Optimize code structure for input module.
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@@ -4,28 +4,22 @@ using System.Reflection;
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namespace Cryville.Common.Unity.Input {
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public class InputManager {
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static readonly List<Type> HandlerRegistries = new List<Type> {
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static readonly HashSet<Type> HandlerRegistries = new HashSet<Type> {
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typeof(WindowsPointerHandler),
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typeof(UnityKeyHandler<UnityKeyboardReceiver>),
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typeof(UnityKeyHandler<UnityMouseButtonReceiver>),
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typeof(UnityMouseHandler),
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typeof(UnityTouchHandler),
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};
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readonly List<InputHandler> _handlers = new List<InputHandler>();
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readonly HashSet<InputHandler> _handlers = new HashSet<InputHandler>();
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readonly Dictionary<Type, InputHandler> _typemap = new Dictionary<Type, InputHandler>();
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readonly Dictionary<InputHandler, double> _timeOrigins = new Dictionary<InputHandler, double>();
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readonly object _lock = new object();
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readonly Dictionary<InputIdentifier, InputVector> _vectors = new Dictionary<InputIdentifier, InputVector>();
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readonly List<InputEvent> _events = new List<InputEvent>();
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public InputManager() {
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foreach (var t in HandlerRegistries) {
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try {
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if (!typeof(InputHandler).IsAssignableFrom(t)) continue;
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var h = (InputHandler)ReflectionHelper.InvokeEmptyConstructor(t);
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_typemap.Add(t, h);
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h.OnInput += OnInput;
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_handlers.Add(h);
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_timeOrigins.Add(h, 0);
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Logger.Log("main", 1, "Input", "Initialized {0}", ReflectionHelper.GetSimpleName(t));
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}
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catch (TargetInvocationException ex) {
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@@ -36,49 +30,8 @@ namespace Cryville.Common.Unity.Input {
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public InputHandler GetHandler(string name) {
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return _typemap[Type.GetType(name)];
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}
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public void Activate() {
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lock (_lock) {
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_events.Clear();
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}
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foreach (var h in _handlers) h.Activate();
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}
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public void SyncTime(double time) {
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foreach (var h in _handlers) {
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_timeOrigins[h] = time - h.GetCurrentTimestamp();
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}
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}
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public void Deactivate() {
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foreach (var h in _handlers) h.Deactivate();
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}
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void OnInput(InputIdentifier id, InputVector vec) {
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lock (_lock) {
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double timeOrigin = _timeOrigins[id.Source.Handler];
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vec.Time += timeOrigin;
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InputVector vec0;
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if (_vectors.TryGetValue(id, out vec0)) {
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_events.Add(new InputEvent {
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Id = id,
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From = vec0,
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To = vec,
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});
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if (vec.IsNull) _vectors.Remove(id);
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else _vectors[id] = vec;
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}
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else {
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_events.Add(new InputEvent {
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Id = id,
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From = new InputVector(vec.Time),
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To = vec,
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});
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_vectors.Add(id, vec);
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}
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}
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}
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public void EnumerateEvents(Action<InputEvent> cb) {
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lock (_lock) {
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foreach (var ev in _events) cb(ev);
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_events.Clear();
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}
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public void EnumerateHandlers(Action<InputHandler> cb) {
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foreach (var h in _handlers) cb(h);
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}
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}
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