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!
287 lines
15 KiB
C#
287 lines
15 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Utilities;
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////TODO: method to get raw state pointer for device/control
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////REVIEW: allow to restrict state change monitors to specific updates?
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namespace UnityEngine.InputSystem.LowLevel
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{
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using NotifyControlValueChangeAction = Action<InputControl, double, InputEventPtr, long>;
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using NotifyTimerExpiredAction = Action<InputControl, double, long, int>;
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/// <summary>
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/// Low-level APIs for working with input state memory.
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/// </summary>
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public static class InputState
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{
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/// <summary>
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/// The type of update that was last run or is currently being run on the input state.
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/// </summary>
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/// <remarks>
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/// This determines which set of buffers are currently active and thus determines which view code
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/// that queries input state will receive. For example, during editor updates, this will be
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/// <see cref="InputUpdateType.Editor"/> and the state buffers for the editor will be active.
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/// </remarks>
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public static InputUpdateType currentUpdateType => InputUpdate.s_LatestUpdateType;
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////FIXME: ATM this does not work for editor updates
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/// <summary>
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/// The number of times the current input state has been updated.
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/// </summary>
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public static uint updateCount => InputUpdate.s_UpdateStepCount;
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public static double currentTime => InputRuntime.s_Instance.currentTime - InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
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/// <summary>
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/// Callback that is triggered when the state of an input device changes.
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/// </summary>
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/// <remarks>
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/// The first parameter is the device whose state was changed the second parameter is the event
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/// that triggered the change in state. Note that the latter may be <c>null</c> in case the
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/// change was performed directly through <see cref="Change"/> rather than through an event.
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/// </remarks>
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public static event Action<InputDevice, InputEventPtr> onChange
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{
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add => InputSystem.s_Manager.onDeviceStateChange += value;
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remove => InputSystem.s_Manager.onDeviceStateChange -= value;
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}
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public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, InputUpdateType updateType = default)
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{
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if (device == null)
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throw new ArgumentNullException(nameof(device));
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if (!eventPtr.valid)
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throw new ArgumentNullException(nameof(eventPtr));
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// Make sure event is a StateEvent or DeltaStateEvent and has a format matching the device.
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FourCC stateFormat;
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var eventType = eventPtr.type;
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if (eventType == StateEvent.Type)
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stateFormat = StateEvent.FromUnchecked(eventPtr)->stateFormat;
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else if (eventType == DeltaStateEvent.Type)
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stateFormat = DeltaStateEvent.FromUnchecked(eventPtr)->stateFormat;
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else
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{
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#if UNITY_EDITOR
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InputSystem.s_Manager.m_Diagnostics?.OnEventFormatMismatch(eventPtr, device);
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#endif
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return;
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}
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if (stateFormat != device.stateBlock.format)
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throw new ArgumentException(
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$"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}",
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nameof(eventPtr));
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InputSystem.s_Manager.UpdateState(device, eventPtr,
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updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType);
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}
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/// <summary>
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/// Perform one update of input state.
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/// </summary>
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/// <remarks>
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/// Incorporates the given state and triggers all state change monitors as needed.
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///
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/// Note that input state changes performed with this method will not be visible on remotes as they will bypass
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/// event processing. It is effectively equivalent to directly writing into input state memory except that it
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/// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
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/// device current.
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/// </remarks>
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public static void Change<TState>(InputControl control, TState state, InputUpdateType updateType = default,
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InputEventPtr eventPtr = default)
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where TState : struct
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{
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Change(control, ref state, updateType, eventPtr);
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}
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/// <summary>
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/// Perform one update of input state.
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/// </summary>
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/// <remarks>
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/// Incorporates the given state and triggers all state change monitors as needed.
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///
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/// Note that input state changes performed with this method will not be visible on remotes as they will bypass
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/// event processing. It is effectively equivalent to directly writing into input state memory except that it
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/// also performs related tasks such as checking state change monitors, flipping buffers, or making the respective
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/// device current.
