GvrControllerInput.cs
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//-----------------------------------------------------------------------
// <copyright file="GvrControllerInput.cs" company="Google Inc.">
// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
using System;
using System.Collections;
using Gvr.Internal;
using UnityEngine;
/// <summary>Represents a controller's current connection state.</summary>
/// <remarks>
/// All values and semantics below (except for Error) are from gvr_types.h in the GVR C API.
/// </remarks>
public enum GvrConnectionState
{
/// <summary>Indicates that an error has occurred.</summary>
Error = -1,
/// <summary>Indicates a controller is disconnected.</summary>
Disconnected = 0,
/// <summary>Indicates that the device is scanning for controllers.</summary>
Scanning = 1,
/// <summary>Indicates that the device is connecting to a controller.</summary>
Connecting = 2,
/// <summary>Indicates that the device is connected to a controller.</summary>
Connected = 3,
}
/// <summary>Represents the status of the controller API.</summary>
/// <remarks>Values and semantics are from `gvr_types.h` in the GVR C API.</remarks>
public enum GvrControllerApiStatus
{
/// <summary>A Unity-localized error occurred.</summary>
/// <remarks>This is the only value that isn't in `gvr_types.h`.</remarks>
Error = -1,
/// <summary>API is happy and healthy.</summary>
/// <remarks>
/// This doesn't mean any controllers are connected, it just means that the underlying service
/// is working properly.
/// </remarks>
Ok = 0,
// Any other status represents a permanent failure that requires
// external action to fix:
/// <summary>
/// API failed because this device does not support controllers (API is too low, or other
/// required feature not present).
/// </summary>
Unsupported = 1,
/// <summary>
/// This app was not authorized to use the service (e.g., missing permissions, the app is
/// blacklisted by the underlying service, etc).
/// </summary>
NotAuthorized = 2,
/// <summary>The underlying VR service is not present.</summary>
Unavailable = 3,
/// <summary>The underlying VR service is too old, needs upgrade.</summary>
ApiServiceObsolete = 4,
/// <summary>
/// The underlying VR service is too new, is incompatible with current client.
/// </summary>
ApiClientObsolete = 5,
/// <summary>The underlying VR service is malfunctioning. Try again later.</summary>
ApiMalfunction = 6,
}
/// <summary>Represents a controller's current battery level.</summary>
/// <remarks>Values and semantics from gvr_types.h in the GVR C API.</remarks>
public enum GvrControllerBatteryLevel
{
/// <summary>A Unity-localized error occurred.</summary>
/// <remarks>This is the only value that isn't in `gvr_types.h`.</remarks>
Error = -1,
/// <summary>The battery state is currently unreported.</summary>
Unknown = 0,
/// <summary>Equivalent to 1 out of 5 bars on the battery indicator.</summary>
CriticalLow = 1,
/// <summary>Equivalent to 2 out of 5 bars on the battery indicator.</summary>
Low = 2,
/// <summary>Equivalent to 3 out of 5 bars on the battery indicator.</summary>
Medium = 3,
/// <summary>Equivalent to 4 out of 5 bars on the battery indicator.</summary>
AlmostFull = 4,
/// <summary>Equivalent to 5 out of 5 bars on the battery indicator.</summary>
Full = 5,
}
/// <summary>Represents controller buttons.</summary>
/// <remarks>
/// Values 0-9 are from `gvr_types.h` in the GVR C API. Value 31 is not represented in the C API.
/// </remarks>
public enum GvrControllerButton
{
/// <summary>The Button under the touch pad.</summary>
/// <remarks>Formerly known as Click.</remarks>
TouchPadButton = 1 << 1,
/// <summary>Touch pad touching indicator.</summary>
TouchPadTouch = 1 << 31,
/// <summary>General application button.</summary>
App = 1 << 3,
/// <summary>System button.</summary>
/// <remarks>Formerly known as Home.</remarks>
System = 1 << 2,
/// <summary>Primary button on the underside of the controller.</summary>
Trigger = 1 << 6,
/// <summary>Secondary button on the underside of the controller.</summary>
Grip = 1 << 7,
/// <summary>Buttons reserved for future use. Subject to name change.</summary>
Reserved2 = 1 << 8,
}
/// <summary>Represents controller handedness.</summary>
public enum GvrControllerHand
{
/// <summary>Right hand.</summary>
Right,
/// <summary>Left hand.</summary>
Left,
/// <summary>Alias for dominant hand as specified by `GvrSettings.Handedness`.</summary>
Dominant,
/// <summary>Alias for non-dominant hand.</summary>
NonDominant,
}
/// <summary>Main entry point for the Daydream controller API.</summary>
/// <remarks>
/// To use this API, add this script to a game object in your scene, or use the
/// **GvrControllerMain** prefab. This is a singleton object. There can only be one object with
/// this script in your scene.
