SteamVR_Events.cs 8.24 KB
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Simple event system for SteamVR.
//
// Example usage:
//
//			void OnDeviceConnected(int i, bool connected) { ... }
//			SteamVR_Events.DeviceConnected.Listen(OnDeviceConnected); // Usually in OnEnable
//			SteamVR_Events.DeviceConnected.Remove(OnDeviceConnected); // Usually in OnDisable
//
// Alternatively, if Listening/Removing often these can be cached as follows:
//
//			SteamVR_Event.Action deviceConnectedAction;
//			void OnAwake() { deviceConnectedAction = SteamVR_Event.DeviceConnectedAction(OnDeviceConnected); }
//			void OnEnable() { deviceConnectedAction.enabled = true; }
//			void OnDisable() { deviceConnectedAction.enabled = false; }
//
//=============================================================================

using UnityEngine;
using UnityEngine.Events;
using Valve.VR;

namespace Valve.VR
{
    public static class SteamVR_Events
    {
        public abstract class Action
        {
            public abstract void Enable(bool enabled);
            public bool enabled { set { Enable(value); } }
        }

        [System.Serializable]
        public class ActionNoArgs : Action
        {
            public ActionNoArgs(Event _event, UnityAction action)
            {
                this._event = _event;
                this.action = action;
            }

            public override void Enable(bool enabled)
            {
                if (enabled)
                    _event.Listen(action);
                else
                    _event.Remove(action);
            }

            Event _event;
            UnityAction action;
        }

        [System.Serializable]
        public class Action<T> : Action
        {
            public Action(Event<T> _event, UnityAction<T> action)
            {
                this._event = _event;
                this.action = action;
            }

            public override void Enable(bool enabled)
            {
                if (enabled)
                    _event.Listen(action);
                else
                    _event.Remove(action);
            }

            Event<T> _event;
            UnityAction<T> action;
        }

        [System.Serializable]
        public class Action<T0, T1> : Action
        {
            public Action(Event<T0, T1> _event, UnityAction<T0, T1> action)
            {
                this._event = _event;
                this.action = action;
            }

            public override void Enable(bool enabled)
            {
                if (enabled)
                    _event.Listen(action);
                else
                    _event.Remove(action);
            }

            Event<T0, T1> _event;
            UnityAction<T0, T1> action;
        }

        [System.Serializable]
        public class Action<T0, T1, T2> : Action
        {
            public Action(Event<T0, T1, T2> _event, UnityAction<T0, T1, T2> action)
            {
                this._event = _event;
                this.action = action;
            }

            public override void Enable(bool enabled)
            {
                if (enabled)
                    _event.Listen(action);
                else
                    _event.Remove(action);
            }

            Event<T0, T1, T2> _event;
            UnityAction<T0, T1, T2> action;
        }

        public class Event : UnityEvent
        {
            public void Listen(UnityAction action) { this.AddListener(action); }
            public void Remove(UnityAction action) { this.RemoveListener(action); }
            public void Send() { this.Invoke(); }
        }

        public class Event<T> : UnityEvent<T>
        {
            public void Listen(UnityAction<T> action) { this.AddListener(action); }
            public void Remove(UnityAction<T> action) { this.RemoveListener(action); }
            public void Send(T arg0) { this.Invoke(arg0); }
        }

        public class Event<T0, T1> : UnityEvent<T0, T1>
        {
            public void Listen(UnityAction<T0, T1> action) { this.AddListener(action); }
            public void Remove(UnityAction<T0, T1> action) { this.RemoveListener(action); }
            public void Send(T0 arg0, T1 arg1) { this.Invoke(arg0, arg1); }
        }

        public class Event<T0, T1, T2> : UnityEvent<T0, T1, T2>
        {
            public void Listen(UnityAction<T0, T1, T2> action) { this.AddListener(action); }
            public void Remove(UnityAction<T0, T1, T2> action) { this.RemoveListener(action); }
            public void Send(T0 arg0, T1 arg1, T2 arg2) { this.Invoke(arg0, arg1, arg2); }
        }

        public static Event<bool> Calibrating = new Event<bool>();
        public static Action CalibratingAction(UnityAction<bool> action) { return new Action<bool>(Calibrating, action); }

        public static Event<int, bool> DeviceConnected = new Event<int, bool>();
        public static Action DeviceConnectedAction(UnityAction<int, bool> action) { return new Action<int, bool>(DeviceConnected, action); }

        public static Event<Color, float, bool> Fade = new Event<Color, float, bool>();
        public static Action FadeAction(UnityAction<Color, float, bool> action) { return new Action<Color, float, bool>(Fade, action); }

        public static Event FadeReady = new Event();
        public static Action FadeReadyAction(UnityAction action) { return new ActionNoArgs(FadeReady, action); }

        public static Event<bool> HideRenderModels = new Event<bool>();
        public static Action HideRenderModelsAction(UnityAction<bool> action) { return new Action<bool>(HideRenderModels, action); }

        public static Event<bool> Initializing = new Event<bool>();
        public static Action InitializingAction(UnityAction<bool> action) { return new Action<bool>(Initializing, action); }

        public static Event<bool> InputFocus = new Event<bool>();
        public static Action InputFocusAction(UnityAction<bool> action) { return new Action<bool>(InputFocus, action); }

        public static Event<bool> Loading = new Event<bool>();
        public static Action LoadingAction(UnityAction<bool> action) { return new Action<bool>(Loading, action); }

        public static Event<float> LoadingFadeIn = new Event<float>();
        public static Action LoadingFadeInAction(UnityAction<float> action) { return new Action<float>(LoadingFadeIn, action); }

        public static Event<float> LoadingFadeOut = new Event<float>();
        public static Action LoadingFadeOutAction(UnityAction<float> action) { return new Action<float>(LoadingFadeOut, action); }

        public static Event<TrackedDevicePose_t[]> NewPoses = new Event<TrackedDevicePose_t[]>();
        public static Action NewPosesAction(UnityAction<TrackedDevicePose_t[]> action) { return new Action<TrackedDevicePose_t[]>(NewPoses, action); }

        public static Event NewPosesApplied = new Event();
        public static Action NewPosesAppliedAction(UnityAction action) { return new ActionNoArgs(NewPosesApplied, action); }

        public static Event<bool> Initialized = new Event<bool>();
        public static Action InitializedAction(UnityAction<bool> action) { return new Action<bool>(Initialized, action); }

        public static Event<bool> OutOfRange = new Event<bool>();
        public static Action OutOfRangeAction(UnityAction<bool> action) { return new Action<bool>(OutOfRange, action); }

        public static Event<SteamVR_RenderModel, bool> RenderModelLoaded = new Event<SteamVR_RenderModel, bool>();
        public static Action RenderModelLoadedAction(UnityAction<SteamVR_RenderModel, bool> action) { return new Action<SteamVR_RenderModel, bool>(RenderModelLoaded, action); }

        static System.Collections.Generic.Dictionary<EVREventType, Event<VREvent_t>> systemEvents = new System.Collections.Generic.Dictionary<EVREventType, Event<VREvent_t>>();
        public static Event<VREvent_t> System(EVREventType eventType)
        {
            Event<VREvent_t> e;
            if (!systemEvents.TryGetValue(eventType, out e))
            {
                e = new Event<VREvent_t>();
                systemEvents.Add(eventType, e);
            }
            return e;
        }

        public static Action SystemAction(EVREventType eventType, UnityAction<VREvent_t> action)
        {
            return new Action<VREvent_t>(System(eventType), action);
        }
    }
}