NEW: Can debug player input from editor.
This commit is contained in:
Родитель
6f90b9c0e6
Коммит
4de57f2d2b
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@ -5,7 +5,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using ISX;
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using ISX.Remote;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.Events;
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@ -18,9 +17,6 @@ using ISX.Editor;
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using UnityEditor;
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#endif
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////TODO: make work in player (ATM we rely on the domain reload logic; probably want to include that in debug players, too)
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//// (when running in player, make sure that remoting is *off*)
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// These tests rely on the default template setup present in the code
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// of the system (e.g. they make assumptions about Gamepad is set up).
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public class FunctionalTests : InputTestFixture
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@ -4261,7 +4257,7 @@ public class FunctionalTests : InputTestFixture
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secondInputSystem.InitializeData();
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var local = InputSystem.remoting;
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var remote = new InputRemoting(secondInputSystem, senderId: 1);
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var remote = new InputRemoting(secondInputSystem);
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// We wire the two directly into each other effectively making function calls
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// our "network transport layer". In a real networking situation, we'd effectively
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@ -4302,7 +4298,7 @@ public class FunctionalTests : InputTestFixture
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secondInputSystem.InitializeData();
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var local = InputSystem.remoting;
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var remote = new InputRemoting(secondInputSystem, senderId: 1);
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var remote = new InputRemoting(secondInputSystem);
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local.Subscribe(remote);
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remote.Subscribe(local);
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@ -4322,7 +4318,7 @@ public class FunctionalTests : InputTestFixture
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InputSystem.SetUsage(localGamepad, CommonUsages.LeftHand);
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Assert.That(remoteGamepad.usages, Has.Exactly(1).EqualTo(CommonUsages.LeftHand));
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// Connect and disconnect are events so no need to test those.
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// Bind and disconnect are events so no need to test those.
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// Remove device.
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InputSystem.RemoveDevice(localGamepad);
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@ -4451,10 +4447,10 @@ public class FunctionalTests : InputTestFixture
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// In the Unity API, "PlayerConnection" is the connection to the editor
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// and "EditorConnection" is the connection to the player. Seems counter-intuitive.
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connectionToEditor.Connect(fakePlayerConnection);
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connectionToPlayer.Connect(fakeEditorConnection);
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connectionToEditor.Bind(fakePlayerConnection, true);
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connectionToPlayer.Bind(fakeEditorConnection, true);
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// Connect the local remote on the player side.
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// Bind the local remote on the player side.
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InputSystem.remoting.Subscribe(connectionToEditor);
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InputSystem.remoting.StartSending();
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@ -249,7 +249,7 @@ namespace ISX
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// More involved case where we are sitting somewhere within the set's bindings array
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// and inserting new bindings will thus affect other actions in the set.
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bindingIndex = m_BindingsStartIndex + m_BindingsCount;
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ArrayHelpers.Insert(ref set.m_Bindings, bindingIndex, binding);
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ArrayHelpers.InsertAt(ref set.m_Bindings, bindingIndex, binding);
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// Shift binding start indices of all actions that come after us up by one.
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for (var i = 0; i < actionCount; ++i)
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@ -10,7 +10,10 @@ namespace ISX
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////REVIEW: I think it makes sense to switch this to a more compact format that doesn't store floats; after all in almost all
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//// cases our source data on platforms is *not* floats. And users won't generally deal with GamepadState directly.
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// Default gamepad state layout.
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/// <summary>
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/// Default state layout gamepads.
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/// </summary>
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/// <seealso cref="Gamepad"/>
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[StructLayout(LayoutKind.Sequential)]
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public struct GamepadState : IInputStateTypeInfo
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{
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@ -110,7 +113,11 @@ namespace ISX
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}
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}
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// Xbox-style gamepad.
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/// <summary>
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/// An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers,
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/// two shoulder buttons, and two menu buttons.
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/// </summary>
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/// <seealso cref="GamepadState"/>
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[InputState(typeof(GamepadState))]
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public class Gamepad : InputDevice
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{
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@ -1,12 +1,18 @@
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using System;
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////TODO: the entire control hierarchy should be a linear array; transition to that with InputData
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namespace ISX
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{
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// Input devices are the roots of control hierarchies.
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// Unlike other controls, usages of InputDevices are allowed to be changed on the fly
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// without requiring a change to the device template.
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/// <summary>
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/// The root of a control hierarchy.
