using System; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Utilities; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.InputSystem.Layouts; ////TODO: runtime remapping of control usages on a per-device basis ////TODO: finer-grained control over what devices deliver input while running in background //// (e.g. get gamepad input but do *not* get mouse and keyboard input) ////REVIEW: should be possible to completely hijack the input stream of a device such that its original input is suppressed ////REVIEW: can we construct the control tree of devices on demand so that the user never has to pay for //// the heap objects of devices that aren't used? // per device functions: // - update/poll // - IOCTL // - text input // - configuration change // - make current // - on remove (also resets current) // // Ideally, these would *not* be virtual methods on InputDevice but use a different process (which?) // for associating responses with devices namespace UnityEngine.InputSystem { /// /// Represents an input device which is always the root of a hierarchy of instances. /// /// /// Input devices act as the container for control hierarchies. Every hierarchy has to have /// a device at the root. Devices cannot occur as children of other controls. /// /// Devices are usually created automatically in response to hardware being discovered by the Unity /// runtime. However, it is possible to manually add devices using methods such as . /// /// /// /// // Add a "synthetic" gamepad that isn't actually backed by hardware. /// var gamepad = InputSystem.AddDevice<Gamepad>(); /// /// /// /// There are subclasses representing the most common types of devices, like , /// , , and . /// /// To create your own types of devices, you can derive from InputDevice and register your device /// as a new "layout". /// /// /// /// // InputControlLayoutAttribute attribute is only necessary if you want /// // to override default behavior that occurs when registering your device /// // as a layout. /// // The most common use of InputControlLayoutAttribute is to direct the system /// // to a custom "state struct" through the `stateType` property. See below for details. /// [InputControlLayout(displayName = "My Device", stateType = typeof(MyDeviceState))] /// #if UNITY_EDITOR /// [InitializeOnLoad] /// #endif /// public class MyDevice : InputDevice /// { /// public ButtonControl button { get; private set; } /// public AxisControl axis { get; private set; } /// /// // Register the device. /// static MyDevice() /// { /// // In case you want instance of your device to automatically be created /// // when specific hardware is detected by the Unity runtime, you have to /// // add one or more "device matchers" (InputDeviceMatcher) for the layout. /// // These matchers are compared to an InputDeviceDescription received from /// // the Unity runtime when a device is connected. You can add them either /// // using InputSystem.RegisterLayoutMatcher() or by directly specifying a /// // matcher when registering the layout. /// InputSystem.RegisterLayout<MyDevice>( /// // For the sake of demonstration, let's assume your device is a HID /// // and you want to match by PID and VID. /// matches: new InputDeviceMatcher() /// .WithInterface("HID") /// .WithCapability("PID", 1234) /// .WithCapability("VID", 5678)); /// } /// /// // This is only to trigger the static class constructor to automatically run /// // in the player. /// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] /// private static void InitializeInPlayer() {} /// /// protected override void FinishSetup() /// { /// base.FinishSetup(); /// button = GetChildControl<ButtonControl>("button"); /// axis = GetChildControl<AxisControl>("axis"); /// } /// } /// /// // A "state struct" describes the memory format used by a device. Each device can /// // receive and store memory in its custom format. InputControls are then connected /// // the individual pieces of memory and read out values from them. /// [StructLayout(LayoutKind.Explicit, Size = 32)] /// public struct MyDeviceState : IInputStateTypeInfo /// { /// // In the case of a HID (which we assume for the sake of this demonstration), /// // the format will be "HID". In practice, the format will depend on how your /// // particular device is connected and fed into the input system. /// // The format is a simple FourCC code that "tags" state memory blocks for the /// // device to give a base level of safety checks on memory operations. /// public FourCC format => return new FourCC('H', 