EmulatorControllerProvider.cs 8.89 KB
//-----------------------------------------------------------------------
// <copyright file="EmulatorControllerProvider.cs" company="Google Inc.">
// Copyright 2016 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 class is only used in the Editor, so make sure to only compile it on that platform.
// Additionally, it depends on EmulatorManager which is only compiled in the editor.
#if UNITY_EDITOR

using UnityEngine;

/// @cond
namespace Gvr.Internal
{
    /// Controller provider that connects to the controller emulator to obtain controller events.
    class EmulatorControllerProvider : IControllerProvider
    {
        private ControllerState state = new ControllerState();

        /// Yaw correction due to recentering.
        private Quaternion yawCorrection = Quaternion.identity;

        /// True if we performed the initial recenter.
        private bool initialRecenterDone = false;

        /// The last (uncorrected) orientation received from the emulator.
        private Quaternion lastRawOrientation = Quaternion.identity;
        private GvrControllerButton lastButtonsState;
        private GvrControllerInput.EmulatorConnectionMode emulatorConnectionMode;

        public bool SupportsBatteryStatus
        {
            get { return true; }
        }

        public int MaxControllerCount
        {
            get { return 1; }
        }

        /// Creates a new EmulatorControllerProvider with the specified settings.
        internal EmulatorControllerProvider(GvrControllerInput.EmulatorConnectionMode connectionMode)
        {
            emulatorConnectionMode = connectionMode;
            if (connectionMode == GvrControllerInput.EmulatorConnectionMode.USB)
            {
                EmulatorConfig.Instance.PHONE_EVENT_MODE = EmulatorConfig.Mode.USB;
            }
            else if (connectionMode == GvrControllerInput.EmulatorConnectionMode.WIFI)
            {
                EmulatorConfig.Instance.PHONE_EVENT_MODE = EmulatorConfig.Mode.WIFI;
            }
            else
            {
                return;
            }

            EmulatorManager.Instance.touchEventListeners += HandleTouchEvent;
            EmulatorManager.Instance.orientationEventListeners += HandleOrientationEvent;
            EmulatorManager.Instance.buttonEventListeners += HandleButtonEvent;
            EmulatorManager.Instance.gyroEventListeners += HandleGyroEvent;
            EmulatorManager.Instance.accelEventListeners += HandleAccelEvent;
        }

        public void Dispose()
        {
        }

        public void ReadState(ControllerState outState, int controller_id)
        {
            if (emulatorConnectionMode == GvrControllerInput.EmulatorConnectionMode.OFF)
            {
                return;
            }

            if (controller_id != 0)
            {
                return;
            }

            lock (state)
            {
                state.connectionState = GvrConnectionState.Connected;
                if (!EmulatorManager.Instance.Connected)
                {
                    state.connectionState = EmulatorManager.Instance.Connecting ?
                        GvrConnectionState.Connecting : GvrConnectionState.Disconnected;
                }

                state.apiStatus = EmulatorManager.Instance.Connected ?
                    GvrControllerApiStatus.Ok : GvrControllerApiStatus.Unavailable;

                // During emulation, just assume the controller is fully charged
                state.isCharging = false;
                state.batteryLevel = GvrControllerBatteryLevel.Full;

                state.SetButtonsUpDownFromPrevious(lastButtonsState);
                lastButtonsState = state.buttonsState;

                outState.CopyFrom(state);
            }

            state.ClearTransientState();
        }

        public void OnPause()
        {
        }

        public void OnResume()
        {
        }

        private void HandleTouchEvent(EmulatorTouchEvent touchEvent)
        {
            if (touchEvent.pointers.Count < 1)
            {
                return;
            }

            EmulatorTouchEvent.Pointer pointer = touchEvent.pointers[0];

            lock (state)
            {
                state.touchPos = new Vector2(pointer.normalizedX, pointer.normalizedY);
                switch (touchEvent.getActionMasked())
                {
                    case EmulatorTouchEvent.Action.kActionDown:
                        state.buttonsState |= GvrControllerButton.TouchPadTouch;
                        break;
                    case EmulatorTouchEvent.Action.kActionMove:
                        state.buttonsState |= GvrControllerButton.TouchPadTouch;
                        break;
                    case EmulatorTouchEvent.Action.kActionUp:
                        state.buttonsState &= ~GvrControllerButton.TouchPadTouch;
                        break;
                }
            }
        }

        private void HandleOrientationEvent(EmulatorOrientationEvent orientationEvent)
        {
            lastRawOrientation = ConvertEmulatorQuaternion(orientationEvent.orientation);
            if (!initialRecenterDone)
            {
                Recenter();
                initialRecenterDone = true;
            }

            lock (state)
            {
                state.orientation = yawCorrection * lastRawOrientation;
            }
        }

        private void HandleButtonEvent(EmulatorButtonEvent buttonEvent)
        {
            GvrControllerButton buttonMask = 0;
            switch (buttonEvent.code)
            {
                case EmulatorButtonEvent.ButtonCode.kApp:
                    buttonMask = GvrControllerButton.App;
                    break;
                case EmulatorButtonEvent.ButtonCode.kHome:
                    buttonMask = GvrControllerButton.System;
                    break;
                case EmulatorButtonEvent.ButtonCode.kClick:
                    buttonMask = GvrControllerButton.TouchPadButton;
                    break;
            }

            if (buttonMask != 0)
            {
                lock (state)
                {
                    state.buttonsState &= ~buttonMask;
                    if (buttonEvent.down)
                    {
                        state.buttonsState |= buttonMask;
                    }
                }

                if (buttonMask == GvrControllerButton.System)
                {
                    if (!buttonEvent.down)
                    {
                        // Finished the recentering gesture. Recenter controller.
                        Recenter();
                    }
                }
            }
        }

        private void HandleGyroEvent(EmulatorGyroEvent gyroEvent)
        {
            lock (state)
            {
                state.gyro = ConvertEmulatorGyro(gyroEvent.value);
            }
        }

        private void HandleAccelEvent(EmulatorAccelEvent accelEvent)
        {
            lock (state)
            {
                state.accel = ConvertEmulatorAccel(accelEvent.value);
            }
        }

        private static Quaternion ConvertEmulatorQuaternion(Quaternion emulatorQuat)
        {
            // Convert from the emulator's coordinate space to Unity's standard coordinate space.
            return new Quaternion(emulatorQuat.x, -emulatorQuat.z, emulatorQuat.y, emulatorQuat.w);
        }

        private static Vector3 ConvertEmulatorGyro(Vector3 emulatorGyro)
        {
            // Convert from the emulator's coordinate space to Unity's standard coordinate space.
            return new Vector3(-emulatorGyro.x, -emulatorGyro.z, -emulatorGyro.y);
        }

        private static Vector3 ConvertEmulatorAccel(Vector3 emulatorAccel)
        {
            // Convert from the emulator's coordinate space to Unity's standard coordinate space.
            return new Vector3(emulatorAccel.x, emulatorAccel.z, emulatorAccel.y);
        }

        private void Recenter()
        {
            lock (state)
            {
                // We want the current orientation to be "forward" so, we set the yaw correction
                // to undo the current rotation's yaw.
                yawCorrection = Quaternion.AngleAxis(-lastRawOrientation.eulerAngles.y, Vector3.up);
                state.orientation = Quaternion.identity;
                state.recentered = true;
            }
        }
    }
}

/// @endcond
#endif  // UNITY_EDITOR