forked from BilalY/Rasagar
281 lines
12 KiB
C#
281 lines
12 KiB
C#
using System;
|
|
using System.Runtime.InteropServices;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
using UnityEngine.InputSystem.Utilities;
|
|
using UnityEngineInternal.Input;
|
|
|
|
////REVIEW: can we get rid of the timestamp offsetting in the player and leave that complication for the editor only?
|
|
|
|
namespace UnityEngine.InputSystem.LowLevel
|
|
{
|
|
/// <summary>
|
|
/// A chunk of memory signaling a data transfer in the input system.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Input events are raw memory buffers akin to a byte array. For most uses of the input
|
|
/// system, it is not necessary to be aware of the event stream in the background. Events
|
|
/// are written to the internal event buffer by producers -- usually by the platform-specific
|
|
/// backends sitting in the Unity runtime. Once per fixed or dynamic update (depending on
|
|
/// what <see cref="InputSettings.updateMode"/> is set to), the input system then goes and
|
|
/// flushes out the internal event buffer to process pending events.
|
|
///
|
|
/// Events may signal general device-related occurrences (such as <see cref="DeviceConfigurationEvent"/>
|
|
/// or <see cref="DeviceRemoveEvent"/>) or they may signal input activity. The latter kind of
|
|
/// event is called "state events". In particular, these events are either <see cref="StateEvent"/>,
|
|
/// only.
|
|
///
|
|
/// Events are solely focused on input. To effect output on an input device (e.g. haptics
|
|
/// effects), "commands" (see <see cref="InputDeviceCommand"/>) are used.
|
|
///
|
|
/// Event processing can be listened to using <see cref="InputSystem.onEvent"/>. This callback
|
|
/// will get triggered for each event as it is processed by the input system.
|
|
///
|
|
/// Note that there is no "routing" mechanism for events, i.e. no mechanism by which the input
|
|
/// system looks for a handler for a specific event. Instead, events represent low-level activity
|
|
/// that the input system directly integrates into the state of its <see cref="InputDevice"/>
|
|
/// instances.
|
|
///
|
|
/// Each type of event is distinguished by its own <see cref="FourCC"/> type tag. The tag can
|
|
/// be queried from the <see cref="type"/> property.
|
|
///
|
|
/// Each event will receive a unique ID when queued to the internal event buffer. The ID can
|
|
/// be queried using the <see cref="eventId"/> property. Over the lifetime of the input system,
|
|
/// no two events will receive the same ID. If you repeatedly queue an event from the same
|
|
/// memory buffer, each individual call of <see cref="InputSystem.QueueEvent"/> will result in
|
|
/// its own unique event ID.
|
|
///
|
|
/// All events are device-specific meaning that <see cref="deviceId"/> will always reference
|
|
/// some device (which, however, may or may not translate to an <see cref="InputDevice"/>; that
|
|
/// part depends on whether the input system was able to create an <see cref="InputDevice"/>
|
|
/// based on the information received from the backend).
|
|
/// </remarks>
|
|
/// <seealso cref="InputEventPtr"/>
|
|
// NOTE: This has to be layout compatible with native events.
|
|
[StructLayout(LayoutKind.Explicit, Size = kBaseEventSize, Pack = 1)]
|
|
public struct InputEvent
|
|
{
|
|
private const uint kHandledMask = 0x80000000;
|
|
private const uint kIdMask = 0x7FFFFFFF;
|
|
|
|
internal const int kBaseEventSize = NativeInputEvent.structSize;
|
|
|
|
/// <summary>
|
|
/// Default, invalid value for <see cref="eventId"/>. Upon being queued with
|
|
/// <see cref="InputSystem.QueueEvent"/>, no event will receive this ID.
|
|
/// </summary>
|
|
public const int InvalidEventId = 0;
|
|
|
|
internal const int kAlignment = 4;
|
|
|
|
[FieldOffset(0)]
|
|
private NativeInputEvent m_Event;
|
|
|
|
/// <summary>
|
|
/// Type code for the event.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Each type of event has its own unique FourCC tag. For example, state events (see <see cref="StateEvent"/>)
|
|
/// are tagged with "STAT". The type tag for a specific type of event can be queried from its <c>Type</c>
|
|
/// property (for example, <see cref="StateEvent.Type"/>).
