87 lines
2.3 KiB
C#
87 lines
2.3 KiB
C#
using System;
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using UnityEngine;
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using unity = UnityEngine;
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namespace Cryville.Input.Unity {
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/// <summary>
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/// An <see cref="InputHandler" /> that handles Unity mouse input.
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/// </summary>
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public class UnityMouseHandler : InputHandler {
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GameObject _receiver;
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/// <summary>
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/// Creates an instance of the <see cref="UnityMouseHandler" /> class.
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/// </summary>
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/// <exception cref="NotSupportedException">Unity mouse is not supported on the current device.</exception>
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public UnityMouseHandler() {
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if (!unity::Input.mousePresent) {
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throw new NotSupportedException("Unity mouse is not supported on this device");
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}
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}
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/// <inheritdoc />
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protected override void Activate() {
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_receiver = new GameObject("__mouseRecv__");
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_receiver.AddComponent<UnityMouseReceiver>().SetHandler(this);
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}
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/// <inheritdoc />
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protected override void Deactivate() {
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if (_receiver) GameObject.Destroy(_receiver);
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}
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/// <inheritdoc />
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public override void Dispose(bool disposing) {
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if (disposing) {
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Deactivate();
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}
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}
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/// <inheritdoc />
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public override bool IsNullable { get { return false; } }
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/// <inheritdoc />
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public override byte Dimension { get { return 2; } }
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static readonly ReferenceCue _refCue = new ReferenceCue {
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PhysicalDimension = new PhysicalDimension { Length = 1 },
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RelativeUnit = RelativeUnit.Pixel,
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};
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/// <inheritdoc />
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public override ReferenceCue ReferenceCue => _refCue;
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/// <inheritdoc />
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public override string GetTypeName(int type) {
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switch (type) {
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case 0: return "Mouse Position";
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default: throw new ArgumentOutOfRangeException("type");
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}
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}
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/// <inheritdoc />
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public override double GetCurrentTimestamp() {
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return Time.realtimeSinceStartupAsDouble;
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}
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/// <summary>
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/// Unity mouse receiver.
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/// </summary>
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public class UnityMouseReceiver : MonoBehaviour {
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UnityMouseHandler _handler;
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/// <summary>
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/// Sets the <see cref="UnityMouseHandler" />.
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/// </summary>
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/// <param name="h">The <see cref="UnityMouseHandler" />.</param>
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public void SetHandler(UnityMouseHandler h) {
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_handler = h;
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}
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void Update() {
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double time = Time.realtimeSinceStartupAsDouble;
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Vector3 pos = unity::Input.mousePosition;
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_handler.Feed(0, 0, new InputFrame(time, new InputVector(pos.x, pos.y)));
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_handler.Batch(time);
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}
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}
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}
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}
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