Пример #1
0
    public Character( StatExpressionsInfo statExpressions, CharacterPlanetPawn pawn, IInputSource inputSource, CharacterStatus status, CharacterStateController stateController, CharacterStateController weaponStateController, int teamId, CharacterInfo info )
    {
        this.statExpressions = statExpressions;
        this.status = status;
        this.health = new IntReactiveProperty( this.status.maxHealth.Value );
        this.pawn = pawn;
        this.inputSource = inputSource;
        this.stateController = stateController;
        this.weaponStateController = weaponStateController;
        this.teamId = teamId;
        this.info = info;
        this.inventory = new BasicInventory( this );

        pawn.SetCharacter( this );

        this.stateController.Initialize( this );
        this.weaponStateController.Initialize( this );

        var inputSourceDisposable = inputSource as IDisposable;
        if ( inputSourceDisposable != null ) {

            _compositeDisposable.Add( inputSourceDisposable );
        }

        Observable.EveryUpdate().Subscribe( OnUpdate ).AddTo( _compositeDisposable );
        status.moveSpeed.Subscribe( UpdatePawnSpeed ).AddTo( _compositeDisposable );
        health.Subscribe( OnHealthChange );//.AddTo( _compositeDisposable );

        instances.Add( this );
    }
Пример #2
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        public string Connect(Dictionary<string, string> requestParams, IInputSource inputSource, string endpoint)
        {
            requestParams.Add(inputSource.Key, inputSource.Value);

            return MakeHttpRequest(requestParams, endpoint);

        }
Пример #3
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        public AddToTextIndexResponse.Value Execute(IInputSource inputSource, IdolConnect ic)
        {

            var apiResults = ic.Connect(ToParameterDictionary(), inputSource,  SyncEndpoint);
            var deseriaizedResponse = JsonConvert.DeserializeObject<AddToTextIndexResponse.Value>(apiResults);

            if (deseriaizedResponse.message == null & deseriaizedResponse.error == 0)
            {
                return deseriaizedResponse;
            }
            else
            {
                if (deseriaizedResponse.message != null)
                {
                    throw new APIFailedException(deseriaizedResponse.message);
                }
                else
                {
                    if (deseriaizedResponse.detail.Count == 1)
                    {
                        throw new InvalidJobArgumentsException(deseriaizedResponse.detail[0]);
                       
                        
                    }
                    else
                    {
                        throw new InvalidJobArgumentsException(deseriaizedResponse.actions[0].errors[0].reason);
                    }
                }
            }

        }
 public RecordingInputSourceDecorator(IInputSource source, String filePath, IPersistenceManager persistenceManager, Int32 buttonCount)
 {
     _frame = 0;
     _source = source;
     _filePath = filePath;
     _persistenceManager = persistenceManager;
     _previousState = new InputState();
     _data = new ReplayData();
     _buttonCount = buttonCount;
 }
Пример #5
0
 public void Dispose()
 {
   lock (_syncObj)
     if (_nextInputSource != null)
     {
       _nextInputSource.Dispose();
       _nextInputSource = null;
     }
   PlaybackSession playbackSession = _playbackSession;
   if (playbackSession != null)
     playbackSession.Dispose();
 }
        /// <summary>
        /// Once the objects are instanciated, awake is called before start. Use it
        /// to setup references to other objects
        /// </summary>
        protected virtual void Awake()
        {
            // Grab the actor controller so we can set it's values later
            mActorController = gameObject.GetComponent<ActorController>();

            // Object that will provide access to the keyboard, mouse, etc
            if (InputSourceOwner != null) { mInputSource = InterfaceHelper.GetComponent<IInputSource>(InputSourceOwner); }

            // Default speed we'll use to rotate. To help smooth out the rotation,
            // We make it consistant even in low frame rates, by set the standard to be a
            // rotation if we're running at 60 frames per second. 
            mDegreesPer60FPSTick = RotationSpeed / 60f;
        }
Пример #7
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        /// <summary>
        /// Stops dragging the object.
        /// </summary>
        public void StopDragging()
        {
            if (!isDragging)
            {
                return;
            }