/// <para>
/// To access a controller's state, get a device from `GvrControllerInput.GetDevice` then query it
/// for state. For example, to the dominant controller's current orientation, use
/// `GvrControllerInput.GetDevice(GvrControllerHand.Dominant).Orientation`.
/// </para></remarks>
[HelpURL("https://developers.google.com/vr/reference/unity/class/GvrControllerInput")]
public class GvrControllerInput : MonoBehaviour
{
/// <summary>Indicates how to connect to the controller emulator.</summary>
#if UNITY_EDITOR
[GvrInfo("Hold Shift to use the Mouse as the dominant controller.\n\n" +
"Controls: Shift +\n" +
" • Move Mouse = Change Orientation\n" +
" • Left Mouse Button = ClickButton\n" +
" • Right Mouse Button = AppButton\n" +
" • Middle Mouse Button = HomeButton/Recenter\n" +
" • Ctrl = IsTouching\n" +
" • Ctrl + Move Mouse = Change TouchPos", 8, UnityEditor.MessageType.None)]
[Tooltip("How to connect to the emulator: USB cable (recommended) or WIFI.")]
[GvrInfo("Controller Emulator is now Deprecated", 2, UnityEditor.MessageType.Warning)]
#endif // UNITY_EDITOR
public EmulatorConnectionMode emulatorConnectionMode = EmulatorConnectionMode.USB;
private static GvrControllerInputDevice[] instances = new GvrControllerInputDevice[0];
private static IControllerProvider controllerProvider;
private static GvrSettings.UserPrefsHandedness handedness;
private static Action onDevicesChangedInternal;
/// <summary>Event handler for when the connection state of a controller changes.</summary>
/// <param name="state">The new state.</param>
/// <param name="oldState">The previous state.</param>
public delegate void OnStateChangedEvent(GvrConnectionState state, GvrConnectionState oldState);
/// <summary>
/// Event handler for receiving button, touchpad, and IMU updates from the controllers.
/// </summary>
/// <remarks>Use this handler to update app state based on controller input.</remarks>
public static event Action OnControllerInputUpdated;
/// <summary>
/// Event handler for receiving a second notification callback, after all
/// `OnControllerInputUpdated` events have fired.
/// </summary>
public static event Action OnPostControllerInputUpdated;
/// <summary>Event handler for when controller devices have changed.</summary>
/// <remarks>
/// Any code that stores a `GvrControllerInputDevice` should get a new device instance from
/// `GetDevice`. Existing `GvrControllerInputDevice`s will be marked invalid and will log errors
/// when used. Event handlers are called immediately when added.
/// </remarks>
public static event Action OnDevicesChanged
{
[SuppressMemoryAllocationError(
IsWarning = false, Reason = "Only called on input device change.")]
add
{
onDevicesChangedInternal += value;
value();
}
[SuppressMemoryAllocationError(
IsWarning = false, Reason = "Only called on input device change.")]
remove
{
onDevicesChangedInternal -= value;
}
}
/// <summary>
/// Event handler for when the connection state of the dominant controller changes.
/// </summary>
[System.Obsolete("Replaced by GvrControllerInputDevice.OnStateChangedEvent.")]
public static event OnStateChangedEvent OnStateChanged
{
add
{
if (instances.Length > 0)
{
instances[0].OnStateChanged += value;
}
else
{
Debug.LogError(
"GvrControllerInput: Adding OnStateChanged event before instance created.");
}
}
remove
{
if (instances.Length > 0)
{
instances[0].OnStateChanged -= value;
}
else
{
Debug.LogError(
"GvrControllerInput: Removing OnStateChanged event before instance created.");
}
}
}
/// <summary>Controller Emulatuor connection modes.</summary>
public enum EmulatorConnectionMode
{
/// <summary>Emulator disconnected.</summary>
OFF,
/// <summary>Emulator connects over USB.</summary>
USB,
/// <summary>Emulator connects over WIFI.</summary>
WIFI,
}
/// @deprecated Replaced by `GvrControllerInputDevice.State`.
