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/// to the keyboard service not being installed or being out of date.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