GvrControllerInputDevice.cs
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//-----------------------------------------------------------------------
// <copyright file="GvrControllerInputDevice.cs" company="Google Inc.">
// Copyright 2018 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>Device instance of the Daydream controller API.</summary>
public class GvrControllerInputDevice
{
private IControllerProvider controllerProvider;
private int controllerId;
private ControllerState controllerState = new ControllerState();
private Vector2 touchPosCentered = Vector2.zero;
private int lastUpdatedFrameCount = -1;
private bool valid;
internal GvrControllerInputDevice(IControllerProvider provider, int controller_id)
{
controllerProvider = provider;
controllerId = controller_id;
valid = true;
}
/// <summary>Event handler for when the connection state of the controller changes.</summary>
public event GvrControllerInput.OnStateChangedEvent OnStateChanged;
/// <summary>Gets a value indicating whether this instance is dominant hand.</summary>
/// <value>Value `true` if this instance is dominant hand, `false` otherwise.</value>
public bool IsDominantHand
{
get { return controllerId == 0; }
}
/// <summary>
/// Gets a value indicating whether this instance is configured as being the right hand.
/// </summary>
/// <value>Value `true` if this instance is right hand, `false` otherwise.</value>
public bool IsRightHand
{
[SuppressMemoryAllocationError(IsWarning = true)]
get
{
if (controllerId == 0)
{
return GvrSettings.Handedness == GvrSettings.UserPrefsHandedness.Right;
}
else
{
return GvrSettings.Handedness == GvrSettings.UserPrefsHandedness.Left;
}
}
}
/// <summary>Gets the controller's current connection state.</summary>
/// <value>The state.</value>
public GvrConnectionState State
{
[SuppressMemoryAllocationError(IsWarning = true)]
get
{
Update();
return controllerState.connectionState;
}
}
/// <summary>Gets the API status of the current controller state.</summary>
/// <value>The API status.</value>
public GvrControllerApiStatus ApiStatus
{
get
{
Update();
return controllerState.apiStatus;
}
}
/// <summary>Gets the 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 controller. To make a game object in your scene
/// have the same orientation as the controller, simply assign this quaternion to the object's
/// `transform.rotation`. To match the relative rotation, use `transform.localRotation` instead.
/// </remarks>
/// <value>The orientation.</value>
public Quaternion Orientation
{
get
{
Update();
return controllerState.orientation;
}
}
/// <summary>Gets the controller's current position in world space.</summary>
/// <value>The controller's current position in world space.</value>
public Vector3 Position
{
get
{
Update();
return controllerState.position;
}
}
/// <summary>Gets the controller's current angular speed in radians per second.</summary>
/// <remarks>
/// Generated using the right-hand rule (positive means a right-hand rotation about the given
/// axis), as measured by the controller's gyroscope.
/// <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>
public Vector3 Gyro
{
get
{
Update();
return controllerState.gyro;
}
}
/// <summary>Gets the 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 in m/s^2.</value>
public Vector3 Accel
{
get
{
Update();
return controllerState.accel;
}
}
/// <summary>Gets the position of the current touch, if touching the touchpad.</summary>
/// <remarks>
/// The X and Y range is from -1.0 to 1.0. (0, 0) is the center of the touchpad. (-.707, -.707)
/// is bottom left, (.707, .707) is upper right. The magnitude of the touch vector is
/// guaranteed to be less than or equal to 1.0.
/// </remarks>
/// <value>
/// The position of the current touch, if touching the touchpad. If not touching, this is the
/// position of the last touch (when the finger left the touchpad).
/// </value>
public Vector2 TouchPos
{
get
{
Update();
return touchPosCentered;
}
}
/// <summary>
/// Gets a value indicating whether the user just completed the recenter gesture.
/// </summary>
/// <remarks>
/// The headset and the controller's orientation are now being reported in the new recentered
/// coordinate system.
/// </remarks>
/// <value>
/// Value `true` if the user just completed the recenter gesture, `false` otherwise. This is an
/// event flag (it is `true` for only one frame after the event happens, then reverts to
/// `false`).
/// </value>
public bool Recentered
{
get
{
Update();
return controllerState.recentered;
}
}
/// <summary>Gets the bitmask of the buttons that are down in the current frame.</summary>
/// <value>The bitmask of currently-down buttons.</value>
public GvrControllerButton Buttons
{
get { return controllerState.buttonsState; }
}
/// <summary>
/// Gets the bitmask of the buttons that began being pressed in the current frame.
/// </summary>
/// <remarks>
/// Each individual button enum is guaranteed to be followed by exactly one ButtonsUp event in a
/// later frame. `ButtonsDown` and `ButtonsUp` will never both be `true` in the same frame for
/// an individual button.
/// </remarks>
/// <value>The bitmask of just-pressed-down buttons.</value>
public GvrControllerButton ButtonsDown
{
get { return controllerState.buttonsDown; }
}
/// <summary>
/// Gets the bitmask of the buttons that ended being pressed in the current frame.
/// </summary>
/// <remarks>
/// Each individual button enum is guaranteed to be preceded by exactly one `ButtonsDown`
/// event in an earlier frame. `ButtonsDown` and `ButtonsUp` will never both be `true` in the
/// same frame for an individual button.
