b486678290
Library -Artifacts
737 lines
31 KiB
C#
737 lines
31 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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////REVIEW: why not switch to this being the default mechanism? seems like this could allow us to also solve
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//// the actions-update-when-not-expected problem; plus give us access to easy polling
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////REVIEW: should this automatically unsubscribe itself on disposal?
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////TODO: make it possible to persist this same way that it should be possible to persist InputEventTrace
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////TODO: make this one thread-safe
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////TODO: add random access capability
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////TODO: protect traces against controls changing configuration (if state layouts change, we're affected)
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namespace UnityEngine.InputSystem.Utilities
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{
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/// <summary>
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/// Records the triggering of actions into a sequence of events that can be replayed at will.
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/// </summary>
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/// <remarks>
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/// This is an alternate way to the callback-based responses (such as <see cref="InputAction.performed"/>)
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/// of <see cref="InputAction">input actions</see>. Instead of executing response code right away whenever
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/// an action triggers, an <see cref="RecordAction">event is recorded</see> which can then be queried on demand.
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///
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/// The recorded data will stay valid even if the bindings on the actions are changed (e.g. by enabling a different
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/// set of bindings through altering <see cref="InputAction.bindingMask"/> or <see cref="InputActionMap.devices"/> or
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/// when modifying the paths of bindings altogether). Note, however, that when this happens, a trace will have
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/// to make a private copy of the data that stores the binding resolution state. This means that there can be
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/// GC allocation spike when reconfiguring actions that have recorded data in traces.
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///
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/// <example>
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/// <code>
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/// var trace = new InputActionTrace();
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///
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/// // Subscribe trace to single action.
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/// // (Use UnsubscribeFrom to unsubscribe)
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/// trace.SubscribeTo(myAction);
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///
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/// // Subscribe trace to entire action map.
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/// // (Use UnsubscribeFrom to unsubscribe)
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/// trace.SubscribeTo(myActionMap);
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///
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/// // Subscribe trace to all actions in the system.
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/// trace.SubscribeToAll();
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///
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/// // Record a single triggering of an action.
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/// myAction.performed +=
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/// ctx =>
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/// {
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/// if (ctx.ReadValue<float>() > 0.5f)
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/// trace.RecordAction(ctx);
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/// };
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///
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/// // Output trace to console.
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/// Debug.Log(string.Join(",\n", trace));
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///
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/// // Walk through all recorded actions and then clear trace.
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/// foreach (var record in trace)
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/// {
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/// Debug.Log($"{record.action} was {record.phase} by control {record.control} at {record.time}");
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///
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/// // To read out the value, you either have to know the value type or read the
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/// // value out as a generic byte buffer. Here we assume that the value type is
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/// // float.
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///
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/// Debug.Log("Value: " + record.ReadValue<float>());
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///
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/// // An alternative is read the value as an object. In this case, you don't have
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/// // to know the value type but there will be a boxed object allocation.
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/// Debug.Log("Value: " + record.ReadValueAsObject());
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/// }
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/// trace.Clear();
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///
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/// // Unsubscribe trace from everything.
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/// trace.UnsubscribeFromAll();
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///
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/// // Release memory held by trace.
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/// trace.Dispose();
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputAction.started"/>
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/// <seealso cref="InputAction.performed"/>
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/// <seealso cref="InputAction.canceled"/>
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/// <seealso cref="InputSystem.onActionChange"/>
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public sealed class InputActionTrace : IEnumerable<InputActionTrace.ActionEventPtr>, IDisposable
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{
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////REVIEW: this is of limited use without having access to ActionEvent
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/// <summary>
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/// Directly access the underlying raw memory queue.
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/// </summary>
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public InputEventBuffer buffer => m_EventBuffer;
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/// <summary>
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/// Returns the number of events in the associated event buffer.
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/// </summary>
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public int count => m_EventBuffer.eventCount;
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/// <summary>
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/// Constructs a new default initialized <c>InputActionTrace</c>.
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/// </summary>
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/// <remarks>
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/// When you use this constructor, the new InputActionTrace object does not start recording any actions.
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/// To record actions, you must explicitly set them up after creating the object.
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/// Alternatively, you can use one of the other constructor overloads which begin recording actions immediately.
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/// </remarks>
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/// <seealso cref="SubscribeTo(InputAction)"/>
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/// <seealso cref="SubscribeTo(InputActionMap)"/>
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/// <seealso cref="SubscribeToAll"/>
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public InputActionTrace()
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{
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}
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/// <summary>
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/// Constructs a new <c>InputActionTrace</c> that records <paramref name="action"/>.
