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!
106 lines
3.9 KiB
C#
106 lines
3.9 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Partial state update for an input device.
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/// </summary>
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/// <remarks>
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/// Avoids having to send a full state memory snapshot when only a small
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/// part of the state has changed.
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/// </remarks>
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[StructLayout(LayoutKind.Explicit, Pack = 1, Size = InputEvent.kBaseEventSize + 9)]
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public unsafe struct DeltaStateEvent : IInputEventTypeInfo
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{
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public const int Type = 0x444C5441; // 'DLTA'
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[FieldOffset(0)]
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public InputEvent baseEvent;
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[FieldOffset(InputEvent.kBaseEventSize)]
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public FourCC stateFormat;
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[FieldOffset(InputEvent.kBaseEventSize + 4)]
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public uint stateOffset;
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[FieldOffset(InputEvent.kBaseEventSize + 8)]
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internal fixed byte stateData[1]; // Variable-sized.
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public uint deltaStateSizeInBytes => baseEvent.sizeInBytes - (InputEvent.kBaseEventSize + 8);
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public void* deltaState
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{
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get
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{
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fixed(byte* data = stateData)
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{
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return data;
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}
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}
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}
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public FourCC typeStatic => Type;
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public InputEventPtr ToEventPtr()
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{
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fixed(DeltaStateEvent * ptr = &this)
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{
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return new InputEventPtr((InputEvent*)ptr);
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}
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}
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public static DeltaStateEvent* From(InputEventPtr ptr)
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{
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if (!ptr.valid)
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throw new ArgumentNullException(nameof(ptr));
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if (!ptr.IsA<DeltaStateEvent>())
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throw new InvalidCastException($"Cannot cast event with type '{ptr.type}' into DeltaStateEvent");
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return FromUnchecked(ptr);
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}
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internal static DeltaStateEvent* FromUnchecked(InputEventPtr ptr)
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{
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return (DeltaStateEvent*)ptr.data;
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}
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public static NativeArray<byte> From(InputControl control, out InputEventPtr eventPtr, Allocator allocator = Allocator.Temp)
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{
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if (control == null)
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throw new ArgumentNullException(nameof(control));
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var device = control.device;
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if (!device.added)
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throw new ArgumentException($"Device for control '{control}' has not been added to system",
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nameof(control));
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ref var deviceStateBlock = ref device.m_StateBlock;
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ref var controlStateBlock = ref control.m_StateBlock;
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var stateFormat = deviceStateBlock.format; // The event is sent against the *device* so that's the state format we use.
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var stateSize = 0u;
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if (controlStateBlock.bitOffset != 0)
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stateSize = (controlStateBlock.bitOffset + controlStateBlock.sizeInBits + 7) / 8;
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else
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stateSize = controlStateBlock.alignedSizeInBytes;
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var stateOffset = controlStateBlock.byteOffset;
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var statePtr = (byte*)control.currentStatePtr + (int)stateOffset;
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var eventSize = InputEvent.kBaseEventSize + sizeof(int) * 2 + stateSize;
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var buffer = new NativeArray<byte>((int)eventSize.AlignToMultipleOf(4), allocator);
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var stateEventPtr = (DeltaStateEvent*)buffer.GetUnsafePtr();
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stateEventPtr->baseEvent = new InputEvent(Type, (int)eventSize, device.deviceId, InputRuntime.s_Instance.currentTime);
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stateEventPtr->stateFormat = stateFormat;
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stateEventPtr->stateOffset = controlStateBlock.byteOffset - deviceStateBlock.byteOffset; // Make offset relative to device.
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UnsafeUtility.MemCpy(stateEventPtr->deltaState, statePtr, stateSize);
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eventPtr = stateEventPtr->ToEventPtr();
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return buffer;
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}
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}
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}
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