            // Remove self as a modal input handler
            InputManager.Instance.PopModalInputHandler();

            isDragging         = false;
            currentInputSource = null;
            StoppedDragging.RaiseEvent();
        }
Пример #8
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 /// <summary>
 /// Finds a layout matching the given gamepad
 /// </summary>
 /// <param name="source">The source that the <paramref name="device"/> came from</param>
 /// <param name="device">The device to find a layout for</param>
 /// <returns>The gamepad layout that was found, or null if none was found</returns>
 public static GamePadLayout FindLayout(IInputSource source, IGameControllerDevice device)
 {
     lock (layouts)
     {
         foreach (var layout in layouts)
         {
             if (layout.MatchDevice(source, device))
             {
                 return(layout);
             }
         }
         return(null);
     }
 }
Пример #9
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        private static IDisposable ConnectRightUp(IInputSource source, IInputTarget target)
        {
            //var observer = new InputArgsObserver(target, OnNextRightUp);
            //return source.RightUp.SubscribeSafe(observer);
            return(source.RightUp.Subscribe(OnNextRightUp));

            void OnNextRightUp(InputArgs args)
            {
                if (target.IsRightUpAvailable())
                {
                    target.RightUp(args);
                }
            }
        }
Пример #10
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        private static IDisposable ConnectLeftDown(IInputSource source, IInputTarget target)
        {
            //var observer = new InputArgsObserver(target, OnNextLeftDown);
            //return source.LeftDown.SubscribeSafe(observer);
            return(source.LeftDown.Subscribe(OnNextLeftDown));

            void OnNextLeftDown(InputArgs args)
            {
                if (target.IsLeftDownAvailable())
                {
                    target.LeftDown(args);
                }
            }
        }
Пример #11
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        private static IDisposable ConnectMove(IInputSource source, IInputTarget target)
        {
            //var observer = new InputArgsObserver(target, OnNextMove);
            //return source.Move.SubscribeSafe(observer);
            return(source.Move.Subscribe(OnNextMove));

            void OnNextMove(InputArgs args)
            {
                if (target.IsMoveAvailable())
                {
                    target.Move(args);
                }
            }
        }
Пример #12
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        /// <summary>
        /// Creates and initializes a new instance.
        /// </summary>
        /// <param name="controller">Reference to controller object.</param>
        public static PlaybackSession Create(Controller controller)
        {
            IInputSource inputSource = controller.PlaybackProcessor.GetAndClearNextInputSource();

            if (inputSource == null)
            {
                return(null);
            }
            BassStream      stream          = inputSource.OutputStream;
            PlaybackSession playbackSession = new PlaybackSession(controller, stream.Channels, stream.SampleRate, stream.IsPassThrough);

            playbackSession.Initialize(inputSource);
            return(playbackSession);
        }
 /// <inheritdoc />
 public bool AddInput(IInputSource input)
 {
     if (input == null)
     {
         return(false);
     }
     if (inputs.Contains(input))
     {
         return(true);
     }
     inputs.Add(input);
     inputCount++;
     return(true);
 }
        /// <inheritdoc />
        public bool RemoveInput(IInputSource input)
        {
            if (input == null)
            {
                return(false);
            }
            var result = inputs.Remove(input);

            if (result)
            {
                inputCount--;
            }
            return(result);
        }
Пример #15
0
        /// <summary>
        /// Use this for initialization
        /// </summary>
        protected override void Awake()
        {
            base.Awake();

            if (_Anchor != null && this.enabled)
            {
                ICharacterController lController = InterfaceHelper.GetComponent <ICharacterController>(_Anchor.gameObject);
                if (lController == null)
                {
                    IBaseCameraAnchor lAnchor = _Anchor.GetComponent <IBaseCameraAnchor>();
                    if (lAnchor != null)
                    {
                        IsInternalUpdateEnabled         = false;
                        IsFixedUpdateEnabled            = false;
                        lAnchor.OnAnchorPostLateUpdate += OnControllerLateUpdate;
                    }
                    else
                    {
                        IsInternalUpdateEnabled = true;
                    }
                }
                else
                {
                    IsInternalUpdateEnabled = false;
                    IsFixedUpdateEnabled    = false;
                    lController.OnControllerPostLateUpdate += OnControllerLateUpdate;
                }

                mTilt = QuaternionExt.FromToRotation(_Transform.up, _Anchor.up);

                mToCameraDirection   = _Transform.position - _Anchor.position;
                mToCameraDirection.y = 0f;
                mToCameraDirection.Normalize();

                if (mToCameraDirection.sqrMagnitude == 0f)
                {
                    mToCameraDirection = -_Anchor.forward;
                }
            }

            // Object that will provide access to the keyboard, mouse, etc
            if (_InputSourceOwner != null)
            {
                mInputSource = InterfaceHelper.GetComponent <IInputSource>(_InputSourceOwner);
            }

            // Default the speed we'll use to rotate
            mDegreesPer60FPSTick = _RotationSpeed / 60f;
        }
Пример #16
0
        public void Initialize(IInputSource inputSource, uint sourceId, XboxControllerData inputData, object tag = null)
        {
            BaseInitialize(inputSource, sourceId, tag);