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/// </summary>
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/// <param name="action">The action to be recorded.</param>
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/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
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public InputActionTrace(InputAction action)
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{
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if (action == null)
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throw new ArgumentNullException(nameof(action));
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SubscribeTo(action);
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}
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/// <summary>
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/// Constructs a new <c>InputActionTrace</c> that records all actions in <paramref name="actionMap"/>.
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/// </summary>
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/// <param name="actionMap">The action-map containing actions to be recorded.</param>
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/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
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public InputActionTrace(InputActionMap actionMap)
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{
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if (actionMap == null)
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throw new ArgumentNullException(nameof(actionMap));
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SubscribeTo(actionMap);
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}
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/// <summary>
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/// Record any action getting triggered anywhere.
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/// </summary>
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/// <remarks>
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/// This does not require the trace to actually hook into every single action or action map in the system.
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/// Instead, the trace will listen to <see cref="InputSystem.onActionChange"/> and automatically record
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/// every triggered action.
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/// </remarks>
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/// <seealso cref="SubscribeTo(InputAction)"/>
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/// <seealso cref="SubscribeTo(InputActionMap)"/>
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public void SubscribeToAll()
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{
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if (m_SubscribedToAll)
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return;
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HookOnActionChange();
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m_SubscribedToAll = true;
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// Remove manually created subscriptions.
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while (m_SubscribedActions.length > 0)
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UnsubscribeFrom(m_SubscribedActions[m_SubscribedActions.length - 1]);
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while (m_SubscribedActionMaps.length > 0)
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UnsubscribeFrom(m_SubscribedActionMaps[m_SubscribedActionMaps.length - 1]);
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}
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/// <summary>
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/// Unsubscribes from all actions currently being recorded.
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/// </summary>
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/// <seealso cref="UnsubscribeFrom(InputAction)"/>
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/// <seealso cref="UnsubscribeFrom(InputActionMap)"/>
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public void UnsubscribeFromAll()
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{
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// Only unhook from OnActionChange if we don't have any recorded actions. If we do have
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// any, we still need the callback to be notified about when binding data changes.
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if (count == 0)
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UnhookOnActionChange();
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m_SubscribedToAll = false;
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while (m_SubscribedActions.length > 0)
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UnsubscribeFrom(m_SubscribedActions[m_SubscribedActions.length - 1]);
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while (m_SubscribedActionMaps.length > 0)
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UnsubscribeFrom(m_SubscribedActionMaps[m_SubscribedActionMaps.length - 1]);
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}
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/// <summary>
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/// Subscribes to <paramref name="action"/>.
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/// </summary>
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/// <param name="action">The action to be recorded.</param>
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/// <remarks>
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/// **Note:** This method does not prevent you from subscribing to the same action multiple times.
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/// If you subscribe to the same action multiple times, your event buffer will contain duplicate entries.
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/// </remarks>
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/// <exception cref="ArgumentNullException">If <paramref name="action"/> is <c>null</c>.</exception>
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/// <seealso cref="SubscribeTo(InputActionMap)"/>
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/// <seealso cref="SubscribeToAll"/>
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public void SubscribeTo(InputAction action)
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{
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if (action == null)
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throw new ArgumentNullException(nameof(action));
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if (m_CallbackDelegate == null)
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m_CallbackDelegate = RecordAction;
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action.performed += m_CallbackDelegate;
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action.started += m_CallbackDelegate;
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action.canceled += m_CallbackDelegate;
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m_SubscribedActions.AppendWithCapacity(action);
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}
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/// <summary>
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/// Subscribes to all actions contained within <paramref name="actionMap"/>.
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/// </summary>
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/// <param name="actionMap">The action-map containing all actions to be recorded.</param>
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/// <remarks>
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/// **Note:** This method does not prevent you from subscribing to the same action multiple times.
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/// If you subscribe to the same action multiple times, your event buffer will contain duplicate entries.
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/// </remarks>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="actionMap"/> is null.</exception>
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/// <seealso cref="SubscribeTo(InputAction)"/>
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/// <seealso cref="SubscribeToAll"/>
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public void SubscribeTo(InputActionMap actionMap)
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{
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if (actionMap == null)
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throw new ArgumentNullException(nameof(actionMap));
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if (m_CallbackDelegate == null)
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m_CallbackDelegate = RecordAction;
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actionMap.actionTriggered += m_CallbackDelegate;
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m_SubscribedActionMaps.AppendWithCapacity(actionMap);
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}
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/// <summary>
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/// Unsubscribes from an action, if that action was previously subscribed to.