'I', 'D'); /// /// // InputControlAttributes on fields tell the input system to create controls /// // for the public fields found in the struct. /// /// // Assume a 16bit field of buttons. Create one button that is tied to /// // bit #3 (zero-based). Note that buttons do not need to be stored as bits. /// // They can also be stored as floats or shorts, for example. /// [InputControl(name = "button", layout = "Button", bit = 3)] /// public ushort buttons; /// /// // Create a floating-point axis. The name, if not supplied, is taken from /// // the field. /// [InputControl(layout = "Axis")] /// public short axis; /// } /// /// /// /// Devices can have usages like any other control (). Unlike other controls, /// however, usages of InputDevices are allowed to be changed on the fly without requiring a change to the /// device layout (see ). /// /// For a more complete example of how to implement custom input devices, check out the "Custom Device" /// sample which you can install from the Unity package manager. /// /// And, as always, you can also find more information in the manual. /// /// /// /// /// /// public class InputDevice : InputControl { /// /// Value of an invalid . /// /// /// The input system will not assigned this ID to any device. /// public const int InvalidDeviceId = 0; internal const int kLocalParticipantId = 0; internal const int kInvalidDeviceIndex = -1; /// /// Metadata describing the device (product name etc.). /// /// /// The description of a device is unchanging over its lifetime and does not /// comprise data about a device's configuration (which is considered mutable). /// /// In most cases, the description for a device is supplied by the Unity runtime. /// This it the case for all input devices. However, it is /// also possible to inject new devices in the form of device descriptions into /// the system using . /// /// The description of a device is what is matched by an /// to find the to use for a device. /// public InputDeviceDescription description => m_Description; ////REVIEW: When we can break the API, probably makes sense to replace this single bool with one for sending and one for receiving events /// /// Whether the device is currently enabled (that is, sends and receives events). /// /// /// A device that is disabled will not receive events. I.e. events that are being sent to the device /// will be ignored. /// /// When disabling a device, a disable command will /// also be sent to the runtime. It depends on the specific runtime whether the /// device command is supported but if it is, the device will be disabled in the runtime and no longer send /// events. This is especially important for devices such as sensors that incur both /// computation and battery consumption overhead while enabled. /// /// Specific types of devices can choose to start out in disabled state by default. This is generally the /// case for sensors to ensure that their overhead is only incurred when actually /// being used by the application. /// /// /// public bool enabled { get { #if UNITY_EDITOR if (InputState.currentUpdateType == InputUpdateType.Editor && (m_DeviceFlags & DeviceFlags.DisabledWhileInBackground) != 0) return true; #endif if ((m_DeviceFlags & (DeviceFlags.DisabledInFrontend | DeviceFlags.DisabledWhileInBackground)) != 0) return false; return QueryEnabledStateFromRuntime(); } } ////TODO: rename this to canReceiveInputInBackground (once we can break API) /// /// If true, the device is capable of delivering input while the application is running in the background, i.e. /// while Application.isFocused is false. /// /// Whether the device can generate input while in the background. /// /// The value of this property is determined by three separator factors. /// /// For one, devices have an inherent value for this property that can be retrieved through /// . This determines whether at the input collection level, the device is /// capable of producing input independent of application. This is rare and only a select set of hardware, platform, /// and SDK/API combinations support this. The prominent class of input devices that in general do support this /// behavior are VR devices. /// /// Furthermore, the property may be force-set through a device's by /// means of . /// /// Lastly, in the editor, the value of the property may be overridden depending on /// in case certain devices are automatically kept running in play mode even when no Game View has focus. /// /// Be aware that as far as players are concerned, only certain platforms