FittsLaw/Assets/GoogleVR/Scripts/Keyboard/GvrKeyboard.cs

372 lines
12 KiB
C#
Raw Normal View History

2018-10-08 23:54:11 -04:00
// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// 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 UnityEngine;
using UnityEngine.EventSystems;
using Gvr.Internal;
using System;
using System.Collections;
using System.Collections.Generic;
// Events to update the keyboard.
// These values depend on C API keyboard values
public enum GvrKeyboardEvent {
/// Unknown error.
GVR_KEYBOARD_ERROR_UNKNOWN = 0,
/// The keyboard service could not be connected. This is usually due to the
/// keyboard service not being installed.
GVR_KEYBOARD_ERROR_SERVICE_NOT_CONNECTED = 1,
/// No locale was found in the keyboard service.
GVR_KEYBOARD_ERROR_NO_LOCALES_FOUND = 2,
/// The keyboard SDK tried to load dynamically but failed. This is usually due
/// to the keyboard service not being installed or being out of date.
GVR_KEYBOARD_ERROR_SDK_LOAD_FAILED = 3,
/// Keyboard becomes visible.
GVR_KEYBOARD_SHOWN = 4,
/// Keyboard becomes hidden.
GVR_KEYBOARD_HIDDEN = 5,
/// Text has been updated.
GVR_KEYBOARD_TEXT_UPDATED = 6,
/// Text has been committed.
GVR_KEYBOARD_TEXT_COMMITTED = 7,
};
// These values depend on C API keyboard values.
public enum GvrKeyboardError {
UNKNOWN = 0,
SERVICE_NOT_CONNECTED = 1,
NO_LOCALES_FOUND = 2,
SDK_LOAD_FAILED = 3
};
// These values depend on C API keyboard values.
public enum GvrKeyboardInputMode {
DEFAULT = 0,
NUMERIC = 1
};
// Handles keyboard state management such as hiding and displaying
// the keyboard, directly modifying text and stereoscopic rendering.
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrKeyboard")]
public class GvrKeyboard : MonoBehaviour {
private static GvrKeyboard instance;
private static IKeyboardProvider keyboardProvider;
private KeyboardState keyboardState = new KeyboardState();
private IEnumerator keyboardUpdate;
// Keyboard delegate types.
public delegate void StandardCallback();
public delegate void EditTextCallback(string edit_text);
public delegate void ErrorCallback(GvrKeyboardError err);
public delegate void KeyboardCallback(IntPtr closure, GvrKeyboardEvent evt);
// Private data and callbacks.
private ErrorCallback errorCallback = null;
private StandardCallback showCallback = null;
private StandardCallback hideCallback = null;
private EditTextCallback updateCallback = null;
private EditTextCallback enterCallback = null;
#if UNITY_ANDROID
// Which eye is currently being rendered.
private bool isRight = false;
#endif // UNITY_ANDROID
private bool isKeyboardHidden = false;
private const float kExecuterWait = 0.01f;
private static List<GvrKeyboardEvent> threadSafeCallbacks =
new List<GvrKeyboardEvent>();
private static System.Object callbacksLock = new System.Object();
// Public parameters.
public GvrKeyboardDelegateBase keyboardDelegate = null;
public GvrKeyboardInputMode inputMode = GvrKeyboardInputMode.DEFAULT;
public bool useRecommended = true;
public float distance = 0;
public string EditorText {
get { return instance != null ? instance.keyboardState.editorText : string.Empty; }
set { keyboardProvider.EditorText = value; }
}
public GvrKeyboardInputMode Mode {
get { return instance != null ? instance.keyboardState.mode : GvrKeyboardInputMode.DEFAULT; }
}
public bool IsValid {
get { return instance != null ? instance.keyboardState.isValid : false; }
}
public bool IsReady {
get { return instance != null ? instance.keyboardState.isReady : false; }
}
public Matrix4x4 WorldMatrix {
get { return instance != null ? instance.keyboardState.worldMatrix : Matrix4x4.zero; }
}
void Awake() {
if (instance != null) {
Debug.LogError("More than one GvrKeyboard instance was found in your scene. "
+ "Ensure that there is only one GvrKeyboard.");
enabled = false;
return;
}
instance = this;
if (keyboardProvider == null) {
keyboardProvider = KeyboardProviderFactory.CreateKeyboardProvider(this);
}
}
void OnDestroy() {
instance = null;
threadSafeCallbacks.Clear();
}
// Use this for initialization.
