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!
1965 lines
91 KiB
C#
1965 lines
91 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Profiling;
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////REVIEW: remove users automatically when exiting play mode?
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////REVIEW: do we need to handle the case where devices are added to a user that are each associated with a different user account
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////REVIEW: how should we handle pairings of devices *not* called for by a control scheme? should that result in a failed match?
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////TODO: option to bind to *all* devices instead of just the paired ones (bindToAllDevices)
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////TODO: the account selection stuff needs cleanup; the current flow is too convoluted
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namespace UnityEngine.InputSystem.Users
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{
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/// <summary>
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/// Represents a specific user/player interacting with one or more devices and input actions.
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/// </summary>
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/// <remarks>
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/// Principally, an InputUser represents a human interacting with the application. Moreover, at any point
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/// each InputUser represents a human actor distinct from all other InputUsers in the system.
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///
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/// Each user has one or more paired devices. In general, these devices are unique to each user. However,
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/// it is permitted to use <see cref="PerformPairingWithDevice"/> to pair the same device to multiple users.
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/// This can be useful in setups such as split-keyboard (e.g. one user using left side of keyboard and the
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/// other the right one) use or hotseat-style gameplay (e.g. two players taking turns on the same game controller).
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///
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/// Note that the InputUser API, like <see cref="InputAction"/>) is a play mode-only feature. When exiting play mode,
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/// all users are automatically removed and all devices automatically unpaired.
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/// </remarks>
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/// <seealso cref="InputUserChange"/>
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public struct InputUser : IEquatable<InputUser>
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{
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public const uint InvalidId = 0;
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/// <summary>
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/// Whether this is a currently active user record in <see cref="all"/>.
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/// </summary>
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/// <remarks>
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/// Users that are removed (<see cref="UnpairDevicesAndRemoveUser"/>) will become invalid.
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/// </remarks>
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/// <seealso cref="UnpairDevicesAndRemoveUser"/>
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/// <seealso cref="InputUserChange.Removed"/>
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public bool valid
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{
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get
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{
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if (m_Id == InvalidId)
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return false;
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// See if there's a currently active user with the given ID.
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for (var i = 0; i < s_GlobalState.allUserCount; ++i)
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if (s_GlobalState.allUsers[i].m_Id == m_Id)
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return true;
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return false;
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}
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}
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/// <summary>
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/// The sequence number of the user.
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/// </summary>
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/// <remarks>
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/// It can be useful to establish a sorting of players locally such that it is
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/// known who is the first player, who is the second, and so on. This property
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/// gives the positioning of the user within <see cref="all"/>.
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///
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/// Note that the index of a user may change as users are added and removed.
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/// </remarks>
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/// <seealso cref="all"/>
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public int index
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{
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get
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{
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if (m_Id == InvalidId)
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throw new InvalidOperationException("Invalid user");
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var userIndex = TryFindUserIndex(m_Id);
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if (userIndex == -1)
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throw new InvalidOperationException($"User with ID {m_Id} is no longer valid");
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return userIndex;
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}
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}
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/// <summary>
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/// The unique numeric ID of the user.
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/// </summary>
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/// <remarks>
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/// The ID of a user is internally assigned and cannot be changed over its lifetime. No two users, even
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/// if not concurrently active, will receive the same ID.
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///
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/// The ID stays valid and unique even if the user is removed and no longer <see cref="valid"/>.
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/// </remarks>
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public uint id => m_Id;
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////TODO: bring documentation for these back when user management is implemented on Xbox and PS
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public InputUserAccountHandle? platformUserAccountHandle => s_GlobalState.allUserData[index].platformUserAccountHandle;
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public string platformUserAccountName => s_GlobalState.allUserData[index].platformUserAccountName;
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public string platformUserAccountId => s_GlobalState.allUserData[index].platformUserAccountId;
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////REVIEW: Does it make sense to track used devices separately from paired devices?
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/// <summary>
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/// Devices assigned/paired/linked to the user.
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/// </summary>
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/// <remarks>
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/// It is generally valid for a device to be assigned to multiple users. For example, two users could
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/// both use the local keyboard in a split-keyboard or hot seat setup. However, a platform may restrict this
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/// and mandate that a device never belong to more than one user. This is the case on Xbox and PS4, for
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/// example.
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///
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/// To associate devices with users, use <see cref="PerformPairingWithDevice"/>. To remove devices, use
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/// <see cref="UnpairDevice"/> or <see cref="UnpairDevicesAndRemoveUser"/>.
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///
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/// The array will be empty for a user who is currently not paired to any devices.
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///
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/// If <see cref="actions"/> is set (<see cref="AssociateActionsWithUser(IInputActionCollection)"/>), then
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/// <see cref="IInputActionCollection.devices"/> will be kept synchronized with the devices paired to the user.
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/// </remarks>
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/// <seealso cref="PerformPairingWithDevice"/>
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/// <seealso cref="UnpairDevice"/>
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/// <seealso cref="UnpairDevices"/>
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/// <seealso cref="UnpairDevicesAndRemoveUser"/>
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/// <seealso cref="InputUserChange.DevicePaired"/>
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/// <seealso cref="InputUserChange.DeviceUnpaired"/>
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public ReadOnlyArray<InputDevice> pairedDevices
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{
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get
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{
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var userIndex = index;
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return new ReadOnlyArray<InputDevice>(s_GlobalState.allPairedDevices, s_GlobalState.allUserData[userIndex].deviceStartIndex,
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s_GlobalState.allUserData[userIndex].deviceCount);
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}
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}
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/// <summary>
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/// Devices that were removed while they were still paired to the user.
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/// </summary>
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/// <remarks>
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///
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/// This list is cleared once the user has either regained lost devices or has regained other devices
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/// such that the <see cref="controlScheme"/> is satisfied.
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/// </remarks>
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/// <seealso cref="InputUserChange.DeviceRegained"/>
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/// <seealso cref="InputUserChange.DeviceLost"/>
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public ReadOnlyArray<InputDevice> lostDevices
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{
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get
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{
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var userIndex = index;
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return new ReadOnlyArray<InputDevice>(s_GlobalState.allLostDevices, s_GlobalState.allUserData[userIndex].lostDeviceStartIndex,
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s_GlobalState.allUserData[userIndex].lostDeviceCount);
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}
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}
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/// <summary>
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/// Actions associated with the user.
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/// </summary>
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/// <remarks>
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/// Associating actions with a user will synchronize the actions with the devices paired to the
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/// user. Also, it makes it possible to use support for control scheme activation (<see
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/// cref="ActivateControlScheme(InputControlScheme)"/> and related APIs like <see cref="controlScheme"/>
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/// and <see cref="controlSchemeMatch"/>).
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///
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/// Note that is generally does not make sense for users to share actions. Instead, each user should
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/// receive a set of actions private to the user.
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/// </remarks>
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/// <seealso cref="AssociateActionsWithUser(IInputActionCollection)"/>
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/// <seealso cref="InputActionMap"/>
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/// <seealso cref="InputActionAsset"/>
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/// <seealso cref="InputUserChange.ControlsChanged"/>
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public IInputActionCollection actions => s_GlobalState.allUserData[index].actions;
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/// <summary>
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/// The control scheme currently employed by the user.
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/// </summary>
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/// <remarks>
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/// This is null by default.
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///
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/// Any time the value of this property changes (whether by <see cref="ActivateControlScheme(string)"/>
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/// or by automatic switching), a notification is sent on <see cref="onChange"/> with
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/// <see cref="InputUserChange.ControlSchemeChanged"/>.
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///
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/// Be aware that using control schemes with InputUsers requires <see cref="actions"/> to
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/// be set, i.e. input actions to be associated with the user (<see
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/// cref="AssociateActionsWithUser(IInputActionCollection)"/>).
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/// </remarks>
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/// <seealso cref="ActivateControlScheme(string)"/>
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/// <seealso cref="ActivateControlScheme(InputControlScheme)"/>
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/// <seealso cref="InputUserChange.ControlSchemeChanged"/>
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public InputControlScheme? controlScheme => s_GlobalState.allUserData[index].controlScheme;
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/// <summary>
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/// The result of matching the device requirements given by <see cref="controlScheme"/> against
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/// the devices paired to the user (<see cref="pairedDevices"/>).
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/// </summary>
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/// <remarks>
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/// When devices are paired to or unpaired from a user, as well as when a new control scheme is
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/// activated on a user, this property is updated automatically.
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/// </remarks>
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/// <seealso cref="InputControlScheme.deviceRequirements"/>
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/// <seealso cref="InputControlScheme.PickDevicesFrom{TDevices}"/>
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public InputControlScheme.MatchResult controlSchemeMatch => s_GlobalState.allUserData[index].controlSchemeMatch;
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/// <summary>
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/// Whether the user is missing devices required by the <see cref="controlScheme"/> activated
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/// on the user.
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/// </summary>
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/// <remarks>
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/// This will only take required devices into account. Device requirements marked optional (<see
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/// cref="InputControlScheme.DeviceRequirement.isOptional"/>) will not be considered missing
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/// devices if they cannot be satisfied based on the devices paired to the user.
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/// </remarks>
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/// <seealso cref="InputControlScheme.deviceRequirements"/>
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public bool hasMissingRequiredDevices => s_GlobalState.allUserData[index].controlSchemeMatch.hasMissingRequiredDevices;
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/// <summary>
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/// List of all current users.
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/// </summary>
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/// <remarks>
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/// Use <see cref="PerformPairingWithDevice"/> to add new users and <see cref="UnpairDevicesAndRemoveUser"/> to
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/// remove users.
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///
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/// Note that this array does not necessarily correspond to the list of users present at the platform level
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/// (e.g. Xbox and PS4). There can be users present at the platform level that are not present in this array
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/// (e.g. because they are not joined to the game) and users can even be present more than once (e.g. if
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/// playing on the user account but as two different players in the game). Also, there can be users in the array
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/// that are not present at the platform level.