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/// </summary>
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/// <param name="action">The action to unsubscribe from.</param>
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/// <remarks>
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/// **Note:** This method has no side effects if you attempt to unsubscribe from an action that you have not previously subscribed to.
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/// </remarks>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
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/// <seealso cref="UnsubscribeFrom(InputActionMap)"/>
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/// <seealso cref="UnsubscribeFromAll"/>
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public void UnsubscribeFrom(InputAction action)
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{
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if (action == null)
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throw new ArgumentNullException(nameof(action));
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if (m_CallbackDelegate == null)
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return;
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action.performed -= m_CallbackDelegate;
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action.started -= m_CallbackDelegate;
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action.canceled -= m_CallbackDelegate;
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var index = m_SubscribedActions.IndexOfReference(action);
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if (index != -1)
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m_SubscribedActions.RemoveAtWithCapacity(index);
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}
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/// <summary>
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/// Unsubscribes from all actions included in <paramref name="actionMap"/>.
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/// </summary>
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/// <param name="actionMap">The action-map containing actions to unsubscribe from.</param>
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/// <remarks>
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/// **Note:** This method has no side effects if you attempt to unsubscribe from an action-map that you have not previously subscribed to.
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/// </remarks>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="actionMap"/> is <c>null</c>.</exception>
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/// <seealso cref="UnsubscribeFrom(InputAction)"/>
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/// <seealso cref="UnsubscribeFromAll"/>
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public void UnsubscribeFrom(InputActionMap actionMap)
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{
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if (actionMap == null)
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throw new ArgumentNullException(nameof(actionMap));
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if (m_CallbackDelegate == null)
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return;
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actionMap.actionTriggered -= m_CallbackDelegate;
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var index = m_SubscribedActionMaps.IndexOfReference(actionMap);
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if (index != -1)
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m_SubscribedActionMaps.RemoveAtWithCapacity(index);
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}
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/// <summary>
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/// Record the triggering of an action as an <see cref="ActionEventPtr">action event</see>.
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/// </summary>
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/// <param name="context"></param>
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/// <see cref="InputAction.performed"/>
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/// <see cref="InputAction.started"/>
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/// <see cref="InputAction.canceled"/>
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/// <see cref="InputActionMap.actionTriggered"/>
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public unsafe void RecordAction(InputAction.CallbackContext context)
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{
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// Find/add state.
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var stateIndex = m_ActionMapStates.IndexOfReference(context.m_State);
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if (stateIndex == -1)
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stateIndex = m_ActionMapStates.AppendWithCapacity(context.m_State);
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// Make sure we get notified if there's a change to binding setups.
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HookOnActionChange();
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// Allocate event.
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var valueSizeInBytes = context.valueSizeInBytes;
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var eventPtr =
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(ActionEvent*)m_EventBuffer.AllocateEvent(ActionEvent.GetEventSizeWithValueSize(valueSizeInBytes));
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// Initialize event.
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ref var triggerState = ref context.m_State.actionStates[context.m_ActionIndex];
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eventPtr->baseEvent.type = ActionEvent.Type;
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eventPtr->baseEvent.time = triggerState.time;
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eventPtr->stateIndex = stateIndex;
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eventPtr->controlIndex = triggerState.controlIndex;
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eventPtr->bindingIndex = triggerState.bindingIndex;
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eventPtr->interactionIndex = triggerState.interactionIndex;
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eventPtr->startTime = triggerState.startTime;
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eventPtr->phase = triggerState.phase;
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// Store value.
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// NOTE: If the action triggered from a composite, this stores the value as
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// read from the composite.
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// NOTE: Also, the value we store is a fully processed value.
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var valueBuffer = eventPtr->valueData;
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context.ReadValue(valueBuffer, valueSizeInBytes);
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}
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/// <summary>
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/// Clears all recorded data.
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/// </summary>
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/// <remarks>
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/// **Note:** This method does not unsubscribe any actions that the instance is listening to, so after clearing the recorded data, new input on those subscribed actions will continue to be recorded.
