9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1138 lines
56 KiB
C#
1138 lines
56 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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////TODO: runtime remapping of control usages on a per-device basis
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////TODO: finer-grained control over what devices deliver input while running in background
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//// (e.g. get gamepad input but do *not* get mouse and keyboard input)
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////REVIEW: should be possible to completely hijack the input stream of a device such that its original input is suppressed
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////REVIEW: can we construct the control tree of devices on demand so that the user never has to pay for
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//// the heap objects of devices that aren't used?
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// per device functions:
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// - update/poll
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// - IOCTL
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// - text input
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// - configuration change
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// - make current
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// - on remove (also resets current)
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//
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// Ideally, these would *not* be virtual methods on InputDevice but use a different process (which?)
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// for associating responses with devices
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Represents an input device which is always the root of a hierarchy of <see cref="InputControl"/> instances.
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/// </summary>
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/// <remarks>
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/// Input devices act as the container for control hierarchies. Every hierarchy has to have
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/// a device at the root. Devices cannot occur as children of other controls.
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///
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/// Devices are usually created automatically in response to hardware being discovered by the Unity
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/// runtime. However, it is possible to manually add devices using methods such as <see
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/// cref="InputSystem.AddDevice{TDevice}(string)"/>.
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///
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/// <example>
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/// <code>
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/// // Add a "synthetic" gamepad that isn't actually backed by hardware.
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/// var gamepad = InputSystem.AddDevice<Gamepad>();
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/// </code>
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/// </example>
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///
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/// There are subclasses representing the most common types of devices, like <see cref="Mouse"/>,
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/// <see cref="Keyboard"/>, <see cref="Gamepad"/>, and <see cref="Touchscreen"/>.
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///
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/// To create your own types of devices, you can derive from InputDevice and register your device
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/// as a new "layout".
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///
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/// <example>
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/// <code>
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/// // InputControlLayoutAttribute attribute is only necessary if you want
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/// // to override default behavior that occurs when registering your device
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/// // as a layout.
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/// // The most common use of InputControlLayoutAttribute is to direct the system
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/// // to a custom "state struct" through the `stateType` property. See below for details.
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/// [InputControlLayout(displayName = "My Device", stateType = typeof(MyDeviceState))]
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/// #if UNITY_EDITOR
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/// [InitializeOnLoad]
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/// #endif
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/// public class MyDevice : InputDevice
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/// {
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/// public ButtonControl button { get; private set; }
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/// public AxisControl axis { get; private set; }
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///
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/// // Register the device.
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/// static MyDevice()
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/// {
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/// // In case you want instance of your device to automatically be created
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/// // when specific hardware is detected by the Unity runtime, you have to
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/// // add one or more "device matchers" (InputDeviceMatcher) for the layout.
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/// // These matchers are compared to an InputDeviceDescription received from
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/// // the Unity runtime when a device is connected. You can add them either
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/// // using InputSystem.RegisterLayoutMatcher() or by directly specifying a
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/// // matcher when registering the layout.
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/// InputSystem.RegisterLayout<MyDevice>(
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/// // For the sake of demonstration, let's assume your device is a HID
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/// // and you want to match by PID and VID.
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/// matches: new InputDeviceMatcher()
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/// .WithInterface("HID")
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/// .WithCapability("PID", 1234)
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/// .WithCapability("VID", 5678));
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/// }
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///
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/// // This is only to trigger the static class constructor to automatically run
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/// // in the player.
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/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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/// private static void InitializeInPlayer() {}
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///
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/// protected override void FinishSetup()
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/// {
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/// base.FinishSetup();
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/// button = GetChildControl<ButtonControl>("button");
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/// axis = GetChildControl<AxisControl>("axis");
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/// }
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/// }
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///
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/// // A "state struct" describes the memory format used by a device. Each device can
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/// // receive and store memory in its custom format. InputControls are then connected
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/// // the individual pieces of memory and read out values from them.
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/// [StructLayout(LayoutKind.Explicit, Size = 32)]
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/// public struct MyDeviceState : IInputStateTypeInfo
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/// {
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/// // In the case of a HID (which we assume for the sake of this demonstration),
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/// // the format will be "HID". In practice, the format will depend on how your
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/// // particular device is connected and fed into the input system.
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/// // The format is a simple FourCC code that "tags" state memory blocks for the
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/// // device to give a base level of safety checks on memory operations.
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/// public FourCC format => return new FourCC('H', 'I', 'D');
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///
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/// // InputControlAttributes on fields tell the input system to create controls
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/// // for the public fields found in the struct.
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///
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/// // Assume a 16bit field of buttons. Create one button that is tied to
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/// // bit #3 (zero-based). Note that buttons do not need to be stored as bits.