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/// </remarks>
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public static unsafe void Change<TState>(InputControl control, ref TState state, InputUpdateType updateType = default,
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InputEventPtr eventPtr = default)
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where TState : struct
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{
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if (control == null)
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throw new ArgumentNullException(nameof(control));
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if (control.stateBlock.bitOffset != 0 || control.stateBlock.sizeInBits % 8 != 0)
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throw new ArgumentException($"Cannot change state of bitfield control '{control}' using this method", nameof(control));
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var device = control.device;
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var stateSize = Math.Min(UnsafeUtility.SizeOf<TState>(), control.m_StateBlock.alignedSizeInBytes);
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var statePtr = UnsafeUtility.AddressOf(ref state);
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var stateOffset = control.stateBlock.byteOffset - device.stateBlock.byteOffset;
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InputSystem.s_Manager.UpdateState(device,
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updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType, statePtr, stateOffset,
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(uint)stateSize,
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eventPtr.valid
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? eventPtr.internalTime
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: InputRuntime.s_Instance.currentTime,
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eventPtr: eventPtr);
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}
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public static bool IsIntegerFormat(this FourCC format)
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{
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return format == InputStateBlock.FormatBit ||
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format == InputStateBlock.FormatInt ||
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format == InputStateBlock.FormatByte ||
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format == InputStateBlock.FormatShort ||
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format == InputStateBlock.FormatSBit ||
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format == InputStateBlock.FormatUInt ||
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format == InputStateBlock.FormatUShort ||
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format == InputStateBlock.FormatLong ||
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format == InputStateBlock.FormatULong;
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}
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/// <summary>
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/// Add a monitor that gets triggered every time the state of <paramref name="control"/> changes.
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/// </summary>
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/// <param name="control">A control sitting on an <see cref="InputDevice"/> that has been <see cref="InputDevice.added"/>.</param>
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/// <param name="monitor">Instance of the monitor that should be notified when state changes occur.</param>
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/// <param name="monitorIndex">Numeric index of the monitors. Monitors on a device are ordered by <em>decreasing</em> monitor index
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/// and invoked in that order.</param>
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/// <param name="groupIndex">Numeric group of the monitor. See remarks.</param>
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/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c> -or- <paramref name="monitor"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException">The <see cref="InputDevice"/> of <paramref name="control"/> has not been <see cref="InputDevice.added"/>.</exception>
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/// <remarks>
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/// All monitors on an <see cref="InputDevice"/> are sorted by the complexity specified in their <paramref name="monitorIndex"/> (in decreasing order) and invoked
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/// in that order.
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///
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/// Every handler gets an opportunity to set <see cref="InputEventPtr.handled"/> to <c>true</c>. When doing so, all remaining pending monitors
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/// from the same <paramref name="monitor"/> instance that have the same <paramref name="groupIndex"/> will be silenced and skipped over.
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/// This can be used to establish an order of event "consumption" where one change monitor may prevent another change monitor from triggering.
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///
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/// Monitors are invoked <em>after</em> a state change has been written to the device. If, for example, a <see cref="StateEvent"/> is
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/// received that sets <see cref="Gamepad.leftTrigger"/> to <c>0.5</c>, the value is first applied to the control and then any state
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/// monitors that may be listening to the change are invoked (thus getting <c>0.5</c> if calling <see cref="InputControl{TValue}.ReadValue()"/>).
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///
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/// <example>
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/// <code>
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/// class InputMonitor : IInputStateChangeMonitor
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/// {
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/// public InputMonitor()
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/// {
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/// // Watch the left and right mouse button.
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/// // By supplying monitor indices here, we not only receive the indices in NotifyControlStateChanged,
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/// // we also create an ordering between the two monitors. The one on RMB will fire *before* the one
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/// // on LMB in case there is a single event that changes both buttons.
