//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using Valve.VR;
using System.IO;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using Valve.Newtonsoft.Json;
using System.Text;
namespace Valve.VR
{
public partial class SteamVR_Input
{
public const string defaultInputGameObjectName = "[SteamVR Input]";
private const string localizationKeyName = "localization";
/// True if the actions file has been initialized
public static bool fileInitialized = false;
/// True if the steamvr input system initialization process has completed successfully
public static bool initialized = false;
/// True if the preinitialization process (setting up dictionaries, etc) has completed successfully
public static bool preInitialized = false;
/// The serialized version of the actions file we're currently using (only used in editor)
public static SteamVR_Input_ActionFile actionFile;
/// The hash of the current action file on disk
public static string actionFileHash;
/// An event that fires when the non visual actions (everything except poses / skeletons) have been updated
public static event Action onNonVisualActionsUpdated;
/// An event that fires when the pose actions have been updated
public static event PosesUpdatedHandler onPosesUpdated;
public delegate void PosesUpdatedHandler(bool skipSendingEvents);
/// An event that fires when the skeleton actions have been updated
public static event SkeletonsUpdatedHandler onSkeletonsUpdated;
public delegate void SkeletonsUpdatedHandler(bool skipSendingEvents);
protected static bool initializing = false;
protected static int startupFrame = 0;
public static bool isStartupFrame
{
get
{
return Time.frameCount >= (startupFrame - 1) && Time.frameCount <= (startupFrame + 1);
}
}
#region array accessors
/// An array of all action sets
public static SteamVR_ActionSet[] actionSets;
/// An array of all actions (in all action sets)
public static SteamVR_Action[] actions;
/// An array of all input actions
public static ISteamVR_Action_In[] actionsIn;
/// An array of all output actions (haptic)
public static ISteamVR_Action_Out[] actionsOut;
/// An array of all the boolean actions
public static SteamVR_Action_Boolean[] actionsBoolean;
/// An array of all the single actions
public static SteamVR_Action_Single[] actionsSingle;
/// An array of all the vector2 actions
public static SteamVR_Action_Vector2[] actionsVector2;
/// An array of all the vector3 actions
public static SteamVR_Action_Vector3[] actionsVector3;
/// An array of all the pose actions
public static SteamVR_Action_Pose[] actionsPose;
/// An array of all the skeleton actions
public static SteamVR_Action_Skeleton[] actionsSkeleton;
/// An array of all the vibration (haptic) actions
public static SteamVR_Action_Vibration[] actionsVibration;
/// An array of all the input actions that are not pose or skeleton actions (boolean, single, vector2, vector3)
public static ISteamVR_Action_In[] actionsNonPoseNonSkeletonIn;
protected static Dictionary actionSetsByPath = new Dictionary();
protected static Dictionary actionSetsByPathLowered = new Dictionary();
protected static Dictionary actionsByPath = new Dictionary();
protected static Dictionary actionsByPathLowered = new Dictionary();
protected static Dictionary actionSetsByPathCache = new Dictionary();
protected static Dictionary actionsByPathCache = new Dictionary();
protected static Dictionary actionsByNameCache = new Dictionary();
protected static Dictionary actionSetsByNameCache = new Dictionary();
#endregion
static SteamVR_Input()
{
#if !UNITY_EDITOR
//If you want a single frame of performance increase on application start and have already generated your actions uncomment the following two lines
//SteamVR_Actions.Preinitialize();
//return;
#endif
FindPreinitializeMethod();
}
public static void ForcePreinitialize()
{
FindPreinitializeMethod();
}
private static void FindPreinitializeMethod()
{
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
for (int assemblyIndex = 0; assemblyIndex < assemblies.Length; assemblyIndex++)
{
Assembly assembly = assemblies[assemblyIndex];
Type type = assembly.GetType(SteamVR_Input_Generator_Names.fullActionsClassName);
if (type != null)
{
MethodInfo preinitMethodInfo = type.GetMethod(SteamVR_Input_Generator_Names.preinitializeMethodName);
if (preinitMethodInfo != null)
{
preinitMethodInfo.Invoke(null, null);
return;
}
}
}
}
///
/// Get all the handles for actions and action sets.
/// Initialize our dictionaries of action / action set names.
