Files
crtr/Assets/Plugins/Cryville.Input.Unity.Builtin/UnityGuiInputHandler.cs

160 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Cryville.Input.Unity {
/// <summary>
/// An <see cref="InputHandler" /> that handles Unity GUI input.
/// </summary>
/// <typeparam name="T">The GUI event receiver type.</typeparam>
public class UnityGuiInputHandler<T> : InputHandler where T : UnityGuiEventReceiver {
readonly GameObject _receiver;
readonly T _recvComp;
/// <summary>
/// Creates an instance of the <see cref="UnityGuiInputHandler{T}" /> class.
/// </summary>
public UnityGuiInputHandler() {
_receiver = new GameObject("__guiRecv__");
_recvComp = _receiver.AddComponent<T>();
_recvComp.SetFeedCallback(Feed);
_recvComp.SetBatchCallback(Batch);
}
/// <inheritdoc />
protected override void Activate() {
_recvComp.enabled = true;
}
/// <inheritdoc />
protected override void Deactivate() {
if (_recvComp) _recvComp.enabled = false;
}
/// <inheritdoc />
public override void Dispose(bool disposing) {
if (disposing) {
Deactivate();
}
}
/// <inheritdoc />
public override bool IsNullable { get { return true; } }
/// <inheritdoc />
public override byte Dimension { get { return 0; } }
static readonly ReferenceCue _refCue = new ReferenceCue { };
/// <inheritdoc />
public override ReferenceCue ReferenceCue => _refCue;
/// <inheritdoc />
public override string GetTypeName(int type) {
return _recvComp.GetKeyName(type);
}
/// <inheritdoc />
public override double GetCurrentTimestamp() {
return Time.realtimeSinceStartupAsDouble;
}
}
/// <summary>
/// Unity GUI event receiver.
/// </summary>
public abstract class UnityGuiEventReceiver : MonoBehaviour {
/// <summary>
/// The callback function to be called when a new input frame is received.
/// </summary>
protected Action<int, int, InputFrame> Feed;
/// <summary>
/// Sets the callback function to be called when a new input frame is received.
/// </summary>
/// <param name="h">The callback function to be called when a new input frame is received.</param>
public void SetFeedCallback(Action<int, int, InputFrame> h) {
Feed = h;
}
/// <summary>
/// The callback function to be called when the current input batch is finished receiving.
/// </summary>
protected Action<double> Batch;
/// <summary>
/// Sets the callback function to be called when the current input batch is finished receiving.
/// </summary>
/// <param name="h">The callback function to be called when the current input batch is finished receiving.</param>
public void SetBatchCallback(Action<double> h) {
Batch = h;
}
/// <summary>
/// The set of currently active keys.
/// </summary>
protected readonly HashSet<int> ActiveKeys = new HashSet<int>();
/// <summary>
/// Gets the friendly name of the specified key.
/// </summary>
/// <param name="key">The key.</param>
/// <returns>The friendly name of the specified key.</returns>
public abstract string GetKeyName(int key);
void Awake() {
useGUILayout = false;
}
void Update() {
Batch(Time.realtimeSinceStartupAsDouble);
}
}
public class UnityKeyReceiver : UnityGuiEventReceiver {
/// <inheritdoc />
public override string GetKeyName(int type) {
return Enum.GetName(typeof(KeyCode), type);
}
void OnGUI() {
var e = Event.current;
if (e.keyCode == KeyCode.None) return;
double time = Time.realtimeSinceStartupAsDouble;
var key = (int)e.keyCode;
switch (e.type) {
case EventType.KeyDown:
if (!ActiveKeys.Contains(key)) {
Feed(key, 0, new InputFrame(time, new InputVector()));
ActiveKeys.Add(key);
}
break;
case EventType.KeyUp:
ActiveKeys.Remove(key);
Feed(key, 0, new InputFrame(time));
break;
}
}
}
public class UnityMouseReceiver : UnityGuiEventReceiver {
/// <inheritdoc />
public override string GetKeyName(int type) {
switch (type) {
case 0: return "Mouse Left Button";
case 1: return "Mouse Right Button";
case 2: return "Mouse Middle Button";
default: return string.Format("Mouse Button {0}", type);
}
}
void OnGUI() {
var e = Event.current;
double time = Time.realtimeSinceStartupAsDouble;
var key = e.button;
switch (e.type) {
case EventType.MouseDown:
if (!ActiveKeys.Contains(key)) {
Feed(key, 0, new InputFrame(time, new InputVector()));
ActiveKeys.Add(key);
}
break;
case EventType.MouseUp:
ActiveKeys.Remove(key);
Feed(key, 0, new InputFrame(time));
break;
}
}
}
}