            GamePadName = inputData.GamePadName;

            XboxLeftStickHorizontalAxis  = inputData.XboxLeftStickHorizontalAxis;
            XboxLeftStickVerticalAxis    = inputData.XboxLeftStickVerticalAxis;
            XboxRightStickHorizontalAxis = inputData.XboxRightStickHorizontalAxis;
            XboxRightStickVerticalAxis   = inputData.XboxRightStickVerticalAxis;
            XboxDpadHorizontalAxis       = inputData.XboxDpadHorizontalAxis;
            XboxDpadVerticalAxis         = inputData.XboxDpadVerticalAxis;
            XboxLeftTriggerAxis          = inputData.XboxLeftTriggerAxis;
            XboxRightTriggerAxis         = inputData.XboxRightTriggerAxis;
            XboxSharedTriggerAxis        = inputData.XboxSharedTriggerAxis;

            XboxA_Down           = inputData.XboxA_Down;
            XboxB_Down           = inputData.XboxB_Down;
            XboxX_Down           = inputData.XboxX_Down;
            XboxY_Down           = inputData.XboxY_Down;
            XboxLeftBumper_Down  = inputData.XboxLeftBumper_Down;
            XboxRightBumper_Down = inputData.XboxRightBumper_Down;
            XboxLeftStick_Down   = inputData.XboxLeftStick_Down;
            XboxRightStick_Down  = inputData.XboxRightStick_Down;
            XboxView_Down        = inputData.XboxView_Down;
            XboxMenu_Down        = inputData.XboxMenu_Down;

            XboxA_Pressed           = inputData.XboxA_Pressed;
            XboxB_Pressed           = inputData.XboxB_Pressed;
            XboxX_Pressed           = inputData.XboxX_Pressed;
            XboxY_Pressed           = inputData.XboxY_Pressed;
            XboxLeftBumper_Pressed  = inputData.XboxLeftBumper_Pressed;
            XboxRightBumper_Pressed = inputData.XboxRightBumper_Pressed;
            XboxLeftStick_Pressed   = inputData.XboxLeftStick_Pressed;
            XboxRightStick_Pressed  = inputData.XboxRightStick_Pressed;
            XboxView_Pressed        = inputData.XboxView_Pressed;
            XboxMenu_Pressed        = inputData.XboxMenu_Pressed;

            XboxA_Up           = inputData.XboxA_Up;
            XboxB_Up           = inputData.XboxB_Up;
            XboxX_Up           = inputData.XboxX_Up;
            XboxY_Up           = inputData.XboxY_Up;
            XboxLeftBumper_Up  = inputData.XboxLeftBumper_Up;
            XboxRightBumper_Up = inputData.XboxRightBumper_Up;
            XboxLeftStick_Up   = inputData.XboxLeftStick_Up;
            XboxRightStick_Up  = inputData.XboxRightStick_Up;
            XboxView_Up        = inputData.XboxView_Up;
            XboxMenu_Up        = inputData.XboxMenu_Up;
        }
Пример #17
0
        /// <summary>
        /// Awake is called after all objects are initialized so you can safely speak to
        /// other objects. This is where reference can be associated.
        /// </summary>
        protected void Awake()
        {
            // Simply stop if one of the GameCores is already initialized
            if (GameCore.Core != null)
            {
                Destroy(gameObject);
                return;
            }

            // The GameCore will be active for all scenes as it sits above them
            DontDestroyOnLoad(gameObject);

            // Only store the first one
            if (GameCore.Core == null)
            {
                GameCore.Core = this;
            }

            // Object that will provide access to the keyboard, mouse, etc
            if (_InputSourceOwner != null)
            {
                _InputSource = InterfaceHelper.GetComponent <IInputSource>(_InputSourceOwner);
            }

            // If the input source is still null, see if we can grab a local input source
            if (_InputSource == null)
            {
                _InputSource = InterfaceHelper.GetComponent <IInputSource>(gameObject);
            }

            // If that's still null, see if we can grab one from the scene. This may happen
            // if the MC was instanciated from a prefab which doesn't hold a reference to the input source
            if (_AutoFindInputSource && _InputSource == null)
            {
                IInputSource[] lInputSources = InterfaceHelper.GetComponents <IInputSource>();
                for (int i = 0; i < lInputSources.Length; i++)
                {
                    GameObject lInputSourceOwner = ((MonoBehaviour)lInputSources[i]).gameObject;
                    if (lInputSourceOwner.activeSelf && lInputSources[i].IsEnabled)
                    {
                        _InputSource      = lInputSources[i];
                        _InputSourceOwner = lInputSourceOwner;
                    }
                }
            }