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/// </summary>
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/// <remarks>
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/// Input devices act as the container for control hierarchies. Every hierarchy has to have
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/// a device at the root. Devices cannot occur inside of hierarchies.
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///
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/// Unlike other controls, usages of InputDevices are allowed to be changed on the fly
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/// without requiring a change to the device template.
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/// </remarks>
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/// \todo The entire control hierarchy should be a linear array; transition to that with InputData.
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public class InputDevice : InputControl
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{
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public const int kInvalidDeviceId = 0;
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@ -5,23 +5,31 @@ using System.Text;
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using UnityEngine;
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using UnityEngineInternal.Input;
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////TODO: reuse memory allocated for messages instead of allocating separately for each message
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namespace ISX.Remote
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namespace ISX
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{
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// Makes the activity and data of an InputManager observable in message form.
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// Can act as both the sender and receiver of these message so the flow is fully bidirectional,
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// i.e. the InputManager on either end can mirror its templates, devices, and events over
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// to the other end. This permits streaming input not just from the player to the editor but
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// also feeding input from the editor back into the player.
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//
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// Remoting sits entirely on top of the input system as an optional piece of functionality.
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// In development players and the editor, we enable it automatically but in non-development
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// players it has to be explicitly requested by the user.
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/// <summary>
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/// Makes the activity and data of an InputManager observable in message form.
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/// </summary>
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/// <remarks>
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/// Can act as both the sender and receiver of these message so the flow is fully bidirectional,
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/// i.e. the InputManager on either end can mirror its templates, devices, and events over
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/// to the other end. This permits streaming input not just from the player to the editor but
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/// also feeding input from the editor back into the player.
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///
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/// Remoting sits entirely on top of the input system as an optional piece of functionality.
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/// In development players and the editor, we enable it automatically but in non-development
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/// players it has to be explicitly requested by the user.
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/// </remarks>
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/// <seealso cref="InputSystem.remoting"/>
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/// \todo Reuse memory allocated for messages instead of allocating separately for each message.
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/// \todo Inteface to determine what to mirror from the local manager to the remote system.
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public class InputRemoting : IObservable<InputRemoting.Message>, IObserver<InputRemoting.Message>
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{
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public const string kRemoteTemplateNamespacePrefix = "remote";
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/// <summary>
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/// Enumeration of possible types of messages exchanged between two InputRemoting instances.
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/// </summary>
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public enum MessageType
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{
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Connect,
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@ -34,49 +42,74 @@ namespace ISX.Remote
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ChangeUsages,
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}
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/// <summary>
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/// A message exchanged between two InputRemoting instances.
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/// </summary>
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public struct Message
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{
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public int sender;
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/// <summary>
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/// For messages coming in, numeric ID of the sender of the message. For messages
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/// going out, numeric ID of the targeted receiver of the message.
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/// </summary>
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public int participantId;
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public MessageType type;
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public byte[] data;
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}
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////TODO: interface to determine what to mirror from m_Manager to the remote system
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public bool sending
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{
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get { return (m_Flags & Flags.Sending) == Flags.Sending; }
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private set
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{
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if (value)
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m_Flags |= Flags.Sending;
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else
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m_Flags &= ~Flags.Sending;
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}
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}
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internal InputRemoting(InputManager manager, int senderId = 0)
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internal InputRemoting(InputManager manager, bool startSendingOnConnect = false)
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{
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if (manager == null)
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throw new ArgumentNullException(nameof(manager));
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m_LocalManager = manager;
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m_SenderId = senderId;
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if (startSendingOnConnect)
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m_Flags |= Flags.StartSendingOnConnect;
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//when listening for newly added templates, must filter out ones we've added from remote
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}
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/// <summary>
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/// Start sending messages for data and activity in the local input system
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/// to observers.