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/// </remarks>
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public void Clear()
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{
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m_EventBuffer.Reset();
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m_ActionMapStates.ClearWithCapacity();
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}
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~InputActionTrace()
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{
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DisposeInternal();
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}
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/// <inheritdoc/>
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public override string ToString()
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{
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if (count == 0)
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return "[]";
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var str = new StringBuilder();
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str.Append('[');
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var isFirst = true;
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foreach (var eventPtr in this)
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{
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if (!isFirst)
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str.Append(",\n");
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str.Append(eventPtr.ToString());
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isFirst = false;
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}
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str.Append(']');
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return str.ToString();
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}
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/// <inheritdoc/>
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public void Dispose()
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{
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UnsubscribeFromAll();
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DisposeInternal();
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}
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private void DisposeInternal()
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{
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// Nuke clones we made of InputActionMapStates.
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for (var i = 0; i < m_ActionMapStateClones.length; ++i)
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m_ActionMapStateClones[i].Dispose();
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m_EventBuffer.Dispose();
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m_ActionMapStates.Clear();
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m_ActionMapStateClones.Clear();
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if (m_ActionChangeDelegate != null)
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{
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InputSystem.onActionChange -= m_ActionChangeDelegate;
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m_ActionChangeDelegate = null;
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}
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}
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/// <summary>
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/// Returns an enumerator that enumerates all action events recorded for this instance.
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/// </summary>
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/// <returns>Enumerator instance, never <c>null</c>.</returns>
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/// <seealso cref="ActionEventPtr"/>
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public IEnumerator<ActionEventPtr> GetEnumerator()
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{
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return new Enumerator(this);
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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private bool m_SubscribedToAll;
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private bool m_OnActionChangeHooked;
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private InlinedArray<InputAction> m_SubscribedActions;
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private InlinedArray<InputActionMap> m_SubscribedActionMaps;
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private InputEventBuffer m_EventBuffer;
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private InlinedArray<InputActionState> m_ActionMapStates;
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private InlinedArray<InputActionState> m_ActionMapStateClones;
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private Action<InputAction.CallbackContext> m_CallbackDelegate;
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private Action<object, InputActionChange> m_ActionChangeDelegate;
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private void HookOnActionChange()
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{
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if (m_OnActionChangeHooked)
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return;
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if (m_ActionChangeDelegate == null)
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m_ActionChangeDelegate = OnActionChange;
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InputSystem.onActionChange += m_ActionChangeDelegate;
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m_OnActionChangeHooked = true;
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}
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private void UnhookOnActionChange()
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{
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if (!m_OnActionChangeHooked)
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return;
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InputSystem.onActionChange -= m_ActionChangeDelegate;
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m_OnActionChangeHooked = false;
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}
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private void OnActionChange(object actionOrMapOrAsset, InputActionChange change)
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{
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// If we're subscribed to all actions, check if an action got triggered.
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if (m_SubscribedToAll)
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{
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switch (change)
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{
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case InputActionChange.ActionStarted:
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case InputActionChange.ActionPerformed:
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case InputActionChange.ActionCanceled:
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Debug.Assert(actionOrMapOrAsset is InputAction, "Expected an action");
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var triggeredAction = (InputAction)actionOrMapOrAsset;
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var actionIndex = triggeredAction.m_ActionIndexInState;
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var stateForAction = triggeredAction.m_ActionMap.m_State;
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var context = new InputAction.CallbackContext
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{
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m_State = stateForAction,
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m_ActionIndex = actionIndex,
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};
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RecordAction(context);
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return;
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}
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}
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// We're only interested in changes to the binding resolution state of actions.
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if (change != InputActionChange.BoundControlsAboutToChange)
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return;
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// Grab the associated action map(s).
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if (actionOrMapOrAsset is InputAction action)
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CloneActionStateBeforeBindingsChange(action.m_ActionMap);
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else if (actionOrMapOrAsset is InputActionMap actionMap)
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CloneActionStateBeforeBindingsChange(actionMap);
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else if (actionOrMapOrAsset is InputActionAsset actionAsset)
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foreach (var actionMapInAsset in actionAsset.actionMaps)
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CloneActionStateBeforeBindingsChange(actionMapInAsset);
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else
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Debug.Assert(false, "Expected InputAction, InputActionMap or InputActionAsset");
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}
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private void CloneActionStateBeforeBindingsChange(InputActionMap actionMap)
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{
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// Grab the state.
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var state = actionMap.m_State;
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if (state == null)
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{
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// Bindings have not been resolved yet for this action map. We shouldn't even be
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// on the notification list in this case, but just in case, ignore.
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return;
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}
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// See if we're using the given state.
