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!
460 lines
20 KiB
C#
460 lines
20 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem
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{
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internal partial class InputManager
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{
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// Indices correspond with those in m_Devices.
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internal StateChangeMonitorsForDevice[] m_StateChangeMonitors;
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private InlinedArray<StateChangeMonitorTimeout> m_StateChangeMonitorTimeouts;
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////TODO: support combining monitors for bitfields
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public void AddStateChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex, uint groupIndex)
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{
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Debug.Assert(m_DevicesCount > 0);
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var device = control.device;
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var deviceIndex = device.m_DeviceIndex;
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Debug.Assert(deviceIndex != InputDevice.kInvalidDeviceIndex);
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// Allocate/reallocate monitor arrays, if necessary.
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// We lazy-sync it to array of devices.
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if (m_StateChangeMonitors == null)
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m_StateChangeMonitors = new StateChangeMonitorsForDevice[m_DevicesCount];
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else if (m_StateChangeMonitors.Length <= deviceIndex)
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Array.Resize(ref m_StateChangeMonitors, m_DevicesCount);
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// If we have removed monitors
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if (!isProcessingEvents && m_StateChangeMonitors[deviceIndex].needToCompactArrays)
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m_StateChangeMonitors[deviceIndex].CompactArrays();
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// Add record.
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m_StateChangeMonitors[deviceIndex].Add(control, monitor, monitorIndex, groupIndex);
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}
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private void RemoveStateChangeMonitors(InputDevice device)
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{
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if (m_StateChangeMonitors == null)
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return;
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var deviceIndex = device.m_DeviceIndex;
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Debug.Assert(deviceIndex != InputDevice.kInvalidDeviceIndex);
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if (deviceIndex >= m_StateChangeMonitors.Length)
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return;
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m_StateChangeMonitors[deviceIndex].Clear();
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// Clear timeouts pending on any control on the device.
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for (var i = 0; i < m_StateChangeMonitorTimeouts.length; ++i)
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if (m_StateChangeMonitorTimeouts[i].control?.device == device)
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m_StateChangeMonitorTimeouts[i] = default;
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}
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public void RemoveStateChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex)
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{
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if (m_StateChangeMonitors == null)
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return;
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var device = control.device;
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var deviceIndex = device.m_DeviceIndex;
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// Ignore if device has already been removed.
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if (deviceIndex == InputDevice.kInvalidDeviceIndex)
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return;
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// Ignore if there are no state monitors set up for the device.
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if (deviceIndex >= m_StateChangeMonitors.Length)
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return;
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m_StateChangeMonitors[deviceIndex].Remove(monitor, monitorIndex, isProcessingEvents);
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// Remove pending timeouts on the monitor.
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for (var i = 0; i < m_StateChangeMonitorTimeouts.length; ++i)
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if (m_StateChangeMonitorTimeouts[i].monitor == monitor &&
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m_StateChangeMonitorTimeouts[i].monitorIndex == monitorIndex)
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m_StateChangeMonitorTimeouts[i] = default;
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}
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public void AddStateChangeMonitorTimeout(InputControl control, IInputStateChangeMonitor monitor, double time, long monitorIndex, int timerIndex)
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{
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m_StateChangeMonitorTimeouts.Append(
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new StateChangeMonitorTimeout
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{
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control = control,
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time = time,
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monitor = monitor,
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monitorIndex = monitorIndex,
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timerIndex = timerIndex,
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});
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}
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public void RemoveStateChangeMonitorTimeout(IInputStateChangeMonitor monitor, long monitorIndex, int timerIndex)
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{
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var timeoutCount = m_StateChangeMonitorTimeouts.length;
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for (var i = 0; i < timeoutCount; ++i)
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{
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////REVIEW: can we avoid the repeated array lookups without copying the struct out?