|
|
///
|
|
/// To check whether an event has a specific type tag, you can use <see cref="InputEventPtr.IsA{T}"/>.
|
|
/// </remarks>
|
|
public FourCC type
|
|
{
|
|
get => new FourCC((int)m_Event.type);
|
|
set => m_Event.type = (NativeInputEventType)(int)value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Total size of the event in bytes.
|
|
/// </summary>
|
|
/// <value>Size of the event in bytes.</value>
|
|
/// <remarks>
|
|
/// Events are variable-size structs. This field denotes the total size of the event
|
|
/// as stored in memory. This includes the full size of this struct and not just the
|
|
/// "payload" of the event.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // Store event in private buffer:
|
|
/// unsafe byte[] CopyEventData(InputEventPtr eventPtr)
|
|
/// {
|
|
/// var sizeInBytes = eventPtr.sizeInBytes;
|
|
/// var buffer = new byte[sizeInBytes];
|
|
/// fixed (byte* bufferPtr = buffer)
|
|
/// {
|
|
/// UnsafeUtility.MemCpy(new IntPtr(bufferPtr), eventPtr.data, sizeInBytes);
|
|
/// }
|
|
/// return buffer;
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
///
|
|
/// The maximum supported size of events is <c>ushort.MaxValue</c>, i.e. events cannot
|
|
/// be larger than 64KB.
|
|
/// </remarks>
|
|
/// <exception cref="ArgumentException"><paramref name="value"/> exceeds <c>ushort.MaxValue</c>.</exception>
|
|
public uint sizeInBytes
|
|
{
|
|
get => m_Event.sizeInBytes;
|
|
set
|
|
{
|
|
if (value > ushort.MaxValue)
|
|
throw new ArgumentException("Maximum event size is " + ushort.MaxValue, nameof(value));
|
|
m_Event.sizeInBytes = (ushort)value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unique serial ID of the event.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Events are assigned running IDs when they are put on an event queue (see
|
|
/// <see cref="InputSystem.QueueEvent"/>).
|
|
/// </remarks>
|
|
/// <seealso cref="InvalidEventId"/>
|
|
public int eventId
|
|
{
|
|
get => (int)(m_Event.eventId & kIdMask);
|
|
set => m_Event.eventId = value | (int)(m_Event.eventId & ~kIdMask);
|
|
}
|
|
|
|
/// <summary>
|
|
/// ID of the device that the event is for.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Device IDs are allocated by the <see cref="IInputRuntime">runtime</see>. No two devices
|
|
/// will receive the same ID over an application lifecycle regardless of whether the devices
|
|
/// existed at the same time or not.
|
|
/// </remarks>
|
|
/// <seealso cref="InputDevice.deviceId"/>
|
|
/// <seealso cref="InputSystem.GetDeviceById"/>
|
|
/// <seealso cref="InputDevice.InvalidDeviceId"/>
|
|
public int deviceId
|
|
{
|
|
get => m_Event.deviceId;
|
|
set => m_Event.deviceId = (ushort)value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Time that the event was generated at.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Times are in seconds and progress linearly in real-time. The timeline is the
|
|
/// same as for <see cref="Time.realtimeSinceStartup"/>.
|
|
///
|
|
/// Note that this implies that event times will reset in the editor every time you
|
|
/// go into play mode. In effect, this can result in events appearing with negative
|
|
/// timestamps (i.e. the event was generated before the current zero point for
|
|
/// <see cref="Time.realtimeSinceStartup"/>).
|
|
/// </remarks>
|
|
public double time
|
|
{
|
|
get => m_Event.time - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
|
set => m_Event.time = value + InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the raw input timestamp without the offset to <see cref="Time.realtimeSinceStartup"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Internally, we always store all timestamps in "input time" which is relative to the native
|
|
/// function GetTimeSinceStartup(). <see cref="IInputRuntime.currentTime"/> yields the current
|
|
/// time on this timeline.