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/// </summary>
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/// <seealso cref="sending"/>
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/// <seealso cref="StopSending"/>
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public void StartSending()
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{
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if (m_IsSending)
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if (sending)
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return;
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////TODO: send events in bulk rather than one-by-one
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m_LocalManager.onEvent += SendEvent;
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m_LocalManager.onDeviceChange += SendDeviceChange;
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m_IsSending = true;
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sending = true;
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SendAllCurrentDataToAllSubscribers();
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SendAllCurrentData();
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}
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public void StopSending()
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{
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if (!m_IsSending)
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if (!sending)
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return;
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m_LocalManager.onEvent -= SendEvent;
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m_LocalManager.onDeviceChange -= SendDeviceChange;
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m_IsSending = false;
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sending = false;
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}
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void IObserver<Message>.OnNext(Message msg)
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@ -84,8 +117,10 @@ namespace ISX.Remote
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switch (msg.type)
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{
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case MessageType.Connect:
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ConnectMsg.Process(this, msg);
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break;
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case MessageType.Disconnect:
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DisconnectMsg.Process(this, msg);
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break;
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case MessageType.NewTemplate:
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NewTemplateMsg.Process(this, msg);
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@ -121,41 +156,25 @@ namespace ISX.Remote
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var subscriber = new Subscriber {owner = this, observer = observer};
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ArrayHelpers.Append(ref m_Subscribers, subscriber);
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if (m_IsSending)
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SendAllCurrentDataToSubscriber(subscriber);
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////REVIEW: Send connect?
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return subscriber;
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}
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// Let all subscribers know about all devices and templates that m_LocalManager has.
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private void SendAllCurrentDataToAllSubscribers()
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private void SendAllCurrentData(int recipientId = 0)
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{
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if (m_Subscribers == null)
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return;
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foreach (var subscriber in m_Subscribers)
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SendAllCurrentDataToSubscriber(subscriber);
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SendAllTemplates();
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SendAllDevices();
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}
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// Let the given subscriber know about all devices and templates that m_LocalManager has.
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private void SendAllCurrentDataToSubscriber(Subscriber subscriber)
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{
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SendAllTemplatesTo(subscriber);
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SendAllDevicesTo(subscriber);
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}
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private void SendAllTemplatesTo(Subscriber subscriber)
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private void SendAllTemplates()
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{
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var allTemplates = new List<string>();
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m_LocalManager.ListTemplates(allTemplates);
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foreach (var templateName in allTemplates)
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SendTemplateTo(subscriber, templateName);
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SendTemplate(templateName);
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}
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private void SendTemplateTo(Subscriber subscriber, string templateName)
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private void SendTemplate(string templateName)
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{
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// Try to load the template. Ignore the template if it couldn't
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// be loaded.
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@ -172,20 +191,20 @@ namespace ISX.Remote
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// Send it.
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var message = NewTemplateMsg.Create(this, template);
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subscriber.observer.OnNext(message);
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Send(message);
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}
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private void SendAllDevicesTo(Subscriber subscriber)
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private void SendAllDevices()
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{
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var devices = m_LocalManager.devices;
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foreach (var device in devices)
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SendDeviceTo(subscriber, device);
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SendDevice(device);
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}
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private void SendDeviceTo(Subscriber subscriber, InputDevice device)
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private void SendDevice(InputDevice device)
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{
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var message = NewDeviceMsg.Create(this, device);
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subscriber.observer.OnNext(message);
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Send(message);
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}
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private void SendEvent(InputEventPtr eventPtr)
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@ -202,7 +221,7 @@ namespace ISX.Remote
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return;
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var message = NewEventsMsg.Create(this, eventPtr.data, 1);
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SendToAll(message);
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Send(message);
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}
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private void SendDeviceChange(InputDevice device, InputDeviceChange change)
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@ -230,10 +249,10 @@ namespace ISX.Remote
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return;
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}
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SendToAll(msg);
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Send(msg);
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}
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private void SendToAll(Message msg)
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private void Send(Message msg)
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{
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foreach (var subscriber in m_Subscribers)
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subscriber.observer.OnNext(msg);
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@ -280,11 +299,17 @@ namespace ISX.Remote
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return m_LocalManager.TryGetDeviceById(localId);
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}
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private int m_SenderId; // Our unique ID in the network of senders and receivers.
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private Flags m_Flags;
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private InputManager m_LocalManager; // Input system we mirror input from and to.
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private Subscriber[] m_Subscribers; // Receivers we send input to.
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private RemoteSender[] m_Senders; // Senders we receive input from.