/// Setup the tracking space universe origin
///
public static void Initialize(bool force = false)
{
if (initialized == true && force == false)
return;
#if UNITY_EDITOR
CheckSetup();
if (IsOpeningSetup())
return;
#endif
//Debug.Log("[SteamVR] Initializing SteamVR input...");
initializing = true;
startupFrame = Time.frameCount;
SteamVR_ActionSet_Manager.Initialize();
SteamVR_Input_Source.Initialize();
for (int actionIndex = 0; actionIndex < actions.Length; actionIndex++)
{
SteamVR_Action action = actions[actionIndex];
action.Initialize(true);
}
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
SteamVR_ActionSet set = actionSets[actionSetIndex];
set.Initialize(true);
}
if (SteamVR_Settings.instance.activateFirstActionSetOnStart)
{
if (actionSets.Length > 0)
actionSets[0].Activate();
else
{
Debug.LogError("[SteamVR] No action sets to activate.");
}
}
SteamVR_Action_Pose.SetTrackingUniverseOrigin(SteamVR_Settings.instance.trackingSpace);
initialized = true;
initializing = false;
//Debug.Log("[SteamVR] Input initialization complete.");
}
public static void PreinitializeFinishActionSets()
{
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
SteamVR_ActionSet actionSet = actionSets[actionSetIndex];
actionSet.FinishPreInitialize();
}
}
public static void PreinitializeActionSetDictionaries()
{
actionSetsByPath.Clear();
actionSetsByPathLowered.Clear();
actionSetsByPathCache.Clear();
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
SteamVR_ActionSet actionSet = actionSets[actionSetIndex];
actionSetsByPath.Add(actionSet.fullPath, actionSet);
actionSetsByPathLowered.Add(actionSet.fullPath.ToLower(), actionSet);
}
}
public static void PreinitializeActionDictionaries()
{
actionsByPath.Clear();
actionsByPathLowered.Clear();
actionsByPathCache.Clear();
for (int actionIndex = 0; actionIndex < actions.Length; actionIndex++)
{
SteamVR_Action action = actions[actionIndex];
actionsByPath.Add(action.fullPath, action);
actionsByPathLowered.Add(action.fullPath.ToLower(), action);
}
}
/// Gets called by SteamVR_Behaviour every Update and updates actions if the steamvr settings are configured to update then.
public static void Update()
{
if (initialized == false || isStartupFrame)
return;
if (SteamVR.settings.IsInputUpdateMode(SteamVR_UpdateModes.OnUpdate))
{
UpdateNonVisualActions();
}
if (SteamVR.settings.IsPoseUpdateMode(SteamVR_UpdateModes.OnUpdate))
{
UpdateVisualActions();
}
}
///
/// Gets called by SteamVR_Behaviour every LateUpdate and updates actions if the steamvr settings are configured to update then.
/// Also updates skeletons regardless of settings are configured to so we can account for animations on the skeletons.
///
public static void LateUpdate()
{
if (initialized == false || isStartupFrame)
return;
if (SteamVR.settings.IsInputUpdateMode(SteamVR_UpdateModes.OnLateUpdate))
{
UpdateNonVisualActions();
}
if (SteamVR.settings.IsPoseUpdateMode(SteamVR_UpdateModes.OnLateUpdate))
{
//update poses and skeleton
UpdateVisualActions();
}
else
{
//force skeleton update so animation blending sticks
UpdateSkeletonActions(true);
}
}
/// Gets called by SteamVR_Behaviour every FixedUpdate and updates actions if the steamvr settings are configured to update then.
public static void FixedUpdate()
{
if (initialized == false || isStartupFrame)
return;
if (SteamVR.settings.IsInputUpdateMode(SteamVR_UpdateModes.OnFixedUpdate))
{
UpdateNonVisualActions();
}
if (SteamVR.settings.IsPoseUpdateMode(SteamVR_UpdateModes.OnFixedUpdate))
{
UpdateVisualActions();
}
}
/// Gets called by SteamVR_Behaviour every OnPreCull and updates actions if the steamvr settings are configured to update then.
public static void OnPreCull()
{
if (initialized == false || isStartupFrame)
return;
if (SteamVR.settings.IsInputUpdateMode(SteamVR_UpdateModes.OnPreCull))
{
UpdateNonVisualActions();
}
if (SteamVR.settings.IsPoseUpdateMode(SteamVR_UpdateModes.OnPreCull))
{
UpdateVisualActions();
}
}
///
/// Updates the states of all the visual actions (pose / skeleton)
///
/// Controls whether or not events are fired from this update call
public static void UpdateVisualActions(bool skipStateAndEventUpdates = false)
{
if (initialized == false)
return;
SteamVR_ActionSet_Manager.UpdateActionStates();
UpdatePoseActions(skipStateAndEventUpdates);
UpdateSkeletonActions(skipStateAndEventUpdates);
}
///
/// Updates the states of all the pose actions
///
/// Controls whether or not events are fired from this update call
public static void UpdatePoseActions(bool skipSendingEvents = false)
{
if (initialized == false)
return;
for (int actionIndex = 0; actionIndex < actionsPose.Length; actionIndex++)
{
SteamVR_Action_Pose action = actionsPose[actionIndex];
action.UpdateValues(skipSendingEvents);
}
if (onPosesUpdated != null)
onPosesUpdated(false);
}
///
/// Updates the states of all the skeleton actions
///
/// Controls whether or not events are fired from this update call
public static void UpdateSkeletonActions(bool skipSendingEvents = false)
{
if (initialized == false)
return;
