ControllerState.cs 3.38 KB
//-----------------------------------------------------------------------
// <copyright file="ControllerState.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>
//-----------------------------------------------------------------------

using UnityEngine;
using System;

using Gvr;

/// @cond
namespace Gvr.Internal
{
    /// Internal representation of the controller's current state.
    /// This representation is used by controller providers to represent the controller's state.
    ///
    /// The fields in this class have identical meanings to their correspondents in the GVR C API,
    /// so they are not redundantly documented here.
    class ControllerState
    {
        internal GvrConnectionState connectionState = GvrConnectionState.Disconnected;
        internal GvrControllerApiStatus apiStatus = GvrControllerApiStatus.Unavailable;
        internal Quaternion orientation = Quaternion.identity;
        internal Vector3 position = Vector3.zero;
        internal Vector3 gyro = Vector3.zero;
        internal Vector3 accel = Vector3.zero;
        internal Vector2 touchPos = Vector2.zero;
        internal bool recentered = false;
        internal bool is6DoF = false;

        internal GvrControllerButton buttonsState;
        internal GvrControllerButton buttonsDown;
        internal GvrControllerButton buttonsUp;

        internal string errorDetails = "";
        internal IntPtr gvrPtr = IntPtr.Zero;

        internal bool isCharging = false;
        internal GvrControllerBatteryLevel batteryLevel = GvrControllerBatteryLevel.Unknown;

        public void CopyFrom(ControllerState other)
        {
            connectionState = other.connectionState;
            apiStatus = other.apiStatus;
            orientation = other.orientation;
            position = other.position;
            gyro = other.gyro;
            accel = other.accel;
            touchPos = other.touchPos;
            recentered = other.recentered;
            is6DoF = other.is6DoF;
            buttonsState = other.buttonsState;
            buttonsDown = other.buttonsDown;
            buttonsUp = other.buttonsUp;
            errorDetails = other.errorDetails;
            gvrPtr = other.gvrPtr;
            isCharging = other.isCharging;
            batteryLevel = other.batteryLevel;
        }

        /// Resets the transient state (the state variables that represent events, and which are true
        /// for only one frame).
        public void ClearTransientState()
        {
            recentered = false;
            buttonsState = 0;
            buttonsDown = 0;
            buttonsUp = 0;
        }

        public void SetButtonsUpDownFromPrevious(GvrControllerButton prevButtonsState)
        {
            buttonsDown = ~prevButtonsState & buttonsState;
            buttonsUp = prevButtonsState & ~buttonsState;
        }
    }
}

/// @endcond