            // Initialize any states
            IsCursorVisible = _IsCursorVisible;
        }
Пример #18
0
        /// <summary>
        /// Stops dragging the object.
        /// </summary>
        public void StopDragging()
        {
            this.GetComponentInParent <Rigidbody>().useGravity = true;
            if (!isDragging)
            {
                return;
            }

            // Remove self as a modal input handler
            InputManager.Instance.PopModalInputHandler();

            isDragging         = false;
            currentInputSource = null;
            StoppedDragging.RaiseEvent();
        }
Пример #19
0
        /// <summary>Get an axis input value</summary>
        /// <param name="value">The input value, if any; Otherwise, the type's default value.</param>
        /// <returns>True if the input has a value; otherwise, false.</returns>
        protected override bool TryGetInputValue(IInputSource source, out float value)
        {
            float inputValue;

            if (source.TryGetAnalogInput(this.InputName, out inputValue))
            {
                value = this.modifier(inputValue);
                return(true);
            }
            else
            {
                value = 0f;
                return(false);
            }
        }
Пример #20
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        /// <summary>
        /// Releases the game object back to the pool (if allocated) or simply destroys if it not.
        /// </summary>
        public override void Release()
        {
            base.Release();

            if (mSelectedTarget != null)
            {
                RemoveMaterial(mSelectedTarget.gameObject, mMaterialInstance);
            }

            OnSelectedEvent = null;

            mOwner          = null;
            mInputSource    = null;
            mSelectedTarget = null;
        }
Пример #21
0
        /// <summary>
        /// Get a reference to the Input Source already in the scene, or create a new one if needed
        /// </summary>
        /// <param name="rViewActivatorOption"></param>
        /// <returns></returns>
        public static GameObject GetOrCreateInputSource(int rViewActivatorOption)
        {
            // Find or create the input source; will use Easy Input if it is installed
            GameObject   lInputSourceGO = null;
            IInputSource lInputSource   = InputSetupHelper.CreateInputSource("com.ootii.Input.EasyInputSource, " + AssemblyHelper.AssemblyInfo,
                                                                             ref lInputSourceGO);

            if (lInputSource == null)
            {
                lInputSource = InputSetupHelper.CreateInputSource <UnityInputSource>(ref lInputSourceGO);
            }
            ReflectionHelper.SetProperty(lInputSource, "ViewActivator", rViewActivatorOption);

            return(lInputSourceGO);
        }
Пример #22
0
        public void RaiseSourceUp(IInputSource source, uint sourceId)
        {
            // Create input event
            inputEventData.Initialize(source, sourceId);

            // Pass handler through HandleEvent to perform modal/fallback logic
            HandleEvent(inputEventData, OnSourceUpEventHandler);

            // UI events
            if (ShouldSendUnityUiEvents)
            {
                PointerEventData unityUIPointerEvent = GazeManager.Instance.UnityUIPointerEvent;
                HandleEvent(unityUIPointerEvent, ExecuteEvents.pointerUpHandler);
            }
        }
Пример #23
0
        /// <summary>
        /// オブジェクトのドラッグを止める
        /// </summary>
        public void StopDragging()
        {
            if (!isDragging)
            {
                return;
            }

            // モーダル入力対象から自身を削除する
            InputManager.Instance.PopModalInputHandler();

            isDragging           = false;
            currentInputSource   = null;
            currentInputSourceId = 0;
            StoppedDragging.RaiseEvent();
        }
Пример #24
0
 /// <summary>
 /// Removes and tops tracking input from an input source.
 /// </summary>
 public static void RemoveInputSource(IInputSource source)
 {
     if (_sources.Remove(source))
     {
         // Remove Events
         source.CharacterTyped -= OnCharacterTyped;
         source.KeyPressed     -= OnKeyPressed;
         source.KeyReleased    -= OnKeyReleased;
         source.KeyRepeat      -= OnKeyRepeat;
         source.MousePressed   -= OnMousePressed;
         source.MouseReleased  -= OnMouseReleased;
         source.MouseScrolled  -= OnMouseScrolled;
         source.MouseMoved     -= OnMouseMoved;
     }
 }
Пример #25
0
 /// <summary>
 /// Adds and begins tracking input from an input source.
 /// </summary>
 public static void AddInputSource(IInputSource source)
 {
     if (_sources.Add(source))
     {
         // Register Events
         source.CharacterTyped += OnCharacterTyped;
         source.KeyPressed     += OnKeyPressed;
         source.KeyReleased    += OnKeyReleased;
         source.KeyRepeat      += OnKeyRepeat;
         source.MousePressed   += OnMousePressed;
         source.MouseReleased  += OnMouseReleased;
         source.MouseScrolled  += OnMouseScrolled;
         source.MouseMoved     += OnMouseMoved;
     }
 }
Пример #26
0
    public void OnSourceLost(SourceStateEventData eventData)
    {
        if (currentInputSource != null && eventData.SourceId == currentInputSourceId)
        {
            Debug.Log("sourceLost");
            isRotating = false;

