give listeners a shot at the event. // NOTE: We call listeners also for events where the device is disabled. This is crucial for code // such as TouchSimulation that disables the originating devices and then uses its events to // create simulated events from. if (m_EventListeners.length > 0) { DelegateHelpers.InvokeCallbacksSafe(ref m_EventListeners, new InputEventPtr(currentEventReadPtr), device, "InputSystem.onEvent"); // If a listener marks the event as handled, we don't process it further. if (currentEventReadPtr->handled) { m_InputEventStream.Advance(false); continue; } } // Update metrics. if (currentEventTimeInternal <= currentTime) totalEventLag += currentTime - currentEventTimeInternal; ++m_Metrics.totalEventCount; m_Metrics.totalEventBytes += (int)currentEventReadPtr->sizeInBytes; // Process. switch (currentEventType) { case StateEvent.Type: case DeltaStateEvent.Type: var eventPtr = new InputEventPtr(currentEventReadPtr); // Ignore the event if the last state update we received for the device was // newer than this state event is. We don't allow devices to go back in time. // // NOTE: We make an exception here for devices that implement IInputStateCallbackReceiver (such // as Touchscreen). For devices that dynamically incorporate state it can be hard ensuring // a global ordering of events as there may be multiple substreams (e.g. each individual touch) // that are generated in the backend and would require considerable work to ensure monotonically // increasing timestamps across all such streams. var deviceIsStateCallbackReceiver = device.hasStateCallbacks; if (currentEventTimeInternal < device.m_LastUpdateTimeInternal && !(deviceIsStateCallbackReceiver && device.stateBlock.format != eventPtr.stateFormat)) { #if UNITY_EDITOR m_Diagnostics?.OnEventTimestampOutdated(new InputEventPtr(currentEventReadPtr), device); #elif UNITY_ANDROID // Android keyboards can send events out of order: Holding down a key will send multiple // presses after a short time, like on most platforms. Unfortunately, on Android, the // last of these "presses" can be timestamped to be after the event of the key release. // If that happens, we'd skip the keyUp here, and the device state will have the key // "stuck" pressed. So, special case here to not skip keyboard events on Android. ISXB-475 // N.B. Android seems to have similar issues with touch input (OnStateEvent, Touchscreen.cs) if (!(device is Keyboard)) #endif break; } // Update the state of the device from the event. If the device is an IInputStateCallbackReceiver, // let the device handle the event. If not, we do it ourselves. var haveChangedStateOtherThanNoise = true; if (deviceIsStateCallbackReceiver) { m_ShouldMakeCurrentlyUpdatingDeviceCurrent = true; // NOTE: We leave it to the device to make sure the event has the right format. This allows the // device to handle multiple different incoming formats. ((IInputStateCallbackReceiver)device).OnStateEvent(eventPtr); haveChangedStateOtherThanNoise = m_ShouldMakeCurrentlyUpdatingDeviceCurrent; } else { // If the state format doesn't match, ignore the event. if (device.stateBlock.format != eventPtr.stateFormat) { #if UNITY_EDITOR m_Diagnostics?.OnEventFormatMismatch(currentEventReadPtr, device); #endif break; } haveChangedStateOtherThanNoise = UpdateState(device, eventPtr, updateType); } totalEventBytesProcessed += eventPtr.sizeInBytes; // Update timestamp on device. // NOTE: We do this here and not in UpdateState() so that InputState.Change() will *NOT* change timestamps. // Only events should. If running play mode updates in editor, we want to defer to the play mode // callbacks to set the last update time to avoid dropping events only processed by the editor state. if (device.m_LastUpdateTimeInternal <= eventPtr.internalTime #if UNITY_EDITOR && !