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/// </remarks>
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/// <seealso cref="PerformPairingWithDevice"/>
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/// <seealso cref="UnpairDevicesAndRemoveUser"/>
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public static ReadOnlyArray<InputUser> all => new ReadOnlyArray<InputUser>(s_GlobalState.allUsers, 0, s_GlobalState.allUserCount);
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/// <summary>
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/// Event that is triggered when the <see cref="InputUser">user</see> setup in the system
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/// changes.
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/// </summary>
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/// <remarks>
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/// Each notification receives the user that was affected by the change and, in the form of <see cref="InputUserChange"/>,
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/// a description of what has changed about the user. The third parameter may be null but if the change will be related
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/// to an input device, will reference the device involved in the change.
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/// </remarks>
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public static event Action<InputUser, InputUserChange, InputDevice> onChange
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{
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add
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onChange.AddCallback(value);
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}
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remove
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onChange.RemoveCallback(value);
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}
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}
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/// <summary>
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/// Event that is triggered when a device is used that is not currently paired to any user.
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/// </summary>
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/// <remarks>
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/// A device is considered "used" when it has magnitude (<see cref="InputControl.EvaluateMagnitude()"/>) greater than zero
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/// on a control that is not noisy (<see cref="InputControl.noisy"/>) and not synthetic (i.e. not a control that is
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/// "made up" like <see cref="Keyboard.anyKey"/>; <see cref="InputControl.synthetic"/>).
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///
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/// Detecting the use of unpaired devices has a non-zero cost. While multiple levels of tests are applied to try to
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/// cheaply ignore devices that have events sent to them that do not contain user activity, finding out whether
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/// a device had real user activity will eventually require going through the device control by control.
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///
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/// To enable detection of the use of unpaired devices, set <see cref="listenForUnpairedDeviceActivity"/> to true.
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/// It is disabled by default.
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///
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/// The callback is invoked for each non-leaf, non-synthetic, non-noisy control that has been actuated on the device.
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/// It being restricted to non-leaf controls means that if, say, the stick on a gamepad is actuated in both X and Y
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/// direction, you will see two calls: one with stick/x and one with stick/y.
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///
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/// The reason that the callback is invoked for each individual control is that pairing often relies on checking
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/// for specific kinds of interactions. For example, a pairing callback may listen exclusively for button presses.
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///
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/// Note that whether the use of unpaired devices leads to them getting paired is under the control of the application.
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/// If the device should be paired, invoke <see cref="PerformPairingWithDevice"/> from the callback. If you do so,
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/// no further callbacks will get triggered for other controls that may have been actuated in the same event.
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///
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/// Be aware that the callback is fired <em>before</em> input is actually incorporated into the device (it is
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/// indirectly triggered from <see cref="InputSystem.onEvent"/>). This means at the time the callback is run,
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/// the state of the given device does not yet have the input that triggered the callback. For this reason, the
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/// callback receives a second argument that references the event from which the use of an unpaired device was
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/// detected.
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///
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/// What this sequence allows is to make changes to the system before the input is processed. For example, an
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/// action that is enabled as part of the callback will subsequently respond to the input that triggered the
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/// callback.
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///
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/// <example>
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/// <code>
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/// // Activate support for listening to device activity.
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/// ++InputUser.listenForUnpairedDeviceActivity;
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///
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/// // When a button on an unpaired device is pressed, pair the device to a new
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/// // or existing user.
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/// InputUser.onUnpairedDeviceUsed +=
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/// usedControl =>
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/// {
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/// // Only react to button presses on unpaired devices.
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/// if (!(usedControl is ButtonControl))
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/// return;
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///
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/// // Pair the device to a user.
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/// InputUser.PerformPairingWithDevice(usedControl.device);
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/// };
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/// </code>
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/// </example>
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///
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/// Another possible use of the callback is for implementing automatic control scheme switching for a user such that
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/// the user can, for example, switch from keyboard&mouse to gamepad seamlessly by simply picking up the gamepad
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/// and starting to play.
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/// </remarks>
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public static event Action<InputControl, InputEventPtr> onUnpairedDeviceUsed
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{
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add
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onUnpairedDeviceUsed.AddCallback(value);
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if (s_GlobalState.listenForUnpairedDeviceActivity > 0)
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HookIntoEvents();
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}
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remove
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onUnpairedDeviceUsed.RemoveCallback(value);
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if (s_GlobalState.onUnpairedDeviceUsed.length == 0)
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UnhookFromDeviceStateChange();
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}
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}
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/// <summary>
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/// Callback that works in combination with <see cref="onUnpairedDeviceUsed"/>. If all callbacks
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/// added to this event return <c>false</c> for a
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/// </summary>
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/// <remarks>
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/// Checking a given event for activity of interest is relatively fast but is still costlier than
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/// not doing it all. In case only certain devices are of interest for <see cref="onUnpairedDeviceUsed"/>,
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/// this "pre-filter" can be used to quickly reject entire devices and thus skip looking closer at
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/// an event.
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///
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/// The first argument is the <see cref="InputDevice"/> than an event has been received for.
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/// The second argument is the <see cref="InputEvent"/> that is being looked at.
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///
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/// A callback should return <c>true</c> if it wants <see cref="onUnpairedDeviceUsed"/> to proceed
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/// looking at the event and should return <c>false</c> if the event should be skipped.
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///
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/// If multiple callbacks are added to the event, it is enough for any single one callback
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/// to return <c>true</c> for the event to get looked at.
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/// </remarks>
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/// <seealso cref="onUnpairedDeviceUsed"/>
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/// <seealso cref="listenForUnpairedDeviceActivity"/>
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public static event Func<InputDevice, InputEventPtr, bool> onPrefilterUnpairedDeviceActivity
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{
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add
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onPreFilterUnpairedDeviceUsed.AddCallback(value);
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}
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remove
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onPreFilterUnpairedDeviceUsed.RemoveCallback(value);
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}
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}
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////TODO: After 1.0, make this a simple bool API that *underneath* uses a counter rather than exposing the counter
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//// directly to the user.
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/// <summary>
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/// Whether to listen for user activity on currently unpaired devices and invoke <see cref="onUnpairedDeviceUsed"/>
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/// if such activity is detected.
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/// </summary>
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/// <remarks>
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/// This is off by default.
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///
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/// Note that enabling this has a non-zero cost. Whenever the state changes of a device that is not currently paired
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/// to a user, the system has to spend time figuring out whether there was a meaningful change or whether it's just
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/// noise on the device.
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///
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/// This is an integer rather than a bool to allow multiple systems to concurrently use to listen for unpaired
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/// device activity without treading on each other when enabling/disabling the code path.
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/// </remarks>
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/// <seealso cref="onUnpairedDeviceUsed"/>
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/// <seealso cref="pairedDevices"/>
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/// <seealso cref="PerformPairingWithDevice"/>
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public static int listenForUnpairedDeviceActivity
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{
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get => s_GlobalState.listenForUnpairedDeviceActivity;
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set
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{
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if (value < 0)
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throw new ArgumentOutOfRangeException(nameof(value), "Cannot be negative");
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if (value > 0 && s_GlobalState.onUnpairedDeviceUsed.length > 0)
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HookIntoEvents();
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else if (value == 0)
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UnhookFromDeviceStateChange();
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s_GlobalState.listenForUnpairedDeviceActivity = value;
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}
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}
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public override string ToString()
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{
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if (!valid)
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return $"<Invalid> (id: {m_Id})";
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var deviceList = string.Join(",", pairedDevices);
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return $"User #{index} (id: {m_Id}, devices: {deviceList}, actions: {actions})";
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}
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/// <summary>
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/// Associate a collection of <see cref="InputAction"/>s with the user.
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/// </summary>
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/// <param name="actions">Actions to associate with the user, either an <see cref="InputActionAsset"/>
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/// or an <see cref="InputActionMap"/>. Can be <c>null</c> to unset the current association.</param>
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/// <exception cref="InvalidOperationException">The user instance is invalid.</exception>
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/// <remarks>
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/// Associating actions with a user will ensure that the <see cref="IInputActionCollection.devices"/> and
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/// <see cref="IInputActionCollection.bindingMask"/> property of the action collection are automatically
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/// kept in sync with the device paired to the user (see <see cref="pairedDevices"/>) and the control
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/// scheme active on the user (see <see cref="controlScheme"/>).
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///
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/// <example>
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/// <code>
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/// var gamepad = Gamepad.all[0];
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///
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/// // Pair the gamepad to a user.
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/// var user = InputUser.PerformPairingWithDevice(gamepad);
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///
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/// // Create an action map with an action.
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/// var actionMap = new InputActionMap():
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/// actionMap.AddAction("Fire", binding: "<Gamepad>/buttonSouth");
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///
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/// // Associate the action map with the user (the same works for an asset).
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/// user.AssociateActionsWithUser(actionMap);
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///
|
|
/// // Now the action map is restricted to just the gamepad that is paired
|
|
/// // with the user, even if there are more gamepads currently connected.
