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			185 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			185 lines
		
	
	
		
			6.5 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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using System.Text;
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namespace Valve.VR
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{
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    /// <summary>
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    /// Action sets are logical groupings of actions. Multiple sets can be active at one time.
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    /// </summary>
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    public static class SteamVR_ActionSet_Manager
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    {
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        public static VRActiveActionSet_t[] rawActiveActionSetArray
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        {
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            get
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            {
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                if (currentArraySize <= 0)
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                    return null;
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                else
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                    return poolActiveActionSetArrays[currentArraySize];
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            }
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        }
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        [NonSerialized]
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        private static uint activeActionSetSize;
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        [NonSerialized]
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        private static bool changed = false;
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        [NonSerialized]
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        private static int currentArraySize;
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        [NonSerialized]
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        private static Dictionary<int, VRActiveActionSet_t[]> poolActiveActionSetArrays;
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        public static void Initialize()
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        {
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            activeActionSetSize = (uint)(Marshal.SizeOf(typeof(VRActiveActionSet_t)));
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            poolActiveActionSetArrays = new Dictionary<int, VRActiveActionSet_t[]>();
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        }
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        /// <summary>
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        /// Disable all known action sets.
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        /// </summary>
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        public static void DisableAllActionSets()
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        {
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            for (int actionSetIndex = 0; actionSetIndex < SteamVR_Input.actionSets.Length; actionSetIndex++)
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            {
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                SteamVR_Input.actionSets[actionSetIndex].Deactivate(SteamVR_Input_Sources.Any);
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                SteamVR_Input.actionSets[actionSetIndex].Deactivate(SteamVR_Input_Sources.LeftHand);
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                SteamVR_Input.actionSets[actionSetIndex].Deactivate(SteamVR_Input_Sources.RightHand);
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            }
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        }
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        private static int lastFrameUpdated;
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        public static void UpdateActionStates(bool force = false)
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        {
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            if (force || Time.frameCount != lastFrameUpdated)
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            {
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                lastFrameUpdated = Time.frameCount;
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                if (changed)
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                {
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                    UpdateActionSetsArray();
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                }
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                if (rawActiveActionSetArray != null && rawActiveActionSetArray.Length > 0)
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                {
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                    if (OpenVR.Input != null)
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                    {
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                        EVRInputError err = OpenVR.Input.UpdateActionState(rawActiveActionSetArray, activeActionSetSize);
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                        if (err != EVRInputError.None)
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                            Debug.LogError("<b>[SteamVR]</b> UpdateActionState error: " + err.ToString());
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                        //else Debug.Log("Action sets activated: " + activeActionSets.Length);
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                    }
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                }
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                else
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                {
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                    //Debug.LogWarning("No sets active");
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                }
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            }
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        }
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        public static void SetChanged()
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        {
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            changed = true;
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        }
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        private static int GetNewArraySize()
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        {
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            int size = 0;
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            SteamVR_Input_Sources[] sources = SteamVR_Input_Source.GetAllSources();
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            for (int actionSetIndex = 0; actionSetIndex < SteamVR_Input.actionSets.Length; actionSetIndex++)
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            {
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                SteamVR_ActionSet set = SteamVR_Input.actionSets[actionSetIndex];
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                for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
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                {
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                    SteamVR_Input_Sources source = sources[sourceIndex];
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                    if (set.ReadRawSetActive(source))
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                    {
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                        size++;
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                    }
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                }
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            }
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            return size;
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        }
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        private static void UpdateActionSetsArray()
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        {
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            int newArraySize = GetNewArraySize();
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            if (poolActiveActionSetArrays.ContainsKey(newArraySize) == false)
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            {
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                poolActiveActionSetArrays[newArraySize] = new VRActiveActionSet_t[newArraySize];
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            }
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            int arrayIndex = 0;
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            SteamVR_Input_Sources[] sources = SteamVR_Input_Source.GetAllSources();
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            for (int actionSetIndex = 0; actionSetIndex < SteamVR_Input.actionSets.Length; actionSetIndex++)
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            {
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                SteamVR_ActionSet set = SteamVR_Input.actionSets[actionSetIndex];
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                for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
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                {
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                    SteamVR_Input_Sources source = sources[sourceIndex];
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                    if (set.ReadRawSetActive(source))
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                    {
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                        poolActiveActionSetArrays[newArraySize][arrayIndex].ulActionSet = set.handle;
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                        poolActiveActionSetArrays[newArraySize][arrayIndex].nPriority = set.ReadRawSetPriority(source);
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                        poolActiveActionSetArrays[newArraySize][arrayIndex].ulRestrictedToDevice = SteamVR_Input_Source.GetHandle(source);
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                        arrayIndex++;
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                    }
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                }
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            }
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            changed = false;
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            currentArraySize = newArraySize;
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            if (Application.isEditor || updateDebugTextInBuilds)
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                UpdateDebugText();
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        }
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        public static SteamVR_ActionSet GetSetFromHandle(ulong handle)
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        {
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            for (int actionSetIndex = 0; actionSetIndex < SteamVR_Input.actionSets.Length; actionSetIndex++)
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            {
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                SteamVR_ActionSet set = SteamVR_Input.actionSets[actionSetIndex];
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                if (set.handle == handle)
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                    return set;
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            }
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            return null;
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        }
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        public static string debugActiveSetListText;
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        public static bool updateDebugTextInBuilds = false;
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        private static void UpdateDebugText()
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        {
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            StringBuilder stringBuilder = new StringBuilder();
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            for (int activeIndex = 0; activeIndex < rawActiveActionSetArray.Length; activeIndex++)
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            {
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                VRActiveActionSet_t set = rawActiveActionSetArray[activeIndex];
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                stringBuilder.Append(set.nPriority);
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                stringBuilder.Append("\t");
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                stringBuilder.Append(SteamVR_Input_Source.GetSource(set.ulRestrictedToDevice));
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                stringBuilder.Append("\t");
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                stringBuilder.Append(GetSetFromHandle(set.ulActionSet).GetShortName());
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                stringBuilder.Append("\n");
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            }
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            debugActiveSetListText = stringBuilder.ToString();
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        }
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    }
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} |