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/// InputState.AddChangeMonitor(Mouse.current.leftButton, this, monitorIndex: 1);
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/// InputState.AddChangeMonitor(Mouse.current.rightButton, this, monitorIndex: 2);
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/// }
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///
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/// public void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
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/// {
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/// Debug.Log($"{control} changed");
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///
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/// // We can add a monitor timeout that will trigger in case the state of the
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/// // given control is not changed within the given time. Let's watch the control
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/// // for 2 seconds. If nothing happens, we will get a call to NotifyTimerExpired.
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/// // If, however, there is a state change, the timeout is automatically removed
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/// // and we will see a call to NotifyControlStateChanged instead.
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/// InputState.AddChangeMonitorTimeout(control, this, 2);
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/// }
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///
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/// public void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
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/// {
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/// Debug.Log($"{control} was not changed within 2 seconds");
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public static void AddChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1, uint groupIndex = default)
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{
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if (control == null)
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throw new ArgumentNullException(nameof(control));
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if (monitor == null)
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throw new ArgumentNullException(nameof(monitor));
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if (!control.device.added)
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throw new ArgumentException($"Device for control '{control}' has not been added to system");
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InputSystem.s_Manager.AddStateChangeMonitor(control, monitor, monitorIndex, groupIndex);
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}
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public static IInputStateChangeMonitor AddChangeMonitor(InputControl control,
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NotifyControlValueChangeAction valueChangeCallback, int monitorIndex = -1,
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NotifyTimerExpiredAction timerExpiredCallback = null)
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{
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if (valueChangeCallback == null)
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throw new ArgumentNullException(nameof(valueChangeCallback));
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var monitor = new StateChangeMonitorDelegate
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{
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valueChangeCallback = valueChangeCallback,
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timerExpiredCallback = timerExpiredCallback
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};
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AddChangeMonitor(control, monitor, monitorIndex);
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return monitor;
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}
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public static void RemoveChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1)
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{
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if (control == null)
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throw new ArgumentNullException(nameof(control));
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if (monitor == null)
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throw new ArgumentNullException(nameof(monitor));
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InputSystem.s_Manager.RemoveStateChangeMonitor(control, monitor, monitorIndex);
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}
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/// <summary>
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/// Put a timeout on a previously registered state change monitor.
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/// </summary>
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/// <param name="control"></param>
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/// <param name="monitor"></param>
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/// <param name="time"></param>
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/// <param name="monitorIndex"></param>
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/// <param name="timerIndex"></param>
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/// <remarks>
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/// If by the given <paramref name="time"/>, no state change has been registered on the control monitored
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/// by the given <paramref name="monitor">state change monitor</paramref>, <see cref="IInputStateChangeMonitor.NotifyTimerExpired"/>
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/// will be called on <paramref name="monitor"/>. If a state change happens by the given <paramref name="time"/>,
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/// the monitor is notified as usual and the timer is automatically removed.
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/// </remarks>
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public static void AddChangeMonitorTimeout(InputControl control, IInputStateChangeMonitor monitor, double time, long monitorIndex = -1, int timerIndex = -1)
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{
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if (monitor == null)
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throw new ArgumentNullException(nameof(monitor));
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InputSystem.s_Manager.AddStateChangeMonitorTimeout(control, monitor, time, monitorIndex, timerIndex);
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}
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public static void RemoveChangeMonitorTimeout(IInputStateChangeMonitor monitor, long monitorIndex = -1, int timerIndex = -1)
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{
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if (monitor == null)
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throw new ArgumentNullException(nameof(monitor));
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InputSystem.s_Manager.RemoveStateChangeMonitorTimeout(monitor, monitorIndex, timerIndex);
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}
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private class StateChangeMonitorDelegate : IInputStateChangeMonitor
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{
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public NotifyControlValueChangeAction valueChangeCallback;
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public NotifyTimerExpiredAction timerExpiredCallback;
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public void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
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{
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valueChangeCallback(control, time, eventPtr, monitorIndex);
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}
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public void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
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{
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timerExpiredCallback?.Invoke(control, time, monitorIndex, timerIndex);
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}
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}
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}
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}
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