for (int actionIndex = 0; actionIndex < actionsSkeleton.Length; actionIndex++)
{
SteamVR_Action_Skeleton action = actionsSkeleton[actionIndex];
action.UpdateValue(skipSendingEvents);
}
if (onSkeletonsUpdated != null)
onSkeletonsUpdated(skipSendingEvents);
}
///
/// Updates the states of all the non visual actions (boolean, single, vector2, vector3)
///
public static void UpdateNonVisualActions()
{
if (initialized == false)
return;
SteamVR_ActionSet_Manager.UpdateActionStates();
for (int actionIndex = 0; actionIndex < actionsNonPoseNonSkeletonIn.Length; actionIndex++)
{
ISteamVR_Action_In action = actionsNonPoseNonSkeletonIn[actionIndex];
action.UpdateValues();
}
if (onNonVisualActionsUpdated != null)
onNonVisualActionsUpdated();
}
private static uint sizeVRActiveActionSet_t = 0;
protected static void ShowBindingHintsForSets(VRActiveActionSet_t[] sets, ulong highlightAction = 0)
{
if (sizeVRActiveActionSet_t == 0)
sizeVRActiveActionSet_t = (uint)System.Runtime.InteropServices.Marshal.SizeOf(typeof(VRActiveActionSet_t));
OpenVR.Input.ShowBindingsForActionSet(sets, sizeVRActiveActionSet_t, highlightAction);
}
private static VRActiveActionSet_t[] setCache = new VRActiveActionSet_t[1];
///
/// Shows all the bindings for the actions in the action's set.
///
/// Highlights the binding of the passed in action (must be in an active set)
public static bool ShowBindingHints(ISteamVR_Action_In originToHighlight)
{
if (originToHighlight != null)
{
setCache[0].ulActionSet = originToHighlight.actionSet.handle;
ShowBindingHintsForSets(setCache, originToHighlight.activeOrigin);
return true;
}
return false;
}
///
/// Shows all the bindings for the actions in the action set.
///
public static bool ShowBindingHints(ISteamVR_ActionSet setToShow)
{
if (setToShow != null)
{
setCache[0].ulActionSet = setToShow.handle;
ShowBindingHintsForSets(setCache, 0);
return true;
}
return false;
}
///
/// Shows all the bindings for the actions in the active sets.
///
/// Highlights the binding of the passed in action (must be in an active set)
public static void ShowBindingHintsForActiveActionSets(ulong highlightAction = 0)
{
if (sizeVRActiveActionSet_t == 0)
sizeVRActiveActionSet_t = (uint)System.Runtime.InteropServices.Marshal.SizeOf(typeof(VRActiveActionSet_t));
OpenVR.Input.ShowBindingsForActionSet(SteamVR_ActionSet_Manager.rawActiveActionSetArray, sizeVRActiveActionSet_t, highlightAction);
}
#region String accessor helpers
#region action accessors
///
/// Get an action's action data by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static T GetActionDataFromPath(string path, bool caseSensitive = false) where T : SteamVR_Action_Source_Map
{
SteamVR_Action action = GetBaseActionFromPath(path, caseSensitive);
if (action != null)
{
T actionData = (T)action.GetSourceMap();
return actionData;
}
return null;
}
///
/// Get an action set's data by the full path to that action. Action set paths are in the format /actions/[actionSet]
///
/// The full path to the action you want (Action set paths are in the format /actions/[actionSet])
/// case sensitive searches are faster
public static SteamVR_ActionSet_Data GetActionSetDataFromPath(string path, bool caseSensitive = false)
{
SteamVR_ActionSet actionSet = GetActionSetFromPath(path, caseSensitive);
if (actionSet != null)
{
return actionSet.GetActionSetData();
}
return null;
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static T GetActionFromPath(string path, bool caseSensitive = false, bool returnNulls = false) where T : SteamVR_Action, new()
{
SteamVR_Action foundAction = GetBaseActionFromPath(path, caseSensitive);
if (foundAction != null)
return foundAction.GetCopy();
if (returnNulls)
return null;
return CreateFakeAction(path, caseSensitive);
}
// non-copy version
public static SteamVR_Action GetBaseActionFromPath(string path, bool caseSensitive = false)
{
if (string.IsNullOrEmpty(path))
return null;
if (caseSensitive)
{
if (actionsByPath.ContainsKey(path))
{
return actionsByPath[path];
}
}
else
{
if (actionsByPathCache.ContainsKey(path))
{
return actionsByPathCache[path];
}
else if (actionsByPath.ContainsKey(path))
{
actionsByPathCache.Add(path, actionsByPath[path]);
return actionsByPath[path];
}
else
{
string loweredPath = path.ToLower();
if (actionsByPathLowered.ContainsKey(loweredPath))
{
actionsByPathCache.Add(path, actionsByPathLowered[loweredPath]);
return actionsByPathLowered[loweredPath];
}
else
{
actionsByPathCache.Add(path, null);
}
}
}
return null;
}
public static bool HasActionPath(string path, bool caseSensitive = false)
{
SteamVR_Action action = GetBaseActionFromPath(path, caseSensitive);
return action != null;
}
public static bool HasAction(string actionName, bool caseSensitive = false)
{
SteamVR_Action action = GetBaseAction(null, actionName, caseSensitive);
return action != null;
}
public static bool HasAction(string actionSetName, string actionName, bool caseSensitive = false)
{
SteamVR_Action action = GetBaseAction(actionSetName, actionName, caseSensitive);
return action != null;