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="actions"/>
|
|
public void AssociateActionsWithUser(IInputActionCollection actions)
|
|
{
|
|
var userIndex = index; // Throws if user is invalid.
|
|
if (s_GlobalState.allUserData[userIndex].actions == actions)
|
|
return;
|
|
|
|
// If we already had actions associated, reset the binding mask and device list.
|
|
var oldActions = s_GlobalState.allUserData[userIndex].actions;
|
|
if (oldActions != null)
|
|
{
|
|
oldActions.devices = null;
|
|
oldActions.bindingMask = null;
|
|
}
|
|
|
|
s_GlobalState.allUserData[userIndex].actions = actions;
|
|
|
|
// If we've switched to a different set of actions, synchronize our state.
|
|
if (actions != null)
|
|
{
|
|
HookIntoActionChange();
|
|
|
|
actions.devices = pairedDevices;
|
|
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
|
|
ActivateControlSchemeInternal(userIndex, s_GlobalState.allUserData[userIndex].controlScheme.Value);
|
|
}
|
|
}
|
|
|
|
public ControlSchemeChangeSyntax ActivateControlScheme(string schemeName)
|
|
{
|
|
// Look up control scheme by name in actions.
|
|
if (!string.IsNullOrEmpty(schemeName))
|
|
{
|
|
FindControlScheme(schemeName, out InputControlScheme scheme); // throws if not found
|
|
return ActivateControlScheme(scheme);
|
|
}
|
|
return ActivateControlScheme(new InputControlScheme());
|
|
}
|
|
|
|
private bool TryFindControlScheme(string schemeName, out InputControlScheme scheme)
|
|
{
|
|
if (string.IsNullOrEmpty(schemeName))
|
|
{
|
|
scheme = default;
|
|
return false;
|
|
}
|
|
|
|
// Need actions to be available to be able to activate control schemes by name only.
|
|
if (s_GlobalState.allUserData[index].actions == null)
|
|
throw new InvalidOperationException(
|
|
$"Cannot set control scheme '{schemeName}' by name on user #{index} as not actions have been associated with the user yet (AssociateActionsWithUser)");
|
|
|
|
// Attempt to find control scheme by name
|
|
var controlSchemes = s_GlobalState.allUserData[index].actions.controlSchemes;
|
|
for (var i = 0; i < controlSchemes.Count; ++i)
|
|
{
|
|
if (string.Compare(controlSchemes[i].name, schemeName,
|
|
StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
{
|
|
scheme = controlSchemes[i];
|
|
return true;
|
|
}
|
|
}
|
|
|
|
scheme = default;
|
|
return false;
|
|
}
|
|
|
|
internal void FindControlScheme(string schemeName, out InputControlScheme scheme)
|
|
{
|
|
if (TryFindControlScheme(schemeName, out scheme))
|
|
return;
|
|
throw new ArgumentException(
|
|
$"Cannot find control scheme '{schemeName}' in actions '{s_GlobalState.allUserData[index].actions}'");
|
|
}
|
|
|
|
public ControlSchemeChangeSyntax ActivateControlScheme(InputControlScheme scheme)
|
|
{
|
|
var userIndex = index; // Throws if user is invalid.
|
|
|
|
if (s_GlobalState.allUserData[userIndex].controlScheme != scheme ||
|
|
(scheme == default && s_GlobalState.allUserData[userIndex].controlScheme != null))
|
|
{
|
|
ActivateControlSchemeInternal(userIndex, scheme);
|
|
Notify(userIndex, InputUserChange.ControlSchemeChanged, null);
|
|
}
|
|
|
|
return new ControlSchemeChangeSyntax { m_UserIndex = userIndex };
|
|
}
|
|
|
|
private void ActivateControlSchemeInternal(int userIndex, InputControlScheme scheme)
|
|
{
|
|
var isEmpty = scheme == default;
|
|
|
|
if (isEmpty)
|
|
s_GlobalState.allUserData[userIndex].controlScheme = null;
|
|
else
|
|
s_GlobalState.allUserData[userIndex].controlScheme = scheme;
|
|
|
|
if (s_GlobalState.allUserData[userIndex].actions != null)
|
|
{
|
|
if (isEmpty)
|
|
{
|
|
s_GlobalState.allUserData[userIndex].actions.bindingMask = null;
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch = new InputControlScheme.MatchResult();
|
|
}
|
|
else
|
|
{
|
|
s_GlobalState.allUserData[userIndex].actions.bindingMask = new InputBinding { groups = scheme.bindingGroup };
|
|
UpdateControlSchemeMatch(userIndex);
|
|
|
|
// If we had lost some devices, flush the list. We haven't regained the device
|
|
// but we're no longer missing devices to play.
|
|
if (s_GlobalState.allUserData[userIndex].controlSchemeMatch.isSuccessfulMatch)
|
|
RemoveLostDevicesForUser(userIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpair a single device from the user.
|
|
/// </summary>
|
|
/// <param name="device">Device to unpair from the user. If the device is not currently paired to the user,
|
|
/// the method does nothing.</param>
|
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
|
/// <remarks>
|
|
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
|
|
/// actions (<see cref="IInputActionCollection.devices"/>) is automatically updated.
|
|
///
|
|
/// If a control scheme is activated on the user (<see cref="controlScheme"/>), <see cref="controlSchemeMatch"/>
|
|
/// is automatically updated.
|
|
///
|
|
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="UnpairDevices"/>
|
|
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
|
|
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
|
|
public void UnpairDevice(InputDevice device)
|
|
{
|
|
if (device == null)
|
|
throw new ArgumentNullException(nameof(device));
|
|
|
|
var userIndex = index; // Throws if user is invalid.
|
|
|
|
// Ignore if not currently paired to user.
|
|
if (!pairedDevices.ContainsReference(device))
|
|
return;
|
|
|
|
RemoveDeviceFromUser(userIndex, device);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpair all devices from the user.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
|
|
/// actions (<see cref="IInputActionCollection.devices"/>) is automatically updated.
|
|
///
|
|
/// If a control scheme is activated on the user (<see cref="controlScheme"/>), <see cref="controlSchemeMatch"/>
|
|
/// is automatically updated.
|
|
///
|
|
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/> for every device
|
|
/// unpaired from the user.
|
|
/// </remarks>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="UnpairDevice"/>
|
|
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
|
|
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
|
|
public void UnpairDevices()
|
|
{
|
|
var userIndex = index; // Throws if user is invalid.
|
|
|
|
RemoveLostDevicesForUser(userIndex);
|
|
|
|
using (InputActionRebindingExtensions.DeferBindingResolution())
|
|
{
|
|
// We could remove the devices in bulk here but we still have to notify one
|
|
// by one which ends up being more complicated than just unpairing the devices
|
|
// individually here.
|
|
while (s_GlobalState.allUserData[userIndex].deviceCount > 0)
|
|
UnpairDevice(s_GlobalState.allPairedDevices[s_GlobalState.allUserData[userIndex].deviceStartIndex + s_GlobalState.allUserData[userIndex].deviceCount - 1]);
|
|
}
|
|
|
|
// Update control scheme, if necessary.
|
|
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
|
|
UpdateControlSchemeMatch(userIndex);
|
|
}
|
|
|
|
private static void RemoveLostDevicesForUser(int userIndex)
|
|
{
|
|
var lostDeviceCount = s_GlobalState.allUserData[userIndex].lostDeviceCount;
|
|
if (lostDeviceCount > 0)
|
|
{
|
|
var lostDeviceStartIndex = s_GlobalState.allUserData[userIndex].lostDeviceStartIndex;
|
|
ArrayHelpers.EraseSliceWithCapacity(ref s_GlobalState.allLostDevices, ref s_GlobalState.allLostDeviceCount,
|
|
lostDeviceStartIndex, lostDeviceCount);
|
|
|
|
s_GlobalState.allUserData[userIndex].lostDeviceCount = 0;
|
|
s_GlobalState.allUserData[userIndex].lostDeviceStartIndex = 0;
|
|
|
|
// Adjust indices of other users.
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
if (s_GlobalState.allUserData[i].lostDeviceStartIndex > lostDeviceStartIndex)
|
|
s_GlobalState.allUserData[i].lostDeviceStartIndex -= lostDeviceCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpair all devices from the user and remove the user.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If actions are associated with the user (<see cref="actions"/>), the list of devices used by the
|
|
/// actions (<see cref="IInputActionCollection.devices"/>) is reset as is the binding mask (<see
|
|
/// cref="IInputActionCollection.bindingMask"/>) in case a control scheme is activated on the user.
|
|
///
|
|
/// Sends <see cref="InputUserChange.DeviceUnpaired"/> through <see cref="onChange"/> for every device
|
|
/// unpaired from the user.
|
|
///
|
|
/// Sends <see cref="InputUserChange.Removed"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="UnpairDevice"/>
|
|
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
|
|
/// <seealso cref="InputUserChange.DeviceUnpaired"/>
|
|
/// <seealso cref="InputUserChange.Removed"/>
|
|
public void UnpairDevicesAndRemoveUser()
|
|
{
|
|
UnpairDevices();
|
|
|
|
var userIndex = index;
|
|
RemoveUser(userIndex);
|
|
|
|
m_Id = default;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all currently added devices that are not paired to any user.
|
|
/// </summary>
|
|
/// <returns>A (possibly empty) list of devices that are currently not paired to a user.</returns>
|
|
/// <remarks>
|
|
/// The resulting list uses <see cref="Allocator.Temp"> temporary, unmanaged memory</see>. If not disposed of
|
|
/// explicitly, the list will automatically be deallocated at the end of the frame and will become unusable.
|
|
/// </remarks>
|
|
/// <seealso cref="InputSystem.devices"/>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
public static InputControlList<InputDevice> GetUnpairedInputDevices()
|
|
{
|
|
var list = new InputControlList<InputDevice>(Allocator.Temp);
|
|
GetUnpairedInputDevices(ref list);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add all currently added devices that are not paired to any user to <paramref name="list"/>.
|
|
/// </summary>
|
|
/// <param name="list">List to add the devices to. Devices will be added to the end.</param>
|
|
/// <returns>Number of devices added to <paramref name="list"/>.</returns>
|
|
/// <seealso cref="InputSystem.devices"/>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list)
|
|
{
|
|
var countBefore = list.Count;
|
|
foreach (var device in InputSystem.devices)
|
|
{
|
|
// If it's in s_AllPairedDevices, there is *some* user that is using the device.