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private bool m_IsSending;
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[Flags]
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private enum Flags
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{
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Sending = 1 << 0,
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StartSendingOnConnect = 1 << 1
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}
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// Data we keep about a unique sender that we receive input data
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// from. We keep track of the templates and devices we added to
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@ -327,6 +352,39 @@ namespace ISX.Remote
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}
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}
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private static class ConnectMsg
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{
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public static void Process(InputRemoting receiver, Message msg)
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{
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if (receiver.sending)
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receiver.SendAllCurrentData(msg.participantId);
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else if ((receiver.m_Flags & Flags.StartSendingOnConnect) == Flags.StartSendingOnConnect)
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receiver.StartSending();
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}
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}
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private static class DisconnectMsg
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{
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public static void Process(InputRemoting receiver, Message msg)
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{
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
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// Remove devices added by remote.
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foreach (var remoteDevice in receiver.m_Senders[senderIndex].devices)
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{
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var device = receiver.m_LocalManager.TryGetDeviceById(remoteDevice.localId);
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if (device != null)
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receiver.m_LocalManager.RemoveDevice(device);
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}
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////TODO: remove templates added by remote
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ArrayHelpers.EraseAt(ref receiver.m_Senders, senderIndex);
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////TODO: stop sending if last remote disconnects and StartSendingOnConnect is active
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}
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}
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// Tell remote input system that there's a new template.
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private static class NewTemplateMsg
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{
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@ -337,7 +395,6 @@ namespace ISX.Remote
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return new Message
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{
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sender = sender.m_SenderId,
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type = MessageType.NewTemplate,
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data = bytes
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};
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@ -346,7 +403,7 @@ namespace ISX.Remote
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public static void Process(InputRemoting receiver, Message msg)
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{
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var json = Encoding.UTF8.GetString(msg.data);
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
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var @namespace = receiver.m_Senders[senderIndex].templateNamespace;
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receiver.m_LocalManager.RegisterTemplate(json, @namespace: @namespace);
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@ -383,7 +440,6 @@ namespace ISX.Remote
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return new Message
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{
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sender = sender.m_SenderId,
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type = MessageType.NewDevice,
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data = bytes
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};
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@ -391,7 +447,7 @@ namespace ISX.Remote
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public static void Process(InputRemoting receiver, Message msg)
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{
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
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var data = DeserializeData<Data>(msg.data);
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// Create device.
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@ -399,7 +455,7 @@ namespace ISX.Remote
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InputDevice device;
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try
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{
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device = receiver.m_LocalManager.AddDevice(template);
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device = receiver.m_LocalManager.AddDevice(template, $"Remote{msg.participantId}::{data.name}");
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}
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catch (Exception exception)
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{
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@ -447,7 +503,6 @@ namespace ISX.Remote
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// Done.
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return new Message
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{