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Boolean GetBooleanActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Single GetSingleActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector2 GetVector2ActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector3 GetVector3ActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vibration GetVibrationActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Pose GetPoseActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Skeleton GetSkeletonActionFromPath(string path, bool caseSensitive = false)
{
return GetActionFromPath(path, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
/// returns null if the action does not exist
public static T GetAction(string actionSetName, string actionName, bool caseSensitive = false, bool returnNulls = false) where T : SteamVR_Action, new()
{
SteamVR_Action action = GetBaseAction(actionSetName, actionName, caseSensitive);
if (action != null)
return (T)action.GetCopy();
if (returnNulls)
return null;
return CreateFakeAction(actionSetName, actionName, caseSensitive);
}
public static SteamVR_Action GetBaseAction(string actionSetName, string actionName, bool caseSensitive = false)
{
if (actions == null)
{
return null;
}
if (string.IsNullOrEmpty(actionSetName))
{
for (int actionIndex = 0; actionIndex < actions.Length; actionIndex++)
{
if (caseSensitive)
{
if (actions[actionIndex].GetShortName() == actionName)
return actions[actionIndex];
}
else
{
if (string.Equals(actions[actionIndex].GetShortName(), actionName, StringComparison.CurrentCultureIgnoreCase))
return actions[actionIndex];
}
}
}
else
{
SteamVR_ActionSet actionSet = GetActionSet(actionSetName, caseSensitive, true);
if (actionSet != null)
{
for (int actionIndex = 0; actionIndex < actionSet.allActions.Length; actionIndex++)
{
if (caseSensitive)
{
if (actionSet.allActions[actionIndex].GetShortName() == actionName)
return actionSet.allActions[actionIndex];
}
else
{
if (string.Equals(actionSet.allActions[actionIndex].GetShortName(), actionName, StringComparison.CurrentCultureIgnoreCase))
return actionSet.allActions[actionIndex];
}
}
}
}
return null;
}
private static T CreateFakeAction(string actionSetName, string actionName, bool caseSensitive) where T : SteamVR_Action, new()
{
if (typeof(T) == typeof(SteamVR_Action_Vibration))
{
return SteamVR_Action.CreateUninitialized(actionSetName, SteamVR_ActionDirections.Out, actionName, caseSensitive);
}
else
{
return SteamVR_Action.CreateUninitialized(actionSetName, SteamVR_ActionDirections.In, actionName, caseSensitive);
}
}
private static T CreateFakeAction(string actionPath, bool caseSensitive) where T : SteamVR_Action, new()
{
return SteamVR_Action.CreateUninitialized(actionPath, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static T GetAction(string actionName, bool caseSensitive = false) where T : SteamVR_Action, new()
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Boolean GetBooleanAction(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Boolean GetBooleanAction(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Single GetSingleAction(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Single GetSingleAction(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector2 GetVector2Action(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector2 GetVector2Action(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector3 GetVector3Action(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vector3 GetVector3Action(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Pose GetPoseAction(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Pose GetPoseAction(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Skeleton GetSkeletonAction(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Skeleton GetSkeletonAction(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vibration GetVibrationAction(string actionSetName, string actionName, bool caseSensitive = false)
{
return GetAction(actionSetName, actionName, caseSensitive);
}
///
/// Get an action by the full path to that action. Action paths are in the format /actions/[actionSet]/[direction]/[actionName]
///
/// The type of action you're expecting to get back
/// The full path to the action you want (Action paths are in the format /actions/[actionSet]/[direction]/[actionName])
/// case sensitive searches are faster
public static SteamVR_Action_Vibration GetVibrationAction(string actionName, bool caseSensitive = false)
{
return GetAction(null, actionName, caseSensitive);
}
///
/// Get an action set by the full path to that action set. Action set paths are in the format /actions/[actionSet]
///
/// The type of action set you're expecting to get back
/// The name to the action set you want
/// case sensitive searches are faster
/// returns a null if the set does not exist
public static T GetActionSet(string actionSetName, bool caseSensitive = false, bool returnNulls = false) where T : SteamVR_ActionSet, new()
{
if (actionSets == null)
{
if (returnNulls)
return null;
return SteamVR_ActionSet.CreateFromName(actionSetName);
}
