EmulatorKeyboardProvider.cs
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//-----------------------------------------------------------------------
// <copyright file="EmulatorKeyboardProvider.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>
//-----------------------------------------------------------------------
// This is a version of the keyboard that runs directly in the Unity Editor.
// It is meant to simply be a placeholder so developers can test their games
// without having to use actual devices.
using UnityEngine;
using System;
/// @cond
namespace Gvr.Internal
{
/// Keyboard subclass to run in the Unity editor
public class EmulatorKeyboardProvider : IKeyboardProvider
{
private GameObject stub;
private bool showing;
GvrKeyboard.KeyboardCallback keyboardCallback;
private string editorText = string.Empty;
private GvrKeyboardInputMode mode = GvrKeyboardInputMode.DEFAULT;
private Matrix4x4 worldMatrix;
private bool isValid = false;
public string EditorText
{
get { return editorText; }
set { editorText = value; }
}
public void SetInputMode(GvrKeyboardInputMode mode)
{
this.mode = mode;
}
public EmulatorKeyboardProvider()
{
Debug.Log("Creating stub keyboard");
// Set default data;
showing = false;
isValid = true;
}
public void OnPause()
{
}
public void OnResume()
{
}
public void ReadState(KeyboardState outState)
{
outState.mode = mode;
outState.editorText = editorText;
outState.worldMatrix = worldMatrix;
outState.isValid = isValid;
outState.isReady = true;
}
public bool Create(GvrKeyboard.KeyboardCallback keyboardEvent)
{
keyboardCallback = keyboardEvent;
if (!isValid)
{
keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_ERROR_SERVICE_NOT_CONNECTED);
}
return true;
}
public void Show(Matrix4x4 controllerMatrix, bool useRecommended, float distance, Matrix4x4 model)
{
if (!showing && isValid)
{
showing = true;
worldMatrix = controllerMatrix;
keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_SHOWN);
}
}
public void UpdateData()
{
// Can skip if keyboard not available
if (!showing)
{
return;
}
if (Input.GetKeyDown(KeyCode.KeypadEnter))
{
keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_TEXT_COMMITTED);
return;
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
if (editorText.Length > 0)
{
editorText = editorText.Substring(0, editorText.Length - 1);
SendUpdateNotification();
}
return;
}
if (Input.inputString.Length <= 0)
{
return;
}
switch (mode)
{
case GvrKeyboardInputMode.DEFAULT:
editorText += Input.inputString;
break;
case GvrKeyboardInputMode.NUMERIC:
foreach (char n in Input.inputString)
{
if (n >= '0' && n <= '9')
{
editorText += n;
}
}
break;
default:
break;
}
SendUpdateNotification();
}
public void Render(int eye, Matrix4x4 modelview, Matrix4x4 projection, Rect viewport)
{
}
public void Hide()
{
if (showing)
{
showing = false;
keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_HIDDEN);
}
}
private void SendUpdateNotification()
{
keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_TEXT_UPDATED);
}
}
}