|
|
// We don't care which one it is here.
|
|
if (ArrayHelpers.ContainsReference(s_GlobalState.allPairedDevices, s_GlobalState.allPairedDeviceCount, device))
|
|
continue;
|
|
|
|
list.Add(device);
|
|
}
|
|
|
|
return list.Count - countBefore;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the user (if any) that <paramref name="device"/> is currently paired to.
|
|
/// </summary>
|
|
/// <param name="device">An input device.</param>
|
|
/// <returns>The user that <paramref name="device"/> is currently paired to or <c>null</c> if the device
|
|
/// is not currently paired to an user.</returns>
|
|
/// <remarks>
|
|
/// Note that multiple users may be paired to the same device. If that is the case for <paramref name="device"/>,
|
|
/// the method will return one of the users with no guarantee which one it is.
|
|
///
|
|
/// To find all users paired to a device requires manually going through the list of users and their paired
|
|
/// devices.
|
|
/// </remarks>
|
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="PerformPairingWithDevice"/>
|
|
public static InputUser? FindUserPairedToDevice(InputDevice device)
|
|
{
|
|
if (device == null)
|
|
throw new ArgumentNullException(nameof(device));
|
|
|
|
var userIndex = TryFindUserIndex(device);
|
|
if (userIndex == -1)
|
|
return null;
|
|
|
|
return s_GlobalState.allUsers[userIndex];
|
|
}
|
|
|
|
public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
|
|
{
|
|
if (platformUserAccountHandle == default(InputUserAccountHandle))
|
|
throw new ArgumentException("Empty platform user account handle", nameof(platformUserAccountHandle));
|
|
|
|
var userIndex = TryFindUserIndex(platformUserAccountHandle);
|
|
if (userIndex == -1)
|
|
return null;
|
|
|
|
return s_GlobalState.allUsers[userIndex];
|
|
}
|
|
|
|
public static InputUser CreateUserWithoutPairedDevices()
|
|
{
|
|
var userIndex = AddUser();
|
|
return s_GlobalState.allUsers[userIndex];
|
|
}
|
|
|
|
////REVIEW: allow re-adding a user through this method?
|
|
/// <summary>
|
|
/// Pair the given device to a user.
|
|
/// </summary>
|
|
/// <param name="device">Device to pair to a user.</param>
|
|
/// <param name="user">Optional parameter. If given, instead of creating a new user to pair the device
|
|
/// to, the device is paired to the given user.</param>
|
|
/// <param name="options">Optional set of options to modify pairing behavior.</param>
|
|
/// <remarks>
|
|
/// By default, a new user is created and <paramref name="device"/> is added <see cref="pairedDevices"/>
|
|
/// of the user and <see cref="InputUserChange.DevicePaired"/> is sent on <see cref="onChange"/>.
|
|
///
|
|
/// If a valid user is supplied to <paramref name="user"/>, the device is paired to the given user instead
|
|
/// of creating a new user. By default, the device is added to the list of already paired devices for the user.
|
|
/// This can be changed by using <see cref="InputUserPairingOptions.UnpairCurrentDevicesFromUser"/> which causes
|
|
/// devices currently paired to the user to first be unpaired.
|
|
///
|
|
/// The method will not prevent pairing of the same device to multiple users.
|
|
///
|
|
/// Note that if the user has an associated set of actions (<see cref="actions"/>), the list of devices on the
|
|
/// actions (<see cref="IInputActionCollection.devices"/>) will automatically be updated meaning that the newly
|
|
/// paired devices will automatically reflect in the set of devices available to the user's actions. If the
|
|
/// user has a control scheme that is currently activated (<see cref="controlScheme"/>), then <see cref="controlSchemeMatch"/>
|
|
/// will also automatically update to reflect the matching of devices to the control scheme's device requirements.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // Pair device to new user.
|
|
/// var user = InputUser.PerformPairingWithDevice(wand1);
|
|
///
|
|
/// // Pair another device to the same user.
|
|
/// InputUser.PerformPairingWithDevice(wand2, user: user);
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="pairedDevices"/>
|
|
/// <seealso cref="UnpairDevice"/>
|
|
/// <seealso cref="UnpairDevices"/>
|
|
/// <seealso cref="UnpairDevicesAndRemoveUser"/>
|
|
/// <seealso cref="InputUserChange.DevicePaired"/>
|
|
public static InputUser PerformPairingWithDevice(InputDevice device,
|
|
InputUser user = default,
|
|
InputUserPairingOptions options = InputUserPairingOptions.None)
|
|
{
|
|
if (device == null)
|
|
throw new ArgumentNullException(nameof(device));
|
|
if (user != default && !user.valid)
|
|
throw new ArgumentException("Invalid user", nameof(user));
|
|
|
|
// Create new user, if needed.
|
|
int userIndex;
|
|
if (user == default)
|
|
{
|
|
userIndex = AddUser();
|
|
}
|
|
else
|
|
{
|
|
// We have an existing user.
|
|
userIndex = user.index;
|
|
|
|
// See if we're supposed to clear out the user's currently paired devices first.
|
|
if ((options & InputUserPairingOptions.UnpairCurrentDevicesFromUser) != 0)
|
|
user.UnpairDevices();
|
|
|
|
// Ignore call if device is already paired to user.
|
|
if (user.pairedDevices.ContainsReference(device))
|
|
{
|
|
// Still might have to initiate user account selection.
|
|
if ((options & InputUserPairingOptions.ForcePlatformUserAccountSelection) != 0)
|
|
InitiateUserAccountSelection(userIndex, device, options);
|
|
return user;
|
|
}
|
|
}
|
|
|
|
// Handle the user account side of pairing.
|
|
var accountSelectionInProgress = InitiateUserAccountSelection(userIndex, device, options);
|
|
|
|
// Except if we have initiate user account selection, pair the device to
|
|
// to the user now.
|
|
if (!accountSelectionInProgress)
|
|
AddDeviceToUser(userIndex, device);
|
|
|
|
return s_GlobalState.allUsers[userIndex];
|
|
}
|
|
|
|
private static bool InitiateUserAccountSelection(int userIndex, InputDevice device,
|
|
InputUserPairingOptions options)
|
|
{
|
|
// See if there's a platform user account we can get from the device.
|
|
// NOTE: We don't query the current user account if the caller has opted to force account selection.
|
|
var queryUserAccountResult =
|
|
(options & InputUserPairingOptions.ForcePlatformUserAccountSelection) == 0
|
|
? UpdatePlatformUserAccount(userIndex, device)
|
|
: 0;
|
|
|
|
////REVIEW: what should we do if there already is an account selection in progress? InvalidOperationException?
|
|
// If the device supports user account selection but we didn't get one,
|
|
// try to initiate account selection.
|
|
if ((options & InputUserPairingOptions.ForcePlatformUserAccountSelection) != 0 ||
|
|
(queryUserAccountResult != InputDeviceCommand.GenericFailure &&
|
|
(queryUserAccountResult & (long)QueryPairedUserAccountCommand.Result.DevicePairedToUserAccount) == 0 &&
|
|
(options & InputUserPairingOptions.ForceNoPlatformUserAccountSelection) == 0))
|
|
{
|
|
if (InitiateUserAccountSelectionAtPlatformLevel(device))
|
|
{
|
|
s_GlobalState.allUserData[userIndex].flags |= UserFlags.UserAccountSelectionInProgress;
|
|
s_GlobalState.ongoingAccountSelections.Append(
|
|
new OngoingAccountSelection
|
|
{
|
|
device = device,
|
|
userId = s_GlobalState.allUsers[userIndex].id,
|
|
});
|
|
|
|
// Make sure we receive a notification for the configuration event.
|
|
HookIntoDeviceChange();
|
|
|
|
// Tell listeners that we started an account selection.
|
|
Notify(userIndex, InputUserChange.AccountSelectionInProgress, device);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool Equals(InputUser other)
|
|
{
|
|
return m_Id == other.m_Id;
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (ReferenceEquals(null, obj))
|
|
return false;
|
|
return obj is InputUser && Equals((InputUser)obj);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return (int)m_Id;
|
|
}
|
|
|
|
public static bool operator==(InputUser left, InputUser right)
|
|
{
|
|
return left.m_Id == right.m_Id;
|
|
}
|
|
|
|
public static bool operator!=(InputUser left, InputUser right)
|
|
{
|
|
return left.m_Id != right.m_Id;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a new user.
|
|
/// </summary>
|
|
/// <returns>Index of the newly created user.</returns>
|
|
/// <remarks>
|
|
/// Adding a user sends a notification with <see cref="InputUserChange.Added"/> through <see cref="onChange"/>.
|
|
///
|
|
/// The user will start out with no devices and no actions assigned.
|
|
///
|
|
/// The user is added to <see cref="all"/>.
|
|
/// </remarks>
|
|
private static int AddUser()
|
|
{
|
|
var id = ++s_GlobalState.lastUserId;
|
|
|
|
// Add to list.
|
|
var userCount = s_GlobalState.allUserCount;
|
|
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allUsers, ref userCount, new InputUser { m_Id = id });
|
|
var userIndex = ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allUserData, ref s_GlobalState.allUserCount, new UserData());
|
|
|
|
// Send notification.
|
|
Notify(userIndex, InputUserChange.Added, null);
|
|
|
|
return userIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an active user.
|
|
/// </summary>
|
|
/// <param name="userIndex">Index of active user.</param>
|
|
/// <remarks>
|
|
/// Removing a user also unassigns all currently assigned devices from the user. On completion of this
|
|
/// method, <see cref="pairedDevices"/> of <paramref name="user"/> will be empty.
|
|
/// </remarks>
|
|
private static void RemoveUser(int userIndex)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
Debug.Assert(s_GlobalState.allUserData[userIndex].deviceCount == 0, "User must not have paired devices still");
|
|
|
|
// Reset data from control scheme.
