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KeyboardManager.cs
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237 lines (206 loc) · 8.21 KB
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
using System;
using System.Collections.Generic;
namespace HoloToolkit.Unity.InputModule
{
/// <summary>
/// KeyboardManager allows other scripts to register for (or inject) key events.
/// </summary>
public class KeyboardManager : Singleton<KeyboardManager>
{
public enum KeyEvent
{
/// <summary>
/// This event is sent once when a key is pressed.
/// </summary>
KeyDown = 0,
/// <summary>
/// This event is sent repeatedly while a key is held down.
/// </summary>
KeyHeld,
/// <summary>
/// This event is sent once when a key is released.
/// </summary>
KeyUp
};
/// <summary>
/// Simple struct that holds a KeyCode and KeyEvent
/// </summary>
public struct KeyCodeEventPair
{
public KeyCode KeyCode;
public KeyEvent KeyEvent;
public KeyCodeEventPair(KeyCode keyCode, KeyEvent keyEvent)
{
this.KeyCode = keyCode;
this.KeyEvent = keyEvent;
}
public override bool Equals(object obj)
{
if (!(obj is KeyCodeEventPair))
{
return false;
}
KeyCodeEventPair compare = (KeyCodeEventPair)obj;
return KeyCode == compare.KeyCode && KeyEvent == compare.KeyEvent;
}
public override int GetHashCode()
{
return (KeyCode.GetHashCode() * 100) ^ KeyEvent.GetHashCode();
}
};
/// <summary>
/// KeyboardRegistration is returned by RegisterKeyEvent. Calling code should maintain a reference
/// to the object while the registration should function, then call Dispose on it to unregister.
/// </summary>
public class KeyboardRegistration : IDisposable
{
private readonly KeyCodeEventPair keyCodeEvent;
private readonly KeyboardCallback callback;
private bool isRegistered;
public KeyboardRegistration(KeyCodeEventPair keyCodeEvent, KeyboardCallback callback)
{
this.keyCodeEvent = keyCodeEvent;
this.callback = callback;
isRegistered = true;
}
public void Dispose()
{
if (isRegistered)
{
var keyboard = KeyboardManager.Instance;
if (keyboard)
{
keyboard.UnregisterKeyEvent(keyCodeEvent, callback);
}
isRegistered = false;
}
}
}
/// <summary>
/// Delegate that is called when a registered keyboard event is detected
/// </summary>
/// <param name="keyCodeEvent">The KeyCodeEventPair corresponding to the detected input</param>
public delegate void KeyboardCallback(KeyCodeEventPair keyCodeEvent);
/// <summary>
/// A dictionary containing a list of callbacks for each active KeyCodeEventPair
/// </summary>
private Dictionary<KeyCodeEventPair, List<KeyboardCallback>> registeredCallbacks
= new Dictionary<KeyCodeEventPair, List<KeyboardCallback>>();
/// <summary>
/// The detected input events. This is done to avoid callbacks interfering with the traversal of the dictionary.
/// </summary>
private List<KeyCodeEventPair> detectedKeyEvents = new List<KeyCodeEventPair>();
/// <summary>
/// The input events that are being processed. Only used by Update to avoid multithreading issues.
/// </summary>
private List<KeyCodeEventPair> pendingKeyEvents = new List<KeyCodeEventPair>();
private void Update()
{
lock (detectedKeyEvents)
{
pendingKeyEvents.AddRange(detectedKeyEvents);
detectedKeyEvents.Clear();
}
// Check for all keys that are registered for events
foreach (KeyCodeEventPair keyCheck in registeredCallbacks.Keys)
{
bool eventTriggered = false;
switch (keyCheck.KeyEvent)
{
case KeyEvent.KeyHeld:
eventTriggered = Input.GetKey(keyCheck.KeyCode);
break;
case KeyEvent.KeyDown:
eventTriggered = Input.GetKeyDown(keyCheck.KeyCode);
break;
case KeyEvent.KeyUp:
eventTriggered = Input.GetKeyUp(keyCheck.KeyCode);
break;
}
if (eventTriggered)
{
pendingKeyEvents.Add(keyCheck);
}
}
for (int eventIndex = 0; eventIndex < pendingKeyEvents.Count; eventIndex++)
{
HandleKeyEvent(pendingKeyEvents[eventIndex]);
}
pendingKeyEvents.Clear();
}
/// <summary>
/// Unregister a specified KeyCodeEventPair and KeyboardCallback.
/// </summary>
private void UnregisterKeyEvent(KeyCodeEventPair keyCodeEvent, KeyboardCallback callback)
{
if (registeredCallbacks.ContainsKey(keyCodeEvent))
{
List<KeyboardCallback> callbackList = registeredCallbacks[keyCodeEvent];
if (callbackList.Remove(callback))
{
// remove the list from the dictionary if no callbacks are left
if (callbackList.Count == 0)
{
registeredCallbacks.Remove(keyCodeEvent);
}
}
}
}
/// <summary>
/// Invoke any registered callbacks for the specified KeyCodeEventPair input.
/// </summary>
private void HandleKeyEvent(KeyCodeEventPair keyEventPair)
{
List<KeyboardCallback> callbackList;
if (registeredCallbacks.TryGetValue(keyEventPair, out callbackList))
{
// Create a copy of the list in case a listener unregisters.
KeyboardCallback[] callbacksCopy = callbackList.ToArray();
foreach (KeyboardCallback callback in callbacksCopy)
{
callback(keyEventPair);
}
}
}
#region Public Functions
/// <summary>
/// Register to get a callback whenever the specified KeyCodeEventPair input is detected
/// </summary>
public KeyboardRegistration RegisterKeyEvent(KeyCodeEventPair keycodeEvent, KeyboardCallback callback)
{
if (!registeredCallbacks.ContainsKey(keycodeEvent))
{
registeredCallbacks.Add(keycodeEvent, new List<KeyboardCallback>());
}
// Don't register the same callback more than once
List<KeyboardCallback> callbackList = registeredCallbacks[keycodeEvent];
for (int i = 0; i < callbackList.Count; i++)
{
if (callbackList[i] == callback)
{
// Duplicate
Debug.LogError("Ignoring duplicate keyboard callback.");
return null;
}
}
callbackList.Add(callback);
// return a registration object, which must be referenced until it's disposed to unregister
return new KeyboardRegistration(keycodeEvent, callback);
}
/// <summary>
/// Queue an artificial keyboard event to be handled on the next Update.
/// (This can be called from another thread.)
/// </summary>
public void InjectKeyboardEvent(KeyCodeEventPair keycodeEvent)
{
lock (detectedKeyEvents)
{
detectedKeyEvents.Add(keycodeEvent);
}
}
#endregion
}
}