using System; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Analytics; using UnityEngine.InputSystem.Layouts; #if UNITY_EDITOR using UnityEditor; #endif ////TODO: add API to send events in bulk rather than one by one namespace UnityEngine.InputSystem.LowLevel { internal delegate void InputUpdateDelegate(InputUpdateType updateType, ref InputEventBuffer eventBuffer); /// <summary> /// Input functions that have to be performed by the underlying input runtime. /// </summary> /// <remarks> /// The runtime owns the input event queue, reports device discoveries, and runs /// periodic updates that flushes out events from the queue. Updates can also be manually /// triggered by calling <see cref="Update"/>. /// </remarks> internal unsafe interface IInputRuntime { /// <summary> /// Allocate a new unique device ID. /// </summary> /// <returns>A numeric device ID that is not <see cref="InputDevice.InvalidDeviceId"/>.</returns> /// <remarks> /// Device IDs are managed by the runtime. This method allows creating devices that /// can use the same ID system but are not known to the underlying runtime. /// </remarks> int AllocateDeviceId(); /// <summary> /// Manually trigger an update. /// </summary> /// <param name="type">Type of update to run. If this is a combination of updates, each flag /// that is set in the mask will run a separate update.</param> /// <remarks> /// Updates will flush out events and trigger <see cref="onBeforeUpdate"/> and <see cref="onUpdate"/>. /// Also, newly discovered devices will be reported by an update is run. /// </remarks> void Update(InputUpdateType type); /// <summary> /// Queue an input event. /// </summary> /// <remarks> /// This method has to be thread-safe. /// </remarks> /// <param name="ptr">Pointer to the event data. Uses the <see cref="InputEvent"/> format.</param> /// <remarks> /// Events are copied into an internal buffer. Thus the memory referenced by this method does /// not have to persist until the event is processed. /// </remarks> void QueueEvent(InputEvent* ptr); //NOTE: This method takes an IntPtr instead of a generic ref type parameter (like InputDevice.ExecuteCommand) // to avoid issues with AOT where generic interface methods can lead to problems. Il2cpp can handle it here // just fine but Mono will run into issues. /// <summary> /// Perform an I/O transaction directly against a specific device. /// </summary> /// <remarks> /// This function is used to set up device-specific communication controls between /// a device and the user of a device. The interface does not dictate a set of supported /// IOCTL control codes. /// </remarks> /// <param name="deviceId">Device to send the command to.</param> /// <param name="commandPtr">Pointer to the command buffer.</param> /// <returns>Negative value on failure, >=0 on success. Meaning of return values depends on the /// command sent to the device.</returns> long DeviceCommand(int deviceId, InputDeviceCommand* commandPtr); /// <summary> /// Set delegate to be called on input updates. /// </summary> InputUpdateDelegate onUpdate { get; set; } /// <summary> /// Set delegate to be called right before <see cref="onUpdate"/>. /// </summary> /// <remarks> /// This delegate is meant to allow events to be queued that should be processed right /// in the upcoming update. /// </remarks> Action<InputUpdateType> onBeforeUpdate { get; set; } Func<InputUpdateType, bool> onShouldRunUpdate { get; set; } #if UNITY_EDITOR /// <summary> /// Set delegate to be called during player loop initialization callbacks. /// </summary> Action onPlayerLoopInitialization { get; set; } #endif /// <summary> /// Set delegate to be called when a new device is discovered. /// </summary> /// <remarks> /// The runtime should delay reporting of already present devices until the delegate /// has been put in place and then call the delegate for every device already in the system. /// /// First parameter is the ID assigned to the device, second parameter is a description /// in JSON format of the device (see <see cref="InputDeviceDescription.FromJson"/>). /// </remarks> Action<int, string> onDeviceDiscovered { get; set; } /// <summary> /// Set delegate to call when the application changes focus. /// </summary> /// <seealso cref="Application.onFocusChanged"/> Action<bool> onPlayerFocusChanged { get; set; } /// <summary> // Is true when the player or game view has focus. /// </summary> /// <seealso cref="Application.isFocused"/> bool isPlayerFocused { get; } /// <summary> /// Set delegate to invoke when system is shutting down. /// </summary> Action onShutdown { get; set; } /// <summary> /// Set the background polling frequency for devices that have to be polled. /// </summary> /// <remarks> /// The frequency is in Hz. A value of 60 means that polled devices get sampled /// 60 times a second. /// </remarks> float pollingFrequency { get; set; } /// <summary> /// The current time on the same timeline that input events are delivered on. /// </summary> /// <remarks> /// This is used to timestamp events that are not explicitly supplied with timestamps. /// /// Time in the input system progresses linearly and in real-time and relates to when Unity was started. /// In the editor, this always corresponds to <see cref="EditorApplication.timeSinceStartup"/>. /// /// Input time, however, is offset in relation to <see cref="Time.realtimeSinceStartup"/>. This is because /// in the player, <see cref="Time.realtimeSinceStartup"/> is reset to 0 upon loading the first scene and /// in the editor, <see cref="Time.realtimeSinceStartup"/> is reset to 0 whenever the editor enters play /// mode. As the resetting runs counter to the need of linearly progressing time for input, the input /// system will not reset time along with <see cref="Time.realtimeSinceStartup"/>. /// </remarks> double currentTime { get; } /// <summary> /// The current time on the same timeline that input events are delivered on, for the current FixedUpdate. /// </summary> /// <remarks> /// This should be used inside FixedUpdate calls instead of currentTime, as FixedUpdates are simulated at times /// not matching the real time the simulation corresponds to. /// </remarks> double currentTimeForFixedUpdate { get; } /// <summary> /// The value of <c>Time.unscaledTime</c>. /// </summary> float unscaledGameTime { get; } /// <summary> /// The time offset that <see cref="currentTime"/> currently has to <see cref="Time.realtimeSinceStartup"/>. /// </summary> double currentTimeOffsetToRealtimeSinceStartup { get; } bool runInBackground { get; set; } Vector2 screenSize { get; } ScreenOrientation screenOrientation { get; } #if UNITY_INPUT_SYSTEM_PLATFORM_SCROLL_DELTA bool normalizeScrollWheelDelta { get; set; } float scrollWheelDeltaPerTick { get; } #endif // If analytics are enabled, the runtime receives analytics events from the input manager. // See InputAnalytics. #if UNITY_ANALYTICS || UNITY_EDITOR void SendAnalytic(InputAnalytics.IInputAnalytic analytic); #endif // UNITY_ANALYTICS || UNITY_EDITOR bool isInBatchMode { get; } #if UNITY_EDITOR Action<PlayModeStateChange> onPlayModeChanged { get; set; } Action onProjectChange { get; set; } bool isInPlayMode { get; } bool isPaused { get; } bool isEditorActive { get; } // Functionality related to the Unity Remote. Func<IntPtr, bool> onUnityRemoteMessage { set; } void SetUnityRemoteGyroEnabled(bool value); void SetUnityRemoteGyroUpdateInterval(float interval); #endif } internal static class InputRuntime { public static IInputRuntime s_Instance; public static double s_CurrentTimeOffsetToRealtimeSinceStartup; } internal static class InputRuntimeExtensions { public static unsafe long DeviceCommand<TCommand>(this IInputRuntime runtime, int deviceId, ref TCommand command) where TCommand : struct, IInputDeviceCommandInfo { if (runtime == null) throw new ArgumentNullException(nameof(runtime)); return runtime.DeviceCommand(deviceId, (InputDeviceCommand*)UnsafeUtility.AddressOf(ref command)); } } }