|
|
if (s_GlobalState.allUserData[userIndex].controlScheme != null)
|
|
{
|
|
if (s_GlobalState.allUserData[userIndex].actions != null)
|
|
s_GlobalState.allUserData[userIndex].actions.bindingMask = null;
|
|
}
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
|
|
|
|
// Remove lost devices.
|
|
RemoveLostDevicesForUser(userIndex);
|
|
|
|
// Remove account selections that are in progress.
|
|
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
|
|
{
|
|
if (s_GlobalState.ongoingAccountSelections[i].userId != s_GlobalState.allUsers[userIndex].id)
|
|
continue;
|
|
|
|
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
|
|
--i;
|
|
}
|
|
|
|
// Send notification (do before we actually remove the user).
|
|
Notify(userIndex, InputUserChange.Removed, null);
|
|
|
|
// Remove.
|
|
var userCount = s_GlobalState.allUserCount;
|
|
s_GlobalState.allUsers.EraseAtWithCapacity(ref userCount, userIndex);
|
|
s_GlobalState.allUserData.EraseAtWithCapacity(ref s_GlobalState.allUserCount, userIndex);
|
|
|
|
// Remove our hook if we no longer need it.
|
|
if (s_GlobalState.allUserCount == 0)
|
|
{
|
|
UnhookFromDeviceChange();
|
|
UnhookFromActionChange();
|
|
}
|
|
}
|
|
|
|
private static void Notify(int userIndex, InputUserChange change, InputDevice device)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
|
|
if (s_GlobalState.onChange.length == 0)
|
|
return;
|
|
Profiler.BeginSample("InputUser.onChange");
|
|
s_GlobalState.onChange.LockForChanges();
|
|
for (var i = 0; i < s_GlobalState.onChange.length; ++i)
|
|
{
|
|
try
|
|
{
|
|
s_GlobalState.onChange[i](s_GlobalState.allUsers[userIndex], change, device);
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
Debug.LogError($"{exception.GetType().Name} while executing 'InputUser.onChange' callbacks");
|
|
Debug.LogException(exception);
|
|
}
|
|
}
|
|
s_GlobalState.onChange.UnlockForChanges();
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
private static int TryFindUserIndex(uint userId)
|
|
{
|
|
Debug.Assert(userId != InvalidId, "User ID is invalid");
|
|
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
if (s_GlobalState.allUsers[i].m_Id == userId)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
private static int TryFindUserIndex(InputUserAccountHandle platformHandle)
|
|
{
|
|
Debug.Assert(platformHandle != default, "User platform handle is invalid");
|
|
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
if (s_GlobalState.allUserData[i].platformUserAccountHandle == platformHandle)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the user (if any) that is currently assigned the given <paramref name="device"/>.
|
|
/// </summary>
|
|
/// <param name="device">An input device that has been added to the system.</param>
|
|
/// <returns>Index of the user that has <paramref name="device"/> among its <see cref="pairedDevices"/> or -1 if
|
|
/// no user is currently assigned the given device.</returns>
|
|
private static int TryFindUserIndex(InputDevice device)
|
|
{
|
|
Debug.Assert(device != null, "Device cannot be null");
|
|
|
|
var indexOfDevice = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
|
|
if (indexOfDevice == -1)
|
|
return -1;
|
|
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
var startIndex = s_GlobalState.allUserData[i].deviceStartIndex;
|
|
if (startIndex <= indexOfDevice && indexOfDevice < startIndex + s_GlobalState.allUserData[i].deviceCount)
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the given device to the user as either a lost device or a paired device.
|
|
/// </summary>
|
|
/// <param name="userIndex"></param>
|
|
/// <param name="device"></param>
|
|
/// <param name="asLostDevice"></param>
|
|
private static void AddDeviceToUser(int userIndex, InputDevice device, bool asLostDevice = false, bool dontUpdateControlScheme = false)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
Debug.Assert(device != null, "Device cannot be null");
|
|
if (asLostDevice)
|
|
Debug.Assert(!s_GlobalState.allUsers[userIndex].lostDevices.ContainsReference(device), "Device already in set of lostDevices for user");
|
|
else
|
|
Debug.Assert(!s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device), "Device already in set of pairedDevices for user");
|
|
|
|
var deviceCount = asLostDevice
|
|
? s_GlobalState.allUserData[userIndex].lostDeviceCount
|
|
: s_GlobalState.allUserData[userIndex].deviceCount;
|
|
var deviceStartIndex = asLostDevice
|
|
? s_GlobalState.allUserData[userIndex].lostDeviceStartIndex
|
|
: s_GlobalState.allUserData[userIndex].deviceStartIndex;
|
|
|
|
++s_GlobalState.pairingStateVersion;
|
|
|
|
// Move our devices to end of array.
|
|
if (deviceCount > 0)
|
|
{
|
|
ArrayHelpers.MoveSlice(asLostDevice ? s_GlobalState.allLostDevices : s_GlobalState.allPairedDevices, deviceStartIndex,
|
|
asLostDevice ? s_GlobalState.allLostDeviceCount - deviceCount : s_GlobalState.allPairedDeviceCount - deviceCount,
|
|
deviceCount);
|
|
|
|
// Adjust users that have been impacted by the change.
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
if (i == userIndex)
|
|
continue;
|
|
|
|
if ((asLostDevice ? s_GlobalState.allUserData[i].lostDeviceStartIndex : s_GlobalState.allUserData[i].deviceStartIndex) <= deviceStartIndex)
|
|
continue;
|
|
|
|
if (asLostDevice)
|
|
s_GlobalState.allUserData[i].lostDeviceStartIndex -= deviceCount;
|
|
else
|
|
s_GlobalState.allUserData[i].deviceStartIndex -= deviceCount;
|
|
}
|
|
}
|
|
|
|
// Append to array.
|
|
if (asLostDevice)
|
|
{
|
|
s_GlobalState.allUserData[userIndex].lostDeviceStartIndex = s_GlobalState.allLostDeviceCount - deviceCount;
|
|
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allLostDevices, ref s_GlobalState.allLostDeviceCount, device);
|
|
++s_GlobalState.allUserData[userIndex].lostDeviceCount;
|
|
}
|
|
else
|
|
{
|
|
s_GlobalState.allUserData[userIndex].deviceStartIndex = s_GlobalState.allPairedDeviceCount - deviceCount;
|
|
ArrayHelpers.AppendWithCapacity(ref s_GlobalState.allPairedDevices, ref s_GlobalState.allPairedDeviceCount, device);
|
|
++s_GlobalState.allUserData[userIndex].deviceCount;
|
|
|
|
// If the user has actions, sync the devices on them with what we have now.
|
|
var actions = s_GlobalState.allUserData[userIndex].actions;
|
|
if (actions != null)
|
|
{
|
|
actions.devices = s_GlobalState.allUsers[userIndex].pairedDevices;
|
|
|
|
// Also, if we have a control scheme, update the matching of device requirements
|
|
// against the device we now have.
|
|
if (!dontUpdateControlScheme && s_GlobalState.allUserData[userIndex].controlScheme != null)
|
|
UpdateControlSchemeMatch(userIndex);
|
|
}
|
|
}
|
|
|
|
// Make sure we get OnDeviceChange notifications.
|
|
HookIntoDeviceChange();
|
|
|
|
// Let listeners know.
|
|
Notify(userIndex, asLostDevice ? InputUserChange.DeviceLost : InputUserChange.DevicePaired, device);
|
|
}
|
|
|
|
private static void RemoveDeviceFromUser(int userIndex, InputDevice device, bool asLostDevice = false)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
Debug.Assert(device != null, "Device cannot be null");
|
|
|
|
var deviceIndex = asLostDevice
|
|
? s_GlobalState.allLostDevices.IndexOfReference(device, s_GlobalState.allLostDeviceCount)
|
|
: s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allUserData[userIndex].deviceStartIndex,
|
|
s_GlobalState.allUserData[userIndex].deviceCount);
|
|
if (deviceIndex == -1)
|
|
{
|
|
// Device not in list. Ignore.
|
|
return;
|
|
}
|
|
|
|
if (asLostDevice)
|
|
{
|
|
s_GlobalState.allLostDevices.EraseAtWithCapacity(ref s_GlobalState.allLostDeviceCount, deviceIndex);
|
|
--s_GlobalState.allUserData[userIndex].lostDeviceCount;
|
|
}
|
|
else
|
|
{
|
|
++s_GlobalState.pairingStateVersion;
|
|
s_GlobalState.allPairedDevices.EraseAtWithCapacity(ref s_GlobalState.allPairedDeviceCount, deviceIndex);
|
|
--s_GlobalState.allUserData[userIndex].deviceCount;
|
|
}
|
|
|
|
// Adjust indices of other users.
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
if ((asLostDevice ? s_GlobalState.allUserData[i].lostDeviceStartIndex : s_GlobalState.allUserData[i].deviceStartIndex) <= deviceIndex)
|
|
continue;
|
|
|
|
if (asLostDevice)
|
|
--s_GlobalState.allUserData[i].lostDeviceStartIndex;
|
|
else
|
|
--s_GlobalState.allUserData[i].deviceStartIndex;
|
|
}
|
|
|
|
if (!asLostDevice)
|
|
{
|
|
// Remove any ongoing account selections for the user on the given device.
|
|
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
|
|
{
|
|
if (s_GlobalState.ongoingAccountSelections[i].userId != s_GlobalState.allUsers[userIndex].id ||
|
|
s_GlobalState.ongoingAccountSelections[i].device != device)
|
|
continue;
|
|
|
|
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
|
|
--i;
|
|
}
|
|
|
|
// If the user has actions, sync the devices on them with what we have now.
|
|
var actions = s_GlobalState.allUserData[userIndex].actions;
|
|
if (actions != null)
|
|
{
|
|
actions.devices = s_GlobalState.allUsers[userIndex].pairedDevices;
|
|
|
|
if (s_GlobalState.allUsers[userIndex].controlScheme != null)
|
|
UpdateControlSchemeMatch(userIndex);
|
|
}
|
|
|
|
// Notify listeners.
|
|
Notify(userIndex, InputUserChange.DeviceUnpaired, device);
|
|
}
|
|
}
|
|
|
|
private static void UpdateControlSchemeMatch(int userIndex, bool autoPairMissing = false)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
|
|
// Nothing to do if we don't have a control scheme.
|
|
if (s_GlobalState.allUserData[userIndex].controlScheme == null)
|
|
return;
|
|
|
|
// Get rid of last match result and start new match.