support running Unity while not having focus. /// On mobile platforms, for example, this is generally not supported. In this case, the value of this property /// has no impact on input while the application does not have focus. See /// for more details. /// /// /// public bool canRunInBackground { get { // In the editor, "background" refers to "game view not focused", not to the editor not being active. // So, we modulate canRunInBackground depending on how input should behave WRT game view according // to the input settings. #if UNITY_EDITOR var gameViewFocus = InputSystem.settings.editorInputBehaviorInPlayMode; if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus) return false; // No device considered being able to run without game view focus. if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus) return !(this is Pointer || this is Keyboard); // Anything but pointers and keyboards considered as being able to run in background. #endif if ((m_DeviceFlags & DeviceFlags.CanRunInBackgroundHasBeenQueried) != 0) return (m_DeviceFlags & DeviceFlags.CanRunInBackground) != 0; var command = QueryCanRunInBackground.Create(); m_DeviceFlags |= DeviceFlags.CanRunInBackgroundHasBeenQueried; if (ExecuteCommand(ref command) >= 0 && command.canRunInBackground) { m_DeviceFlags |= DeviceFlags.CanRunInBackground; return true; } m_DeviceFlags &= ~DeviceFlags.CanRunInBackground; return false; } } /// /// Whether the device has been added to the system. /// /// If true, the device is currently among the devices in . /// /// Devices may be removed at any time. Either when their hardware is unplugged or when they /// are manually removed through or by being excluded /// through . When a device is removed, its instance, /// however, will not disappear. This property can be used to check whether the device is part /// of the current set of active devices. /// /// public bool added => m_DeviceIndex != kInvalidDeviceIndex; /// /// Whether the device is mirrored from a remote input system and not actually present /// as a "real" device in the local system. /// /// Whether the device mirrors a device from a remotely connected input system. /// /// public bool remote => (m_DeviceFlags & DeviceFlags.Remote) == DeviceFlags.Remote; /// /// Whether the device comes from the runtime /// /// Whether the device has been discovered by the Unity runtime. /// /// Devices can be discovered when reported /// by the runtime or they can be added manually through the various /// AddDevice APIs. Devices reported by the runtime will return true for this /// property whereas devices added manually will return false. /// /// Devices reported by the runtime will usually come from the Unity engine itself. /// /// /// public bool native => (m_DeviceFlags & DeviceFlags.Native) == DeviceFlags.Native; /// /// Whether the device requires an extra update before rendering. /// /// /// The value of this property is determined by in /// the device's control layout. /// /// The extra update is necessary for tracking devices that are used in rendering code. For example, /// the eye transforms of an HMD should be refreshed right before rendering as refreshing only in the /// beginning of the frame will lead to a noticeable lag. /// /// public bool updateBeforeRender => (m_DeviceFlags & DeviceFlags.UpdateBeforeRender) == DeviceFlags.UpdateBeforeRender; /// /// Unique numeric ID for the device. /// /// /// This is only assigned once a device has been added to the system. No two devices will receive the same /// ID and no device will receive an ID that another device used before even if the device was removed. The /// only exception to this is if a device gets re-created as part of a layout change. For example, if a new /// layout is registered that replaces the layout, all devices will /// get recreated but will keep their existing device IDs. /// /// IDs are assigned by the input runtime. /// /// public int deviceId => m_DeviceId; /// /// Timestamp of last state event used to update the device. /// /// /// Events other than and will /// not cause lastUpdateTime to be changed. /// The "timeline" is reset to 0 when entering play mode. If there are any events incoming or device /// updates which occur prior to entering play mode, these will appear negative. /// public double lastUpdateTime => m_LastUpdateTimeInternal - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup; public bool wasUpdatedThisFrame => m_CurrentUpdateStepCount == InputUpdate.s_UpdateStepCount; /// /// A flattened list of controls