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sender = sender.m_SenderId,
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type = MessageType.NewEvents,
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data = data
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};
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@ -466,7 +521,7 @@ namespace ISX.Remote
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var dataEndPtr = new IntPtr(dataPtr) + msg.data.Length;
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var eventCount = 0;
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var eventPtr = new InputEventPtr((InputEvent*)dataPtr);
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
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var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
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while (eventPtr.data.ToInt64() < dataEndPtr.ToInt64())
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{
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@ -510,7 +565,6 @@ namespace ISX.Remote
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return new Message
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{
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sender = sender.m_SenderId,
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type = MessageType.ChangeUsages,
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data = SerializeData(data)
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};
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@ -518,7 +572,7 @@ namespace ISX.Remote
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public static void Process(InputRemoting receiver, Message msg)
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{
|
||||
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
|
||||
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
var data = DeserializeData<Data>(msg.data);
|
||||
|
||||
var device = receiver.TryGetDeviceByRemoteId(data.deviceId, senderIndex);
|
||||
|
@ -538,7 +592,6 @@ namespace ISX.Remote
|
|||
{
|
||||
return new Message
|
||||
{
|
||||
sender = sender.m_SenderId,
|
||||
type = MessageType.RemoveDevice,
|
||||
data = BitConverter.GetBytes(device.id)
|
||||
};
|
||||
|
@ -546,7 +599,7 @@ namespace ISX.Remote
|
|||
|
||||
public static void Process(InputRemoting receiver, Message msg)
|
||||
{
|
||||
var senderIndex = receiver.FindOrCreateSenderRecord(msg.sender);
|
||||
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
|
||||
var remoteDeviceId = BitConverter.ToInt32(msg.data, 0);
|
||||
|
||||
var device = receiver.TryGetDeviceByRemoteId(remoteDeviceId, senderIndex);
|
||||
|
@ -587,7 +640,6 @@ namespace ISX.Remote
|
|||
{
|
||||
return new SerializedState
|
||||
{
|
||||
senderId = m_SenderId,
|
||||
senders = m_Senders,
|
||||
subscribers = m_Subscribers
|
||||
};
|
||||
|
@ -596,7 +648,6 @@ namespace ISX.Remote
|
|||
internal void RestoreState(SerializedState state, InputManager manager)
|
||||
{
|
||||
m_LocalManager = manager;
|
||||
m_SenderId = state.senderId;
|
||||
m_Senders = state.senders;
|
||||
}
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@ using System;
|
|||
using UnityEngine;
|
||||
using UnityEngine.Networking.PlayerConnection;
|
||||
|
||||
namespace ISX.Remote
|
||||
namespace ISX
|
||||
{
|
||||
// Transports input remoting messages from and to players. Can be used to
|
||||
// make input on either side fully available on the other side. I.e. player
|
||||
|
@ -21,18 +21,19 @@ namespace ISX.Remote
|
|||
public static readonly Guid kRemoveDeviceMsg = new Guid("e5e299b2d9e44255b8990bb71af8922d");
|
||||
public static readonly Guid kChangeUsagesMsg = new Guid("b9fe706dfc854d7ca109a5e38d7db730");
|
||||
|
||||
public void Connect(IEditorPlayerConnection connection)
|
||||
public void Bind(IEditorPlayerConnection connection, bool isConnected)
|
||||
{
|
||||
if (m_Connection != null)
|
||||
{
|
||||
if (m_Connection == connection)
|
||||
return;
|
||||
throw new InvalidOperationException("Already connected");
|
||||
throw new InvalidOperationException("Already bound to an IEditorPlayerConnection");
|
||||
}
|
||||
|
||||
// If there's already connections on the given IEditorPlayerConnection,
|
||||
// calling RegisterConnection() will invoke the given callback for every
|
||||
// already existing connection.
|
||||
// already existing connection. However, it seems to do so only in the
|
||||
// editor which is why we do the 'isConnected' dance below.
|
||||
connection.RegisterConnection(OnConnected);
|
||||
|
||||
connection.RegisterDisconnection(OnDisconnected);
|
||||
|
@ -44,6 +45,9 @@ namespace ISX.Remote
|
|||
connection.Register(kChangeUsagesMsg, OnChangeUsages);
|
||||
|
||||
m_Connection = connection;
|
||||
|
||||
if (isConnected)
|
||||
OnConnected(0);
|
||||
}
|
||||
|
||||
public IDisposable Subscribe(IObserver<InputRemoting.Message> observer)
|
||||
|
@ -54,7 +58,7 @@ namespace ISX.Remote
|
|||
if (m_ConnectedIds != null)
|
||||
{
|
||||
foreach (var id in m_ConnectedIds)
|
||||
observer.OnNext(new InputRemoting.Message { type = InputRemoting.MessageType.Connect, sender = id });
|
||||
observer.OnNext(new InputRemoting.Message { type = InputRemoting.MessageType.Connect, participantId = id });
|
||||
}
|
||||
|
||||
return subscriber;
|
||||
|
@ -75,7 +79,7 @@ namespace ISX.Remote
|
|||
if (m_ConnectedIds == null || !ArrayHelpers.Contains(m_ConnectedIds, id))
|
||||
return;
|
||||
|
||||
ArrayHelpers.Erase(ref m_ConnectedIds, id);
|
||||
ArrayHelpers.EraseAt(ref m_ConnectedIds, id);
|
||||
|
||||
SendToSubscribers(InputRemoting.MessageType.Disconnect, new MessageEventArgs {playerId = id});
|
||||
}
|
||||
|
@ -112,7 +116,7 @@ namespace ISX.Remote
|
|||
|
||||
var msg = new InputRemoting.Message
|
||||
{
|
||||
sender = args.playerId,
|
||||
participantId = args.playerId,
|
||||
type = type,
|
||||
data = args.data
|
||||
};
|
||||
|
@ -126,6 +130,9 @@ namespace ISX.Remote
|
|||
if (m_Connection == null)
|
||||
return;
|
||||
|
||||
////TODO: this should really be sending to a specific player in the editor (can't
|
||||
//// do that through the IEditorPlayerConnection interface though)
|
||||
|
||||
switch (msg.type)
|
||||
{
|
||||
case InputRemoting.MessageType.NewDevice:
|
||||
|
|
|
@ -244,7 +244,7 @@ namespace ISX.Editor
|
|||
m_ModifierListView.onRemoveCallback =
|
||||
(list) =>
|
||||
{
|
||||
ArrayHelpers.Erase(ref m_Modifiers, list.index);
|
||||
ArrayHelpers.EraseAt(ref m_Modifiers, list.index);
|
||||
ApplyModifiers();
|
||||
};
|
||||
}
|
||||
|
|
|
@ -607,7 +607,7 @@ namespace ISX
|
|||
|
||||
// Remove from device array.