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
if (caseSensitive)
{
if (actionSets[actionSetIndex].GetShortName() == actionSetName)
return actionSets[actionSetIndex].GetCopy();
}
else
{
if (string.Equals(actionSets[actionSetIndex].GetShortName(), actionSetName, StringComparison.CurrentCultureIgnoreCase))
return actionSets[actionSetIndex].GetCopy();
}
}
if (returnNulls)
return null;
return SteamVR_ActionSet.CreateFromName(actionSetName);
}
///
/// Get an action set by the full path to that action set. Action set paths are in the format /actions/[actionSet]
///
/// The type of action set you're expecting to get back
/// The name to the action set you want
/// case sensitive searches are faster
public static SteamVR_ActionSet GetActionSet(string actionSetName, bool caseSensitive = false, bool returnsNulls = false)
{
return GetActionSet(actionSetName, caseSensitive, returnsNulls);
}
protected static bool HasActionSet(string name, bool caseSensitive = false)
{
SteamVR_ActionSet actionSet = GetActionSet(name, caseSensitive, true);
return actionSet != null;
}
///
/// Get an action set by the full path to that action set. Action set paths are in the format /actions/[actionSet]
///
/// The type of action set you're expecting to get back
/// The full path to the action set you want (Action paths are in the format /actions/[actionSet])
/// case sensitive searches are faster
public static T GetActionSetFromPath(string path, bool caseSensitive = false, bool returnsNulls = false) where T : SteamVR_ActionSet, new()
{
if (actionSets == null || actionSets[0] == null || string.IsNullOrEmpty(path))
{
if (returnsNulls)
return null;
return SteamVR_ActionSet.Create(path);
}
if (caseSensitive)
{
if (actionSetsByPath.ContainsKey(path))
{
return actionSetsByPath[path].GetCopy();
}
}
else
{
if (actionSetsByPathCache.ContainsKey(path))
{
SteamVR_ActionSet set = actionSetsByPathCache[path];
if (set == null)
return null;
else
return set.GetCopy();
}
else if (actionSetsByPath.ContainsKey(path))
{
actionSetsByPathCache.Add(path, actionSetsByPath[path]);
return actionSetsByPath[path].GetCopy();
}
else
{
string loweredPath = path.ToLower();
if (actionSetsByPathLowered.ContainsKey(loweredPath))
{
actionSetsByPathCache.Add(path, actionSetsByPathLowered[loweredPath]);
return actionSetsByPath[loweredPath].GetCopy();
}
else
{
actionSetsByPathCache.Add(path, null);
}
}
}
if (returnsNulls)
return null;
return SteamVR_ActionSet.Create(path);
}
///
/// Get an action set by the full path to that action set. Action set paths are in the format /actions/[actionSet]
///
/// The full path to the action set you want (Action paths are in the format /actions/[actionSet])
/// case sensitive searches are faster
public static SteamVR_ActionSet GetActionSetFromPath(string path, bool caseSensitive = false)
{
return GetActionSetFromPath(path, caseSensitive);
}
#endregion
#region digital string accessors
///
/// Get the state of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static bool GetState(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Boolean booleanAction = GetAction(actionSet, action, caseSensitive);
if (booleanAction != null)
{
return booleanAction.GetState(inputSource);
}
return false;
}
///
/// Get the state of an action by the action name and input source. Optionally case sensitive (for faster results)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static bool GetState(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetState(null, action, inputSource, caseSensitive);
}
///
/// Get the state down of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
/// True when the action was false last update and is now true. Returns false again afterwards.
public static bool GetStateDown(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Boolean booleanAction = GetAction(actionSet, action, caseSensitive);
if (booleanAction != null)
{
return booleanAction.GetStateDown(inputSource);
}
return false;
}
///
/// Get the state down of an action by the action name and input source. Optionally case sensitive (for faster results)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
/// True when the action was false last update and is now true. Returns false again afterwards.
public static bool GetStateDown(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetStateDown(null, action, inputSource, caseSensitive);
}
///
/// Get the state up of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
/// True when the action was true last update and is now false. Returns false again afterwards.
public static bool GetStateUp(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Boolean booleanAction = GetAction(actionSet, action, caseSensitive);
if (booleanAction != null)
{
return booleanAction.GetStateUp(inputSource);
}
return false;
}
///
/// Get the state up of an action by the action name and input source. Optionally case sensitive (for faster results)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
/// True when the action was true last update and is now false. Returns false again afterwards.