that make up the device. /// /// /// Does not allocate. /// public ReadOnlyArray allControls => // Since m_ChildrenForEachControl contains the device's children as well as the children // of each control in the hierarchy, and since each control can only have a single parent, // this list will actually deliver a flattened list of all controls in the hierarchy (and without // the device itself being listed). new ReadOnlyArray(m_ChildrenForEachControl); ////REVIEW: This violates the constraint of controls being required to not have reference types as value types. /// public override Type valueType => typeof(byte[]); /// public override int valueSizeInBytes => (int)m_StateBlock.alignedSizeInBytes; // This one just leads to confusion as you can access it from subclasses and then be surprised // that it doesn't only include members of those classes. [Obsolete("Use 'InputSystem.devices' instead. (UnityUpgradable) -> InputSystem.devices", error: false)] public static ReadOnlyArray all => InputSystem.devices; /// /// This constructor is public for the sake of Activator.CreateInstance only. To construct /// devices, use methods such as . Manually /// using new on InputDevice will not result in a usable device. /// public InputDevice() { m_DeviceId = InvalidDeviceId; m_ParticipantId = kLocalParticipantId; m_DeviceIndex = kInvalidDeviceIndex; } ////REVIEW: Is making devices be byte[] values really all that useful? Seems better than returning nulls but //// at the same time, seems questionable. /// public override unsafe object ReadValueFromBufferAsObject(void* buffer, int bufferSize) { throw new NotImplementedException(); } /// public override unsafe object ReadValueFromStateAsObject(void* statePtr) { if (m_DeviceIndex == kInvalidDeviceIndex) return null; var numBytes = stateBlock.alignedSizeInBytes; var array = new byte[numBytes]; fixed(byte* arrayPtr = array) { var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset; UnsafeUtility.MemCpy(arrayPtr, adjustedStatePtr, numBytes); } return array; } /// public override unsafe void ReadValueFromStateIntoBuffer(void* statePtr, void* bufferPtr, int bufferSize) { if (statePtr == null) throw new ArgumentNullException(nameof(statePtr)); if (bufferPtr == null) throw new ArgumentNullException(nameof(bufferPtr)); if (bufferSize < valueSizeInBytes) throw new ArgumentException($"Buffer too small (expected: {valueSizeInBytes}, actual: {bufferSize}"); var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset; UnsafeUtility.MemCpy(bufferPtr, adjustedStatePtr, m_StateBlock.alignedSizeInBytes); } /// public override unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr) { if (firstStatePtr == null) throw new ArgumentNullException(nameof(firstStatePtr)); if (secondStatePtr == null) throw new ArgumentNullException(nameof(secondStatePtr)); var adjustedFirstStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset; var adjustedSecondStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset; return UnsafeUtility.MemCmp(adjustedFirstStatePtr, adjustedSecondStatePtr, m_StateBlock.alignedSizeInBytes) == 0; } /// /// Called by the system when the configuration of the device has changed. /// /// internal void NotifyConfigurationChanged() { // Mark all controls in the hierarchy as having their config out of date. // We don't want to update configuration right away but rather wait until // someone actually depends on it. isConfigUpToDate = false; for (var i = 0; i < m_ChildrenForEachControl.Length; ++i) m_ChildrenForEachControl[i].isConfigUpToDate = false; // Make sure we fetch the enabled/disabled state again. m_DeviceFlags &= ~DeviceFlags.DisabledStateHasBeenQueriedFromRuntime; OnConfigurationChanged(); } /// /// Make this the current device of its type. /// /// /// This method is called automatically by the input system when a device is /// added or when input is received on it. Many types of devices have .current /// getters that allow querying the last used device of a specific type directly (for /// example, see ). /// /// There is one special case, however, related to noise. A device that has noisy controls /// (i.e. controls for which is true) may receive input events /// that contain no meaningful user interaction but are simply just noise from the device. A /// good example of this is the PS4 gamepad which has a built-in gyro and may thus constantly /// feed events into the input system even if not being actually in use. If, for example, an /// Xbox gamepad and PS4 gamepad are both connected to a PC and the user is