            // Remove self as a modal input handler
            InputManager.Instance.PopModalInputHandler();

            mainCursor.OnInputUp(inputEventData);
            inputEventData     = null;
            currentInputSource = null;
        }
    }
Пример #27
0
        public void RaiseInputClicked(IInputSource source, uint sourceId, int tapCount)
        {
            // Create input event
            sourceClickedEventData.Initialize(source, sourceId, tapCount);

            // Pass handler through HandleEvent to perform modal/fallback logic
            HandleEvent(sourceClickedEventData, OnInputClickedEventHandler);

            // UI events
            if (ShouldSendUnityUiEvents)
            {
                PointerEventData unityUIPointerEvent = GazeManager.Instance.UnityUIPointerEvent;
                HandleEvent(unityUIPointerEvent, ExecuteEvents.pointerClickHandler);
            }
        }
Пример #28
0
    public void StopDragging()
    {
        if (!isDragging)
        {
            return;
        }

        InputManager.Instance.PopModalInputHandler();

        isDragging                   = false;
        currentInputSource           = null;
        rend.material.color          = defaultColor;
        gizmoSetting.IsDraggingMover = false;
        StoppedDragging.RaiseEvent();
    }
Пример #29
0
    public void OnInputDown(InputEventData eventData)
    {
        if (isDragging)
        {
            return;
        }
        if (!eventData.InputSource.SupportsInputInfo(eventData.SourceId, SupportedInputInfo.Position))
        {
            return;
        }

        currentInputSource   = eventData.InputSource;
        currentInputSourceId = eventData.SourceId;
        StartDragging();
    }
Пример #30
0
        public void Dispose()
        {
            lock (_syncObj)
                if (_nextInputSource != null)
                {
                    _nextInputSource.Dispose();
                    _nextInputSource = null;
                }
            PlaybackSession playbackSession = _playbackSession;

            if (playbackSession != null)
            {
                playbackSession.Dispose();
            }
        }
Пример #31
0
        /// <summary>
        /// Stops dragging the object.
        /// </summary>
        public void StopDragging()
        {
            if (!isDragging)
            {
                return;
            }

            // Remove self as a modal input handler
            //InputManager.Instance.PopModalInputHandler();
            InputManager.Instance.RemoveMultiModalInputHandler(currentInputSourceId);

            isDragging         = false;
            currentInputSource = null;

            RepositionManager.Instance.SetItemMode(gameObject, ItemStatusModes.IDLE);
        }
Пример #32
0
        /// <summary>
        /// Once the objects are instanciated, awake is called before start. Use it
        /// to setup references to other objects
        /// </summary>
        protected virtual void Awake()
        {
            // Grab the actor controller so we can set it's values later
            mActorController = gameObject.GetComponent <ActorController>();

            // Object that will provide access to the keyboard, mouse, etc
            if (InputSourceOwner != null)
            {
                mInputSource = InterfaceHelper.GetComponent <IInputSource>(InputSourceOwner);
            }

            // Default speed we'll use to rotate. To help smooth out the rotation,
            // We make it consistant even in low frame rates, by set the standard to be a
            // rotation if we're running at 60 frames per second.
            mDegreesPer60FPSTick = RotationSpeed / 60f;
        }
    void StopScaling()
    {
        if (!isScaling)
        {
            return;
        }

        // Remove self as a model input handler
        InputManager.Instance.PopModalInputHandler();

        isScaling            = false;
        currentInputSource   = null;
        currentInputSourceId = 0;

        StoppedScaling.RaiseEvent();
    }
Пример #34
0
        /// <summary>Checks the raw input and gets the mapped input event (if any)</summary>
        /// <param name="source">The input source to be checked.</param>
        /// <param name="value">The input value, if any. Otherwise, the default for the type.</param>
        /// <returns>The current InputPhase, if the input has a value; otherwise, InputPhase.Unknown.</returns>
        public InputPhase CheckInput(IInputSource source, out TValue value)
        {
            if (!this.TryGetInputValue(source, out value))
            {
                return(InputPhase.Unknown);
            }
            this.active = !value.Equals(default(TValue));
            var phase =
                !this.WasActive && this.active ? InputPhase.Begin :
                this.WasActive && this.active ? InputPhase.Continue :
                this.WasActive && !this.active ? InputPhase.End :
                InputPhase.Unknown;