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if (ReferenceEquals(m_StateChangeMonitorTimeouts[i].monitor, monitor)
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&& m_StateChangeMonitorTimeouts[i].monitorIndex == monitorIndex
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&& m_StateChangeMonitorTimeouts[i].timerIndex == timerIndex)
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{
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m_StateChangeMonitorTimeouts[i] = default;
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break;
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}
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}
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}
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private void SortStateChangeMonitorsIfNecessary(int deviceIndex)
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{
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if (m_StateChangeMonitors != null && deviceIndex < m_StateChangeMonitors.Length &&
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m_StateChangeMonitors[deviceIndex].needToUpdateOrderingOfMonitors)
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m_StateChangeMonitors[deviceIndex].SortMonitorsByIndex();
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}
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public void SignalStateChangeMonitor(InputControl control, IInputStateChangeMonitor monitor)
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{
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var device = control.device;
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var deviceIndex = device.m_DeviceIndex;
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ref var monitorsForDevice = ref m_StateChangeMonitors[deviceIndex];
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for (var i = 0; i < monitorsForDevice.signalled.length; ++i)
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{
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SortStateChangeMonitorsIfNecessary(i);
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ref var listener = ref monitorsForDevice.listeners[i];
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if (listener.control == control && listener.monitor == monitor)
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monitorsForDevice.signalled.SetBit(i);
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}
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}
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public unsafe void FireStateChangeNotifications()
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{
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var time = m_Runtime.currentTime;
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var count = Math.Min(m_StateChangeMonitors.LengthSafe(), m_DevicesCount);
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for (var i = 0; i < count; ++i)
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FireStateChangeNotifications(i, time, null);
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}
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// Record for a timeout installed on a state change monitor.
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private struct StateChangeMonitorTimeout
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{
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public InputControl control;
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public double time;
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public IInputStateChangeMonitor monitor;
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public long monitorIndex;
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public int timerIndex;
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}
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// Maps a single control to an action interested in the control. If
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// multiple actions are interested in the same control, we will end up
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// processing the control repeatedly but we assume this is the exception
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// and so optimize for the case where there's only one action going to
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// a control.
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//
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// Split into two structures to keep data needed only when there is an
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// actual value change out of the data we need for doing the scanning.
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internal struct StateChangeMonitorListener
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{
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public InputControl control;
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public IInputStateChangeMonitor monitor;
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public long monitorIndex;
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public uint groupIndex;
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}
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internal struct StateChangeMonitorsForDevice
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{
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public MemoryHelpers.BitRegion[] memoryRegions;
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public StateChangeMonitorListener[] listeners;
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public DynamicBitfield signalled;
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public bool needToUpdateOrderingOfMonitors;
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public bool needToCompactArrays;
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public int count => signalled.length;
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public void Add(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex, uint groupIndex)
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{
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// NOTE: This method must only *append* to arrays. This way we can safely add data while traversing
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// the arrays in FireStateChangeNotifications. Note that appending *may* mean that the arrays
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// are switched to larger arrays.
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// Record listener.
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var listenerCount = signalled.length;
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ArrayHelpers.AppendWithCapacity(ref listeners, ref listenerCount,
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new StateChangeMonitorListener
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{ monitor = monitor, monitorIndex = monitorIndex, groupIndex = groupIndex, control = control });
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// Record memory region.
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ref var controlStateBlock = ref control.m_StateBlock;
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var memoryRegionCount = signalled.length;
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ArrayHelpers.AppendWithCapacity(ref memoryRegions, ref memoryRegionCount,
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new MemoryHelpers.BitRegion(controlStateBlock.byteOffset - control.device.stateBlock.byteOffset,
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controlStateBlock.bitOffset, controlStateBlock.sizeInBits));
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signalled.SetLength(signalled.length + 1);
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needToUpdateOrderingOfMonitors = true;
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}
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public void Remove(IInputStateChangeMonitor monitor, long monitorIndex, bool deferRemoval)
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{
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if (listeners == null)
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return;
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for (var i = 0; i < signalled.length; ++i)
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if (ReferenceEquals(listeners[i].monitor, monitor) && listeners[i].monitorIndex == monitorIndex)
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{
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if (deferRemoval)
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{
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listeners[i] = default;
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memoryRegions[i] = default;
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signalled.ClearBit(i);
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needToCompactArrays = true;
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}
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else
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{
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RemoveAt(i);
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}
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break;
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}
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}
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public void Clear()
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{
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// We don't actually release memory we've potentially allocated but rather just reset
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// our count to zero.