/// <summary>Gets the dominant controller's current connection state.</summary>
/// <remarks>
/// Returns `GvrConnectionState.Error` if `GvrControllerInput` is uninitialized.
/// </remarks>
/// <value>The state.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.State.")]
public static GvrConnectionState State
{
get
{
if (instances.Length == 0)
{
return GvrConnectionState.Error;
}
return instances[0].State;
}
}
/// <summary>Gets the status of the controller API.</summary>
/// <remarks>
/// Returns `GvrControllerApiStatus.Error` if `GvrControllerInput` is uninitialized.
/// </remarks>
/// <value>The api status.</value>
public static GvrControllerApiStatus ApiStatus
{
get
{
if (instances.Length == 0)
{
return GvrControllerApiStatus.Error;
}
return instances[0].ApiStatus;
}
}
/// <summary>Gets a value indicating whether battery status is supported.</summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// Value `true` if the GVR Controller Input supports BatteryStatus calls, `false` otherwise.
/// </value>
public static bool SupportsBatteryStatus
{
get
{
if (controllerProvider == null)
{
return false;
}
return controllerProvider.SupportsBatteryStatus;
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.Orientation`.
/// <summary>
/// Gets the dominant controller's current orientation in space, as a quaternion.
/// </summary>
/// <remarks>
/// The rotation is provided in 'orientation space' which means the rotation is given relative
/// to the last time the user recentered their controllers. To make a game object in your scene
/// have the same orientation as the dominant controller, simply assign this quaternion to the
/// object's `transform.rotation`. To match the relative rotation, use
/// `transform.localRotation` instead.
/// </remarks>
/// <value>
/// The orientation. This is `Quaternion.identity` if `GvrControllerInput` is uninitialized.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.Orientation.")]
public static Quaternion Orientation
{
get
{
if (instances.Length == 0)
{
return Quaternion.identity;
}
return instances[0].Orientation;
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.Gyro`.
/// <summary>
/// Gets the dominant controller's current angular speed in radians per second.
/// </summary>
/// <remarks>
/// Uses the right-hand rule (positive means a right-hand rotation about the given axis), as
/// measured by the controller's gyroscope. Returns `Vector3.zero` if `GvrControllerInput` is
/// uninitialized.
/// <para>
/// The controller's axes are:
/// - X points to the right.
/// - Y points perpendicularly up from the controller's top surface.
/// - Z lies along the controller's body, pointing towards the front.
/// </para></remarks>
/// <value>The gyro's angular speed.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.Gyro.")]
public static Vector3 Gyro
{
get
{
if (instances.Length == 0)
{
return Vector3.zero;
}
return instances[0].Gyro;
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.Accel`.
/// <summary>
/// Gets the dominant controller's current acceleration in meters per second squared.
/// </summary>
/// <remarks>
/// The controller's axes are:
/// - X points to the right.
/// - Y points perpendicularly up from the controller's top surface.
/// - Z lies along the controller's body, pointing towards the front.
/// <para>
/// Note that gravity is indistinguishable from acceleration, so when the controller is resting
/// on a surface, expect to measure an acceleration of 9.8 m/s^2 on the Y axis. The
/// accelerometer reading will be zero on all three axes only if the controller is in free fall,
/// or if the user is in a zero gravity environment like a space station.
/// </para></remarks>
/// <value>
/// The acceleration. Will be `Vector3.zero` if `GvrControllerInput` is uninitialized.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.Accel.")]
public static Vector3 Accel
{
get
{
if (instances.Length == 0)
{
return Vector3.zero;
}
return instances[0].Accel;
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch)`.
/// <summary>
/// Gets a value indicating whether the user is touching the dominant controller's touchpad.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>Value `true` if is touching. Otherwise, `false`.</value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch).")]
public static bool IsTouching
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButton(GvrControllerButton.TouchPadTouch);
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButtonDown(GvrControllerButton.TouchPadTouch)`.