void Start() {
if (keyboardDelegate != null) {
errorCallback = keyboardDelegate.OnKeyboardError;
showCallback = keyboardDelegate.OnKeyboardShow;
hideCallback = keyboardDelegate.OnKeyboardHide;
updateCallback = keyboardDelegate.OnKeyboardUpdate;
enterCallback = keyboardDelegate.OnKeyboardEnterPressed;
keyboardDelegate.KeyboardHidden += KeyboardDelegate_KeyboardHidden;
keyboardDelegate.KeyboardShown += KeyboardDelegate_KeyboardShown;
}
keyboardProvider.ReadState(keyboardState);
if (IsValid) {
if (keyboardProvider.Create(OnKeyboardCallback)) {
keyboardProvider.SetInputMode(inputMode);
}
} else {
Debug.LogError("Could not validate keyboard");
}
}
// Update per-frame data.
void Update() {
if (keyboardProvider == null) {
return;
}
keyboardProvider.ReadState(keyboardState);
if (IsReady) {
// Reset position of keyboard.
if (transform.hasChanged) {
Show();
transform.hasChanged = false;
}
keyboardProvider.UpdateData();
}
}
// Use this function for procedural rendering
// Gets called twice per frame, once for each eye.
// On each frame, left eye renders before right eye so
// we keep track of a boolean that toggles back and forth
// between each eye.
void OnRenderObject() {
if (keyboardProvider == null || !IsReady) {
return;
}
#if UNITY_ANDROID
Camera camera = Camera.current;
if (camera && camera == Camera.main) {
// Get current eye.
Camera.StereoscopicEye camEye = isRight ? Camera.StereoscopicEye.Right : Camera.StereoscopicEye.Left;
// Camera matrices.
Matrix4x4 proj = camera.GetStereoProjectionMatrix(camEye);
Matrix4x4 modelView = camera.GetStereoViewMatrix(camEye);
// Camera viewport.
Rect viewport = camera.pixelRect;
// Render keyboard.
keyboardProvider.Render((int) camEye, modelView, proj, viewport);
// Swap.
isRight = !isRight;
}
#endif // !UNITY_ANDROID
}
// Resets keyboard text.
public void ClearText() {
if (keyboardProvider != null) {
keyboardProvider.EditorText = string.Empty;
}
}
public void Show() {
if (keyboardProvider == null) {
return;
}
// Get user matrix.
Quaternion fixRot = new Quaternion(transform.rotation.x * -1, transform.rotation.y * -1,
transform.rotation.z, transform.rotation.w);
// Need to convert from left handed to right handed for the Keyboard coordinates.
Vector3 fixPos = new Vector3(transform.position.x, transform.position.y,
transform.position.z * -1);
Matrix4x4 modelMatrix = Matrix4x4.TRS(fixPos, fixRot, Vector3.one);
Matrix4x4 mat = Matrix4x4.identity;
Vector3 position = gameObject.transform.position;
if (position.x == 0 && position.y == 0 && position.z == 0 && !useRecommended) {
// Force use recommended to be true, otherwise keyboard won't show up.
keyboardProvider.Show(mat, true, distance, modelMatrix);
return;
}
// Matrix needs to be set only if we're not using the recommended one.
// Uses the values of the keyboard gameobject transform as reported by Unity. If this is
// the zero vector, parent it under another gameobject instead.