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listeners.Clear(count);
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signalled.SetLength(0);
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needToCompactArrays = false;
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}
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public void CompactArrays()
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{
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for (var i = count - 1; i >= 0; --i)
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{
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var memoryRegion = memoryRegions[i];
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if (memoryRegion.sizeInBits != 0)
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continue;
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RemoveAt(i);
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}
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needToCompactArrays = false;
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}
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private void RemoveAt(int i)
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{
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var numListeners = count;
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var numMemoryRegions = count;
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listeners.EraseAtWithCapacity(ref numListeners, i);
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memoryRegions.EraseAtWithCapacity(ref numMemoryRegions, i);
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signalled.SetLength(count - 1);
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}
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public void SortMonitorsByIndex()
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{
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// Insertion sort.
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for (var i = 1; i < signalled.length; ++i)
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{
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for (var j = i; j > 0; --j)
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{
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// Sort by complexities only to keep the sort stable
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// i.e. don't reverse the order of controls which have the same complexity
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var firstComplexity = InputActionState.GetComplexityFromMonitorIndex(listeners[j - 1].monitorIndex);
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var secondComplexity = InputActionState.GetComplexityFromMonitorIndex(listeners[j].monitorIndex);
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if (firstComplexity >= secondComplexity)
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break;
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listeners.SwapElements(j, j - 1);
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memoryRegions.SwapElements(j, j - 1);
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// We can ignore the `signalled` array here as we call this method only
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// when all monitors are in non-signalled state.
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}
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}
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needToUpdateOrderingOfMonitors = false;
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}
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}
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// NOTE: 'newState' can be a subset of the full state stored at 'oldState'. In this case,
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// 'newStateOffsetInBytes' must give the offset into the full state and 'newStateSizeInBytes' must
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// give the size of memory slice to be updated.
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private unsafe bool ProcessStateChangeMonitors(int deviceIndex, void* newStateFromEvent, void* oldStateOfDevice, uint newStateSizeInBytes, uint newStateOffsetInBytes)
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{
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if (m_StateChangeMonitors == null)
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return false;
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// We resize the monitor arrays only when someone adds to them so they
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// may be out of sync with the size of m_Devices.
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if (deviceIndex >= m_StateChangeMonitors.Length)
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return false;
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var memoryRegions = m_StateChangeMonitors[deviceIndex].memoryRegions;
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if (memoryRegions == null)
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return false; // No one cares about state changes on this device.
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var numMonitors = m_StateChangeMonitors[deviceIndex].count;
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var signalled = false;
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var signals = m_StateChangeMonitors[deviceIndex].signalled;
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var haveChangedSignalsBitfield = false;
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// For every memory region that overlaps what we got in the event, compare memory contents
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// between the old device state and what's in the event. If the contents different, the
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// respective state monitor signals.
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var newEventMemoryRegion = new MemoryHelpers.BitRegion(newStateOffsetInBytes, 0, newStateSizeInBytes * 8);
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for (var i = 0; i < numMonitors; ++i)
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{
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var memoryRegion = memoryRegions[i];
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// Check if the monitor record has been wiped in the meantime. If so, remove it.
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if (memoryRegion.sizeInBits == 0)
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{
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////REVIEW: Do we really care? It is nice that it's predictable this way but hardly a hard requirement
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// NOTE: We're using EraseAtWithCapacity here rather than EraseAtByMovingTail to preserve
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// order which makes the order of callbacks somewhat more predictable.
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var listenerCount = numMonitors;
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var memoryRegionCount = numMonitors;
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m_StateChangeMonitors[deviceIndex].listeners.EraseAtWithCapacity(ref listenerCount, i);
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memoryRegions.EraseAtWithCapacity(ref memoryRegionCount, i);
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signals.SetLength(numMonitors - 1);
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haveChangedSignalsBitfield = true;
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--numMonitors;
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--i;
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continue;
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}
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var overlap = newEventMemoryRegion.Overlap(memoryRegion);
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if (overlap.isEmpty || MemoryHelpers.Compare(oldStateOfDevice, (byte*)newStateFromEvent - newStateOffsetInBytes, overlap))
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continue;
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signals.SetBit(i);
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haveChangedSignalsBitfield = true;
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signalled = true;
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}
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if (haveChangedSignalsBitfield)
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m_StateChangeMonitors[deviceIndex].signalled = signals;
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m_StateChangeMonitors[deviceIndex].needToCompactArrays = false;
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return signalled;
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}
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internal unsafe void FireStateChangeNotifications(int deviceIndex, double internalTime, InputEvent* eventPtr)
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{
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Debug.Assert(m_StateChangeMonitors != null);
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Debug.Assert(m_StateChangeMonitors.Length > deviceIndex);
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// NOTE: This method must be safe for mutating the state change monitor arrays from *within*
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// NotifyControlStateChanged()! This includes all monitors for the device being wiped
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// completely or arbitrary additions and removals having occurred.