playing with the /// Xbox gamepad, the PS4 gamepad would still constantly make itself /// by simply flooding the system with events. Hence why by default, noise on .current getters /// will be filtered out and a device will only see MakeCurrent getting called if there input /// was detected on non-noisy controls. /// /// /// /// /// public virtual void MakeCurrent() { } /// /// Called by the system when the device is added to . /// /// /// This is called after the device has already been added. /// /// /// /// protected virtual void OnAdded() { } /// /// Called by the system when the device is removed from . /// /// /// This is called after the device has already been removed. /// /// /// /// protected virtual void OnRemoved() { } /// /// Called by the system when the device configuration is changed. This happens when the backend sends /// a for the device. /// /// /// This method can be used to flush out cached information. An example of where this happens is /// caching information about the display name of a control. As this depends on the current keyboard layout, the information /// has to be fetched dynamically (this happens using ). Whenever the keyboard layout changes, /// the system sends a for the at which point the device flushes /// all cached key names. /// /// /// /// /// protected virtual void OnConfigurationChanged() { } ////TODO: add overridable OnDisable/OnEnable that fire the device commands ////REVIEW: return just bool instead of long and require everything else to go in the command? /// /// Perform a device-specific command. /// /// Data for the command to be performed. /// A transfer-specific return code. Negative values are considered failure codes. /// /// Commands allow devices to set up custom protocols without having to extend /// the device API. This is most useful for devices implemented in the native Unity runtime /// which, through the command interface, may provide custom, device-specific functions. /// /// This is a low-level API. It works in a similar way to /// DeviceIoControl on Windows and ioctl /// on UNIX-like systems. /// public unsafe long ExecuteCommand(ref TCommand command) where TCommand : struct, IInputDeviceCommandInfo { var commandPtr = (InputDeviceCommand*)UnsafeUtility.AddressOf(ref command); // Give callbacks first shot. var manager = InputSystem.s_Manager; manager.m_DeviceCommandCallbacks.LockForChanges(); for (var i = 0; i < manager.m_DeviceCommandCallbacks.length; ++i) { try { var result = manager.m_DeviceCommandCallbacks[i](this, commandPtr); if (result.HasValue) return result.Value; } catch (Exception exception) { Debug.LogError($"{exception.GetType().Name} while executing 'InputSystem.onDeviceCommand' callbacks"); Debug.LogException(exception); } } manager.m_DeviceCommandCallbacks.UnlockForChanges(); return ExecuteCommand((InputDeviceCommand*)UnsafeUtility.AddressOf(ref command)); } protected virtual unsafe long ExecuteCommand(InputDeviceCommand* commandPtr) { return InputRuntime.s_Instance.DeviceCommand(deviceId, commandPtr); } internal bool QueryEnabledStateFromRuntime() { // Fetch state from runtime, if necessary. if ((m_DeviceFlags & DeviceFlags.DisabledStateHasBeenQueriedFromRuntime) == 0) { var command = QueryEnabledStateCommand.Create(); if (ExecuteCommand(ref command) >= 0) { if (command.isEnabled) m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime; else m_DeviceFlags |= DeviceFlags.DisabledInRuntime; } else { // We got no response on the enable/disable state. Assume device is enabled. m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime; } // Only fetch enable/disable state again if we get a configuration change event. m_DeviceFlags |= DeviceFlags.DisabledStateHasBeenQueriedFromRuntime; } return (m_DeviceFlags & DeviceFlags.DisabledInRuntime) == 0; } [Serializable] [Flags] internal enum DeviceFlags { UpdateBeforeRender = 1 << 0, HasStateCallbacks = 1 << 1, HasControlsWithDefaultState = 1 << 2, HasDontResetControls = 1 << 10, HasEventMerger = 1 << 13, HasEventPreProcessor = 1 << 14, Remote = 1 << 3, // It's a local mirror of a device from a remote player connection. Native = 1 << 4, // It's a device created from data surfaced by NativeInputRuntime. DisabledInFrontend = 1 << 5, // Explicitly disabled on the managed side. DisabledInRuntime = 1 << 7, // Disabled in the native runtime. DisabledWhileInBackground = 1 << 8, // Disabled while the player is running in the background. DisabledStateHasBeenQueriedFromRuntime = 1 << 6, // Whether we have fetched the current enable/disable