Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Events/ActionEvent.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

144 lines
5.0 KiB
C#

using System;
using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Utilities;
////REVIEW: move this inside InputActionTrace?
namespace UnityEngine.InputSystem.LowLevel
{
/// <summary>
/// A variable-size event that captures the triggering of an action.
/// </summary>
/// <remarks>
/// Action events capture fully processed values only.
///
/// This struct is internal as the data it stores requires having access to <see cref="InputActionState"/>.
/// Public access is meant to go through <see cref="InputActionTrace"/> which provides a wrapper around
/// action events in the form of <see cref="InputActionTrace.ActionEventPtr"/>.
/// </remarks>
[StructLayout(LayoutKind.Explicit, Size = InputEvent.kBaseEventSize + 16 + 1)]
internal unsafe struct ActionEvent : IInputEventTypeInfo
{
public static FourCC Type => new FourCC('A', 'C', 'T', 'N');
////REVIEW: should we decouple this from InputEvent? we get deviceId which we don't really have a use for
[FieldOffset(0)] public InputEvent baseEvent;
[FieldOffset(InputEvent.kBaseEventSize + 0)] private ushort m_ControlIndex;
[FieldOffset(InputEvent.kBaseEventSize + 2)] private ushort m_BindingIndex;
[FieldOffset(InputEvent.kBaseEventSize + 4)] private ushort m_InteractionIndex;
[FieldOffset(InputEvent.kBaseEventSize + 6)] private byte m_StateIndex;
[FieldOffset(InputEvent.kBaseEventSize + 7)] private byte m_Phase;
[FieldOffset(InputEvent.kBaseEventSize + 8)] private double m_StartTime;
[FieldOffset(InputEvent.kBaseEventSize + 16)] public fixed byte m_ValueData[1]; // Variable-sized.
public double startTime
{
get => m_StartTime;
set => m_StartTime = value;
}
public InputActionPhase phase
{
get => (InputActionPhase)m_Phase;
set => m_Phase = (byte)value;
}
public byte* valueData
{
get
{
fixed(byte* data = m_ValueData)
{
return data;
}
}
}
public int valueSizeInBytes => (int)baseEvent.sizeInBytes - InputEvent.kBaseEventSize - 16;
public int stateIndex
{
get => m_StateIndex;
set
{
Debug.Assert(value >= 0 && value <= byte.MaxValue);
if (value < 0 || value > byte.MaxValue)
throw new NotSupportedException("State count cannot exceed byte.MaxValue");
m_StateIndex = (byte)value;
}
}
public int controlIndex
{
get => m_ControlIndex;
set
{
Debug.Assert(value >= 0 && value <= ushort.MaxValue);
if (value < 0 || value > ushort.MaxValue)
throw new NotSupportedException("Control count cannot exceed ushort.MaxValue");
m_ControlIndex = (ushort)value;
}
}
public int bindingIndex
{
get => m_BindingIndex;
set
{
Debug.Assert(value >= 0 && value <= ushort.MaxValue);
if (value < 0 || value > ushort.MaxValue)
throw new NotSupportedException("Binding count cannot exceed ushort.MaxValue");
m_BindingIndex = (ushort)value;
}
}
public int interactionIndex
{
get
{
if (m_InteractionIndex == ushort.MaxValue)
return InputActionState.kInvalidIndex;
return m_InteractionIndex;
}
set
{
Debug.Assert(value == InputActionState.kInvalidIndex || (value >= 0 && value < ushort.MaxValue));
if (value == InputActionState.kInvalidIndex)
m_InteractionIndex = ushort.MaxValue;
else
{
if (value < 0 || value >= ushort.MaxValue)
throw new NotSupportedException("Interaction count cannot exceed ushort.MaxValue-1");
m_InteractionIndex = (ushort)value;
}
}
}
public InputEventPtr ToEventPtr()
{
fixed(ActionEvent* ptr = &this)
{
return new InputEventPtr((InputEvent*)ptr);
}
}
public FourCC typeStatic => Type;
public static int GetEventSizeWithValueSize(int valueSizeInBytes)
{
return InputEvent.kBaseEventSize + 16 + valueSizeInBytes;
}
public static ActionEvent* From(InputEventPtr ptr)
{
if (!ptr.valid)
throw new ArgumentNullException(nameof(ptr));
if (!ptr.IsA<ActionEvent>())
throw new InvalidCastException($"Cannot cast event with type '{ptr.type}' into ActionEvent");
return (ActionEvent*)ptr.data;
}
}
}