public static bool GetStateUp(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetStateUp(null, action, inputSource, caseSensitive);
}
#endregion
#region analog string accessors
///
/// Get the float value of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results). (same as GetSingle)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static float GetFloat(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Single singleAction = GetAction(actionSet, action, caseSensitive);
if (singleAction != null)
{
return singleAction.GetAxis(inputSource);
}
return 0;
}
///
/// Get the float value of an action by the action name and input source. Optionally case sensitive (for faster results). (same as GetSingle)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static float GetFloat(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetFloat(null, action, inputSource, caseSensitive);
}
///
/// Get the float value of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results). (same as GetFloat)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static float GetSingle(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Single singleAction = GetAction(actionSet, action, caseSensitive);
if (singleAction != null)
{
return singleAction.GetAxis(inputSource);
}
return 0;
}
///
/// Get the float value of an action by the action name and input source. Optionally case sensitive (for faster results). (same as GetFloat)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static float GetSingle(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetFloat(null, action, inputSource, caseSensitive);
}
///
/// Get the Vector2 value of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static Vector2 GetVector2(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Vector2 vectorAction = GetAction(actionSet, action, caseSensitive);
if (vectorAction != null)
{
return vectorAction.GetAxis(inputSource);
}
return Vector2.zero;
}
///
/// Get the Vector2 value of an action by the action name and input source. Optionally case sensitive (for faster results)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static Vector2 GetVector2(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetVector2(null, action, inputSource, caseSensitive);
}
///
/// Get the Vector3 value of an action by the action set name, action name, and input source. Optionally case sensitive (for faster results)
///
/// The name of the action set the action is contained in
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static Vector3 GetVector3(string actionSet, string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
SteamVR_Action_Vector3 vectorAction = GetAction(actionSet, action, caseSensitive);
if (vectorAction != null)
{
return vectorAction.GetAxis(inputSource);
}
return Vector3.zero;
}
///
/// Get the Vector3 value of an action by the action name and input source. Optionally case sensitive (for faster results)
///
/// The name of the action to get the state of
/// The input source to get the action state from
/// Whether or not the action set and action name searches should be case sensitive (case sensitive searches are faster)
public static Vector3 GetVector3(string action, SteamVR_Input_Sources inputSource, bool caseSensitive = false)
{
return GetVector3(null, action, inputSource, caseSensitive);
}
#endregion
#endregion
///
/// Returns all of the action sets. If we're in the editor, doesn't rely on the actionSets field being filled.
///
public static SteamVR_ActionSet[] GetActionSets()
{
return actionSets;
}
///
/// Returns all of the actions of the specified type. If we're in the editor, doesn't rely on the arrays being filled.
///
/// The type of actions you want to get
public static T[] GetActions() where T : SteamVR_Action
{
Type type = typeof(T);
if (type == typeof(SteamVR_Action))
{
return actions as T[];
}
else if (type == typeof(ISteamVR_Action_In))
{
return actionsIn as T[];
}
else if (type == typeof(ISteamVR_Action_Out))
{
return actionsOut as T[];
}
else if (type == typeof(SteamVR_Action_Boolean))
{
return actionsBoolean as T[];
}
else if (type == typeof(SteamVR_Action_Single))
{
return actionsSingle as T[];
}
else if (type == typeof(SteamVR_Action_Vector2))
{
return actionsVector2 as T[];
}
else if (type == typeof(SteamVR_Action_Vector3))
{
return actionsVector3 as T[];
}
else if (type == typeof(SteamVR_Action_Pose))
{
return actionsPose as T[];
}
else if (type == typeof(SteamVR_Action_Skeleton))
{
return actionsSkeleton as T[];
}
else if (type == typeof(SteamVR_Action_Vibration))
{
return actionsVibration as T[];
}
else
{
Debug.Log("[SteamVR] Wrong type.");
}
return null;
}
internal static bool ShouldMakeCopy()
{
bool shouldMakeCopy = SteamVR_Behaviour.isPlaying == false;
return shouldMakeCopy;
}
///
/// Gets the localized name of the device that the action corresponds to.
///
///
///
///
/// - VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"
/// - VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"
/// - VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"
/// - VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"
///
///
public static string GetLocalizedName(ulong originHandle, params EVRInputStringBits[] localizedParts)
{
int localizedPartsMask = 0;
for (int partIndex = 0; partIndex < localizedParts.Length; partIndex++)
localizedPartsMask |= (int)localizedParts[partIndex];
StringBuilder stringBuilder = new StringBuilder(500);
OpenVR.Input.GetOriginLocalizedName(originHandle, stringBuilder, 500, localizedPartsMask);
return stringBuilder.ToString();
}
public static bool CheckOldLocation()
{
#if UNITY_EDITOR
DirectoryInfo dataPath = new DirectoryInfo(Application.dataPath);
string projectRoot = dataPath.Parent.FullName;
string fullOldActionsPath = Path.Combine(projectRoot, SteamVR_Settings.instance.actionsFilePath);
if (File.Exists(fullOldActionsPath))
{
SteamVR_Input_ActionFile oldActionsFile = SteamVR_Input_ActionFile.Open(fullOldActionsPath);
string[] actionAndBindingFiles = oldActionsFile.GetFilesToCopy(true);
string newActionsFilePath = GetActionsFilePath(true);
bool shouldCopy = true;
bool verified = false;
if (File.Exists(newActionsFilePath))
{
shouldCopy = UnityEditor.EditorUtility.DisplayDialog("SteamVR", "SteamVR Unity Plugin detected an Action Manifest file in the legacy location (project root). You also have an Action Manifest File in the new location (streaming assets). Would you like to overwrite the files in streaming assets?", "Yes", "No");
verified = true;
}
if (shouldCopy)
{
string newFolderPath = GetActionsFileFolder();
foreach (string filePath in actionAndBindingFiles)
{
FileInfo oldFile = new FileInfo(filePath);
string newFilePath = Path.Combine(newFolderPath, oldFile.Name);
if (File.Exists(newFilePath))
{
FileInfo newFile = new FileInfo(newFilePath);
newFile.IsReadOnly = false;
newFile.Delete();
}
oldFile.IsReadOnly = false;
oldFile.MoveTo(newFilePath);
}
if (verified == false)
{
UnityEditor.EditorUtility.DisplayDialog("SteamVR", "SteamVR Unity Plugin detected an Action Manifest file in the legacy location (project root). We've automatically moved the files to the new location (" + GetActionsFileFolder() + ").", "Ok");
}
else
{
UnityEditor.EditorUtility.DisplayDialog("SteamVR", "Moving files to the new location (" + GetActionsFileFolder() + ") is complete.", "Ok");
}
UnityEditor.AssetDatabase.Refresh();
return true;
}
}
#endif
return false;
}
/// Tell SteamVR that we're using the actions file at the path defined in SteamVR_Settings.