|
||||
var deviceIndex = device.m_DeviceIndex;
|
||||
ArrayHelpers.Erase(ref m_Devices, deviceIndex);
|
||||
ArrayHelpers.EraseAt(ref m_Devices, deviceIndex);
|
||||
device.m_DeviceIndex = InputDevice.kInvalidDeviceIndex;
|
||||
m_DevicesById.Remove(device.id);
|
||||
|
||||
|
|
|
@ -2,7 +2,6 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Linq.Expressions;
|
||||
using System.Runtime.CompilerServices;
|
||||
using ISX.Remote;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
@ -29,7 +28,7 @@ using UnityEngine.Networking.PlayerConnection;
|
|||
namespace ISX
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the central API for the input system.
|
||||
/// This is the central hub for the input system.
|
||||
/// </summary>
|
||||
// Takes care of the singletons we need and presents a sanitized API.
|
||||
#if UNITY_EDITOR
|
||||
|
@ -458,6 +457,14 @@ namespace ISX
|
|||
|
||||
#region Remoting
|
||||
|
||||
/// <summary>
|
||||
/// The local InputRemoting instance which can mirror local input to a remote
|
||||
/// input system or can make input in a remote system available locally.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// In the editor, this is always initialized. In players, this will be null
|
||||
/// if remoting is disabled (which it is by default in release players).
|
||||
/// </remarks>
|
||||
public static InputRemoting remoting
|
||||
{
|
||||
get
|
||||
|
@ -466,8 +473,6 @@ namespace ISX
|
|||
{
|
||||
#if UNITY_EDITOR
|
||||
s_Remote = s_SystemObject.remote;
|
||||
#else
|
||||
s_Remote = new InputRemoting(s_Manager);
|
||||
#endif
|
||||
}
|
||||
return s_Remote;
|
||||
|
@ -479,7 +484,6 @@ namespace ISX
|
|||
internal static InputManager s_Manager;
|
||||
internal static InputRemoting s_Remote;
|
||||
|
||||
|
||||
// The rest here is internal stuff to manage singletons, survive domain reloads,
|
||||
// and to support the reset ability for tests.
|
||||
private static bool s_Initialized;
|
||||
|
@ -548,7 +552,7 @@ namespace ISX
|
|||
|
||||
#else
|
||||
#if DEVELOPMENT_BUILD
|
||||
private static RemoteInputPlayerConnection s_RemoteEditorConnection;
|
||||
private static RemoteInputPlayerConnection s_ConnectionToEditor;
|
||||
#endif
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(loadType: RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
|
@ -565,12 +569,11 @@ namespace ISX
|
|||
////TODO: put this behind a switch so that it is off by default
|
||||
// Automatically enable remoting in development players.
|
||||
#if DEVELOPMENT_BUILD
|
||||
s_Remote = new InputRemoting(s_Manager);
|
||||
s_RemoteEditorConnection = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
|
||||
s_RemoteEditorConnection.Connect(PlayerConnection.instance);
|
||||
s_Remote.Subscribe(s_RemoteEditorConnection);
|
||||
s_RemoteEditorConnection.Subscribe(s_Remote);
|
||||
s_Remote.StartSending();
|
||||
s_ConnectionToEditor = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
|
||||
s_Remote = new InputRemoting(s_Manager, startSendingOnConnect: true);
|
||||
s_Remote.Subscribe(s_ConnectionToEditor);
|
||||
s_ConnectionToEditor.Subscribe(s_Remote);
|
||||
s_ConnectionToEditor.Bind(PlayerConnection.instance, PlayerConnection.instance.isConnected);
|
||||
#endif
|
||||
|
||||
s_Initialized = true;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using ISX.Editor;
|
||||
using ISX.Remote;
|
||||
using UnityEditor.Networking.PlayerConnection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ISX
|
||||
|
@ -37,7 +37,7 @@ namespace ISX
|
|||
|
||||
private void SetUpRemoting()
|
||||
{
|
||||
remote = new InputRemoting(manager, m_RemotingState.senderId);
|
||||
remote = new InputRemoting(manager);
|
||||
remote.RestoreState(m_RemotingState, manager);
|
||||
|
||||
if (playerConnection == null)
|
||||
|
@ -46,6 +46,8 @@ namespace ISX
|
|||
remote.Subscribe(playerConnection); // Feed messages from players into editor.