/// <summary>
/// Gets a value indicating whether this frame is the frame the user starts touching the
/// dominant controller's touchpad.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `TouchDown` event is
/// guaranteed to be followed by exactly one `TouchUp` event in a later frame. Also, `TouchDown`
/// and `TouchUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` if this is the frame after the user starts touching the dominant controller's
/// touchpad, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonDown(GvrControllerButton.TouchPadTouch).")]
public static bool TouchDown
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonDown(GvrControllerButton.TouchPadTouch);
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButtonUp(GvrControllerButton.TouchPadTouch)`.
/// <summary>
/// Gets a value indicating whether this frame is the frame after the user stops touching the
/// dominant controller's touchpad.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `TouchUp` event is
/// guaranteed to be preceded by exactly one `TouchDown` event in an earlier frame. Also,
/// `TouchDown` and `TouchUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` if this is the frame after the user stops touching the dominant controller's
/// touchpad, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonUp(GvrControllerButton.TouchPadTouch).")]
public static bool TouchUp
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonUp(GvrControllerButton.TouchPadTouch);
}
}
/// @deprecated Please migrate to the center-relative `GvrControllerInputDevice.TouchPos`.
/// <summary>
/// Gets the position of the dominant controller's current touch, if touching the touchpad.
/// </summary>
/// <remarks>
/// Returns `Vector2(0.5f, 0.5f)` if `GvrControllerInput` is uninitialized. If not touching,
/// this is the position of the last touch (when the finger left the touchpad). The X and Y
/// range is from 0 to 1. (0, 0) is the top left of the touchpad and (1, 1) is the bottom right
/// of the touchpad.
/// </remarks>
/// <value>The touch position.</value>
[System.Obsolete("Obsolete. Migrate to the center-relative GvrControllerInputDevice.TouchPos.")]
public static Vector2 TouchPos
{
get
{
if (instances.Length == 0)
{
return new Vector2(0.5f, 0.5f);
}
Vector2 touchPos = instances[0].TouchPos;
touchPos.x = (touchPos.x / 2.0f) + 0.5f;
touchPos.y = (-touchPos.y / 2.0f) + 0.5f;
return touchPos;
}
}
/// @deprecated Please migrate to the center-relative `GvrControllerInputDevice.TouchPos`.
/// <summary>
/// Gets the position of the dominant controller's current touch, if touching the touchpad.
/// </summary>
/// <remarks>
/// Returns `Vector2.zero` if `GvrControllerInput` is uninitialized. If not touching, this is
/// the position of the last touch (when the finger left the touchpad). The X and Y range is
/// from -1 to 1. (-.707,-.707) is bottom left, (.707,.707) is upper right. (0, 0) is the
/// center of the touchpad. The magnitude of the touch vector is guaranteed to be less than or
/// equal to 1.
/// </remarks>
/// <value>The touch position centered.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.TouchPos.")]
public static Vector2 TouchPosCentered
{
get
{
if (instances.Length == 0)
{
return Vector2.zero;
}
return instances[0].TouchPos;
}
}
/// @deprecated Use `Recentered` to detect when user has completed the recenter gesture.
/// <summary>Gets a value indicating whether the user is currently recentering.</summary>
/// <value>Value `true` if the user is currently recentering, `false` otherwise.</value>
[System.Obsolete("Use Recentered to detect when user has completed the recenter gesture.")]
public static bool Recentering
{
get
{
return false;
}
}
/// <summary>
/// Gets a value indicating whether the user just completed the recenter gesture.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. The headset and the dominant
/// controller's orientation are now being reported in the new recentered coordinate system.
/// This is an event flag (it is true for only one frame after the event happens, then reverts
/// to false).
/// </remarks>
/// <value>Value `true` if the user has just finished recentering, `false` otherwise.</value>
public static bool Recentered
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].Recentered;
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButton(GvrControllerButton.TouchPadButton)`.
/// <summary>
/// Gets a value indicating whether the user currently holds down the dominant controller's
/// touchpad button.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// Value `true` if the user currently holds down the dominant controller's touchpad button,
/// `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButton(GvrControllerButton.TouchPadButton).")]
public static bool ClickButton
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButton(GvrControllerButton.TouchPadButton);
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButtonDown(GvrControllerButton.TouchPadButton)`.