if (!useRecommended) {
mat = GetKeyboardObjectMatrix(position);
}
keyboardProvider.Show(mat, useRecommended, distance, modelMatrix);
}
public void Hide() {
if (keyboardProvider != null) {
keyboardProvider.Hide();
}
}
public void OnPointerClick(BaseEventData data) {
if (isKeyboardHidden) {
Show();
}
}
void OnEnable() {
keyboardUpdate = Executer();
StartCoroutine(keyboardUpdate);
}
void OnDisable() {
StopCoroutine(keyboardUpdate);
}
void OnApplicationPause(bool paused) {
if (null == keyboardProvider) return;
if (paused) {
keyboardProvider.OnPause();
} else {
keyboardProvider.OnResume();
}
}
IEnumerator Executer() {
while (true) {
yield return new WaitForSeconds(kExecuterWait);
while (threadSafeCallbacks.Count > 0) {
GvrKeyboardEvent keyboardEvent = threadSafeCallbacks[0];
PoolKeyboardCallbacks(keyboardEvent);
lock (callbacksLock) {
threadSafeCallbacks.RemoveAt(0);
}
}
}
}
private void PoolKeyboardCallbacks(GvrKeyboardEvent keyboardEvent) {
switch (keyboardEvent) {
case GvrKeyboardEvent.GVR_KEYBOARD_ERROR_UNKNOWN:
errorCallback(GvrKeyboardError.UNKNOWN);
break;
case GvrKeyboardEvent.GVR_KEYBOARD_ERROR_SERVICE_NOT_CONNECTED:
errorCallback(GvrKeyboardError.SERVICE_NOT_CONNECTED);
break;
case GvrKeyboardEvent.GVR_KEYBOARD_ERROR_NO_LOCALES_FOUND:
errorCallback(GvrKeyboardError.NO_LOCALES_FOUND);
break;
case GvrKeyboardEvent.GVR_KEYBOARD_ERROR_SDK_LOAD_FAILED:
errorCallback(GvrKeyboardError.SDK_LOAD_FAILED);
break;
case GvrKeyboardEvent.GVR_KEYBOARD_SHOWN:
showCallback();
break;
case GvrKeyboardEvent.GVR_KEYBOARD_HIDDEN:
hideCallback();
break;
case GvrKeyboardEvent.GVR_KEYBOARD_TEXT_UPDATED:
updateCallback(keyboardProvider.EditorText);
break;
case GvrKeyboardEvent.GVR_KEYBOARD_TEXT_COMMITTED:
enterCallback(keyboardProvider.EditorText);
break;
}
}
[AOT.MonoPInvokeCallback(typeof(GvrKeyboardEvent))]
private static void OnKeyboardCallback(IntPtr closure, GvrKeyboardEvent keyboardEvent) {
lock (callbacksLock) {
threadSafeCallbacks.Add(keyboardEvent);
}
}
private void KeyboardDelegate_KeyboardShown(object sender, System.EventArgs e) {
isKeyboardHidden = false;
}
private void KeyboardDelegate_KeyboardHidden(object sender, System.EventArgs e) {
isKeyboardHidden = true;
}
// Returns a matrix populated by the keyboard's gameobject position. If the position is not
// zero, but comes back as zero, parent this under another gameobject instead.
private Matrix4x4 GetKeyboardObjectMatrix(Vector3 position) {
// Set keyboard position based on this gameObject's position.
float angleX = Mathf.Atan2(position.y, position.x);
float kTanAngleX = Mathf.Tan(angleX);
float newPosX = kTanAngleX * position.x;
float angleY = Mathf.Atan2(position.x, position.y);
float kTanAngleY = Mathf.Tan(angleY);
float newPosY = kTanAngleY * position.y;
float angleZ = Mathf.Atan2(position.y, position.z);
float kTanAngleZ = Mathf.Tan(angleZ);
float newPosZ = kTanAngleZ * position.z;
Vector3 keyboardPosition = new Vector3(newPosX, newPosY, newPosZ);
Vector3 lookPosition = Camera.main.transform.position;
Quaternion rotation = Quaternion.LookRotation(lookPosition);
Matrix4x4 mat = new Matrix4x4();
mat.SetTRS(keyboardPosition, rotation, position);
// Set diagonal to identity if any of them are zero.
if (mat[0, 0] == 0) {
Vector4 row0 = mat.GetRow(0);
mat.SetRow(0, new Vector4(1, row0.y, row0.z, row0.w));
}
if (mat[1, 1] == 0) {
Vector4 row1 = mat.GetRow(1);
mat.SetRow(1, new Vector4(row1.x, 1, row1.z, row1.w));
}
if (mat[2, 2] == 0) {
Vector4 row2 = mat.GetRow(2);
mat.SetRow(2, new Vector4(row2.x, row2.y, 1, row2.w));
}
return mat;
}
}