/// </remarks>
/// <value>The bitmask of just-released buttons.</value>
public GvrControllerButton ButtonsUp
{
get { return controllerState.buttonsUp; }
}
/// <summary>Gets `GvrConnectionState` error details.</summary>
/// <remarks>
/// If `State == GvrConnectionState.Error`, this contains details about the error.
/// </remarks>
/// <value>The error details.</value>
public string ErrorDetails
{
get
{
Update();
return controllerState.connectionState == GvrConnectionState.Error ?
controllerState.errorDetails : "";
}
}
/// <summary>
/// Gets the GVR C library controller state pointer (`gvr_controller_state*`).
/// </summary>
/// <value>The state pointer.</value>
public IntPtr StatePtr
{
get
{
Update();
return controllerState.gvrPtr;
}
}
/// <summary>
/// Gets a value indicating whether the controller is currently being charged.
/// </summary>
/// <value>Value `true` if this instance is charging. Otherwise, `false`.</value>
public bool IsCharging
{
get
{
Update();
return controllerState.isCharging;
}
}
/// <summary>Gets the controller's current battery charge level.</summary>
/// <value>The battery charge level.</value>
public GvrControllerBatteryLevel BatteryLevel
{
get
{
Update();
return controllerState.batteryLevel;
}
}
// Returns `true` if the controller can be positionally tracked.
internal bool SupportsPositionalTracking
{
get { return controllerState.is6DoF; }
}
/// <summary>
/// Gets a value indicating whether the user is holding down any of the buttons specified in
/// `buttons`.
/// </summary>
/// <remarks>
/// Multiple `GvrControllerButton` types can be checked at once using a bitwise-or operation.
/// </remarks>
/// <returns>Returns `true` if the designated button is being held this frame.</returns>
/// <param name="buttons">The button to get the held state for this frame.</param>
public bool GetButton(GvrControllerButton buttons)
{
Update();
return (controllerState.buttonsState & buttons) != 0;
}
/// <summary>
/// Gets a value indicating whether the user starts pressing down any of the buttons specified
/// in `buttons`.
/// </summary>
/// <remarks>
/// For an individual button enum, every `ButtonDown` event is guaranteed to be followed by
/// exactly one `ButtonUp` event in a later frame. `ButtonDown` and `ButtonUp` will never both
/// be `true` in the same frame for an individual button.
/// <para>
/// Using multiple button enums together with an `or` statement can result in multiple
/// `ButtonDown`s before a `ButtonUp`.
/// </para></remarks>
/// <returns>Returns `true` if the designated button was pressed this frame.</returns>
/// <param name="buttons">The button to get the press-state for this frame.</param>
public bool GetButtonDown(GvrControllerButton buttons)
{
Update();
return (controllerState.buttonsDown & buttons) != 0;
}
/// <summary>
/// Gets a value indicating whether this is the frame after the user stops pressing down any of
/// the buttons specified in `buttons`.
/// </summary>
/// <remarks>
/// For an individual button enum, every `ButtonUp` event is guaranteed to be preceded by
/// exactly one `ButtonDown` event in an earlier frame. `ButtonDown` and `ButtonUp` will never
/// both be `true` in the same frame for an individual button.
/// <para>
/// Using multiple button enums together with an `or` statement can result in multiple
/// `ButtonUp`s after multiple `ButtonDown`s.
/// </para></remarks>
/// <returns>Returns `true` if the designated button was released this frame.</returns>
/// <param name="buttons">The button to get the release-state for this frame.</param>
public bool GetButtonUp(GvrControllerButton buttons)
{
Update();
return (controllerState.buttonsUp & buttons) != 0;
}
internal void Invalidate()
{
valid = false;
}
internal void Update()
{
if (lastUpdatedFrameCount != Time.frameCount)
{
if (!valid)
{
Debug.LogError(
"Using an invalid GvrControllerInputDevice. "
+ "Please acquire a new one from GvrControllerInput.GetDevice().");
return;
}
// The controller state must be updated prior to any function using the
// controller API to ensure the state is consistent throughout a frame.
lastUpdatedFrameCount = Time.frameCount;
GvrConnectionState oldState = State;
controllerProvider.ReadState(controllerState, controllerId);
UpdateTouchPosCentered();
#if UNITY_EDITOR
if (IsDominantHand)
{
// Make sure the EditorEmulator is updated immediately.
if (GvrEditorEmulator.Instance != null)
{
GvrEditorEmulator.Instance.UpdateEditorEmulation();
}
}
#endif // UNITY_EDITOR
if (OnStateChanged != null && State != oldState)
{
OnStateChanged(State, oldState);
}
}
}
private void UpdateTouchPosCentered()
{
touchPosCentered.x = (controllerState.touchPos.x - 0.5f) * 2.0f;
touchPosCentered.y = -(controllerState.touchPos.y - 0.5f) * 2.0f;
float magnitude = touchPosCentered.magnitude;
if (magnitude > 1)
{
touchPosCentered.x /= magnitude;
touchPosCentered.y /= magnitude;
}
}
}