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch.Dispose();
|
|
var matchResult = new InputControlScheme.MatchResult();
|
|
try
|
|
{
|
|
// Match the control scheme's requirements against the devices paired to the user.
|
|
var scheme = s_GlobalState.allUserData[userIndex].controlScheme.Value;
|
|
if (scheme.deviceRequirements.Count > 0)
|
|
{
|
|
var availableDevices = new InputControlList<InputDevice>(Allocator.Temp);
|
|
try
|
|
{
|
|
// Add devices already paired to user.
|
|
availableDevices.AddSlice(s_GlobalState.allUsers[userIndex].pairedDevices);
|
|
|
|
// If we're supposed to grab whatever additional devices we need from what's
|
|
// available, add all unpaired devices to the list.
|
|
// NOTE: These devices go *after* the devices already paired (if any) meaning that
|
|
// the control scheme matching will grab already paired devices *first*.
|
|
if (autoPairMissing)
|
|
{
|
|
var startIndex = availableDevices.Count;
|
|
var count = GetUnpairedInputDevices(ref availableDevices);
|
|
|
|
// We want to favor devices that are already assigned to the same platform user account.
|
|
// Sort the unpaired devices we've added to the list such that the ones belonging to the
|
|
// same user account come first.
|
|
if (s_GlobalState.allUserData[userIndex].platformUserAccountHandle != null)
|
|
availableDevices.Sort(startIndex, count,
|
|
new CompareDevicesByUserAccount
|
|
{
|
|
platformUserAccountHandle = s_GlobalState.allUserData[userIndex].platformUserAccountHandle.Value
|
|
});
|
|
}
|
|
|
|
matchResult = scheme.PickDevicesFrom(availableDevices);
|
|
if (matchResult.isSuccessfulMatch)
|
|
{
|
|
// Control scheme is satisfied with the devices we have available.
|
|
// If we may have grabbed as of yet unpaired devices, go and pair them to the user.
|
|
if (autoPairMissing)
|
|
{
|
|
// Update match result on user before potentially invoking callbacks.
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch = matchResult;
|
|
|
|
foreach (var device in matchResult.devices)
|
|
{
|
|
// Skip if already paired to user.
|
|
if (s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device))
|
|
continue;
|
|
|
|
AddDeviceToUser(userIndex, device, dontUpdateControlScheme: true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
availableDevices.Dispose();
|
|
}
|
|
}
|
|
|
|
s_GlobalState.allUserData[userIndex].controlSchemeMatch = matchResult;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// If we had an exception and are bailing out, make sure we aren't leaking native memory
|
|
// we allocated.
|
|
matchResult.Dispose();
|
|
throw;
|
|
}
|
|
}
|
|
|
|
private static long UpdatePlatformUserAccount(int userIndex, InputDevice device)
|
|
{
|
|
Debug.Assert(userIndex >= 0 && userIndex < s_GlobalState.allUserCount, "User index is invalid");
|
|
|
|
// Fetch account details from backend.
|
|
var queryResult = QueryPairedPlatformUserAccount(device, out var platformUserAccountHandle,
|
|
out var platformUserAccountName, out var platformUserAccountId);
|
|
|
|
// Nothing much to do if not supported by device.
|
|
if (queryResult == InputDeviceCommand.GenericFailure)
|
|
{
|
|
// Check if there's an account selection in progress. There shouldn't be as it's
|
|
// weird for the device to no signal it does not support querying user account, but
|
|
// just to be safe, we check.
|
|
if ((s_GlobalState.allUserData[userIndex].flags & UserFlags.UserAccountSelectionInProgress) != 0)
|
|
Notify(userIndex, InputUserChange.AccountSelectionCanceled, null);
|
|
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = null;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountName = null;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountId = null;
|
|
|
|
return queryResult;
|
|
}
|
|
|
|
// Check if there's an account selection that we have initiated.
|
|
if ((s_GlobalState.allUserData[userIndex].flags & UserFlags.UserAccountSelectionInProgress) != 0)
|
|
{
|
|
// Yes, there is. See if it is complete.
|
|
|
|
if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionInProgress) != 0)
|
|
{
|
|
// No, still in progress.
|
|
}
|
|
else if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionCanceled) != 0)
|
|
{
|
|
// Got canceled.
|
|
Notify(userIndex, InputUserChange.AccountSelectionCanceled, device);
|
|
}
|
|
else
|
|
{
|
|
// Yes, it is complete.
|
|
s_GlobalState.allUserData[userIndex].flags &= ~UserFlags.UserAccountSelectionInProgress;
|
|
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = platformUserAccountHandle;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountName = platformUserAccountName;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountId = platformUserAccountId;
|
|
|
|
Notify(userIndex, InputUserChange.AccountSelectionComplete, device);
|
|
}
|
|
}
|
|
// Check if user account details have changed.
|
|
else if (s_GlobalState.allUserData[userIndex].platformUserAccountHandle != platformUserAccountHandle ||
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountId != platformUserAccountId)
|
|
{
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountHandle = platformUserAccountHandle;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountName = platformUserAccountName;
|
|
s_GlobalState.allUserData[userIndex].platformUserAccountId = platformUserAccountId;
|
|
|
|
Notify(userIndex, InputUserChange.AccountChanged, device);
|
|
}
|
|
else if (s_GlobalState.allUserData[userIndex].platformUserAccountName != platformUserAccountName)
|
|
{
|
|
Notify(userIndex, InputUserChange.AccountNameChanged, device);
|
|
}
|
|
|
|
return queryResult;
|
|
}
|
|
|
|
////TODO: bring documentation for these back when user management is implemented on Xbox and PS
|
|
private static long QueryPairedPlatformUserAccount(InputDevice device,
|
|
out InputUserAccountHandle? platformAccountHandle, out string platformAccountName, out string platformAccountId)
|
|
{
|
|
Debug.Assert(device != null, "Device cannot be null");
|
|
|
|
// Query user account info from backend.
|
|
var queryPairedUser = QueryPairedUserAccountCommand.Create();
|
|
var result = device.ExecuteCommand(ref queryPairedUser);
|
|
if (result == InputDeviceCommand.GenericFailure)
|
|
{
|
|
// Not currently paired to user account in backend.
|
|
platformAccountHandle = null;
|
|
platformAccountName = null;
|
|
platformAccountId = null;
|
|
return InputDeviceCommand.GenericFailure;
|
|
}
|
|
|
|
// Success. There is a user account currently paired to the device and we now have the
|
|
// platform's user account details.
|
|
|
|
if ((result & (long)QueryPairedUserAccountCommand.Result.DevicePairedToUserAccount) != 0)
|
|
{
|
|
platformAccountHandle =
|
|
new InputUserAccountHandle(device.description.interfaceName ?? "<Unknown>", queryPairedUser.handle);
|
|
platformAccountName = queryPairedUser.name;
|
|
platformAccountId = queryPairedUser.id;
|
|
}
|
|
else
|
|
{
|
|
// The device supports QueryPairedUserAccountCommand but reports that the
|
|
// device is not currently paired to a user.
|
|
//
|
|
// NOTE: On Switch, where the system itself does not store account<->pairing, we will always
|
|
// end up here until we've initiated an account selection through the backend itself.
|
|
platformAccountHandle = null;
|
|
platformAccountName = null;
|
|
platformAccountId = null;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to initiate user account pairing for the given device at the platform level.
|
|
/// </summary>
|
|
/// <param name="device"></param>
|
|
/// <returns>True if the device accepted the request and an account picker has been raised.</returns>
|
|
/// <remarks>
|
|
/// Sends <see cref="InitiateUserAccountPairingCommand"/> to the device.
|
|
/// </remarks>
|
|
private static bool InitiateUserAccountSelectionAtPlatformLevel(InputDevice device)
|
|
{
|
|
Debug.Assert(device != null, "Device cannot be null");
|
|
|
|
var initiateUserPairing = InitiateUserAccountPairingCommand.Create();
|
|
var initiatePairingResult = device.ExecuteCommand(ref initiateUserPairing);
|
|
if (initiatePairingResult == (long)InitiateUserAccountPairingCommand.Result.ErrorAlreadyInProgress)
|
|
throw new InvalidOperationException("User pairing already in progress");
|
|
|
|
return initiatePairingResult == (long)InitiateUserAccountPairingCommand.Result.SuccessfullyInitiated;
|
|
}
|
|
|
|
private static void OnActionChange(object obj, InputActionChange change)
|
|
{
|
|
if (change == InputActionChange.BoundControlsChanged)
|
|
{
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
ref var user = ref s_GlobalState.allUsers[i];
|
|
if (ReferenceEquals(user.actions, obj))
|
|
Notify(i, InputUserChange.ControlsChanged, null);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked in response to <see cref="InputSystem.onDeviceChange"/>.
|
|
/// </summary>
|
|
/// <param name="device"></param>
|
|
/// <param name="change"></param>
|
|
/// <remarks>
|
|
/// We monitor the device setup in the system for activity that impacts the user setup.