(updateType == InputUpdateType.Editor && runPlayerUpdatesInEditMode) #endif ) device.m_LastUpdateTimeInternal = eventPtr.internalTime; // Make device current. Again, only do this when receiving events. if (haveChangedStateOtherThanNoise) device.MakeCurrent(); break; case TextEvent.Type: { var textEventPtr = (TextEvent*)currentEventReadPtr; if (device is ITextInputReceiver textInputReceiver) { var utf32Char = textEventPtr->character; if (utf32Char >= 0x10000) { // Send surrogate pair. utf32Char -= 0x10000; var highSurrogate = 0xD800 + ((utf32Char >> 10) & 0x3FF); var lowSurrogate = 0xDC00 + (utf32Char & 0x3FF); textInputReceiver.OnTextInput((char)highSurrogate); textInputReceiver.OnTextInput((char)lowSurrogate); } else { // Send single, plain character. textInputReceiver.OnTextInput((char)utf32Char); } } break; } case IMECompositionEvent.Type: { var imeEventPtr = (IMECompositionEvent*)currentEventReadPtr; var textInputReceiver = device as ITextInputReceiver; textInputReceiver?.OnIMECompositionChanged(imeEventPtr->compositionString); break; } case DeviceRemoveEvent.Type: { RemoveDevice(device, keepOnListOfAvailableDevices: false); // If it's a native device with a description, put it on the list of disconnected // devices. if (device.native && !device.description.empty) { ArrayHelpers.AppendWithCapacity(ref m_DisconnectedDevices, ref m_DisconnectedDevicesCount, device); DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.Disconnected, "InputSystem.onDeviceChange"); } break; } case DeviceConfigurationEvent.Type: device.NotifyConfigurationChanged(); InputActionState.OnDeviceChange(device, InputDeviceChange.ConfigurationChanged); DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceChangeListeners, device, InputDeviceChange.ConfigurationChanged, "InputSystem.onDeviceChange"); break; case DeviceResetEvent.Type: ResetDevice(device, alsoResetDontResetControls: ((DeviceResetEvent*)currentEventReadPtr)->hardReset); break; } m_InputEventStream.Advance(leaveEventInBuffer: false); } m_Metrics.totalEventProcessingTime += ((double)(Stopwatch.GetTimestamp() - processingStartTime)) / Stopwatch.Frequency; m_Metrics.totalEventLagTime += totalEventLag; m_InputEventStream.Close(ref eventBuffer); } catch (Exception) { // We need to restore m_InputEventStream to a sound state // to avoid failing recursive OnUpdate check next frame. Profiler.EndSample(); m_InputEventStream.CleanUpAfterException(); throw; } if (shouldProcessActionTimeouts) ProcessStateChangeMonitorTimeouts(); Profiler.EndSample(); ////FIXME: need to ensure that if someone calls QueueEvent() from an onAfterUpdate callback, we don't end up with a //// mess in the event buffer //// same goes for events that someone may queue from a change monitor callback InvokeAfterUpdateCallback(updateType); m_CurrentUpdate = default; } private void InvokeAfterUpdateCallback(InputUpdateType updateType) { // don't invoke the after update callback if this is an editor update and the game is playing. We // skip event processing when playing in the editor and the game has focus, which means that any // handlers for this delegate that query input state during this update will get no values. if (updateType == InputUpdateType.Editor && gameIsPlaying) return; DelegateHelpers.InvokeCallbacksSafe(ref m_AfterUpdateListeners, "InputSystem.onAfterUpdate"); } private bool m_ShouldMakeCurrentlyUpdatingDeviceCurrent; // This is a dirty hot fix to expose entropy from device back to input manager to make a choice if we want to make device current or not. // A proper fix would be to change IInputStateCallbackReceiver.OnStateEvent to return bool to make device current or not. internal void DontMakeCurrentlyUpdatingDeviceCurrent() { m_ShouldMakeCurrentlyUpdatingDeviceCurrent = false; } internal unsafe bool UpdateState(InputDevice device, InputEvent* eventPtr, InputUpdateType updateType) { Debug.Assert(eventPtr != null, "Received NULL event ptr"); var stateBlockOfDevice = device.m_StateBlock; var stateBlockSizeOfDevice = stateBlockOfDevice.sizeInBits / 8; // Always byte-aligned; avoid calling alignedSizeInBytes. var offsetInDeviceStateToCopyTo = 0u; uint sizeOfStateToCopy; uint receivedStateSize; byte* ptrToReceivedState; FourCC receivedStateFormat; // Grab state data from event and decide where to copy to and how much to copy. if (eventPtr->type == StateEvent.Type) { var stateEventPtr = (StateEvent*)eventPtr; receivedStateFormat = stateEventPtr->stateFormat; receivedStateSize = stateEventPtr->stateSizeInBytes; ptrToReceivedState = (byte*)stateEventPtr->state; // Ignore extra state at end of event. sizeOfStateToCopy = receivedStateSize; if (sizeOfStateToCopy > stateBlockSizeOfDevice) sizeOfStateToCopy = stateBlockSizeOfDevice; } else { Debug.Assert(eventPtr->type == DeltaStateEvent.Type, "Given event must either be a StateEvent or a DeltaStateEvent"); var deltaEventPtr = (DeltaStateEvent*)eventPtr; receivedStateFormat = deltaEventPtr->stateFormat; receivedStateSize = deltaEventPtr->deltaStateSizeInBytes; ptrToReceivedState = (byte*)deltaEventPtr->deltaState; offsetInDeviceStateToCopyTo = deltaEventPtr->stateOffset; // Ignore extra state at end of event. sizeOfStateToCopy = receivedStateSize; if (offsetInDeviceStateToCopyTo + sizeOfStateToCopy > stateBlockSizeOfDevice) { if (offsetInDeviceStateToCopyTo >= stateBlockSizeOfDevice) return false; // Entire delta state is out of range. sizeOfStateToCopy = stateBlockSizeOfDevice - offsetInDeviceStateToCopyTo; } } Debug.Assert(device.m_StateBlock.format == receivedStateFormat, "Received state format does not match format of device"); // Write state. return UpdateState(device, updateType, ptrToReceivedState, offsetInDeviceStateToCopyTo, sizeOfStateToCopy, eventPtr->internalTime, eventPtr); } /// /// This method is the workhorse for updating input state in the system. It runs all the logic of incorporating /// new state into devices and triggering whatever change monitors are attached to the state memory that gets /// touched. /// /// /// This method can be invoked from outside the event processing loop and the given data does not have to come /// from an event. /// /// This method does NOT respect . This means that the device will /// NOT get a shot at intervening in the state write. /// /// Device to update state on. is relative to device's /// starting offset in memory. /// Pointer to state event from which the state change was initiated. Null if the state /// change is not coming from an event. internal unsafe bool UpdateState(InputDevice device, InputUpdateType updateType, void* statePtr, uint stateOffsetInDevice, uint stateSize, double internalTime, InputEventPtr eventPtr = default) { var deviceIndex = device.m_DeviceIndex; ref var stateBlockOfDevice = ref device.m_StateBlock; ////TODO: limit stateSize and StateOffset by the device's state memory var deviceBuffer = (byte*)InputStateBuffers.GetFrontBufferForDevice(deviceIndex); // If state monitors need to be re-sorted, do it now. // NOTE: This must happen with the monitors in non-signalled state! SortStateChangeMonitorsIfNecessary(deviceIndex); // Before we update state, let change monitors compare the old and the new state. // We do this instead of first updating the front buffer and then comparing to the // back buffer as that would require a buffer flip for each state change in order // for the monitors to work reliably. By comparing the *event* data to the current // state, we can have multiple state events in the same frame yet still get reliable // change notifications. var haveSignalledMonitors = ProcessStateChangeMonitors(deviceIndex, statePtr, deviceBuffer + stateBlockOfDevice.byteOffset, stateSize, stateOffsetInDevice); var deviceStateOffset = device.m_StateBlock.byteOffset + stateOffsetInDevice; var deviceStatePtr = deviceBuffer + deviceStateOffset; ////REVIEW: Should we do this only for events but not for InputState.Change()? // If noise filtering on .current is turned on and the device may have noise, // determine if the event carries signal or not. var noiseMask = device.noisy ? (byte*)InputStateBuffers.s_NoiseMaskBuffer + deviceStateOffset : null; // Compare the current state of the device to the newly received state but overlay // the comparison by the noise mask. var makeDeviceCurrent = !MemoryHelpers.MemCmpBitRegion(deviceStatePtr, statePtr, 0, stateSize * 8, mask: noiseMask); // Buffer flip. var flipped = FlipBuffersForDeviceIfNecessary(device, updateType); // Now write the state. #if UNITY_EDITOR if (updateType == InputUpdateType.Editor) { WriteStateChange(m_StateBuffers.m_EditorStateBuffers, deviceIndex, ref stateBlockOfDevice, stateOffsetInDevice, statePtr, stateSize, flipped); } else #endif { WriteStateChange(m_StateBuffers.m_PlayerStateBuffers, deviceIndex, ref stateBlockOfDevice, stateOffsetInDevice, statePtr, stateSize, flipped); } // Notify