            this.LastValue = value;
            return(phase);
        }
Пример #35
0
        public TimeSpan GetDuration()
        {
            PlaybackSession session = _playbackProcessor.PlaybackSession;

            if (session == null)
            {
                return(TimeSpan.Zero);
            }
            IInputSource source = session.CurrentInputSource;

            if (source == null)
            {
                return(TimeSpan.Zero);
            }
            return(source.Length);
        }
        public void OnInputUp(InputEventData eventData)
        {
            if (currentInputSource != null && eventData.SourceId == currentInputSourceId)
            {
                if (RepositionManager.Instance.GetWallStatusMode(instanceId) == WallStatusModes.DRAGGING)
                {
                    // Remove self as a modal input handler
                    InputManager.Instance.RemoveMultiModalInputHandler(currentInputSourceId);
                    RepositionManager.Instance.SetWallMode(gameObject, WallStatusModes.LOCKED);

                    currentInputSource   = null;
                    currentInputSourceId = 0;
                }
            }
            lastInputUpTime = Time.unscaledTime;
        }
Пример #37
0
        /// <summary>
        /// Initializes a new instance of the <see cref="InputProcessor"/> class.
        /// </summary>
        /// <param name="source">The input source.</param>
        /// <param name="target">The input target.</param>
        public InputProcessor(IInputSource source, IInputTarget target)
        {
            _leftDownDisposable = source.LeftDown.Subscribe(
                (v) =>
                {
                    if (target.IsLeftDownAvailable())
                    {
                        target.LeftDown(v.X, v.Y);
                    }
                });

            _leftUpDisposable = source.LeftUp.Subscribe(
                (v) =>
                {
                    if (target.IsLeftUpAvailable())
                    {
                        target.LeftUp(v.X, v.Y);
                    }
                });

            _rightDownDisposable = source.RightDown.Subscribe(
                (v) =>
                {
                    if (target.IsRightDownAvailable())
                    {
                        target.RightDown(v.X, v.Y);
                    }
                });

            _rightUpDisposable = source.RightUp.Subscribe(
                (v) =>
                {
                    if (target.IsRightUpAvailable())
                    {
                        target.RightUp(v.X, v.Y);
                    }
                });

            _moveDisposable = source.Move.Subscribe(
                (v) =>
                {
                    if (target.IsMoveAvailable())
                    {
                        target.Move(v.X, v.Y);
                    }
                });
        }
Пример #38
0
 public void ClearNextInputSource()
 {
   lock (_syncObj)
     _nextInputSource = null;
 }
 public void Initialize(IInputSource inputSource, uint sourceId, Vector3 cumulativeDelta)
 {
     BaseInitialize(inputSource, sourceId);
     CumulativeDelta = cumulativeDelta;
 }
Пример #40
0
 public IInputSource GetAndClearNextInputSource()
 {
   lock (_syncObj)
   {
     IInputSource result = _nextInputSource;
     _nextInputSource = null;
     return result;
   }
 }
 public HoldEventArgs(IInputSource inputSource, uint sourceId)
     : base(inputSource, sourceId)
 {
 }
Пример #42
0
    /// <summary>
    /// Callback function for the outputstream.
    /// </summary>
    /// <param name="streamHandle">Bass stream handle that requests sample data.</param>
    /// <param name="buffer">Buffer to write the sampledata to.</param>
    /// <param name="requestedBytes">Requested number of bytes.</param>
    /// <param name="userData"></param>
    /// <returns>Number of bytes read.</returns>
    private int OutputStreamWriteProc(int streamHandle, IntPtr buffer, int requestedBytes, IntPtr userData)
    {
      IInputSource inputSource;
      lock (_syncObj)
      {
        if (_state == SessionState.Reset)
          return 0;
        inputSource = _currentInputSource;
        if (inputSource == null)
        {
          _state = SessionState.Ended;
          return (int) BASSStreamProc.BASS_STREAMPROC_END;
        }
      }

      try
      {
        BassStream stream = inputSource.OutputStream;
        int read = stream.Read(buffer, requestedBytes);

        bool doCheckNextInputSource = false;
        lock (_syncObj)
          if (!_isAwaitingNextInputSource && stream.GetPosition() > stream.Length.Subtract(REQUEST_NEXT_ITEM_THRESHOLD))
          { // Near end of the stream - make sure that next input source is available
            _isAwaitingNextInputSource = true;
            doCheckNextInputSource = true;
          }
        if (doCheckNextInputSource)
          _playbackProcessor.CheckInputSourceAvailable();

        if (read > 0)
          // Normal case, we have finished
          return read;