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var stateIndex = m_ActionMapStates.IndexOfReference(state);
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if (stateIndex == -1)
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return;
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// Yes, we are so make our own private copy of its current state.
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// NOTE: We do not put these local InputActionMapStates on the global list.
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var clone = state.Clone();
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m_ActionMapStateClones.Append(clone);
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m_ActionMapStates[stateIndex] = clone;
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}
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/// <summary>
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/// A wrapper around <see cref="ActionEvent"/> that automatically translates all the
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/// information in events into their high-level representations.
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/// </summary>
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/// <remarks>
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/// For example, instead of returning <see cref="ActionEvent.controlIndex">control indices</see>,
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/// it automatically resolves and returns the respective <see cref="InputControl">controls</see>.
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/// </remarks>
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public unsafe struct ActionEventPtr
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{
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internal InputActionState m_State;
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internal ActionEvent* m_Ptr;
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/// <summary>
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/// The <see cref="InputAction"/> associated with this action event.
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/// </summary>
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public InputAction action => m_State.GetActionOrNull(m_Ptr->bindingIndex);
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/// <summary>
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/// The <see cref="InputActionPhase"/> associated with this action event.
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/// </summary>
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/// <seealso cref="InputAction.phase"/>
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/// <seealso cref="InputAction.CallbackContext.phase"/>
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public InputActionPhase phase => m_Ptr->phase;
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/// <summary>
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/// The <see cref="InputControl"/> instance associated with this action event.
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/// </summary>
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public InputControl control => m_State.controls[m_Ptr->controlIndex];
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/// <summary>
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/// The <see cref="IInputInteraction"/> instance associated with this action event if applicable, or <c>null</c> if the action event is not associated with an input interaction.
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/// </summary>
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public IInputInteraction interaction
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{
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get
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{
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var index = m_Ptr->interactionIndex;
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if (index == InputActionState.kInvalidIndex)
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return null;
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return m_State.interactions[index];
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}
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}
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/// <summary>
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/// The time, in seconds since your game or app started, that the event occurred.
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/// </summary>
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/// <remarks>
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/// Times are in seconds and progress linearly in real-time. The timeline is the same as for <see cref="Time.realtimeSinceStartup"/>.
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/// </remarks>
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public double time => m_Ptr->baseEvent.time;
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/// <summary>
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/// The time, in seconds since your game or app started, that the <see cref="phase"/> transitioned into <see cref="InputActionPhase.Started"/>.
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/// </summary>
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public double startTime => m_Ptr->startTime;
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/// <summary>
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/// The duration, in seconds, that has elapsed between when this event was generated and when the
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/// action <see cref="phase"/> transitioned to <see cref="InputActionPhase.Started"/> and has remained active.
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/// </summary>
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public double duration => time - startTime;
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/// <summary>
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/// The size, in bytes, of the value associated with this action event.
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/// </summary>
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public int valueSizeInBytes => m_Ptr->valueSizeInBytes;
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/// <summary>
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/// Reads the value associated with this event as an <c>object</c>.
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/// </summary>
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/// <returns><c>object</c> representing the value of this action event.</returns>
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/// <seealso cref="ReadOnlyArray{TValue}"/>
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/// <seealso cref="ReadValue(void*, int)"/>
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public object ReadValueAsObject()
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{
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if (m_Ptr == null)
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throw new InvalidOperationException("ActionEventPtr is invalid");
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var valuePtr = m_Ptr->valueData;
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// Check if the value came from a composite.
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var bindingIndex = m_Ptr->bindingIndex;
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if (m_State.bindingStates[bindingIndex].isPartOfComposite)
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{
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// Yes, so have to put the value/struct data we read into a boxed
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// object based on the value type of the composite.
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var compositeBindingIndex = m_State.bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
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var compositeIndex = m_State.bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
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var composite = m_State.composites[compositeIndex];
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Debug.Assert(composite != null, "NULL composite instance");
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var valueType = composite.valueType;
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if (valueType == null)
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throw new InvalidOperationException($"Cannot read value from Composite '{composite}' which does not have a valueType set");
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return Marshal.PtrToStructure(new IntPtr(valuePtr), valueType);
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}
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// Expecting action to only trigger from part bindings or bindings outside of composites.
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Debug.Assert(!m_State.bindingStates[bindingIndex].isComposite, "Action should not have triggered directly from a composite binding");
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// Read value through InputControl.
