forked from BilalY/Rasagar
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using System;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.Utilities
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{
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internal class ForDeviceEventObservable : IObservable<InputEventPtr>
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{
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private IObservable<InputEventPtr> m_Source;
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private InputDevice m_Device;
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private Type m_DeviceType;
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public ForDeviceEventObservable(IObservable<InputEventPtr> source, Type deviceType, InputDevice device)
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{
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m_Source = source;
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m_DeviceType = deviceType;
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m_Device = device;
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}
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public IDisposable Subscribe(IObserver<InputEventPtr> observer)
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{
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return m_Source.Subscribe(new ForDevice(m_DeviceType, m_Device, observer));
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}
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private class ForDevice : IObserver<InputEventPtr>
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{
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private IObserver<InputEventPtr> m_Observer;
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private InputDevice m_Device;
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private Type m_DeviceType;
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public ForDevice(Type deviceType, InputDevice device, IObserver<InputEventPtr> observer)
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{
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m_Device = device;
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m_DeviceType = deviceType;
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m_Observer = observer;
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}
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public void OnCompleted()
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{
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}
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public void OnError(Exception error)
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{
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Debug.LogException(error);
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}
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public void OnNext(InputEventPtr value)
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{
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if (m_DeviceType != null)
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{
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var device = InputSystem.GetDeviceById(value.deviceId);
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if (device == null)
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return;
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if (!m_DeviceType.IsInstanceOfType(device))
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return;
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}
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if (m_Device != null && value.deviceId != m_Device.deviceId)
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return;
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m_Observer.OnNext(value);
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}
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}
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}
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}
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