listeners. DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceStateChangeListeners, device, eventPtr, "InputSystem.onDeviceStateChange"); // Now that we've committed the new state to memory, if any of the change // monitors fired, let the associated actions know. if (haveSignalledMonitors) FireStateChangeNotifications(deviceIndex, internalTime, eventPtr); return makeDeviceCurrent; } private unsafe void WriteStateChange(InputStateBuffers.DoubleBuffers buffers, int deviceIndex, ref InputStateBlock deviceStateBlock, uint stateOffsetInDevice, void* statePtr, uint stateSizeInBytes, bool flippedBuffers) { var frontBuffer = buffers.GetFrontBuffer(deviceIndex); Debug.Assert(frontBuffer != null); // If we're updating less than the full state, we need to preserve the parts we are not updating. // Instead of trying to optimize here and only copy what we really need, we just go and copy the // entire state of the device over. // // NOTE: This copying must only happen once, right after a buffer flip. Otherwise we may copy old, // stale input state from the back buffer over state that has already been updated with newer // data. var deviceStateSize = deviceStateBlock.sizeInBits / 8; // Always byte-aligned; avoid calling alignedSizeInBytes. if (flippedBuffers && deviceStateSize != stateSizeInBytes) { var backBuffer = buffers.GetBackBuffer(deviceIndex); Debug.Assert(backBuffer != null); UnsafeUtility.MemCpy( (byte*)frontBuffer + deviceStateBlock.byteOffset, (byte*)backBuffer + deviceStateBlock.byteOffset, deviceStateSize); } if (InputSettings.readValueCachingFeatureEnabled) { // if the buffers have just been flipped, and we're doing a full state update, then the state from the // previous update is now in the back buffer, and we should be comparing to that when checking what // controls have changed var buffer = (byte*)frontBuffer; if (flippedBuffers && deviceStateSize == stateSizeInBytes) buffer = (byte*)buffers.GetBackBuffer(deviceIndex); m_Devices[deviceIndex].WriteChangedControlStates(buffer + deviceStateBlock.byteOffset, statePtr, stateSizeInBytes, stateOffsetInDevice); } UnsafeUtility.MemCpy((byte*)frontBuffer + deviceStateBlock.byteOffset + stateOffsetInDevice, statePtr, stateSizeInBytes); } // Flip front and back buffer for device, if necessary. May flip buffers for more than just // the given update type. // Returns true if there was a buffer flip. private bool FlipBuffersForDeviceIfNecessary(InputDevice device, InputUpdateType updateType) { if (updateType == InputUpdateType.BeforeRender) { ////REVIEW: I think this is wrong; if we haven't flipped in the current dynamic or fixed update, we should do so now // We never flip buffers for before render. Instead, we already write // into the front buffer. return false; } #if UNITY_EDITOR ////REVIEW: should this use the editor update ticks as quasi-frame-boundaries? // Updates go to the editor only if the game isn't playing or does not have focus. // Otherwise we fall through to the logic that flips for the *next* dynamic and // fixed updates. if (updateType == InputUpdateType.Editor) { ////REVIEW: This isn't right. The editor does have update ticks which constitute the equivalent of player frames. // The editor doesn't really have a concept of frame-to-frame operation the // same way the player does. So we simply flip buffers on a device whenever // a new state event for it comes in. m_StateBuffers.m_EditorStateBuffers.SwapBuffers(device.m_DeviceIndex); return true; } #endif // Flip buffers if we haven't already for this frame. if (device.m_CurrentUpdateStepCount != InputUpdate.s_UpdateStepCount) { m_StateBuffers.m_PlayerStateBuffers.SwapBuffers(device.m_DeviceIndex); device.m_CurrentUpdateStepCount = InputUpdate.s_UpdateStepCount; return true; } return false; } // Domain reload survival logic. Also used for pushing and popping input system // state for testing. // Stuff everything that we want to survive a domain reload into // a m_SerializedState. #if UNITY_EDITOR || DEVELOPMENT_BUILD [Serializable] internal struct DeviceState { // Preserving InputDevices is somewhat tricky business. Serializing // them in full would involve pretty nasty work. We have the restriction, // however, that everything