public static void IdentifyActionsFile(bool showLogs = true)
{
string fullPath = GetActionsFilePath();
if (File.Exists(fullPath))
{
if (OpenVR.Input == null)
{
Debug.LogError("[SteamVR] Could not instantiate OpenVR Input interface.");
return;
}
EVRInputError err = OpenVR.Input.SetActionManifestPath(fullPath);
if (err != EVRInputError.None)
Debug.LogError("[SteamVR] Error loading action manifest into SteamVR: " + err.ToString());
else
{
int numActions = 0;
if (SteamVR_Input.actions != null)
{
numActions = SteamVR_Input.actions.Length;
if (showLogs)
Debug.Log(string.Format("[SteamVR] Successfully loaded {0} actions from action manifest into SteamVR ({1})", numActions, fullPath));
}
else
{
if (showLogs)
Debug.LogWarning("[SteamVR] No actions found, but the action manifest was loaded. This usually means you haven't generated actions. Window -> SteamVR Input -> Save and Generate.");
}
}
}
else
{
if (showLogs)
Debug.LogError("[SteamVR] Could not find actions file at: " + fullPath);
}
}
///
/// Does the actions file in memory differ from the one on disk as determined by a md5 hash
///
public static bool HasFileInMemoryBeenModified()
{
string fullPath = GetActionsFilePath();
string jsonText = null;
if (File.Exists(fullPath))
{
jsonText = System.IO.File.ReadAllText(fullPath);
}
else
{
return true;
}
string newHashFromFile = SteamVR_Utils.GetBadMD5Hash(jsonText);
string newJSON = JsonConvert.SerializeObject(SteamVR_Input.actionFile, Formatting.Indented, new JsonSerializerSettings { NullValueHandling = NullValueHandling.Ignore });
string newHashFromMemory = SteamVR_Utils.GetBadMD5Hash(newJSON);
return newHashFromFile != newHashFromMemory;
}
public static bool CreateEmptyActionsFile(bool completelyEmpty = false)
{
string actionsFilePath = GetActionsFilePath();
if (File.Exists(actionsFilePath))
{
Debug.LogErrorFormat("[SteamVR] Actions file already exists in project root: {0}", actionsFilePath);
return false;
}
actionFile = new SteamVR_Input_ActionFile();
if (completelyEmpty == false)
{
actionFile.action_sets.Add(SteamVR_Input_ActionFile_ActionSet.CreateNew());
actionFile.actions.Add(SteamVR_Input_ActionFile_Action.CreateNew(actionFile.action_sets[0].shortName,
SteamVR_ActionDirections.In, SteamVR_Input_ActionFile_ActionTypes.boolean));
}
string newJSON = JsonConvert.SerializeObject(actionFile, Formatting.Indented, new JsonSerializerSettings { NullValueHandling = NullValueHandling.Ignore });
File.WriteAllText(actionsFilePath, newJSON);
actionFile.InitializeHelperLists();
fileInitialized = true;
return true;
}
public static bool DoesActionsFileExist()
{
return File.Exists(GetActionsFilePath());
}
///
/// Load from disk and deserialize the actions file
///
/// Force a refresh of this file from disk
public static bool InitializeFile(bool force = false, bool showErrors = true)
{
bool actionsFileExists = DoesActionsFileExist();
string actionsFilePath = GetActionsFilePath();
string jsonText = null;
if (actionsFileExists)
{
jsonText = System.IO.File.ReadAllText(actionsFilePath);
}
else
{
if (showErrors)
Debug.LogErrorFormat("[SteamVR] Actions file does not exist in project root: {0}", actionsFilePath);
return false;
}
if (fileInitialized == true || (fileInitialized == true && force == false))
{
string newHash = SteamVR_Utils.GetBadMD5Hash(jsonText);
if (newHash == actionFileHash)
{
return true;
}
actionFileHash = newHash;
}
actionFile = SteamVR_Input_ActionFile.Open(GetActionsFilePath());
fileInitialized = true;
return true;
}
public static string GetActionsFileFolder(bool fullPath = true)
{
string streamingAssets = Application.streamingAssetsPath;
if (Directory.Exists(streamingAssets) == false)
Directory.CreateDirectory(streamingAssets);
string streamingAssets_SteamVR = Path.Combine(streamingAssets, "SteamVR");
if (Directory.Exists(streamingAssets_SteamVR) == false)
Directory.CreateDirectory(streamingAssets_SteamVR);
return streamingAssets_SteamVR;
}
public static string GetActionsFilePath(bool fullPath = true)
{
string streamingAssets_SteamVR = GetActionsFileFolder(fullPath);
string path = Path.Combine(streamingAssets_SteamVR, SteamVR_Settings.instance.actionsFilePath);
return SteamVR_Utils.SanitizePath(path);
}
public static string GetActionsFileName()
{
return SteamVR_Settings.instance.actionsFilePath;
}
///
/// Deletes the action manifest file and all the default bindings it had listed in the default bindings section
///
/// True if we deleted an action file, false if not.