        // Old buffer ran out of samples - either we can get another valid input source below or we are finished. End wait state.
        _isAwaitingNextInputSource = false;

        // Nothing could be read from old input source. Second try: Next input source.
        IInputSource newInputSource = _playbackProcessor.PeekNextInputSource();

        // Special treatment for CD drives: If the new input source is from the same audio CD drive, we must take the stream over
        BassCDTrackInputSource bcdtisOld = inputSource as BassCDTrackInputSource;
        BassCDTrackInputSource bcdtisNew = newInputSource as BassCDTrackInputSource;
        if (bcdtisOld != null && bcdtisNew != null)
        {
          if (bcdtisOld.SwitchTo(bcdtisNew))
          {
            _playbackProcessor.ClearNextInputSource();
            return OutputStreamWriteProc(streamHandle, buffer, requestedBytes, userData);
          }
        }

        lock (_syncObj)
        {
          _currentInputSource = null;
          _controller.ScheduleDisposeObject_Async(inputSource);
          if (newInputSource == null)
          {
            _state = SessionState.Ended;
            return (int) BASSStreamProc.BASS_STREAMPROC_END;
          }
        }

        if (!MatchesInputSource(newInputSource))
        { // The next available input source is not compatible, so end our stream. The playback processor will start a new playback session later.
          lock (_syncObj)
            _state = SessionState.Ended;
          return (int) BASSStreamProc.BASS_STREAMPROC_END;
        }
        _playbackProcessor.ClearNextInputSource(); // Should be the contents of newInputSource
        lock (_syncObj)
        {
          _currentInputSource = newInputSource;
          _state = SessionState.Playing;
        }

        // Next try
        return OutputStreamWriteProc(streamHandle, buffer, requestedBytes, userData);
      }
      catch (Exception)
      {
        // We might come here due to a race condition. To avoid that, we would have to employ a new manual locking mechanism
        // to avoid that during the execution of this method, no methods are called from outside which change our
        // streams/partner instances.
        return 0;
      }
    }
 public void Initialize(IInputSource inputSource, uint sourceId)
 {
     BaseInitialize(inputSource, sourceId);
 }
Пример #44
0
 /// <summary>
 /// Determines whether a given inputsource fits in this session or not.
 /// </summary>
 /// <param name="inputSource">The inputsource to check.</param>
 /// <returns><c>true</c>, if the given <paramref name="inputSource"/> matches to this playback session,
 /// else <c>false</c>.</returns>
 public bool MatchesInputSource(IInputSource inputSource)
 {
   return inputSource != null &&
       inputSource.OutputStream.Channels == Channels &&
       inputSource.OutputStream.SampleRate == SampleRate &&
       inputSource.OutputStream.IsPassThrough == IsPassThrough;
 }
Пример #45
0
 /// <summary>
 /// Initializes this playback session with the given <paramref name="inputSource"/>.
 /// <see cref="End"/> must have been called before.
 /// </summary>
 /// <param name="inputSource">The new input source to play.</param>
 /// <returns><c>true</c>, if the new input source can be played. <c>false</c> if either <see cref="End"/> was not
 /// called or if the new input source is not compatible with this playback session.</returns>
 public bool InitializeWithNewInputSource(IInputSource inputSource)
 {
   return Initialize(inputSource);
 }
 public SourceClickEventArgs(IInputSource inputSource, uint sourceId, int tapCount)
     : base(inputSource, sourceId)
 {
     TapCount = tapCount;
 }
 public InputSourceEventArgs(IInputSource inputSource, uint sourceId)
 {
     InputSource = inputSource;
     SourceId = sourceId;
 }
 public ManipulationEventArgs(IInputSource inputSource, uint sourceId, Vector3 cumulativeDelta)
     : base(inputSource, sourceId)
 {
     CumulativeDelta = cumulativeDelta;
 }
Пример #49
0
 public MouseNagPresenter(IInputSource inputSource, INag nagger)
 {
     this.nagger = nagger;
     inputSource.MouseMoved += MouseMoved;
     inputSource.KeyBoardKeyPressed += KeyBoardKeyPressed;
 }
        /// <summary>
        /// Stops dragging the object.
        /// </summary>
        public void StopDragging()
        {
            if (!isDragging)
            {
                return;
            }