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/// // They can also be stored as floats or shorts, for example.
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/// [InputControl(name = "button", layout = "Button", bit = 3)]
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/// public ushort buttons;
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///
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/// // Create a floating-point axis. The name, if not supplied, is taken from
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/// // the field.
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/// [InputControl(layout = "Axis")]
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/// public short axis;
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/// }
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/// </code>
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/// </example>
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///
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/// Devices can have usages like any other control (<see cref="InputControl.usages"/>). Unlike other controls,
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/// however, usages of InputDevices are allowed to be changed on the fly without requiring a change to the
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/// device layout (see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>).
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///
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/// For a more complete example of how to implement custom input devices, check out the "Custom Device"
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/// sample which you can install from the Unity package manager.
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///
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/// And, as always, you can also find more information in the <a href="../manual/Devices.html">manual</a>.
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/// </remarks>
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/// <seealso cref="InputControl"/>
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/// <seealso cref="Mouse"/>
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/// <seealso cref="Keyboard"/>
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/// <seealso cref="Gamepad"/>
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/// <seealso cref="Touchscreen"/>
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public class InputDevice : InputControl
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{
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/// <summary>
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/// Value of an invalid <see cref="deviceId"/>.
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/// </summary>
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/// <remarks>
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/// The input system will not assigned this ID to any device.
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/// </remarks>
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public const int InvalidDeviceId = 0;
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internal const int kLocalParticipantId = 0;
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internal const int kInvalidDeviceIndex = -1;
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/// <summary>
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/// Metadata describing the device (product name etc.).
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/// </summary>
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/// <remarks>
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/// The description of a device is unchanging over its lifetime and does not
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/// comprise data about a device's configuration (which is considered mutable).
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///
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/// In most cases, the description for a device is supplied by the Unity runtime.
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/// This it the case for all <see cref="native"/> input devices. However, it is
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/// also possible to inject new devices in the form of device descriptions into
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/// the system using <see cref="InputSystem.AddDevice(InputDeviceDescription)"/>.
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///
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/// The description of a device is what is matched by an <see cref="InputDeviceMatcher"/>
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/// to find the <see cref="InputControl.layout"/> to use for a device.
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/// </remarks>
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public InputDeviceDescription description => m_Description;
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////REVIEW: When we can break the API, probably makes sense to replace this single bool with one for sending and one for receiving events
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/// <summary>
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/// Whether the device is currently enabled (that is, sends and receives events).
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/// </summary>
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/// <remarks>
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/// A device that is disabled will not receive events. I.e. events that are being sent to the device
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/// will be ignored.
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///
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/// When disabling a <see cref="native"/> device, a <see cref="DisableDeviceCommand">disable command</see> will
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/// also be sent to the <see cref="IInputRuntime">runtime</see>. It depends on the specific runtime whether the
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/// device command is supported but if it is, the device will be disabled in the runtime and no longer send
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/// events. This is especially important for devices such as <see cref="Sensor">sensors</see> that incur both
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/// computation and battery consumption overhead while enabled.
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///
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/// Specific types of devices can choose to start out in disabled state by default. This is generally the
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/// case for <see cref="Sensor">sensors</see> to ensure that their overhead is only incurred when actually
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/// being used by the application.
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/// </remarks>
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/// <seealso cref="InputSystem.EnableDevice"/>
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/// <seealso cref="InputSystem.DisableDevice"/>
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public bool enabled
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{
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get
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{
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#if UNITY_EDITOR
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if (InputState.currentUpdateType == InputUpdateType.Editor && (m_DeviceFlags & DeviceFlags.DisabledWhileInBackground) != 0)
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return true;
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#endif
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if ((m_DeviceFlags & (DeviceFlags.DisabledInFrontend | DeviceFlags.DisabledWhileInBackground)) != 0)
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return false;
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return QueryEnabledStateFromRuntime();
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}
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}
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////TODO: rename this to canReceiveInputInBackground (once we can break API)
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/// <summary>
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/// If true, the device is capable of delivering input while the application is running in the background, i.e.
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/// while <c>Application.isFocused</c> is false.
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/// </summary>
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/// <value>Whether the device can generate input while in the background.</value>
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/// <remarks>
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/// The value of this property is determined by three separator factors.
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///
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/// For one, <see cref="native"/> devices have an inherent value for this property that can be retrieved through
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/// <see cref="QueryCanRunInBackground"/>. This determines whether at the input collection level, the device is
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/// capable of producing input independent of application. This is rare and only a select set of hardware, platform,
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/// and SDK/API combinations support this. The prominent class of input devices that in general do support this
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/// behavior are VR devices.
