using System;
using System.Collections.Generic;
using System.Linq;
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System.Text;
using UnityEngine;
using UnityEngine.Events;
namespace Valve.VR
{
///
/// This component simplifies using boolean actions.
/// Provides editor accessible events: OnPress, OnPressDown, OnPressUp, OnChange, and OnUpdate.
/// Provides script accessible events: OnPressEvent, OnPressDownEvent, OnPressUpEvent, OnChangeEvent, and OnUpdateEvent.
///
public class SteamVR_Behaviour_Boolean : MonoBehaviour
{
[Tooltip("The SteamVR boolean action that this component should use")]
public SteamVR_Action_Boolean booleanAction;
[Tooltip("The device this action should apply to. Any if the action is not device specific.")]
public SteamVR_Input_Sources inputSource;
/// This UnityEvent fires whenever a change happens in the action
public SteamVR_Behaviour_BooleanEvent onChange;
/// This C# event fires whenever a change happens in the action
public event ChangeHandler onChangeEvent;
/// This UnityEvent fires whenever the action is updated
public SteamVR_Behaviour_BooleanEvent onUpdate;
/// This C# event fires whenever the action is updated
public event UpdateHandler onUpdateEvent;
/// This UnityEvent will fire whenever the boolean action is true and gets updated
public SteamVR_Behaviour_BooleanEvent onPress;
/// This C# event will fire whenever the boolean action is true and gets updated
public event StateHandler onPressEvent;
/// This UnityEvent will fire whenever the boolean action has changed from false to true in the last update
public SteamVR_Behaviour_BooleanEvent onPressDown;
/// This C# event will fire whenever the boolean action has changed from false to true in the last update
public event StateDownHandler onPressDownEvent;
/// This UnityEvent will fire whenever the boolean action has changed from true to false in the last update
public SteamVR_Behaviour_BooleanEvent onPressUp;
/// This C# event will fire whenever the boolean action has changed from true to false in the last update
public event StateUpHandler onPressUpEvent;
/// Returns true if this action is currently bound and its action set is active
public bool isActive { get { return booleanAction[inputSource].active; } }
/// Returns the action set that this action is in.
public SteamVR_ActionSet actionSet { get { if (booleanAction != null) return booleanAction.actionSet; else return null; } }
protected virtual void OnEnable()
{
if (booleanAction == null)
{
Debug.LogError("[SteamVR] Boolean action not set.", this);
return;
}
AddHandlers();
}
protected virtual void OnDisable()
{
RemoveHandlers();
}
protected void AddHandlers()
{
booleanAction[inputSource].onUpdate += SteamVR_Behaviour_Boolean_OnUpdate;
booleanAction[inputSource].onChange += SteamVR_Behaviour_Boolean_OnChange;
booleanAction[inputSource].onState += SteamVR_Behaviour_Boolean_OnState;
booleanAction[inputSource].onStateDown += SteamVR_Behaviour_Boolean_OnStateDown;
booleanAction[inputSource].onStateUp += SteamVR_Behaviour_Boolean_OnStateUp;
}
protected void RemoveHandlers()
{
if (booleanAction != null)
{
booleanAction[inputSource].onUpdate -= SteamVR_Behaviour_Boolean_OnUpdate;
booleanAction[inputSource].onChange -= SteamVR_Behaviour_Boolean_OnChange;
booleanAction[inputSource].onState -= SteamVR_Behaviour_Boolean_OnState;
booleanAction[inputSource].onStateDown -= SteamVR_Behaviour_Boolean_OnStateDown;
booleanAction[inputSource].onStateUp -= SteamVR_Behaviour_Boolean_OnStateUp;
}
}
private void SteamVR_Behaviour_Boolean_OnStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
{
if (onPressUp != null)
{
onPressUp.Invoke(this, fromSource, false);
}
if (onPressUpEvent != null)
{
onPressUpEvent.Invoke(this, fromSource);
}
}
private void SteamVR_Behaviour_Boolean_OnStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
{
if (onPressDown != null)
{
onPressDown.Invoke(this, fromSource, true);
}
if (onPressDownEvent != null)
{
onPressDownEvent.Invoke(this, fromSource);
}
}
private void SteamVR_Behaviour_Boolean_OnState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
{
if (onPress != null)
{
onPress.Invoke(this, fromSource, true);
}
if (onPressEvent != null)
{
onPressEvent.Invoke(this, fromSource);
}
}
private void SteamVR_Behaviour_Boolean_OnUpdate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
{
if (onUpdate != null)
{
onUpdate.Invoke(this, fromSource, newState);
}
if (onUpdateEvent != null)
{
onUpdateEvent.Invoke(this, fromSource, newState);
}
}
private void SteamVR_Behaviour_Boolean_OnChange(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
{
if (onChange != null)
{
onChange.Invoke(this, fromSource, newState);
}
if (onChangeEvent != null)
{
onChangeEvent.Invoke(this, fromSource, newState);
}
}
///
/// 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 string GetLocalizedName(params EVRInputStringBits[] localizedParts)
{
if (booleanAction != null)
return booleanAction.GetLocalizedOriginPart(inputSource, localizedParts);
return null;
}
public delegate void StateDownHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
public delegate void StateUpHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
public delegate void StateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
public delegate void ActiveChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active);
public delegate void ChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
public delegate void UpdateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
}
}