            // Remove self as a modal input handler
            InputManager.Instance.PopModalInputHandler();

            isDragging = false;
            currentInputSource = null;
            StoppedDragging.RaiseEvent();
        }
 public NavigationEventArgs(IInputSource inputSource, uint sourceId, Vector3 normalizedOffset)
     : base(inputSource, sourceId)
 {
     NormalizedOffset = normalizedOffset;
 }
 /// <inheritdoc />
 public bool RemoveInput(IInputSource input)
 {
     if (input == null) return false;
     var result = inputs.Remove(input);
     if (result) inputCount--;
     return result;
 }
Пример #53
0
    /// <summary>
    /// Ends and discards this playback session.
    /// </summary>
    public void End(bool waitForFadeOut)
    {
      lock (_syncObj)
      {
        if (_state == SessionState.Reset)
          return;
        _state = SessionState.Reset;
      }
      _controller.OutputDeviceManager.StopDevice(waitForFadeOut);

      _controller.OutputDeviceManager.ResetInputStream();
      _playbackBuffer.ResetInputStream();
      _winAmpDSPProcessor.ResetInputStream();
      _vstProcessor.ResetInputStream();
      _upDownMixer.ResetInputStream();

      lock (_syncObj)
      {
        _controller.ScheduleDisposeObject_Async(_outputStream);
        _outputStream = null;
        _controller.ScheduleDisposeObject_Async(_currentInputSource);
        _currentInputSource = null;
      }
    }
 internal TouchPoint INTERNAL_BeginTouch(Vector2 position, IInputSource input)
 {
     return INTERNAL_BeginTouch(position, input, null);
 }
Пример #55
0
    protected bool Initialize(IInputSource inputSource)
    {
      if (_state != SessionState.Reset)
        return false;

      if (!MatchesInputSource(inputSource))
        return false;

      _currentInputSource = inputSource;

      Log.Debug("PlaybackSession: Creating output stream");

      const BASSFlag flags = BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE;

      int handle = Bass.BASS_StreamCreate(
          _currentInputSource.OutputStream.SampleRate,
          _currentInputSource.OutputStream.Channels,
          flags,
          _streamWriteProcDelegate,
          IntPtr.Zero);

      if (handle == BassConstants.BassInvalidHandle)
        throw new BassLibraryException("BASS_StreamCreate");

      _outputStream = BassStream.Create(handle);

      _state = SessionState.Initialized;

      _upDownMixer.SetInputStream(_outputStream);
      _vstProcessor.SetInputStream(_upDownMixer.OutputStream);
      _winAmpDSPProcessor.SetInputStream(_vstProcessor.OutputStream);
      _playbackBuffer.SetInputStream(_winAmpDSPProcessor.OutputStream);
      _controller.OutputDeviceManager.SetInputStream(_playbackBuffer.OutputStream, _outputStream.IsPassThrough);
      return true;
    }
 internal TouchPoint INTERNAL_BeginTouch(Vector2 position, IInputSource input, Tags tags)
 {
     TouchPoint touch;
     lock (touchLock)
     {
         touch = touchPointPool.Get();
         touch.INTERNAL_Init(nextTouchId++, position, input, tags);
         touchesBegan.Add(touch);
     }
     return touch;
 }
 public SourceData(IInputSource inputSource, uint sourceId)
 {
     SourceId = sourceId;
     HasPosition = false;
     SourcePosition = Vector3.zero;
     IsSourceDown = false;
     IsSourceDownPending = false;
     SourceStateChanged = false;
     SourceStateUpdateTimer = -1;
     InputSourceArgs = new InputSourceEventArgs(inputSource, sourceId);
 }
        public void OnInputDown(InputEventData eventData)
        {
            if (isDragging)
            {
                // We're already handling drag input, so we can't start a new drag operation.
                return;
            }

            if (!eventData.InputSource.SupportsInputInfo(eventData.SourceId, SupportedInputInfo.Position))
            {
                // The input source must provide positional data for this script to be usable
                return;
            }

            currentInputSource = eventData.InputSource;
            currentInputSourceId = eventData.SourceId;
            StartDragging();
        }
 /// <inheritdoc />
 public bool AddInput(IInputSource input)
 {
     if (input == null) return false;
     if (inputs.Contains(input)) return true;
     inputs.Add(input);
     inputCount++;
     return true;
 }
Пример #60
0
 /// <summary>
 /// Enqueues the given input source for playback and starts playback if nessecary.
 /// </summary>
 /// <param name="inputSource">The input source for the media item to play.</param>
 /// <param name="startTime">Time to start the new media item.</param>
 public void MoveToNextItem_Async(IInputSource inputSource, StartTime startTime)
 {
   Log.Info("Preparing for playback: '{0}'", inputSource);
   _playbackProcessor.SetNextInputSource(inputSource);
   if (startTime == StartTime.AtOnce)
     _playbackProcessor.ScheduleMoveToNextInputSource();
   else
     _playbackProcessor.ScheduleNextInputSourceAvailable();
 }