|
||||
playerConnection.Subscribe(remote); // Feed messages from editor into players.
|
||||
|
||||
playerConnection.Bind(EditorConnection.instance, false);
|
||||
|
||||
// We don't enable sending on the editor's remote by default.
|
||||
// By default, the editor acts as a receiver only.
|
||||
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
using NUnit.Framework;
|
||||
|
||||
////TODO: when running tests in players, make sure that remoting is turned off
|
||||
|
||||
namespace ISX
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -34,6 +36,15 @@ namespace ISX
|
|||
/// </example>
|
||||
public class InputTestFixture
|
||||
{
|
||||
/// <summary>
|
||||
/// Put InputSystem into a known state where it only has a basic set of
|
||||
/// templates and does not have any input devices.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If you derive your own test fixture directly from InputTestFixture, this
|
||||
/// method will automatically be called. If you embed InputTestFixture into
|
||||
/// your fixture, you have to explicitly call this method yourself.
|
||||
/// </remarks>
|
||||
[SetUp]
|
||||
public virtual void Setup()
|
||||
{
|
||||
|
|
|
@ -116,7 +116,7 @@ namespace ISX
|
|||
return index;
|
||||
}
|
||||
|
||||
public static void Insert<TValue>(ref TValue[] array, int index, TValue value)
|
||||
public static void InsertAt<TValue>(ref TValue[] array, int index, TValue value)
|
||||
{
|
||||
if (array == null)
|
||||
{
|
||||
|
@ -224,7 +224,7 @@ namespace ISX
|
|||
return merged.ToArray();
|
||||
}
|
||||
|
||||
public static void Erase<TValue>(ref TValue[] array, int index)
|
||||
public static void EraseAt<TValue>(ref TValue[] array, int index)
|
||||
{
|
||||
if (array == null)
|
||||
return;
|
||||
|
@ -250,7 +250,7 @@ namespace ISX
|
|||
{
|
||||
var index = IndexOf(ref array, value);
|
||||
if (index != -1)
|
||||
Erase(ref array, index);
|
||||
EraseAt(ref array, index);
|
||||
}
|
||||
|
||||
public static TValue[] Clone<TValue>(TValue[] array)
|
||||
|
|
10
Doxyfile
10
Doxyfile
|
@ -32,13 +32,13 @@ DOXYFILE_ENCODING = UTF-8
|
|||
# title of most generated pages and in a few other places.
|
||||
# The default value is: My Project.
|
||||
|
||||
PROJECT_NAME = InputSystem
|
||||
PROJECT_NAME = "Input System"
