232 lines
No EOL
13 KiB
C#
232 lines
No EOL
13 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using UnityEngine;
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using System.Collections;
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using System;
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using Valve.VR;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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#pragma warning disable 0067
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namespace Valve.VR
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{
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[Serializable]
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/// <summary>
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/// Vibration actions are used to trigger haptic feedback in vr controllers.
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/// </summary>
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public class SteamVR_Action_Vibration : SteamVR_Action_Out<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>, ISerializationCallbackReceiver
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{
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public delegate void ActiveChangeHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, bool active);
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public delegate void ExecuteHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, float secondsFromNow, float durationSeconds, float frequency, float amplitude);
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/// <summary><strong>[SteamVR_Input_Sources.Any]</strong> This event fires whenever a change happens in the action</summary>
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public event ActiveChangeHandler onActiveChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
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/// <summary><strong>[SteamVR_Input_Sources.Any]</strong> This event fires whenever a change happens in the action</summary>
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public event ActiveChangeHandler onActiveBindingChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
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/// <summary><strong>[SteamVR_Input_Sources.Any]</strong> This event fires whenever this action is executed</summary>
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public event ExecuteHandler onExecute
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{ add { sourceMap[SteamVR_Input_Sources.Any].onExecute += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onExecute -= value; } }
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public SteamVR_Action_Vibration() { }
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/// <summary>
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/// Trigger the haptics at a certain time for a certain length
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/// </summary>
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/// <param name="secondsFromNow">How long from the current time to execute the action (in seconds - can be 0)</param>
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/// <param name="durationSeconds">How long the haptic action should last (in seconds)</param>
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/// <param name="frequency">How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)</param>
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/// <param name="amplitude">How intense the haptic action should be (0 - 1)</param>
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/// <param name="inputSource">The device you would like to execute the haptic action. Any if the action is not device specific.</param>
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public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource)
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{//ausgemacht, weil supernervigesx Hapticfeedback:
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// sourceMap[inputSource].Execute(secondsFromNow, durationSeconds, frequency, amplitude);
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}
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/// <summary>Executes a function when the *functional* active state of this action (with the specified inputSource) changes.
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/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnActiveChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveChange += functionToCall;
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}
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/// <summary>Stops executing a function when the *functional* active state of this action (with the specified inputSource) changes.
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/// This happens when the action is bound or unbound, or when the ActionSet changes state.</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnActiveChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveBindingChange += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnActiveBindingChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onActiveBindingChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the execute method of this action (with the specified inputSource) is called. This happens when the action is bound or unbound</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnExecuteListener(ExecuteHandler functionToCall, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onExecute += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnExecuteListener(ExecuteHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
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{
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sourceMap[inputSource].onExecute -= functionToStopCalling;
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}
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/// <summary>
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/// Returns the last time this action was executed
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/// </summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public override float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].timeLastExecuted;
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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InitAfterDeserialize();
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}
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public override bool IsUpdating(SteamVR_Input_Sources inputSource)
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{
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return sourceMap.IsUpdating(inputSource);
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}
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}
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public class SteamVR_Action_Vibration_Source_Map : SteamVR_Action_Source_Map<SteamVR_Action_Vibration_Source>
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{
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public bool IsUpdating(SteamVR_Input_Sources inputSource)
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{
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int sourceIndex = (int)inputSource;
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return sources[sourceIndex].timeLastExecuted != 0;
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}
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}
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public class SteamVR_Action_Vibration_Source : SteamVR_Action_Out_Source
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{
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/// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
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public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveChange;
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/// <summary>Event fires when the active state of the binding changes</summary>
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public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveBindingChange;
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/// <summary>Event fires whenever this action is executed</summary>
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public event SteamVR_Action_Vibration.ExecuteHandler onExecute;
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//todo: fix the active state of out actions
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/// <summary>Returns true if this action is bound and the ActionSet is active</summary>
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public override bool active { get { return activeBinding && setActive; } }
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/// <summary>Returns true if the action is bound</summary>
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public override bool activeBinding { get { return true; } }
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/// <summary>Returns true if the action was bound and the ActionSet was active during the previous update</summary>
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public override bool lastActive { get; protected set; }
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/// <summary>Returns true if the action was bound during the previous update</summary>
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public override bool lastActiveBinding { get { return true; } }
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/// <summary>The last time the execute method was called on this action</summary>
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public float timeLastExecuted { get; protected set; }
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protected SteamVR_Action_Vibration vibrationAction;
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/// <summary>
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/// <strong>[Should not be called by user code]</strong>
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/// Initializes the handle for the inputSource, and any other related SteamVR data.
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/// </summary>
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public override void Initialize()
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{
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base.Initialize();
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lastActive = true;
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}
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public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
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{
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base.Preinitialize(wrappingAction, forInputSource);
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vibrationAction = (SteamVR_Action_Vibration)wrappingAction;
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}
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/// <summary>
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/// Trigger the haptics at a certain time for a certain length
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/// </summary>
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/// <param name="secondsFromNow">How long from the current time to execute the action (in seconds - can be 0)</param>
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/// <param name="durationSeconds">How long the haptic action should last (in seconds)</param>
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/// <param name="frequency">How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)</param>
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/// <param name="amplitude">How intense the haptic action should be (0 - 1)</param>
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/// <param name="inputSource">The device you would like to execute the haptic action. Any if the action is not device specific.</param>
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public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude)
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{
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if (SteamVR_Input.isStartupFrame)
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return;
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timeLastExecuted = Time.realtimeSinceStartup;
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EVRInputError err = OpenVR.Input.TriggerHapticVibrationAction(handle, secondsFromNow, durationSeconds, frequency, amplitude, inputSourceHandle);
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//Debug.Log(string.Format("[{5}: haptic] secondsFromNow({0}), durationSeconds({1}), frequency({2}), amplitude({3}), inputSource({4})", secondsFromNow, durationSeconds, frequency, amplitude, inputSource, this.GetShortName()));
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if (err != EVRInputError.None)
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Debug.LogError("<b>[SteamVR]</b> TriggerHapticVibrationAction (" + fullPath + ") error: " + err.ToString() + " handle: " + handle.ToString());
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if (onExecute != null)
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onExecute.Invoke(vibrationAction, inputSource, secondsFromNow, durationSeconds, frequency, amplitude);
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}
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}
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/// <summary>
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/// Vibration actions are used to trigger haptic feedback in vr controllers.
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/// </summary>
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public interface ISteamVR_Action_Vibration : ISteamVR_Action_Out
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{
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/// <summary>
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/// Trigger the haptics at a certain time for a certain length
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/// </summary>
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/// <param name="secondsFromNow">How long from the current time to execute the action (in seconds - can be 0)</param>
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/// <param name="durationSeconds">How long the haptic action should last (in seconds)</param>
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/// <param name="frequency">How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)</param>
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/// <param name="amplitude">How intense the haptic action should be (0 - 1)</param>
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/// <param name="inputSource">The device you would like to execute the haptic action. Any if the action is not device specific.</param>
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void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource);
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}
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}
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#pragma warning restore 0067 |