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///
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/// Furthermore, the property may be force-set through a device's <see cref="InputControl.layout"/> by
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/// means of <see cref="InputControlLayout.canRunInBackground"/>.
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///
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/// Lastly, in the editor, the value of the property may be overridden depending on <see cref="InputSettings.editorInputBehaviorInPlayMode"/>
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/// in case certain devices are automatically kept running in play mode even when no Game View has focus.
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///
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/// Be aware that as far as players are concerned, only certain platforms support running Unity while not having focus.
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/// On mobile platforms, for example, this is generally not supported. In this case, the value of this property
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/// has no impact on input while the application does not have focus. See <see cref="InputSettings.backgroundBehavior"/>
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/// for more details.
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/// </remarks>
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/// <seealso cref="InputSettings.backgroundBehavior"/>
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/// <seealso cref="InputControlLayout.canRunInBackground"/>
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public bool canRunInBackground
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{
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get
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{
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// In the editor, "background" refers to "game view not focused", not to the editor not being active.
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// So, we modulate canRunInBackground depending on how input should behave WRT game view according
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// to the input settings.
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#if UNITY_EDITOR
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var gameViewFocus = InputSystem.settings.editorInputBehaviorInPlayMode;
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if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus)
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return false; // No device considered being able to run without game view focus.
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if (gameViewFocus == InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus)
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return !(this is Pointer || this is Keyboard); // Anything but pointers and keyboards considered as being able to run in background.
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#endif
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if ((m_DeviceFlags & DeviceFlags.CanRunInBackgroundHasBeenQueried) != 0)
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return (m_DeviceFlags & DeviceFlags.CanRunInBackground) != 0;
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var command = QueryCanRunInBackground.Create();
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m_DeviceFlags |= DeviceFlags.CanRunInBackgroundHasBeenQueried;
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if (ExecuteCommand(ref command) >= 0 && command.canRunInBackground)
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{
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m_DeviceFlags |= DeviceFlags.CanRunInBackground;
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return true;
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}
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m_DeviceFlags &= ~DeviceFlags.CanRunInBackground;
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return false;
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}
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}
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/// <summary>
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/// Whether the device has been added to the system.
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/// </summary>
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/// <value>If true, the device is currently among the devices in <see cref="InputSystem.devices"/>.</value>
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/// <remarks>
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/// Devices may be removed at any time. Either when their hardware is unplugged or when they
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/// are manually removed through <see cref="InputSystem.RemoveDevice"/> or by being excluded
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/// through <see cref="InputSettings.supportedDevices"/>. When a device is removed, its instance,
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/// however, will not disappear. This property can be used to check whether the device is part
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/// of the current set of active devices.
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/// </remarks>
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/// <seealso cref="InputSystem.devices"/>
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public bool added => m_DeviceIndex != kInvalidDeviceIndex;
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/// <summary>
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/// Whether the device is mirrored from a remote input system and not actually present
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/// as a "real" device in the local system.
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/// </summary>
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/// <value>Whether the device mirrors a device from a remotely connected input system.</value>
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/// <seealso cref="InputSystem.remoting"/>
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/// <seealso cref="InputRemoting"/>
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public bool remote => (m_DeviceFlags & DeviceFlags.Remote) == DeviceFlags.Remote;
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/// <summary>
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/// Whether the device comes from the <see cref="IInputRuntime">runtime</see>
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/// </summary>
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/// <value>Whether the device has been discovered by the Unity runtime.</value>
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/// <remarks>
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/// Devices can be discovered when <see cref="IInputRuntime.onDeviceDiscovered">reported</see>
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/// by the runtime or they can be added manually through the various <see cref="InputSystem.AddDevice(InputDevice)">
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/// AddDevice</see> APIs. Devices reported by the runtime will return true for this
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/// property whereas devices added manually will return false.
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///
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/// Devices reported by the runtime will usually come from the Unity engine itself.
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/// </remarks>
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/// <seealso cref="IInputRuntime"/>
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/// <seealso cref="IInputRuntime.onDeviceDiscovered"/>
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public bool native => (m_DeviceFlags & DeviceFlags.Native) == DeviceFlags.Native;
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/// <summary>
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/// Whether the device requires an extra update before rendering.
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/// </summary>
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/// <remarks>
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/// The value of this property is determined by <see cref="InputControlLayout.updateBeforeRender"/> in
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/// the device's <see cref="InputControlLayout">control layout</see>.
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///
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/// The extra update is necessary for tracking devices that are used in rendering code. For example,
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/// the eye transforms of an HMD should be refreshed right before rendering as refreshing only in the
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/// beginning of the frame will lead to a noticeable lag.