/// <summary>
/// Gets a value indicating whether this is the frame the user starts pressing down the dominant
/// controller's touchpad button.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `ClickButtonDown` event is
/// guaranteed to be followed by exactly one `ClickButtonUp` event in a later frame. Also,
/// `ClickButtonDown` and `ClickButtonUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` this is the frame the user started pressing down the dominant controller's
/// touchpad button, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonDown(GvrControllerButton.TouchPadButton).")]
public static bool ClickButtonDown
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonDown(GvrControllerButton.TouchPadButton);
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButtonUp(GvrControllerButton.TouchPadButton)`.
/// <summary>
/// Gets a value indicating whether this is the frame after the user stops pressing down the
/// dominant controller's touchpad button.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `ClickButtonUp` event is
/// guaranteed to be preceded by exactly one `ClickButtonDown` event in an earlier frame. Also,
/// `ClickButtonDown` and `ClickButtonUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` if this is the frame after the user stops pressing down the dominant
/// controller's touchpad button, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonUp(GvrControllerButton.TouchPadButton).")]
public static bool ClickButtonUp
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonUp(GvrControllerButton.TouchPadButton);
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.GetButton(GvrControllerButton.App)`.
/// <summary>
/// Gets a value indicating whether the user is currently holding down the dominant controller's
/// app button.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// Value `true` if the user is currently holding down the dominant controller's app button,
/// `false` otherwise.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.GetButton(GvrControllerButton.App).")]
public static bool AppButton
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButton(GvrControllerButton.App);
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.GetButtonDown(GvrControllerButton.App)`.
/// <summary>
/// Gets a value indicating whether this is the frame the user started pressing down the
/// dominant controller's app button.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `AppButtonDown` event is
/// guaranteed to be followed by exactly one `AppButtonUp` event in a later frame.
/// `AppButtonDown` and `AppButtonUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` if this is the frame the user started pressing down the dominant controller's
/// app button, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonDown(GvrControllerButton.App).")]
public static bool AppButtonDown
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonDown(GvrControllerButton.App);
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.GetButtonUp(GvrControllerButton.App)`.
/// <summary>
/// Gets a value indicating whether this is the frame after the user stopped pressing down the
/// dominant controller's app button.
/// </summary>
/// <remarks>
/// Returns `false` if `GvrControllerInput` is uninitialized. Every `AppButtonUp` event is
/// guaranteed to be preceded by exactly one `AppButtonDown` event in an earlier frame. Also,
/// `AppButtonDown` and `AppButtonUp` will never both be `true` in the same frame.
/// </remarks>
/// <value>
/// Value `true` if this is the frame after the user stopped pressing down the dominant
/// controller's app button, `false` otherwise.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.GetButtonUp(GvrControllerButton.App).")]
public static bool AppButtonUp
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonUp(GvrControllerButton.App);
}
}
/// @deprecated Replaced by
/// `GvrControllerInputDevice.GetButtonDown(GvrControllerButton.System)`.
/// <summary>
/// Gets a value indicating whether this is the frame the user started pressing down the
/// dominant controller's system button.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// Value `true` if this is the frame the user started pressing down the dominant controller's
/// system button, `false` otherwise.
/// </value>
[System.Obsolete(
"Replaced by GvrControllerInputDevice.GetButtonDown(GvrControllerButton.System).")]
public static bool HomeButtonDown
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButtonDown(GvrControllerButton.System);
}
}
/// @deprecated Replaced by GvrControllerInputDevice.GetButton(GvrControllerButton.System).
/// <summary>
/// Gets a value indicating whether the user is holding down the dominant controller's system
/// button.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// Value `true` if the user is holding down the dominant controller's system button, `false`
/// otherwise.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.GetButton(GvrControllerButton.System).")]
public static bool HomeButtonState
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].GetButton(GvrControllerButton.System);
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.ErrorDetails`.
/// <summary>
/// Gets details about the reasoning behind the Dominant Controller's error state.
/// </summary>
/// <remarks>
/// If the dominant controller's state `== GvrConnectionState.Error`, this contains details
/// about the error. If `GvrControllerInput` is uninitialized this returns an error string
/// describing the uninitialized state.
