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;
}
}
}
}