needs to be created from layouts (it partly // exists for the sake of reload survivability), so we should be able to // just go and recreate the device from the layout. This also has the // advantage that if the layout changes between reloads, the change // automatically takes effect. public string name; public string layout; public string variants; public string[] usages; public int deviceId; public int participantId; public InputDevice.DeviceFlags flags; public InputDeviceDescription description; public void Restore(InputDevice device) { var usageCount = usages.LengthSafe(); for (var i = 0; i < usageCount; ++i) device.AddDeviceUsage(new InternedString(usages[i])); device.m_ParticipantId = participantId; } } /// /// State we take across domain reloads. /// /// /// Most of the state we re-recreate in-between reloads and do not store /// in this structure. In particular, we do not preserve anything from /// the various RegisterXXX(). /// /// WARNING /// /// Making changes to serialized data format will likely to break upgrading projects from older versions. /// That is until you restart the editor, then we recreate everything from clean state. /// [Serializable] internal struct SerializedState { public int layoutRegistrationVersion; public float pollingFrequency; public DeviceState[] devices; public AvailableDevice[] availableDevices; public InputStateBuffers buffers; public InputUpdate.SerializedState updateState; public InputUpdateType updateMask; public InputMetrics metrics; public InputSettings settings; public InputActionAsset actions; #if UNITY_ANALYTICS || UNITY_EDITOR public bool haveSentStartupAnalytics; #endif } internal SerializedState SaveState() { // Devices. var deviceCount = m_DevicesCount; var deviceArray = new DeviceState[deviceCount]; for (var i = 0; i < deviceCount; ++i) { var device = m_Devices[i]; string[] usages = null; if (device.usages.Count > 0) usages = device.usages.Select(x => x.ToString()).ToArray(); var deviceState = new DeviceState { name = device.name, layout = device.layout, variants = device.variants, deviceId = device.deviceId, participantId = device.m_ParticipantId, usages = usages, description = device.m_Description, flags = device.m_DeviceFlags }; deviceArray[i] = deviceState; } return new SerializedState { layoutRegistrationVersion = m_LayoutRegistrationVersion, pollingFrequency = m_PollingFrequency, devices = deviceArray, availableDevices = m_AvailableDevices?.Take(m_AvailableDeviceCount).ToArray(), buffers = m_StateBuffers, updateState = InputUpdate.Save(), updateMask = m_UpdateMask, metrics = m_Metrics, settings = m_Settings, #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS actions = m_Actions, #endif #if UNITY_ANALYTICS || UNITY_EDITOR haveSentStartupAnalytics = m_HaveSentStartupAnalytics, #endif }; } internal void RestoreStateWithoutDevices(SerializedState state) { m_StateBuffers = state.buffers; m_LayoutRegistrationVersion = state.layoutRegistrationVersion + 1; updateMask = state.updateMask; m_Metrics = state.metrics; m_PollingFrequency = state.pollingFrequency; if (m_Settings != null) Object.DestroyImmediate(m_Settings); m_Settings = state.settings; #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS // Note that we just reassign actions and never destroy them since always mapped to persisted asset // and hence ownership lies with ADB. m_Actions = state.actions; #endif #if UNITY_ANALYTICS || UNITY_EDITOR m_HaveSentStartupAnalytics = state.haveSentStartupAnalytics; #endif ////REVIEW: instead of accessing globals here, we could move this to when we re-create devices // Update state. InputUpdate.Restore(state.updateState); } // If these are set, we clear them out on the first input update. internal DeviceState[] m_SavedDeviceStates; internal AvailableDevice[] m_SavedAvailableDevices; /// /// Recreate devices based on the devices we had before a domain reload. /// /// /// Note that device indices may change between domain reloads. /// /// We recreate devices using the layout information as it exists now as opposed to /// as it existed before the domain reload. This means we'll be picking up any changes that /// have happened to layouts as part of the reload (including layouts having been