/// </remarks>
/// <value>Details about the reasoning behind the dominant controller's error state.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.ErrorDetails.")]
public static string ErrorDetails
{
get
{
if (instances.Length > 0)
{
return instances[0].ErrorDetails;
}
else
{
return "No GvrControllerInput initialized instance found in scene. "
+ "It may be missing, or it might not have initialized yet.";
}
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.StatePtr`.
/// <summary>
/// Gets the GVR C library controller state pointer (`gvr_controller_state*`) for the dominant
/// controller.
/// </summary>
/// <remarks>Returns `IntPtr.Zero` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>
/// The GVR C library controller state pointer (`gvr_controller_state*`) for the dominant
/// controller.
/// </value>
[System.Obsolete("Replaced by GvrControllerInputDevice.StatePtr.")]
public static IntPtr StatePtr
{
get
{
if (instances.Length == 0)
{
return IntPtr.Zero;
}
return instances[0].StatePtr;
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.IsCharging`.
/// <summary>
/// Gets a value indicating whether the dominant controller is currently being charged.
/// </summary>
/// <remarks>Returns `false` if `GvrControllerInput` is uninitialized.</remarks>
/// <value>Value `true` if the dominant controller is charging. Otherwise, `false`.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.IsCharging.")]
public static bool IsCharging
{
get
{
if (instances.Length == 0)
{
return false;
}
return instances[0].IsCharging;
}
}
/// @deprecated Replaced by `GvrControllerInputDevice.BatteryLevel`.
/// <summary>Gets the dominant controller's current battery charge level.</summary>
/// <remarks>
/// Returns `GvrControllerBatteryLevel.Error` if `GvrControllerInput` is uninitialized.
/// </remarks>
/// <value>The dominant controller's current battery charge level.</value>
[System.Obsolete("Replaced by GvrControllerInputDevice.BatteryLevel.")]
public static GvrControllerBatteryLevel BatteryLevel
{
get
{
if (instances.Length == 0)
{
return GvrControllerBatteryLevel.Error;
}
return instances[0].BatteryLevel;
}
}
/// <summary>Returns a controller device for the specified hand.</summary>
/// <returns>The controller input device.</returns>
/// <param name="hand">The hand whose input device should be fetched.</param>
public static GvrControllerInputDevice GetDevice(GvrControllerHand hand)
{
if (instances.Length == 0)
{
return null;
}
// Remap Right and Left to Dominant or NonDominant according to settings handedness.
if (hand == GvrControllerHand.Left || hand == GvrControllerHand.Right)
{
if ((int)hand != (int)handedness)
{
hand = GvrControllerHand.NonDominant;
}
else
{
hand = GvrControllerHand.Dominant;
}
}
if (hand == GvrControllerHand.NonDominant)
{
return instances[1];
}
else
{
// Dominant is always controller 0.
return instances[0];
}
}
private void Awake()
{
if (instances.Length > 0)
{
Debug.LogError(
"More than one active GvrControllerInput instance was found in your scene. "
+ "Ensure that there is only one GvrControllerInput.");
this.enabled = false;
return;
}
if (controllerProvider == null)
{
controllerProvider = ControllerProviderFactory.CreateControllerProvider(this);
}
handedness = GvrSettings.Handedness;
int controllerCount = 2;
instances = new GvrControllerInputDevice[controllerCount];
for (int i = 0; i < controllerCount; i++)
{
instances[i] = new GvrControllerInputDevice(controllerProvider, i);
}
if (onDevicesChangedInternal != null)
{
onDevicesChangedInternal();
}
// Keep screen on here, since GvrControllerInput must be in any GVR scene in order to enable
// controller capabilities.
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}
private void Update()
{
foreach (var instance in instances)
{
if (instance != null)
{
instance.Update();
}
}
if (OnControllerInputUpdated != null)
{
OnControllerInputUpdated();
}
if (OnPostControllerInputUpdated != null)
{
OnPostControllerInputUpdated();
}
}
private void OnDestroy()
{
foreach (var instance in instances)
{
// Ensure this device will error if used again.
instance.Invalidate();
}
instances = new GvrControllerInputDevice[0];
if (onDevicesChangedInternal != null)
{
onDevicesChangedInternal();
}
}
private void OnApplicationPause(bool paused)
{
if (controllerProvider == null)
{
return;
}
if (paused)
{
controllerProvider.OnPause();
}
else
{
handedness = GvrSettings.Handedness;
controllerProvider.OnResume();
}
}
}