|
|
/// </remarks>
|
|
internal double internalTime
|
|
{
|
|
get => m_Event.time;
|
|
set => m_Event.time = value;
|
|
}
|
|
|
|
////FIXME: this API isn't consistent; time seems to be internalTime whereas time property is external time
|
|
public InputEvent(FourCC type, int sizeInBytes, int deviceId, double time = -1)
|
|
{
|
|
if (time < 0)
|
|
time = InputRuntime.s_Instance.currentTime;
|
|
|
|
m_Event.type = (NativeInputEventType)(int)type;
|
|
m_Event.sizeInBytes = (ushort)sizeInBytes;
|
|
m_Event.deviceId = (ushort)deviceId;
|
|
m_Event.time = time;
|
|
m_Event.eventId = InvalidEventId;
|
|
}
|
|
|
|
// We internally use bits inside m_EventId as flags. IDs are linearly counted up by the
|
|
// native input system starting at 1 so we have plenty room.
|
|
// NOTE: The native system assigns IDs when events are queued so if our handled flag
|
|
// will implicitly get overwritten. Having events go back to unhandled state
|
|
// when they go on the queue makes sense in itself, though, so this is fine.
|
|
public bool handled
|
|
{
|
|
get => (m_Event.eventId & kHandledMask) == kHandledMask;
|
|
set
|
|
{
|
|
if (value)
|
|
m_Event.eventId = (int)(m_Event.eventId | kHandledMask);
|
|
else
|
|
m_Event.eventId = (int)(m_Event.eventId & ~kHandledMask);
|
|
}
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"id={eventId} type={type} device={deviceId} size={sizeInBytes} time={time}";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the next event after the given one.
|
|
/// </summary>
|
|
/// <param name="currentPtr">A valid event pointer.</param>
|
|
/// <returns>Pointer to the next event in memory.</returns>
|
|
/// <remarks>
|
|
/// This method applies no checks and must only be called if there is an event following the
|
|
/// given one. Also, the size of the given event must be 100% as the method will simply
|
|
/// take the size and advance the given pointer by it (and aligning it to <see cref="kAlignment"/>).
|
|
/// </remarks>
|
|
/// <seealso cref="GetNextInMemoryChecked"/>
|
|
internal static unsafe InputEvent* GetNextInMemory(InputEvent* currentPtr)
|
|
{
|
|
Debug.Assert(currentPtr != null, "Event pointer must not be NULL");
|
|
var alignedSizeInBytes = currentPtr->sizeInBytes.AlignToMultipleOf(kAlignment);
|
|
return (InputEvent*)((byte*)currentPtr + alignedSizeInBytes);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the next event after the given one. Throw if that would point to invalid memory as indicated
|
|
/// by the given memory buffer.
|
|
/// </summary>
|
|
/// <param name="currentPtr">A valid event pointer to an event inside <paramref name="buffer"/>.</param>
|
|
/// <param name="buffer">Event buffer in which to advance to the next event.</param>
|
|
/// <returns>Pointer to the next event.</returns>
|
|
/// <exception cref="InvalidOperationException">There are no more events in the given buffer.</exception>
|
|
internal static unsafe InputEvent* GetNextInMemoryChecked(InputEvent* currentPtr, ref InputEventBuffer buffer)
|
|
{
|
|
Debug.Assert(currentPtr != null, "Event pointer must not be NULL");
|
|
|
|
var alignedSizeInBytes = currentPtr->sizeInBytes.AlignToMultipleOf(kAlignment);
|
|
var nextPtr = (InputEvent*)((byte*)currentPtr + alignedSizeInBytes);
|
|
|
|
if (!buffer.Contains(nextPtr))
|
|
throw new InvalidOperationException(
|
|
$"Event '{new InputEventPtr(currentPtr)}' is last event in given buffer with size {buffer.sizeInBytes}");
|
|
|
|
return nextPtr;
|
|
}
|
|
|
|
public static unsafe bool Equals(InputEvent* first, InputEvent* second)
|
|
{
|
|
if (first == second)
|
|
return true;
|
|
if (first == null || second == null)
|
|
return false;
|
|
|
|
if (first->m_Event.sizeInBytes != second->m_Event.sizeInBytes)
|
|
return false;
|
|
|
|
return UnsafeUtility.MemCmp(first, second, first->m_Event.sizeInBytes) == 0;
|
|
}
|
|
}
|
|
}
|