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