state from the runtime. CanRunInBackground = 1 << 11, CanRunInBackgroundHasBeenQueried = 1 << 12, } internal bool disabledInFrontend { get => (m_DeviceFlags & DeviceFlags.DisabledInFrontend) != 0; set { if (value) m_DeviceFlags |= DeviceFlags.DisabledInFrontend; else m_DeviceFlags &= ~DeviceFlags.DisabledInFrontend; } } internal bool disabledInRuntime { get => (m_DeviceFlags & DeviceFlags.DisabledInRuntime) != 0; set { if (value) m_DeviceFlags |= DeviceFlags.DisabledInRuntime; else m_DeviceFlags &= ~DeviceFlags.DisabledInRuntime; } } internal bool disabledWhileInBackground { get => (m_DeviceFlags & DeviceFlags.DisabledWhileInBackground) != 0; set { if (value) m_DeviceFlags |= DeviceFlags.DisabledWhileInBackground; else m_DeviceFlags &= ~DeviceFlags.DisabledWhileInBackground; } } internal DeviceFlags m_DeviceFlags; internal int m_DeviceId; internal int m_ParticipantId; internal int m_DeviceIndex; // Index in InputManager.m_Devices. internal InputDeviceDescription m_Description; /// /// Timestamp of last event we received. /// /// internal double m_LastUpdateTimeInternal; // Update count corresponding to the current front buffers that are active on the device. // We use this to know when to flip buffers. internal uint m_CurrentUpdateStepCount; // List of aliases for all controls. Each control gets a slice of this array. // See 'InputControl.aliases'. // NOTE: The device's own aliases are part of this array as well. internal InternedString[] m_AliasesForEachControl; // List of usages for all controls. Each control gets a slice of this array. // See 'InputControl.usages'. // NOTE: The device's own usages are part of this array as well. They are always // at the *end* of the array. internal InternedString[] m_UsagesForEachControl; // This one does NOT contain the device itself, i.e. it only contains controls on the device // and may this be shorter than m_UsagesForEachControl. internal InputControl[] m_UsageToControl; // List of children for all controls. Each control gets a slice of this array. // See 'InputControl.children'. // NOTE: The device's own children are part of this array as well. internal InputControl[] m_ChildrenForEachControl; // An ordered list of ints each containing a bit offset into the state of the device (*without* the added global // offset), a bit count for the size of the state of the control, and an associated index into m_ChildrenForEachControl // for the corresponding control. // NOTE: This contains *leaf* controls only. internal uint[] m_StateOffsetToControlMap; // ATM we pack everything into 32 bits. Given we're operating on bit offsets and counts, this imposes some tight limits // on controls and their associated state memory. Should this turn out to be a problem, bump m_StateOffsetToControlMap // to a ulong[] and up the counts here to account for having 64 bits available instead of only 32. internal const int kControlIndexBits = 10; // 1024 controls max. internal const int kStateOffsetBits = 13; // 1024 bytes max state size for entire device. internal const int kStateSizeBits = 9; // 64 bytes max for an individual leaf control. internal static uint EncodeStateOffsetToControlMapEntry(uint controlIndex, uint stateOffsetInBits, uint stateSizeInBits) { Debug.Assert(kControlIndexBits < 32, $"Expected kControlIndexBits < 32, so we fit into the 32 bit wide bitmask"); Debug.Assert(kStateOffsetBits < 32, $"Expected kStateOffsetBits < 32, so we fit into the 32 bit wide bitmask"); Debug.Assert(kStateSizeBits < 32, $"Expected kStateSizeBits < 32, so we fit into the 32 bit wide bitmask"); Debug.Assert(controlIndex < (1U << kControlIndexBits), "Control index beyond what is supported"); Debug.Assert(stateOffsetInBits < (1U << kStateOffsetBits), "State offset beyond what is supported"); Debug.Assert(stateSizeInBits < (1U << kStateSizeBits), "State size beyond what is supported"); return stateOffsetInBits << (kControlIndexBits + kStateSizeBits) | stateSizeInBits << kControlIndexBits | controlIndex; } internal static void DecodeStateOffsetToControlMapEntry(uint entry, out uint controlIndex, out uint stateOffset, out uint stateSize) { controlIndex = entry & (1U << kControlIndexBits) - 1; stateOffset = entry >> (kControlIndexBits + kStateSizeBits); stateSize = (entry >> kControlIndexBits) & (((1U << (kControlIndexBits + kStateSizeBits)) - 1) >> kControlIndexBits); } // NOTE: We don't store processors in a combined array the same way we do for // usages and children as that would require lots of casting from 'object'. /// /// If true, the