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ref var signals = ref m_StateChangeMonitors[deviceIndex].signalled;
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ref var listeners = ref m_StateChangeMonitors[deviceIndex].listeners;
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var time = internalTime - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
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// If we don't have an event, gives us as dummy, invalid instance.
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// What matters is that InputEventPtr.valid is false for these.
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var tempEvent = new InputEvent(new FourCC('F', 'A', 'K', 'E'), InputEvent.kBaseEventSize, -1, internalTime);
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if (eventPtr == null)
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eventPtr = (InputEvent*)UnsafeUtility.AddressOf(ref tempEvent);
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// Call IStateChangeMonitor.NotifyControlStateChange for every monitor that is in
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// signalled state.
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eventPtr->handled = false;
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for (var i = 0; i < signals.length; ++i)
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{
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if (!signals.TestBit(i))
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continue;
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var listener = listeners[i];
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try
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{
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listener.monitor.NotifyControlStateChanged(listener.control, time, eventPtr,
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listener.monitorIndex);
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}
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catch (Exception exception)
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{
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Debug.LogError(
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$"Exception '{exception.GetType().Name}' thrown from state change monitor '{listener.monitor.GetType().Name}' on '{listener.control}'");
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Debug.LogException(exception);
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}
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// If the monitor signalled that it has processed the state change, reset all signalled
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// state monitors in the same group. This is what causes "SHIFT+B" to prevent "B" from
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// also triggering.
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if (eventPtr->handled)
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{
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var groupIndex = listeners[i].groupIndex;
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for (var n = i + 1; n < signals.length; ++n)
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{
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// NOTE: We restrict the preemption logic here to a single monitor. Otherwise,
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// we will have to require that group indices are stable *between*
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// monitors. Two separate InputActionStates, for example, would have to
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// agree on group indices that valid *between* the two states or we end
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// up preempting unrelated inputs.
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//
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// Note that this implies there there is *NO* preemption between singleton
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// InputActions. This isn't intuitive.
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if (listeners[n].groupIndex == groupIndex && listeners[n].monitor == listener.monitor)
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signals.ClearBit(n);
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}
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// Need to reset it back to false as we may have more signalled state monitors that
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// aren't in the same group (i.e. have independent inputs).
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eventPtr->handled = false;
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}
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signals.ClearBit(i);
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}
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}
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private void ProcessStateChangeMonitorTimeouts()
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{
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if (m_StateChangeMonitorTimeouts.length == 0)
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return;
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// Go through the list and both trigger expired timers and remove any irrelevant
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// ones by compacting the array.
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// NOTE: We do not actually release any memory we may have allocated.
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var currentTime = m_Runtime.currentTime - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
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var remainingTimeoutCount = 0;
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for (var i = 0; i < m_StateChangeMonitorTimeouts.length; ++i)
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{
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// If we have reset this entry in RemoveStateChangeMonitorTimeouts(),
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// skip over it and let compaction get rid of it.
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if (m_StateChangeMonitorTimeouts[i].control == null)
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continue;
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var timerExpirationTime = m_StateChangeMonitorTimeouts[i].time;
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if (timerExpirationTime <= currentTime)
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{
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var timeout = m_StateChangeMonitorTimeouts[i];
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timeout.monitor.NotifyTimerExpired(timeout.control,
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currentTime, timeout.monitorIndex, timeout.timerIndex);
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// Compaction will get rid of the entry.
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}
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else
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{
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// Rather than repeatedly calling RemoveAt() and thus potentially
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// moving the same data over and over again, we compact the array
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// on the fly and move entries in the array down as needed.
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if (i != remainingTimeoutCount)
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m_StateChangeMonitorTimeouts[remainingTimeoutCount] = m_StateChangeMonitorTimeouts[i];
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++remainingTimeoutCount;
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}
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}
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m_StateChangeMonitorTimeouts.SetLength(remainingTimeoutCount);
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}
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}
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}
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