146 lines
3.9 KiB
C#
146 lines
3.9 KiB
C#
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// Copyright 2017 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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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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// This is a version of the keyboard that runs directly in the Unity Editor.
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// It is meant to simply be a placeholder so developers can test their games
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// without having to use actual devices.
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using UnityEngine;
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using System;
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/// @cond
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namespace Gvr.Internal {
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/// Keyboard subclass to run in the Unity editor
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public class EmulatorKeyboardProvider : IKeyboardProvider {
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private GameObject stub;
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private bool showing;
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GvrKeyboard.KeyboardCallback keyboardCallback;
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private string editorText = string.Empty;
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private GvrKeyboardInputMode mode = GvrKeyboardInputMode.DEFAULT;
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private Matrix4x4 worldMatrix;
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private bool isValid = false;
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public string EditorText {
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get { return editorText; }
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set { editorText = value; }
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}
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public void SetInputMode(GvrKeyboardInputMode mode) {
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this.mode = mode;
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}
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public EmulatorKeyboardProvider() {
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Debug.Log("Creating stub keyboard");
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// Set default data;
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showing = false;
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isValid = true;
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}
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public void OnPause() { }
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public void OnResume() { }
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public void ReadState(KeyboardState outState) {
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outState.mode = mode;
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outState.editorText = editorText;
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outState.worldMatrix = worldMatrix;
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outState.isValid = isValid;
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outState.isReady = true;
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}
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public bool Create(GvrKeyboard.KeyboardCallback keyboardEvent) {
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keyboardCallback = keyboardEvent;
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if (!isValid) {
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keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_ERROR_SERVICE_NOT_CONNECTED);
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}
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return true;
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}
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public void Show(Matrix4x4 controllerMatrix, bool useRecommended, float distance, Matrix4x4 model) {
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if (!showing && isValid) {
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showing = true;
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worldMatrix = controllerMatrix;
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keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_SHOWN);
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}
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}
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public void UpdateData() {
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// Can skip if keyboard not available
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if (!showing)
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{
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return;
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}
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if (Input.GetKeyDown(KeyCode.KeypadEnter))
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{
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keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_TEXT_COMMITTED);
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return;
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}
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if (Input.GetKeyDown(KeyCode.Backspace))
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{
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if (editorText.Length > 0)
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{
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editorText = editorText.Substring(0, editorText.Length - 1);
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SendUpdateNotification();
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}
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return;
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}
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if (Input.inputString.Length <= 0)
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{
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return;
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}
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switch (mode)
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{
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case GvrKeyboardInputMode.DEFAULT:
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editorText += Input.inputString;
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break;
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case GvrKeyboardInputMode.NUMERIC:
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foreach (char n in Input.inputString)
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{
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if (n >= '0' && n <= '9')
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{
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editorText += n;
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}
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}
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break;
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default:
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break;
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}
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SendUpdateNotification();
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}
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public void Render(int eye, Matrix4x4 modelview, Matrix4x4 projection, Rect viewport) {}
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public void Hide() {
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if (showing) {
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showing = false;
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keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_HIDDEN);
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}
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}
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private void SendUpdateNotification() {
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keyboardCallback(IntPtr.Zero, GvrKeyboardEvent.GVR_KEYBOARD_TEXT_UPDATED);
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}
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}
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}
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