/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
namespace Oculus.Interaction.Input
{
///
/// A utility component that delegates all of its
/// implementation to the provided source object.
///
public class ControllerRef : MonoBehaviour, IController, IActiveState
{
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
private IController Controller;
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.AssertField(Controller, nameof(Controller));
}
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public Handedness Handedness => Controller.Handedness;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool IsConnected => Controller.IsConnected;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool IsPoseValid => Controller.IsPoseValid;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public ControllerInput ControllerInput => Controller.ControllerInput;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public event Action WhenUpdated
{
add => Controller.WhenUpdated += value;
remove => Controller.WhenUpdated -= value;
}
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool Active => IsConnected;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool TryGetPose(out Pose pose)
{
return Controller.TryGetPose(out pose);
}
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool TryGetPointerPose(out Pose pose)
{
return Controller.TryGetPointerPose(out pose);
}
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public float Scale => Controller.Scale;
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage)
{
return Controller.IsButtonUsageAnyActive(buttonUsage);
}
///
/// Implementation of . For detailed
/// information, refer to the related documentation provided for that interface.
///
public bool IsButtonUsageAllActive(ControllerButtonUsage buttonUsage)
{
return Controller.IsButtonUsageAllActive(buttonUsage);
}
#region Inject
///
/// Injects all required dependencies for a dynamically instantiated .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectAllControllerRef(IController controller)
{
InjectController(controller);
}
///
/// Sets the underlying for a dynamically instantiated .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
#endregion
}
}