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/// </remarks>
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/// <seealso cref="InputUpdateType.BeforeRender"/>
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public bool updateBeforeRender => (m_DeviceFlags & DeviceFlags.UpdateBeforeRender) == DeviceFlags.UpdateBeforeRender;
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/// <summary>
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/// Unique numeric ID for the device.
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/// </summary>
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/// <remarks>
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/// This is only assigned once a device has been added to the system. No two devices will receive the same
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/// ID and no device will receive an ID that another device used before even if the device was removed. The
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/// only exception to this is if a device gets re-created as part of a layout change. For example, if a new
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/// layout is registered that replaces the <see cref="Mouse"/> layout, all <see cref="Mouse"/> devices will
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/// get recreated but will keep their existing device IDs.
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///
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/// IDs are assigned by the input runtime.
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/// </remarks>
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/// <seealso cref="IInputRuntime.AllocateDeviceId"/>
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public int deviceId => m_DeviceId;
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/// <summary>
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/// Timestamp of last state event used to update the device.
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/// </summary>
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/// <remarks>
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/// Events other than <see cref="LowLevel.StateEvent"/> and <see cref="LowLevel.DeltaStateEvent"/> will
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/// not cause lastUpdateTime to be changed.
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/// The "timeline" is reset to 0 when entering play mode. If there are any events incoming or device
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/// updates which occur prior to entering play mode, these will appear negative.
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/// </remarks>
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public double lastUpdateTime => m_LastUpdateTimeInternal - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
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public bool wasUpdatedThisFrame => m_CurrentUpdateStepCount == InputUpdate.s_UpdateStepCount;
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/// <summary>
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/// A flattened list of controls that make up the device.
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/// </summary>
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/// <remarks>
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/// Does not allocate.
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/// </remarks>
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public ReadOnlyArray<InputControl> allControls =>
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// Since m_ChildrenForEachControl contains the device's children as well as the children
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// of each control in the hierarchy, and since each control can only have a single parent,
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// this list will actually deliver a flattened list of all controls in the hierarchy (and without
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// the device itself being listed).
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new ReadOnlyArray<InputControl>(m_ChildrenForEachControl);
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////REVIEW: This violates the constraint of controls being required to not have reference types as value types.
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/// <inheritdoc/>
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public override Type valueType => typeof(byte[]);
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/// <inheritdoc/>
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public override int valueSizeInBytes => (int)m_StateBlock.alignedSizeInBytes;
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// This one just leads to confusion as you can access it from subclasses and then be surprised
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// that it doesn't only include members of those classes.
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[Obsolete("Use 'InputSystem.devices' instead. (UnityUpgradable) -> InputSystem.devices", error: false)]
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public static ReadOnlyArray<InputDevice> all => InputSystem.devices;
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/// <summary>
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/// This constructor is public for the sake of <c>Activator.CreateInstance</c> only. To construct
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/// devices, use methods such as <see cref="InputSystem.AddDevice{TDevice}(string)"/>. Manually
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/// using <c>new</c> on InputDevice will not result in a usable device.
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/// </summary>
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public InputDevice()
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{
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m_DeviceId = InvalidDeviceId;
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m_ParticipantId = kLocalParticipantId;
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m_DeviceIndex = kInvalidDeviceIndex;
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}
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////REVIEW: Is making devices be byte[] values really all that useful? Seems better than returning nulls but
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//// at the same time, seems questionable.
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/// <inheritdoc/>
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public override unsafe object ReadValueFromBufferAsObject(void* buffer, int bufferSize)
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{
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throw new NotImplementedException();
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}
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/// <inheritdoc/>
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public override unsafe object ReadValueFromStateAsObject(void* statePtr)
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{
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if (m_DeviceIndex == kInvalidDeviceIndex)
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return null;
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var numBytes = stateBlock.alignedSizeInBytes;
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var array = new byte[numBytes];
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fixed(byte* arrayPtr = array)
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{
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var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset;
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UnsafeUtility.MemCpy(arrayPtr, adjustedStatePtr, numBytes);
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}
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return array;
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}
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/// <inheritdoc/>
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public override unsafe void ReadValueFromStateIntoBuffer(void* statePtr, void* bufferPtr, int bufferSize)
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{
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if (statePtr == null)
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throw new ArgumentNullException(nameof(statePtr));
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if (bufferPtr == null)
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throw new ArgumentNullException(nameof(bufferPtr));
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if (bufferSize < valueSizeInBytes)
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throw new ArgumentException($"Buffer too small (expected: {valueSizeInBytes}, actual: {bufferSize}");
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var adjustedStatePtr = (byte*)statePtr + m_StateBlock.byteOffset;
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UnsafeUtility.MemCpy(bufferPtr, adjustedStatePtr, m_StateBlock.alignedSizeInBytes);
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}
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/// <inheritdoc/>
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public override unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr)
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{
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if (firstStatePtr == null)
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throw new ArgumentNullException(nameof(firstStatePtr));
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if (secondStatePtr == null)
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throw new ArgumentNullException(nameof(secondStatePtr));
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var adjustedFirstStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset;
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var adjustedSecondStatePtr = (byte*)firstStatePtr + m_StateBlock.byteOffset;
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return UnsafeUtility.MemCmp(adjustedFirstStatePtr, adjustedSecondStatePtr,
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m_StateBlock.alignedSizeInBytes) == 0;
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}
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/// <summary>
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/// Called by the system when the configuration of the device has changed.
