holopy3/Assets/SteamVR/Input/SteamVR_Behaviour_Single.cs

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
namespace Valve.VR
{
/// <summary>
/// SteamVR_Behaviour_Single simplifies the use of single actions. It gives an event to subscribe to for when the action has changed.
/// </summary>
public class SteamVR_Behaviour_Single : MonoBehaviour
{
/// <summary>The single action to get data from.</summary>
public SteamVR_Action_Single singleAction;
/// <summary>The device this action applies to. Any if the action is not device specific.</summary>
[Tooltip("The device this action should apply to. Any if the action is not device specific.")]
public SteamVR_Input_Sources inputSource;
/// <summary>Unity event that Fires whenever the action's value has changed since the last update.</summary>
[Tooltip("Fires whenever the action's value has changed since the last update.")]
public SteamVR_Behaviour_SingleEvent onChange;
/// <summary>Unity event that Fires whenever the action's value has been updated</summary>
[Tooltip("Fires whenever the action's value has been updated.")]
public SteamVR_Behaviour_SingleEvent onUpdate;
/// <summary>Unity event that Fires whenever the action's value has been updated and is non-zero</summary>
[Tooltip("Fires whenever the action's value has been updated and is non-zero.")]
public SteamVR_Behaviour_SingleEvent onAxis;
/// <summary>C# event that fires whenever the action's value has changed since the last update.</summary>
public ChangeHandler onChangeEvent;
/// <summary>C# event that fires whenever the action's value has been updated</summary>
public UpdateHandler onUpdateEvent;
/// <summary>C# event that fires whenever the action's value has been updated and is non-zero</summary>
public AxisHandler onAxisEvent;
/// <summary>Returns whether this action is bound and the action set is active</summary>
public bool isActive { get { return singleAction.GetActive(inputSource); } }
protected virtual void OnEnable()
{
if (singleAction == null)
{
Debug.LogError("[SteamVR] Single action not set.", this);
return;
}
AddHandlers();
}
protected virtual void OnDisable()
{
RemoveHandlers();
}
protected void AddHandlers()
{
singleAction[inputSource].onUpdate += SteamVR_Behaviour_Single_OnUpdate;
singleAction[inputSource].onChange += SteamVR_Behaviour_Single_OnChange;
singleAction[inputSource].onAxis += SteamVR_Behaviour_Single_OnAxis;
}
protected void RemoveHandlers()
{
if (singleAction != null)
{
singleAction[inputSource].onUpdate -= SteamVR_Behaviour_Single_OnUpdate;
singleAction[inputSource].onChange -= SteamVR_Behaviour_Single_OnChange;
singleAction[inputSource].onAxis -= SteamVR_Behaviour_Single_OnAxis;
}
}
private void SteamVR_Behaviour_Single_OnUpdate(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
{
if (onUpdate != null)
{
onUpdate.Invoke(this, fromSource, newAxis, newDelta);
}
if (onUpdateEvent != null)
{
onUpdateEvent.Invoke(this, fromSource, newAxis, newDelta);
}
}
private void SteamVR_Behaviour_Single_OnChange(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
{
if (onChange != null)
{
onChange.Invoke(this, fromSource, newAxis, newDelta);
}
if (onChangeEvent != null)
{
onChangeEvent.Invoke(this, fromSource, newAxis, newDelta);
}
}
private void SteamVR_Behaviour_Single_OnAxis(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
{
if (onAxis != null)
{
onAxis.Invoke(this, fromSource, newAxis, newDelta);
}
if (onAxisEvent != null)
{
onAxisEvent.Invoke(this, fromSource, newAxis, newDelta);
}
}
/// <summary>
/// Gets the localized name of the device that the action corresponds to.
/// </summary>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
/// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
/// </list>
/// </param>
public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
{
if (singleAction != null)
return singleAction.GetLocalizedOriginPart(inputSource, localizedParts);
return null;
}
public delegate void AxisHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
public delegate void ChangeHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
public delegate void UpdateHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
}
}