EmulatorControllerProvider.cs
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//-----------------------------------------------------------------------
// <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