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|
/// </summary>
|
|
/// <seealso cref="DeviceConfigurationEvent"/>
|
|
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();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make this the current device of its type.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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 <c>.current</c>
|
|
/// getters that allow querying the last used device of a specific type directly (for
|
|
/// example, see <see cref="Gamepad.current"/>).
|
|
///
|
|
/// There is one special case, however, related to noise. A device that has noisy controls
|
|
/// (i.e. controls for which <see cref="InputControl.noisy"/> 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 <see cref="Gamepad.current"/>
|
|
/// by simply flooding the system with events. Hence why by default, noise on <c>.current</c> getters
|
|
/// will be filtered out and a device will only see <c>MakeCurrent</c> getting called if there input
|
|
/// was detected on non-noisy controls.
|
|
/// </remarks>
|
|
/// <seealso cref="Pointer.current"/>
|
|
/// <seealso cref="Gamepad.current"/>
|
|
/// <seealso cref="Mouse.current"/>
|
|
/// <seealso cref="Pen.current"/>
|
|
public virtual void MakeCurrent()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by the system when the device is added to <see cref="InputSystem.devices"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is called <em>after</em> the device has already been added.
|
|
/// </remarks>
|
|
/// <seealso cref="InputSystem.devices"/>
|
|
/// <seealso cref="InputDeviceChange.Added"/>
|
|
/// <seealso cref="OnRemoved"/>
|
|
protected virtual void OnAdded()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by the system when the device is removed from <see cref="InputSystem.devices"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is called <em>after</em> the device has already been removed.
|
|
/// </remarks>
|
|
/// <seealso cref="InputSystem.devices"/>
|
|
/// <seealso cref="InputDeviceChange.Removed"/>
|
|
/// <seealso cref="OnRemoved"/>
|
|
protected virtual void OnRemoved()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by the system when the device configuration is changed. This happens when the backend sends
|
|
/// a <see cref="DeviceConfigurationEvent"/> for the device.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method can be used to flush out cached information. An example of where this happens is <see cref="Controls.KeyControl"/>
|
|
/// 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 <see cref="QueryKeyNameCommand"/>). Whenever the keyboard layout changes,
|
|
/// the system sends a <see cref="DeviceConfigurationEvent"/> for the <see cref="Keyboard"/> at which point the device flushes
|
|
/// all cached key names.
|
|
/// </remarks>
|
|
/// <seealso cref="InputManager.OnUpdate"/>
|
|
/// <seealso cref="InputDeviceChange.ConfigurationChanged"/>
|
|
/// <seealso cref="OnConfigurationChanged"/>///
|
|
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?
|
|
/// <summary>
|
|
/// Perform a device-specific command.
|
|
/// </summary>
|
|
/// <param name="command">Data for the command to be performed.</param>
|
|
/// <returns>A transfer-specific return code. Negative values are considered failure codes.</returns>
|
|
/// <remarks>
|
|
/// 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 <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396" target="_blank">
|
|
/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" target="_blank">ioctl</a>
|
|
/// on UNIX-like systems.
|
|
/// </remarks>
|
|
public unsafe long ExecuteCommand<TCommand>(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;
|
|
|
|
/// <summary>
|
|
/// Timestamp of last event we received.
|
|
/// </summary>
|
|
/// <seealso cref="InputEvent.time"/>
|
|
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;
|
|
|
|
// Holds the nodes that represent the tree of memory ranges that each control occupies. This is used when
|
|
// determining what controls have changed given a state event or partial state update.
|
|
internal ControlBitRangeNode[] m_ControlTreeNodes;
|
|
|
|
// An indirection table for control bit range nodes to point at zero or more controls. Indices are used to
|
|
// point into the m_ChildrenForEachControl array.