|
|
/// </remarks>
|
|
private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
|
|
{
|
|
switch (change)
|
|
{
|
|
// Existing device removed. May mean a user has lost a device due to the battery running
|
|
// out or the device being unplugged.
|
|
// NOTE: We ignore Disconnected here. Removed is what gets sent whenever a device is taken off of
|
|
// InputSystem.devices -- which is what we're interested in here.
|
|
case InputDeviceChange.Removed:
|
|
{
|
|
// Could have been removed from multiple users. Repeatedly search in s_AllPairedDevices
|
|
// until we can't find the device anymore.
|
|
var deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
|
|
while (deviceIndex != -1)
|
|
{
|
|
// Find user. Must be there as we found the device in s_AllPairedDevices.
|
|
var userIndex = -1;
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
var deviceStartIndex = s_GlobalState.allUserData[i].deviceStartIndex;
|
|
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].deviceCount)
|
|
{
|
|
userIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add device to list of lost devices.
|
|
// NOTE: This will also send a DeviceLost notification.
|
|
// NOTE: Temporarily the device is on both lists.
|
|
AddDeviceToUser(userIndex, device, asLostDevice: true);
|
|
|
|
// Remove it from the user.
|
|
RemoveDeviceFromUser(userIndex, device);
|
|
|
|
// Search for another user paired to the same device.
|
|
deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// New device was added. See if it was a device we previously lost on a user.
|
|
case InputDeviceChange.Added:
|
|
{
|
|
// Search all lost devices. Could affect multiple users.
|
|
// Note that RemoveDeviceFromUser removes one element, hence no advancement of deviceIndex.
|
|
for (var deviceIndex = FindLostDevice(device); deviceIndex != -1;
|
|
deviceIndex = FindLostDevice(device, deviceIndex))
|
|
{
|
|
// Find user. Must be there as we found the device in s_AllLostDevices.
|
|
var userIndex = -1;
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
var deviceStartIndex = s_GlobalState.allUserData[i].lostDeviceStartIndex;
|
|
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].lostDeviceCount)
|
|
{
|
|
userIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Remove from list of lost devices. No notification. Notice that we need to use device
|
|
// from lost device list even if its another instance.
|
|
RemoveDeviceFromUser(userIndex, s_GlobalState.allLostDevices[deviceIndex], asLostDevice: true);
|
|
|
|
// Notify.
|
|
Notify(userIndex, InputUserChange.DeviceRegained, device);
|
|
|
|
// Add back as normally paired device.
|
|
AddDeviceToUser(userIndex, device);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Device had its configuration changed which may mean we have a different user account paired
|
|
// to the device now.
|
|
case InputDeviceChange.ConfigurationChanged:
|
|
{
|
|
// See if the this is a device that we were waiting for an account selection on. If so, pair
|
|
// it to the user that was waiting.
|
|
var wasOngoingAccountSelection = false;
|
|
for (var i = 0; i < s_GlobalState.ongoingAccountSelections.length; ++i)
|
|
{
|
|
if (s_GlobalState.ongoingAccountSelections[i].device != device)
|
|
continue;
|
|
|
|
var userIndex = new InputUser { m_Id = s_GlobalState.ongoingAccountSelections[i].userId }.index;
|
|
var queryResult = UpdatePlatformUserAccount(userIndex, device);
|
|
if ((queryResult & (long)QueryPairedUserAccountCommand.Result.UserAccountSelectionInProgress) == 0)
|
|
{
|
|
wasOngoingAccountSelection = true;
|
|
s_GlobalState.ongoingAccountSelections.RemoveAtByMovingTailWithCapacity(i);
|
|
--i;
|
|
|
|
// If the device wasn't paired to the user, pair it now.
|
|
if (!s_GlobalState.allUsers[userIndex].pairedDevices.ContainsReference(device))
|
|
AddDeviceToUser(userIndex, device);
|
|
}
|
|
}
|
|
|
|
// If it wasn't a configuration change event from an account selection, go and check whether
|
|
// there was a user account change that happened outside the application.
|
|
if (!wasOngoingAccountSelection)
|
|
{
|
|
// Could be paired to multiple users. Repeatedly search in s_AllPairedDevices
|
|
// until we can't find the device anymore.
|
|
var deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, s_GlobalState.allPairedDeviceCount);
|
|
while (deviceIndex != -1)
|
|
{
|
|
// Find user. Must be there as we found the device in s_AllPairedDevices.
|
|
var userIndex = -1;
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
{
|
|
var deviceStartIndex = s_GlobalState.allUserData[i].deviceStartIndex;
|
|
if (deviceStartIndex <= deviceIndex && deviceIndex < deviceStartIndex + s_GlobalState.allUserData[i].deviceCount)
|
|
{
|
|
userIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check user account.
|
|
UpdatePlatformUserAccount(userIndex, device);
|
|
|
|
// Search for another user paired to the same device.
|
|
// Note that action is tied to user and hence we can skip to end of slice associated
|
|
// with the current user or at least one element forward.
|
|
var offsetNextSlice = deviceIndex + Math.Max(1, s_GlobalState.allUserData[userIndex].deviceCount);
|
|
deviceIndex = s_GlobalState.allPairedDevices.IndexOfReference(device, offsetNextSlice, s_GlobalState.allPairedDeviceCount - offsetNextSlice);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static int FindLostDevice(InputDevice device, int startIndex = 0)
|
|
{
|
|
// Compare both by device ID and by reference. We may be looking at a device that was recreated
|
|
// due to layout changes (new InputDevice instance, same ID) or a device that was reconnected
|
|
// and thus fetched out of `disconnectedDevices` (same InputDevice instance, new ID).
|
|
|
|
var newDeviceId = device.deviceId;
|
|
for (var i = startIndex; i < s_GlobalState.allLostDeviceCount; ++i)
|
|
{
|
|
var lostDevice = s_GlobalState.allLostDevices[i];
|
|
if (device == lostDevice || lostDevice.deviceId == newDeviceId) return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// We hook this into InputSystem.onEvent when listening for activity on unpaired devices.
|
|
// What this means is that we get to run *before* state reaches the device. This in turn
|
|
// means that should the device get paired as a result, actions that are enabled as part
|
|
// of the pairing will immediately get triggered. This would not be the case if we hook
|
|
// into InputState.onDeviceChange instead which only triggers once state has been altered.
|
|
//
|
|
// NOTE: This also means that unpaired device activity will *only* be detected from events,
|
|
// NOT from state changes applied directly through InputState.Change.
|
|
private static void OnEvent(InputEventPtr eventPtr, InputDevice device)
|
|
{
|
|
Debug.Assert(s_GlobalState.listenForUnpairedDeviceActivity != 0,
|
|
"This should only be called while listening for unpaired device activity");
|
|
if (s_GlobalState.listenForUnpairedDeviceActivity == 0)
|
|
return;
|
|
|
|
// Ignore input in editor.
|
|
#if UNITY_EDITOR
|
|
if (InputState.currentUpdateType == InputUpdateType.Editor)
|
|
return;
|
|
#endif
|
|
|
|
// Ignore any state change not triggered from a state event.
|
|
var eventType = eventPtr.type;
|
|
if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
|
|
return;
|
|
|
|
// Ignore event if device is disabled.
|
|
if (!device.enabled)
|
|
return;
|
|
|
|
// See if it's a device not belonging to any user.
|
|
if (ArrayHelpers.ContainsReference(s_GlobalState.allPairedDevices, s_GlobalState.allPairedDeviceCount, device))
|
|
{
|
|
// No, it's a device already paired to a player so do nothing.
|
|
return;
|
|
}
|
|
|
|
Profiler.BeginSample("InputCheckForUnpairedDeviceActivity");
|
|
|
|
// Apply the pre-filter. If there's callbacks and none of them return true,
|
|
// we early out and ignore the event entirely.
|
|
if (!DelegateHelpers.InvokeCallbacksSafe_AnyCallbackReturnsTrue(
|
|
ref s_GlobalState.onPreFilterUnpairedDeviceUsed, device, eventPtr, "InputUser.onPreFilterUnpairedDeviceActivity"))
|
|
return;
|
|
|
|
// Go through the changed controls in the event and look for ones actuated
|
|
// above a magnitude of a little above zero.
|
|
foreach (var control in eventPtr.EnumerateChangedControls(device: device, magnitudeThreshold: 0.0001f))
|
|
{
|
|
var deviceHasBeenPaired = false;
|
|
s_GlobalState.onUnpairedDeviceUsed.LockForChanges();
|
|
for (var n = 0; n < s_GlobalState.onUnpairedDeviceUsed.length; ++n)
|
|
{
|
|
var pairingStateVersionBefore = s_GlobalState.pairingStateVersion;
|
|
|
|
try
|
|
{
|
|
s_GlobalState.onUnpairedDeviceUsed[n](control, eventPtr);
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
Debug.LogError($"{exception.GetType().Name} while executing 'InputUser.onUnpairedDeviceUsed' callbacks");
|
|
Debug.LogException(exception);
|
|
}
|
|
|
|
if (pairingStateVersionBefore != s_GlobalState.pairingStateVersion
|
|
&& FindUserPairedToDevice(device) != null)
|
|
{
|
|
deviceHasBeenPaired = true;
|
|
break;
|
|
}
|
|
}
|
|
s_GlobalState.onUnpairedDeviceUsed.UnlockForChanges();
|
|
|
|
// If the device was paired in one of the callbacks, stop processing
|
|
// changes on it.
|
|
if (deviceHasBeenPaired)
|
|
break;
|
|
}
|
|
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Syntax for configuring a control scheme on a user.