public static bool DeleteManifestAndBindings()
{
if (DoesActionsFileExist() == false)
return false;
InitializeFile();
string[] filesToDelete = actionFile.GetFilesToCopy();
foreach (string bindingFilePath in filesToDelete)
{
FileInfo bindingFileInfo = new FileInfo(bindingFilePath);
bindingFileInfo.IsReadOnly = false;
File.Delete(bindingFilePath);
}
string actionsFilePath = GetActionsFilePath();
if (File.Exists(actionsFilePath))
{
FileInfo actionFileInfo = new FileInfo(actionsFilePath);
actionFileInfo.IsReadOnly = false;
File.Delete(actionsFilePath);
actionFile = null;
fileInitialized = false;
return true;
}
return false;
}
///
/// Open the binding UI in the HMD. Can open to a specific controller's binding and to a specific action set.
///
/// Optional. The action set to highlight (will default to the first set)
/// Optional. The device's binding to open (will default to right hand)
public static void OpenBindingUI(SteamVR_ActionSet actionSetToEdit = null, SteamVR_Input_Sources deviceBindingToEdit = SteamVR_Input_Sources.Any)
{
ulong deviceHandle = SteamVR_Input_Source.GetHandle(deviceBindingToEdit);
ulong actionSetHandle = 0;
if (actionSetToEdit != null)
actionSetHandle = actionSetToEdit.handle;
OpenVR.Input.OpenBindingUI(null, actionSetHandle, deviceHandle, false);
}
#if UNITY_EDITOR
public static string GetResourcesFolderPath(bool fromAssetsDirectory = false)
{
string inputFolder = string.Format("Assets/{0}", SteamVR_Settings.instance.steamVRInputPath);
string path = Path.Combine(inputFolder, "Resources");
bool createdDirectory = false;
if (Directory.Exists(inputFolder) == false)
{
Directory.CreateDirectory(inputFolder);
createdDirectory = true;
}
if (Directory.Exists(path) == false)
{
Directory.CreateDirectory(path);
createdDirectory = true;
}
if (createdDirectory)
UnityEditor.AssetDatabase.Refresh();
if (fromAssetsDirectory == false)
return path.Replace("Assets/", "");
else
return path;
}
private static bool checkingSetup = false;
private static bool openingSetup = false;
public static bool IsOpeningSetup() { return openingSetup; }
private static void CheckSetup()
{
if (checkingSetup == false && openingSetup == false && (SteamVR_Input.actions == null || SteamVR_Input.actions.Length == 0))
{
checkingSetup = true;
Debug.Break();
bool open = UnityEditor.EditorUtility.DisplayDialog("[SteamVR]", "It looks like you haven't generated actions for SteamVR Input yet. Would you like to open the SteamVR Input window?", "Yes", "No");
if (open)
{
openingSetup = true;
UnityEditor.EditorApplication.isPlaying = false;
Type editorWindowType = SteamVR_Utils.FindType("Valve.VR.SteamVR_Input_EditorWindow");
if (editorWindowType != null)
{
var window = UnityEditor.EditorWindow.GetWindow(editorWindowType, false, "SteamVR Input", true);
if (window != null)
window.Show();
}
}
else
{
Debug.LogError("[SteamVR] This version of SteamVR will not work if you do not create and generate actions. Please open the SteamVR Input window or downgrade to version 1.2.3 (on github)");
}
checkingSetup = false;
}
}
public static string GetEditorAppKey()
{
return SteamVR_Settings.instance.editorAppKey;
}
#endif
}
}