|
|
internal ushort[] m_ControlTreeIndices;
|
|
|
|
// When a device gets built from a layout, we create a binary tree from its controls where each node in the tree
|
|
// represents the range of bits that cover the left or right section of the parent range. For example, starting
|
|
// with the entire device state block as the parent, where the state block is 100 bits long, the left node will
|
|
// cover from bits 0-50, and the right from bits 51-99. For the left node, we'll get two more child nodes where
|
|
// the left will cover bits 0-25, and the right bits 26-49 and so on. Each node will point at any controls that
|
|
// either fit exactly into its range, or overlap the splitting point between both nodes. In reality, picking the
|
|
// mid-point to split each parent node is a little convoluted and will rarely be the absolute mid-point, but that's
|
|
// the basic idea.
|
|
//
|
|
// At runtime, when state events come in, we can then really quickly perform a bunch of memcmps on both sides of
|
|
// the tree and recurse down the branches that have changed. When nodes have controls, we can then check if those
|
|
// controls have changes, and mark them as stale so their cached values get updated the next time their values
|
|
// are read.
|
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
|
internal struct ControlBitRangeNode
|
|
{
|
|
// only store the end bit offset of each range because we always do a full tree traversal so
|
|
// the start offset is always calculated at each level.
|
|
public ushort endBitOffset;
|
|
|
|
// points to the location in the nodes array where the left child of this node lives, or -1 if there
|
|
// is no child. The right child is always at the next index.
|
|
public short leftChildIndex;
|
|
|
|
// each node can point at multiple controls (because multiple controls can use the same range in memory and
|
|
// also because of overlaps in bit ranges). The control indicies for each node are stored contiguously in the
|
|
// m_ControlTreeIndicies array on the device, which acts as an indirection table, and these two values tell
|
|
// us where to start for each node and how many controls this node points at. This is an unsigned short so that
|
|
// we could in theory support devices with up to 65535 controls. Each node however can only support 255 controls.
|
|
public ushort controlStartIndex;
|
|
public byte controlCount;
|
|
|
|
public ControlBitRangeNode(ushort endOffset)
|
|
{
|
|
controlStartIndex = 0;
|
|
controlCount = 0;
|
|
endBitOffset = endOffset;
|
|
leftChildIndex = -1;
|
|
}
|
|
}
|
|
|
|
// 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'.
|
|
|
|
/// <summary>
|
|
/// If true, the device has at least one control that has an explicit default state.
|
|
/// </summary>
|
|
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()
|
|
{
|
|
SetOptimizedControlDataTypeRecursively();
|
|
|
|
var syncCommand = RequestSyncCommand.Create();
|
|
return device.ExecuteCommand(ref syncCommand) >= 0;
|
|
}
|
|
|
|
internal bool RequestReset()
|
|
{
|
|
SetOptimizedControlDataTypeRecursively();
|
|
|
|
var resetCommand = RequestResetCommand.Create();
|
|
return device.ExecuteCommand(ref resetCommand) >= 0;
|
|
}
|
|
|
|
internal bool ExecuteEnableCommand()
|
|
{
|
|
SetOptimizedControlDataTypeRecursively();
|
|
|
|
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<TDevice>(string layoutName = default, string layoutVariants = default, InputDeviceDescription deviceDescription = default, bool noPrecompiledLayouts = false)
|
|
where TDevice : InputDevice
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{
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var internedLayoutName = new InternedString(layoutName);
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if (internedLayoutName.IsEmpty())
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{
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internedLayoutName = InputControlLayout.s_Layouts.TryFindLayoutForType(typeof(TDevice));
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if (internedLayoutName.IsEmpty())
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internedLayoutName = new InternedString(typeof(TDevice).Name);
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}
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// Fast path: see if we can use a precompiled version.
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// NOTE: We currently do not support layout variants with precompiled layouts.
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// NOTE: We remove precompiled layouts when they are invalidated by layout changes. So, we don't have to perform
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// checks here.
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if (!noPrecompiledLayouts &&
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string.IsNullOrEmpty(layoutVariants) &&
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InputControlLayout.s_Layouts.precompiledLayouts.TryGetValue(internedLayoutName, out var precompiledLayout))
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{
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// Yes. This is pretty much a direct new() of the device.
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return (TDevice)precompiledLayout.factoryMethod();
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}
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// Slow path: use InputDeviceBuilder to construct the device from the InputControlLayout.
