MouseControllerProvider.cs
6.98 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
//-----------------------------------------------------------------------
// <copyright file="MouseControllerProvider.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 Gvr;
using UnityEngine;
namespace Gvr.Internal
{
/// Mocks controller input by using the mouse.
/// The controller is connected when holding left shift.
/// Move the mouse to control gyroscope and orientation.
/// The left mouse button is used for the clickButton.
/// The right mouse button is used for the appButton.
/// The middle mouse button is used for the homeButton.
class MouseControllerProvider : IControllerProvider
{
private const string AXIS_MOUSE_X = "Mouse X";
private const string AXIS_MOUSE_Y = "Mouse Y";
private ControllerState state = new ControllerState();
private Vector2 mouseDelta = new Vector2();
/// Need to store the state of the buttons from the previous frame.
/// This is because Input.GetMouseButtonDown and Input.GetMouseButtonUp
/// don't work when called after WaitForEndOfFrame, which is when ReadState is called.
private bool wasTouching;
private GvrControllerButton lastButtonsState;
private const float ROTATE_SENSITIVITY = 4.5f;
private const float TOUCH_SENSITIVITY = .12f;
private static readonly Vector3 INVERT_Y = new Vector3(1, -1, 1);
private static readonly ControllerState dummyState = new ControllerState();
public static bool IsMouseAvailable
{
get { return Input.mousePresent && IsActivateButtonPressed; }
}
public static bool IsActivateButtonPressed
{
get { return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); }
}
public static bool IsClickButtonPressed
{
get { return Input.GetMouseButton(0); }
}
public static bool IsAppButtonPressed
{
get { return Input.GetMouseButton(1); }
}
public static bool IsHomeButtonPressed
{
get { return Input.GetMouseButton(2); }
}
public static bool IsTouching
{
get { return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl); }
}
public bool SupportsBatteryStatus
{
get { return false; }
}
public int MaxControllerCount
{
get { return 1; }
}
internal MouseControllerProvider()
{
}
public void Dispose()
{
}
public void ReadState(ControllerState outState, int controller_id)
{
if (controller_id != 0)
{
outState.CopyFrom(dummyState);
return;
}
lock (state)
{
UpdateState();
outState.CopyFrom(state);
}
state.ClearTransientState();
}
public void OnPause()
{
}
public void OnResume()
{
}
private void UpdateState()
{
GvrCursorHelper.ControllerEmulationActive = IsMouseAvailable;
if (!IsMouseAvailable)
{
ClearState();
return;
}
state.connectionState = GvrConnectionState.Connected;
state.apiStatus = GvrControllerApiStatus.Ok;
state.isCharging = false;
state.batteryLevel = GvrControllerBatteryLevel.Full;
UpdateButtonStates();
mouseDelta.Set(
Input.GetAxis(AXIS_MOUSE_X),
Input.GetAxis(AXIS_MOUSE_Y));
if (0 != (state.buttonsState & GvrControllerButton.TouchPadTouch))
{
UpdateTouchPos();
}
else
{
UpdateOrientation();
}
}
private void UpdateTouchPos()
{
Vector3 currentMousePosition = Input.mousePosition;
Vector2 touchDelta = mouseDelta * TOUCH_SENSITIVITY;
touchDelta.y *= -1.0f;
state.touchPos += touchDelta;
state.touchPos.x = Mathf.Clamp01(state.touchPos.x);
state.touchPos.y = Mathf.Clamp01(state.touchPos.y);
}
private void UpdateOrientation()
{
Vector3 deltaDegrees = Vector3.Scale(mouseDelta, INVERT_Y) * ROTATE_SENSITIVITY;
state.gyro = deltaDegrees * (Mathf.Deg2Rad / Time.unscaledDeltaTime);
Quaternion yaw = Quaternion.AngleAxis(deltaDegrees.x, Vector3.up);
Quaternion pitch = Quaternion.AngleAxis(deltaDegrees.y, Vector3.right);
state.orientation = state.orientation * yaw * pitch;
}
private void UpdateButtonStates()
{
state.buttonsState = 0;
if (IsClickButtonPressed)
{
state.buttonsState |= GvrControllerButton.TouchPadButton;
}
if (IsAppButtonPressed)
{
state.buttonsState |= GvrControllerButton.App;
}
if (IsHomeButtonPressed)
{
state.buttonsState |= GvrControllerButton.System;
}
if (IsTouching)
{
state.buttonsState |= GvrControllerButton.TouchPadTouch;
}
state.SetButtonsUpDownFromPrevious(lastButtonsState);
lastButtonsState = state.buttonsState;
if (0 != (state.buttonsUp & GvrControllerButton.TouchPadTouch))
{
ClearTouchPos();
}
if (0 != (state.buttonsUp & GvrControllerButton.System))
{
Recenter();
}
}
private void Recenter()
{
Quaternion yawCorrection = Quaternion.AngleAxis(-state.orientation.eulerAngles.y, Vector3.up);
state.orientation = state.orientation * yawCorrection;
state.recentered = true;
}
private void ClearTouchPos()
{
state.touchPos = new Vector2(0.5f, 0.5f);
}
private void ClearState()
{
state.connectionState = GvrConnectionState.Disconnected;
state.buttonsState = 0;
state.buttonsDown = 0;
state.buttonsUp = 0;
ClearTouchPos();
}
}
}