removed /// entirely). /// internal void RestoreDevicesAfterDomainReload() { Profiler.BeginSample("InputManager.RestoreDevicesAfterDomainReload"); using (InputDeviceBuilder.Ref()) { DeviceState[] retainedDeviceStates = null; var deviceStates = m_SavedDeviceStates; var deviceCount = m_SavedDeviceStates.LengthSafe(); m_SavedDeviceStates = null; // Prevent layout matcher registering themselves on the fly from picking anything off this list. for (var i = 0; i < deviceCount; ++i) { ref var deviceState = ref deviceStates[i]; var device = TryGetDeviceById(deviceState.deviceId); if (device != null) continue; var layout = TryFindMatchingControlLayout(ref deviceState.description, deviceState.deviceId); if (layout.IsEmpty()) { var previousLayout = new InternedString(deviceState.layout); if (m_Layouts.HasLayout(previousLayout)) layout = previousLayout; } if (layout.IsEmpty() || !RestoreDeviceFromSavedState(ref deviceState, layout)) ArrayHelpers.Append(ref retainedDeviceStates, deviceState); } // See if we can make sense of an available device now that we couldn't make sense of // before. This can be the case if there's new layout information that wasn't available // before. if (m_SavedAvailableDevices != null) { m_AvailableDevices = m_SavedAvailableDevices; m_AvailableDeviceCount = m_SavedAvailableDevices.LengthSafe(); for (var i = 0; i < m_AvailableDeviceCount; ++i) { var device = TryGetDeviceById(m_AvailableDevices[i].deviceId); if (device != null) continue; if (m_AvailableDevices[i].isRemoved) continue; var layout = TryFindMatchingControlLayout(ref m_AvailableDevices[i].description, m_AvailableDevices[i].deviceId); if (!layout.IsEmpty()) { try { AddDevice(layout, m_AvailableDevices[i].deviceId, deviceDescription: m_AvailableDevices[i].description, deviceFlags: m_AvailableDevices[i].isNative ? InputDevice.DeviceFlags.Native : 0); } catch (Exception) { // Just ignore. Simply means we still can't really turn the device into something useful. } } } } // Done. Discard saved arrays. m_SavedDeviceStates = retainedDeviceStates; m_SavedAvailableDevices = null; } Profiler.EndSample(); } // We have two general types of devices we need to care about when recreating devices // after domain reloads: // // A) device with InputDeviceDescription // B) device created directly from specific layout // // A) should go through the normal matching process whereas B) should get recreated with // layout of same name (if still available). // // So we kick device recreation off from two points: // // 1) From RegisterControlLayoutMatcher to catch A) // 2) From RegisterControlLayout to catch B) // // Additionally, we have the complication that a layout a device was using was something // dynamically registered from onFindLayoutForDevice. We don't do anything special about that. // The first full input update will flush out the list of saved device states and at that // point, any onFindLayoutForDevice hooks simply have to be in place. If they are, devices // will get recreated appropriately. // // It would be much simpler to recreate all devices as the first thing in the first full input // update but that would mean that devices would become available only very late. They would // not, for example, be available when MonoBehaviour.Start methods are invoked. private bool RestoreDeviceFromSavedState(ref DeviceState deviceState, InternedString layout) { // We assign the same device IDs here to newly created devices that they had // before the domain reload. This is safe as device ID allocation is under the // control of the runtime and not expected to be affected by a domain reload. InputDevice device; try { device = AddDevice(layout, deviceDescription: deviceState.description, deviceId: deviceState.deviceId, deviceName: deviceState.name, deviceFlags: deviceState.flags, variants: new InternedString(deviceState.variants)); } catch (Exception exception) { Debug.LogError( $"Could not recreate input device '{deviceState.description}' with layout '{deviceState.layout}' and variants '{deviceState.variants}' after domain reload"); Debug.LogException(exception); return true; // Don't try again. } deviceState.Restore(device); return true; } #endif // UNITY_EDITOR || DEVELOPMENT_BUILD } }