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using (InputDeviceBuilder.Ref())
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{
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InputDeviceBuilder.instance.Setup(internedLayoutName, new InternedString(layoutVariants),
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deviceDescription: deviceDescription);
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var device = InputDeviceBuilder.instance.Finish();
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if (!(device is TDevice deviceOfType))
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throw new ArgumentException(
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$"Expected device of type '{typeof(TDevice).Name}' but got device of type '{device.GetType().Name}' instead",
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"TDevice");
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return deviceOfType;
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}
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}
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internal unsafe void WriteChangedControlStates(byte* deviceStateBuffer, void* statePtr, uint stateSizeInBytes,
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uint stateOffsetInDevice)
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{
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Debug.Assert(m_ControlTreeNodes != null && m_ControlTreeIndices != null);
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if (m_ControlTreeNodes.Length == 0)
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return;
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// if we're dealing with a delta state event or just an individual control update through InputState.ChangeState
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// the size of the new data will not be the same size as the device state block, so use the 'partial' change state
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// method to update just those controls that overlap with the changed state.
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if (m_StateBlock.sizeInBits != stateSizeInBytes * 8)
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{
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if (m_ControlTreeNodes[0].leftChildIndex != -1)
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WritePartialChangedControlStatesInternal(statePtr, stateSizeInBytes * 8,
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stateOffsetInDevice * 8, deviceStateBuffer, m_ControlTreeNodes[0], 0);
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}
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else
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{
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if (m_ControlTreeNodes[0].leftChildIndex != -1)
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WriteChangedControlStatesInternal(statePtr, stateSizeInBytes * 8,
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deviceStateBuffer, m_ControlTreeNodes[0], 0);
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}
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}
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private unsafe void WritePartialChangedControlStatesInternal(void* statePtr, uint stateSizeInBits,
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uint stateOffsetInDeviceInBits, byte* deviceStatePtr, ControlBitRangeNode parentNode, uint startOffset)
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{
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var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
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// TODO recheck
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if (Math.Max(stateOffsetInDeviceInBits, startOffset) <=
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Math.Min(stateOffsetInDeviceInBits + stateSizeInBits, leftNode.endBitOffset))
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{
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var controlEndIndex = leftNode.controlStartIndex + leftNode.controlCount;
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for (int i = leftNode.controlStartIndex; i < controlEndIndex; i++)
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{
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var controlIndex = m_ControlTreeIndices[i];
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m_ChildrenForEachControl[controlIndex].MarkAsStale();
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}
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if (leftNode.leftChildIndex != -1)
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WritePartialChangedControlStatesInternal(statePtr, stateSizeInBits, stateOffsetInDeviceInBits,
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deviceStatePtr, leftNode, startOffset);
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}
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var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
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// TODO recheck
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if (Math.Max(stateOffsetInDeviceInBits, leftNode.endBitOffset) <=
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Math.Min(stateOffsetInDeviceInBits + stateSizeInBits, rightNode.endBitOffset))
|
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{
|
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var controlEndIndex = rightNode.controlStartIndex + rightNode.controlCount;
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for (int i = rightNode.controlStartIndex; i < controlEndIndex; i++)
|
|
{
|
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var controlIndex = m_ControlTreeIndices[i];
|
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m_ChildrenForEachControl[controlIndex].MarkAsStale();
|
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}
|
|
|
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if (rightNode.leftChildIndex != -1)
|
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WritePartialChangedControlStatesInternal(statePtr, stateSizeInBits, stateOffsetInDeviceInBits,
|
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deviceStatePtr, rightNode, leftNode.endBitOffset);
|
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}
|
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}
|
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private void DumpControlBitRangeNode(int nodeIndex, ControlBitRangeNode node, uint startOffset, uint sizeInBits, List<string> output)
|
|
{
|
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var names = new List<string>();
|
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for (var i = 0; i < node.controlCount; i++)
|
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{
|
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var controlIndex = m_ControlTreeIndices[node.controlStartIndex + i];
|
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var control = m_ChildrenForEachControl[controlIndex];
|
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names.Add(control.path);
|
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}
|
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var namesStr = string.Join(", ", names);
|
|
var children = node.leftChildIndex != -1 ? $" <{node.leftChildIndex}, {node.leftChildIndex + 1}>" : "";
|
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output.Add($"{nodeIndex} [{startOffset}, {startOffset + sizeInBits}]{children}->{namesStr}");
|
|
}
|
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|
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private void DumpControlTree(ControlBitRangeNode parentNode, uint startOffset, List<string> output)
|
|
{
|
|
var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
|
|
var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
|
|
DumpControlBitRangeNode(parentNode.leftChildIndex, leftNode, startOffset, leftNode.endBitOffset - startOffset, output);
|
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DumpControlBitRangeNode(parentNode.leftChildIndex + 1, rightNode, leftNode.endBitOffset, (uint)(rightNode.endBitOffset - leftNode.endBitOffset), output);
|
|
|
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if (leftNode.leftChildIndex != -1)
|
|
DumpControlTree(leftNode, startOffset, output);
|
|
|
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if (rightNode.leftChildIndex != -1)
|
|
DumpControlTree(rightNode, leftNode.endBitOffset, output);
|
|
}
|
|
|
|
internal string DumpControlTree()
|
|
{
|
|
var output = new List<string>();
|
|
DumpControlTree(m_ControlTreeNodes[0], 0, output);
|
|
return string.Join("\n", output);
|
|
}
|
|
|
|
private unsafe void WriteChangedControlStatesInternal(void* statePtr, uint stateSizeInBits,
|
|
byte* deviceStatePtr, ControlBitRangeNode parentNode, uint startOffset)
|
|
{
|
|
var leftNode = m_ControlTreeNodes[parentNode.leftChildIndex];
|
|
|
|
// have any bits in the region defined by the left node changed?