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var valueSizeInBytes = m_Ptr->valueSizeInBytes;
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return control.ReadValueFromBufferAsObject(valuePtr, valueSizeInBytes);
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}
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/// <summary>
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/// Reads the value associated with this event into the contiguous memory buffer defined by <c>[buffer, buffer + bufferSize)</c>.
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/// </summary>
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/// <param name="buffer">Pointer to the contiguous memory buffer to write value data to.</param>
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/// <param name="bufferSize">The size, in bytes, of the contiguous buffer pointed to by <paramref name="buffer"/>.</param>
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/// <exception cref="NullReferenceException">If <paramref name="buffer"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException">If the given <paramref name="bufferSize"/> is less than the number of bytes required to write the event value to <paramref name="buffer"/>.</exception>
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/// <seealso cref="ReadValueAsObject"/>
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/// <seealso cref="ReadValue{TValue}"/>
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public void ReadValue(void* buffer, int bufferSize)
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{
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var valueSizeInBytes = m_Ptr->valueSizeInBytes;
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////REVIEW: do we want more checking than this?
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if (bufferSize < valueSizeInBytes)
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throw new ArgumentException(
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$"Expected buffer of at least {valueSizeInBytes} bytes but got buffer of just {bufferSize} bytes instead",
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nameof(bufferSize));
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UnsafeUtility.MemCpy(buffer, m_Ptr->valueData, valueSizeInBytes);
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}
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/// <summary>
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/// Reads the value associated with this event as an object of type <typeparamref name="TValue"/>.
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/// </summary>
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/// <typeparam name="TValue">The event value type to be used.</typeparam>
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/// <returns>Object of type <typeparamref name="TValue"/>.</returns>
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/// <exception cref="InvalidOperationException">In case the size of <typeparamref name="TValue"/> does not match the size of the value associated with this event.</exception>
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public TValue ReadValue<TValue>()
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where TValue : struct
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{
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var valueSizeInBytes = m_Ptr->valueSizeInBytes;
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////REVIEW: do we want more checking than this?
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if (UnsafeUtility.SizeOf<TValue>() != valueSizeInBytes)
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throw new InvalidOperationException(
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$"Cannot read a value of type '{typeof(TValue).Name}' with size {UnsafeUtility.SizeOf<TValue>()} from event on action '{action}' with value size {valueSizeInBytes}");
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var result = new TValue();
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var resultPtr = UnsafeUtility.AddressOf(ref result);
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UnsafeUtility.MemCpy(resultPtr, m_Ptr->valueData, valueSizeInBytes);
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return result;
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}
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/// <inheritdoc/>
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public override string ToString()
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{
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if (m_Ptr == null)
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return "<null>";
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var actionName = action.actionMap != null ? $"{action.actionMap.name}/{action.name}" : action.name;
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return $"{{ action={actionName} phase={phase} time={time} control={control} value={ReadValueAsObject()} interaction={interaction} duration={duration} }}";
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}
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}
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private unsafe struct Enumerator : IEnumerator<ActionEventPtr>
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{
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private readonly InputActionTrace m_Trace;
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private readonly ActionEvent* m_Buffer;
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private readonly int m_EventCount;
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private ActionEvent* m_CurrentEvent;
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private int m_CurrentIndex;
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public Enumerator(InputActionTrace trace)
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{
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m_Trace = trace;
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m_Buffer = (ActionEvent*)trace.m_EventBuffer.bufferPtr.data;
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m_EventCount = trace.m_EventBuffer.eventCount;
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m_CurrentEvent = null;
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m_CurrentIndex = 0;
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}
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public bool MoveNext()
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{
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if (m_CurrentIndex == m_EventCount)
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return false;
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if (m_CurrentEvent == null)
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{
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m_CurrentEvent = m_Buffer;
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return m_CurrentEvent != null;
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}
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Debug.Assert(m_CurrentEvent != null);
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++m_CurrentIndex;
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if (m_CurrentIndex == m_EventCount)
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return false;
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m_CurrentEvent = (ActionEvent*)InputEvent.GetNextInMemory((InputEvent*)m_CurrentEvent);
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return true;
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}
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public void Reset()
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{
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m_CurrentEvent = null;
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m_CurrentIndex = 0;
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}
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public void Dispose()
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{
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}
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public ActionEventPtr Current
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{
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get
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{
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var state = m_Trace.m_ActionMapStates[m_CurrentEvent->stateIndex];
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return new ActionEventPtr
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{
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m_State = state,
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m_Ptr = m_CurrentEvent,
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};
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}
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}
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object IEnumerator.Current => Current;
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}
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}
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}
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