|
|
/// </summary>
|
|
public struct ControlSchemeChangeSyntax
|
|
{
|
|
/// <summary>
|
|
/// Leave the user's paired devices in place but pair any available devices
|
|
/// that are still required by the control scheme.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
/// <remarks>
|
|
/// If there are unpaired devices that, at the platform level, are associated with the same
|
|
/// user account, those will take precedence over other unpaired devices.
|
|
/// </remarks>
|
|
public ControlSchemeChangeSyntax AndPairRemainingDevices()
|
|
{
|
|
UpdateControlSchemeMatch(m_UserIndex, autoPairMissing: true);
|
|
return this;
|
|
}
|
|
|
|
internal int m_UserIndex;
|
|
}
|
|
|
|
private uint m_Id;
|
|
|
|
[Flags]
|
|
internal enum UserFlags
|
|
{
|
|
BindToAllDevices = 1 << 0,
|
|
|
|
/// <summary>
|
|
/// Whether we have initiated a user account selection.
|
|
/// </summary>
|
|
UserAccountSelectionInProgress = 1 << 1,
|
|
}
|
|
|
|
/// <summary>
|
|
/// Data we store for each user.
|
|
/// </summary>
|
|
private struct UserData
|
|
{
|
|
/// <summary>
|
|
/// The platform handle associated with the user.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If set, this identifies the user on the platform. It also means that the devices
|
|
/// assigned to the user may be paired at the platform level.
|
|
/// </remarks>
|
|
public InputUserAccountHandle? platformUserAccountHandle;
|
|
|
|
/// <summary>
|
|
/// Plain-text user name as returned by the underlying platform. Null if not associated with user on platform.
|
|
/// </summary>
|
|
public string platformUserAccountName;
|
|
|
|
/// <summary>
|
|
/// Platform-specific ID that identifies the user across sessions even if the user
|
|
/// name changes.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This might not be a human-readable string.
|
|
/// </remarks>
|
|
public string platformUserAccountId;
|
|
|
|
/// <summary>
|
|
/// Number of devices in <see cref="InputUser.s_AllPairedDevices"/> assigned to the user.
|
|
/// </summary>
|
|
public int deviceCount;
|
|
|
|
/// <summary>
|
|
/// Index in <see cref="InputUser.s_AllPairedDevices"/> where the devices for this user start. Only valid
|
|
/// if <see cref="deviceCount"/> is greater than zero.
|
|
/// </summary>
|
|
public int deviceStartIndex;
|
|
|
|
/// <summary>
|
|
/// Input actions associated with the user.
|
|
/// </summary>
|
|
public IInputActionCollection actions;
|
|
|
|
/// <summary>
|
|
/// Currently active control scheme or null if no control scheme has been set on the user.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This also dictates the binding mask that we're using with <see cref="actions"/>.
|
|
/// </remarks>
|
|
public InputControlScheme? controlScheme;
|
|
|
|
public InputControlScheme.MatchResult controlSchemeMatch;
|
|
|
|
/// <summary>
|
|
/// Number of devices in <see cref="InputUser.s_AllLostDevices"/> assigned to the user.
|
|
/// </summary>
|
|
public int lostDeviceCount;
|
|
|
|
/// <summary>
|
|
/// Index in <see cref="InputUser.s_AllLostDevices"/> where the lost devices for this user start. Only valid
|
|
/// if <see cref="lostDeviceCount"/> is greater than zero.
|
|
/// </summary>
|
|
public int lostDeviceStartIndex;
|
|
|
|
////TODO
|
|
//public InputUserSettings settings;
|
|
|
|
public UserFlags flags;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compare two devices for being associated with a specific platform user account.
|
|
/// </summary>
|
|
private struct CompareDevicesByUserAccount : IComparer<InputDevice>
|
|
{
|
|
public InputUserAccountHandle platformUserAccountHandle;
|
|
|
|
public int Compare(InputDevice x, InputDevice y)
|
|
{
|
|
var firstAccountHandle = GetUserAccountHandleForDevice(x);
|
|
var secondAccountHandle = GetUserAccountHandleForDevice(x);
|
|
|
|
if (firstAccountHandle == platformUserAccountHandle &&
|
|
secondAccountHandle == platformUserAccountHandle)
|
|
return 0;
|
|
|
|
if (firstAccountHandle == platformUserAccountHandle)
|
|
return -1;
|
|
|
|
if (secondAccountHandle == platformUserAccountHandle)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "device", Justification = "Keep this for future implementation")]
|
|
private static InputUserAccountHandle? GetUserAccountHandleForDevice(InputDevice device)
|
|
{
|
|
////TODO (need to cache this)
|
|
return null;
|
|
}
|
|
}
|
|
|
|
private struct OngoingAccountSelection
|
|
{
|
|
public InputDevice device;
|
|
public uint userId;
|
|
}
|
|
|
|
private struct GlobalState
|
|
{
|
|
internal int pairingStateVersion;
|
|
internal uint lastUserId;
|
|
internal int allUserCount;
|
|
internal int allPairedDeviceCount;
|
|
internal int allLostDeviceCount;
|
|
internal InputUser[] allUsers;
|
|
internal UserData[] allUserData;
|
|
internal InputDevice[] allPairedDevices; // We keep a single array that we slice out to each user.
|
|
internal InputDevice[] allLostDevices; // We keep a single array that we slice out to each user.
|
|
internal InlinedArray<OngoingAccountSelection> ongoingAccountSelections;
|
|
internal CallbackArray<Action<InputUser, InputUserChange, InputDevice>> onChange;
|
|
internal CallbackArray<Action<InputControl, InputEventPtr>> onUnpairedDeviceUsed;
|
|
internal CallbackArray<Func<InputDevice, InputEventPtr, bool>> onPreFilterUnpairedDeviceUsed;
|
|
internal Action<object, InputActionChange> actionChangeDelegate;
|
|
internal Action<InputDevice, InputDeviceChange> onDeviceChangeDelegate;
|
|
internal Action<InputEventPtr, InputDevice> onEventDelegate;
|
|
internal bool onActionChangeHooked;
|
|
internal bool onDeviceChangeHooked;
|
|
internal bool onEventHooked;
|
|
internal int listenForUnpairedDeviceActivity;
|
|
}
|
|
|
|
private static GlobalState s_GlobalState;
|
|
|
|
internal static ISavedState SaveAndResetState()
|
|
{
|
|
// Save current state and provide an opaque interface to restore it
|
|
var savedState = new SavedStructState<GlobalState>(
|
|
ref s_GlobalState,
|
|
(ref GlobalState state) => s_GlobalState = state, // restore
|
|
() => DisposeAndResetGlobalState()); // static dispose
|
|
|
|
// Reset global state
|
|
s_GlobalState = default;
|
|
|
|
return savedState;
|
|
}
|
|
|
|
private static void HookIntoActionChange()
|
|
{
|
|
if (s_GlobalState.onActionChangeHooked)
|
|
return;
|
|
if (s_GlobalState.actionChangeDelegate == null)
|
|
s_GlobalState.actionChangeDelegate = OnActionChange;
|
|
InputSystem.onActionChange += OnActionChange;
|
|
s_GlobalState.onActionChangeHooked = true;
|
|
}
|
|
|
|
private static void UnhookFromActionChange()
|
|
{
|
|
if (!s_GlobalState.onActionChangeHooked)
|
|
return;
|
|
InputSystem.onActionChange -= OnActionChange;
|
|
s_GlobalState.onActionChangeHooked = false;
|
|
}
|
|
|
|
private static void HookIntoDeviceChange()
|
|
{
|
|
if (s_GlobalState.onDeviceChangeHooked)
|
|
return;
|
|
if (s_GlobalState.onDeviceChangeDelegate == null)
|
|
s_GlobalState.onDeviceChangeDelegate = OnDeviceChange;
|
|
InputSystem.onDeviceChange += s_GlobalState.onDeviceChangeDelegate;
|
|
s_GlobalState.onDeviceChangeHooked = true;
|
|
}
|
|
|
|
private static void UnhookFromDeviceChange()
|
|
{
|
|
if (!s_GlobalState.onDeviceChangeHooked)
|
|
return;
|
|
InputSystem.onDeviceChange -= s_GlobalState.onDeviceChangeDelegate;
|
|
s_GlobalState.onDeviceChangeHooked = false;
|
|
}
|
|
|
|
private static void HookIntoEvents()
|
|
{
|
|
if (s_GlobalState.onEventHooked)
|
|
return;
|
|
if (s_GlobalState.onEventDelegate == null)
|
|
s_GlobalState.onEventDelegate = OnEvent;
|
|
InputSystem.onEvent += s_GlobalState.onEventDelegate;
|
|
s_GlobalState.onEventHooked = true;
|
|
}
|
|
|
|
private static void UnhookFromDeviceStateChange()
|
|
{
|
|
if (!s_GlobalState.onEventHooked)
|
|
return;
|
|
InputSystem.onEvent -= s_GlobalState.onEventDelegate;
|
|
s_GlobalState.onEventHooked = false;
|
|
}
|
|
|
|
private static void DisposeAndResetGlobalState()
|
|
{
|
|
// Release native memory held by control scheme match results.
|
|
for (var i = 0; i < s_GlobalState.allUserCount; ++i)
|
|
s_GlobalState.allUserData[i].controlSchemeMatch.Dispose();
|
|
|
|
// Don't reset s_LastUserId and just let it increment instead so we never generate
|
|
// the same ID twice.
|
|
|
|
var storedLastUserId = s_GlobalState.lastUserId;
|
|
s_GlobalState = default;
|
|
s_GlobalState.lastUserId = storedLastUserId;
|
|
}
|
|
|
|
internal static void ResetGlobals()
|
|
{
|
|
UnhookFromActionChange();
|
|
UnhookFromDeviceChange();
|
|
UnhookFromDeviceStateChange();
|
|
|
|
DisposeAndResetGlobalState();
|
|
}
|
|
}
|
|
}
|