device has at least one control that has an explicit default state. /// internal bool hasControlsWithDefaultState { get => (m_DeviceFlags & DeviceFlags.HasControlsWithDefaultState) == DeviceFlags.HasControlsWithDefaultState; set { if (value) m_DeviceFlags |= DeviceFlags.HasControlsWithDefaultState; else m_DeviceFlags &= ~DeviceFlags.HasControlsWithDefaultState; } } internal bool hasDontResetControls { get => (m_DeviceFlags & DeviceFlags.HasDontResetControls) == DeviceFlags.HasDontResetControls; set { if (value) m_DeviceFlags |= DeviceFlags.HasDontResetControls; else m_DeviceFlags &= ~DeviceFlags.HasDontResetControls; } } internal bool hasStateCallbacks { get => (m_DeviceFlags & DeviceFlags.HasStateCallbacks) == DeviceFlags.HasStateCallbacks; set { if (value) m_DeviceFlags |= DeviceFlags.HasStateCallbacks; else m_DeviceFlags &= ~DeviceFlags.HasStateCallbacks; } } internal bool hasEventMerger { get => (m_DeviceFlags & DeviceFlags.HasEventMerger) == DeviceFlags.HasEventMerger; set { if (value) m_DeviceFlags |= DeviceFlags.HasEventMerger; else m_DeviceFlags &= ~DeviceFlags.HasEventMerger; } } internal bool hasEventPreProcessor { get => (m_DeviceFlags & DeviceFlags.HasEventPreProcessor) == DeviceFlags.HasEventPreProcessor; set { if (value) m_DeviceFlags |= DeviceFlags.HasEventPreProcessor; else m_DeviceFlags &= ~DeviceFlags.HasEventPreProcessor; } } internal void AddDeviceUsage(InternedString usage) { var controlUsageCount = m_UsageToControl.LengthSafe(); var totalUsageCount = controlUsageCount + m_UsageCount; if (m_UsageCount == 0) m_UsageStartIndex = totalUsageCount; ArrayHelpers.AppendWithCapacity(ref m_UsagesForEachControl, ref totalUsageCount, usage); ++m_UsageCount; } internal void RemoveDeviceUsage(InternedString usage) { var controlUsageCount = m_UsageToControl.LengthSafe(); var totalUsageCount = controlUsageCount + m_UsageCount; var index = ArrayHelpers.IndexOfValue(m_UsagesForEachControl, usage, m_UsageStartIndex, totalUsageCount); if (index == -1) return; Debug.Assert(m_UsageCount > 0); ArrayHelpers.EraseAtWithCapacity(m_UsagesForEachControl, ref totalUsageCount, index); --m_UsageCount; if (m_UsageCount == 0) m_UsageStartIndex = default; } internal void ClearDeviceUsages() { for (var i = m_UsageStartIndex; i < m_UsageCount; ++i) m_UsagesForEachControl[i] = default; m_UsageCount = default; } internal bool RequestSync() { var syncCommand = RequestSyncCommand.Create(); return device.ExecuteCommand(ref syncCommand) >= 0; } internal bool RequestReset() { var resetCommand = RequestResetCommand.Create(); return device.ExecuteCommand(ref resetCommand) >= 0; } internal bool ExecuteEnableCommand() { var command = EnableDeviceCommand.Create(); return device.ExecuteCommand(ref command) >= 0; } internal bool ExecuteDisableCommand() { var command = DisableDeviceCommand.Create(); return device.ExecuteCommand(ref command) >= 0; } internal void NotifyAdded() { OnAdded(); } internal void NotifyRemoved() { OnRemoved(); } internal static TDevice Build(string layoutName = default, string layoutVariants = default, InputDeviceDescription deviceDescription = default, bool noPrecompiledLayouts = false) where TDevice : InputDevice { var internedLayoutName = new InternedString(layoutName); if (internedLayoutName.IsEmpty()) { internedLayoutName = InputControlLayout.s_Layouts.TryFindLayoutForType(typeof(TDevice)); if (internedLayoutName.IsEmpty()) internedLayoutName = new InternedString(typeof(TDevice).Name); } // Fast path: see if we can use a precompiled version. // NOTE: We currently do not support layout variants with precompiled layouts. // NOTE: We remove precompiled layouts when they are invalidated by layout changes. So, we don't have to perform // checks here. if (!noPrecompiledLayouts && string.IsNullOrEmpty(layoutVariants) && InputControlLayout.s_Layouts.precompiledLayouts.TryGetValue(internedLayoutName, out var precompiledLayout)) { // Yes. This is pretty much a direct new() of the device. return (TDevice)precompiledLayout.factoryMethod(); } // Slow path: use InputDeviceBuilder to construct the device from the InputControlLayout. using (InputDeviceBuilder.Ref()) { InputDeviceBuilder.instance.Setup(internedLayoutName, new InternedString(layoutVariants), deviceDescription: deviceDescription); var device = InputDeviceBuilder.instance.Finish(); if (!(device is TDevice deviceOfType)) throw new ArgumentException( $"Expected device of type '{typeof(TDevice).Name}' but got device of type '{device.GetType().Name}' instead", "TDevice"); return deviceOfType; } } } }