|
|
// TODO recheck
|
|
if (HasDataChangedInRange(deviceStatePtr, statePtr, startOffset, leftNode.endBitOffset - startOffset + 1))
|
|
{
|
|
// update the state of any controls pointed to by the left node
|
|
var controlEndIndex = leftNode.controlStartIndex + leftNode.controlCount;
|
|
for (int i = leftNode.controlStartIndex; i < controlEndIndex; i++)
|
|
{
|
|
var controlIndex = m_ControlTreeIndices[i];
|
|
var control = m_ChildrenForEachControl[controlIndex];
|
|
|
|
// nodes aren't always an exact fit for control memory ranges so check here if the control pointed
|
|
// at by this node has actually changed state so we don't mark controls as stale needlessly.
|
|
// We need to offset the device and new state pointers by the byte offset of the device state block
|
|
// because all controls have this offset baked into them, but deviceStatePtr points at the already
|
|
// offset block of device memory (remember, all devices share one big block of memory) and statePtr
|
|
// points at a block of memory of the same size as the device state.
|
|
if (!control.CompareState(deviceStatePtr - m_StateBlock.byteOffset,
|
|
(byte*)statePtr - m_StateBlock.byteOffset, null))
|
|
control.MarkAsStale();
|
|
}
|
|
|
|
// process the left child node if it exists
|
|
if (leftNode.leftChildIndex != -1)
|
|
WriteChangedControlStatesInternal(statePtr, stateSizeInBits, deviceStatePtr,
|
|
leftNode, startOffset);
|
|
}
|
|
|
|
// process the right child node if it exists
|
|
var rightNode = m_ControlTreeNodes[parentNode.leftChildIndex + 1];
|
|
|
|
Debug.Assert(leftNode.endBitOffset + (rightNode.endBitOffset - leftNode.endBitOffset) < m_StateBlock.sizeInBits,
|
|
"Tried to check state memory outside the bounds of the current device.");
|
|
|
|
// if no bits in the range defined by the right node have changed, return
|
|
// TODO recheck
|
|
if (!HasDataChangedInRange(deviceStatePtr, statePtr, leftNode.endBitOffset,
|
|
(uint)(rightNode.endBitOffset - leftNode.endBitOffset + 1)))
|
|
return;
|
|
|
|
// update the state of any controls pointed to by the right node
|
|
var rightNodeControlEndIndex = rightNode.controlStartIndex + rightNode.controlCount;
|
|
for (int i = rightNode.controlStartIndex; i < rightNodeControlEndIndex; i++)
|
|
{
|
|
var controlIndex = m_ControlTreeIndices[i];
|
|
var control = m_ChildrenForEachControl[controlIndex];
|
|
|
|
if (!control.CompareState(deviceStatePtr - m_StateBlock.byteOffset,
|
|
(byte*)statePtr - m_StateBlock.byteOffset, null))
|
|
control.MarkAsStale();
|
|
}
|
|
|
|
if (rightNode.leftChildIndex != -1)
|
|
WriteChangedControlStatesInternal(statePtr, stateSizeInBits, deviceStatePtr,
|
|
rightNode, leftNode.endBitOffset);
|
|
}
|
|
|
|
private static unsafe bool HasDataChangedInRange(byte* deviceStatePtr, void* statePtr, uint startOffset, uint sizeInBits)
|
|
{
|
|
if (sizeInBits == 1)
|
|
return MemoryHelpers.ReadSingleBit(deviceStatePtr, startOffset) !=
|
|
MemoryHelpers.ReadSingleBit(statePtr, startOffset);
|
|
|
|
return !MemoryHelpers.MemCmpBitRegion(deviceStatePtr, statePtr,
|
|
startOffset, sizeInBits);
|
|
}
|
|
}
|
|
}
|