|
||||
|
||||
# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
|
||||
# could be handy for archiving the generated documentation or if some version
|
||||
# control system is used.
|
||||
|
||||
PROJECT_NUMBER =
|
||||
PROJECT_NUMBER = v0.1
|
||||
|
||||
# Using the PROJECT_BRIEF tag one can provide an optional one line description
|
||||
# for a project that appears at the top of each page and should give viewer a
|
||||
|
@ -301,7 +301,7 @@ EXTENSION_MAPPING = cs=C#
|
|||
# case of backward compatibilities issues.
|
||||
# The default value is: YES.
|
||||
|
||||
MARKDOWN_SUPPORT = YES
|
||||
MARKDOWN_SUPPORT = NO
|
||||
|
||||
# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up
|
||||
# to that level are automatically included in the table of contents, even if
|
||||
|
@ -563,7 +563,7 @@ FORCE_LOCAL_INCLUDES = NO
|
|||
# documentation for inline members.
|
||||
# The default value is: YES.
|
||||
|
||||
INLINE_INFO = YES
|
||||
INLINE_INFO = NO
|
||||
|
||||
# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the
|
||||
# (detailed) documentation of file and class members alphabetically by member
|
||||
|
@ -1088,7 +1088,7 @@ GENERATE_HTML = YES
|
|||
# The default directory is: html.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_OUTPUT = docs
|
||||
HTML_OUTPUT = Docs
|
||||
|
||||
# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each
|
||||
# generated HTML page (for example: .htm, .php, .asp).
|
||||
|
|
|
@ -4,4 +4,8 @@
|
|||
EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes: []
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Demo/Demo.unity
|
||||
guid: 3b868b211075646d5a6a9e07c61071b6
|
||||
m_configObjects: {}
|
||||
|
|
|
@ -13,11 +13,11 @@ PlayerSettings:
|
|||
useOnDemandResources: 0
|
||||
accelerometerFrequency: 60
|
||||
companyName: DefaultCompany
|
||||
productName: UnityTestFramework
|
||||
productName: InputSystemX
|
||||
defaultCursor: {fileID: 0}
|
||||
cursorHotspot: {x: 0, y: 0}
|
||||
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
||||
m_ShowUnitySplashScreen: 0
|
||||
m_ShowUnitySplashScreen: 1
|
||||
m_ShowUnitySplashLogo: 1
|
||||
m_SplashScreenOverlayOpacity: 1
|
||||
m_SplashScreenAnimation: 1
|
||||
|
@ -54,7 +54,7 @@ PlayerSettings:
|
|||
androidShowActivityIndicatorOnLoading: -1
|
||||
tizenShowActivityIndicatorOnLoading: -1
|
||||
iosAppInBackgroundBehavior: 0
|
||||
displayResolutionDialog: 0
|
||||
displayResolutionDialog: 1
|
||||
iosAllowHTTPDownload: 1
|
||||
allowedAutorotateToPortrait: 1
|
||||
allowedAutorotateToPortraitUpsideDown: 1
|
||||
|
@ -79,7 +79,7 @@ PlayerSettings:
|
|||
usePlayerLog: 1
|
||||
bakeCollisionMeshes: 0
|
||||
forceSingleInstance: 0
|
||||
resizableWindow: 1
|
||||
resizableWindow: 0
|
||||
useMacAppStoreValidation: 0
|
||||
macAppStoreCategory: public.app-category.games
|
||||
gpuSkinning: 0
|
||||
|
@ -92,7 +92,7 @@ PlayerSettings:
|
|||
visibleInBackground: 1
|
||||
allowFullscreenSwitch: 1
|
||||
graphicsJobMode: 0
|
||||
fullscreenMode: 3
|
||||
fullscreenMode: 1
|
||||
xboxSpeechDB: 0
|
||||
xboxEnableHeadOrientation: 0
|
||||
xboxEnableGuest: 0
|
||||
|
@ -159,7 +159,7 @@ PlayerSettings:
|
|||
AndroidMinSdkVersion: 16
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
aotOptions: nimt-trampolines=1024
|
||||
aotOptions:
|
||||
stripEngineCode: 1
|
||||
iPhoneStrippingLevel: 0
|
||||
iPhoneScriptCallOptimization: 0
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||
<title>InputSystem: Class List</title>
|
||||
<title>Input System: Class List</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
@ -84,10 +85,15 @@ $(document).ready(function(){initNavTree('annotated.html','');});
|
|||
</div><!--header-->
|
||||
<div class="contents">
|
||||
<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
|
||||
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
|
||||
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
|
||||
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_i_s_x.html" target="_self">ISX</a></td><td class="desc"></td></tr>
|
||||
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_system.html" target="_self">InputSystem</a></td><td class="desc">This is the central API for the input system. </td></tr>
|
||||
<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_test_fixture.html" target="_self">InputTestFixture</a></td><td class="desc">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </td></tr>
|
||||
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_gamepad.html" target="_self">Gamepad</a></td><td class="desc">An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. </td></tr>
|
||||
<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_i_s_x_1_1_gamepad_state.html" target="_self">GamepadState</a></td><td class="desc">Default state layout gamepads. </td></tr>
|
||||
<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_device.html" target="_self">InputDevice</a></td><td class="desc">The root of a control hierarchy. </td></tr>
|
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<tr id="row_0_3_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span id="arr_0_3_" class="arrow" onclick="toggleFolder('0_3_')">▼</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_remoting.html" target="_self">InputRemoting</a></td><td class="desc">Makes the activity and data of an InputManager observable in message form. </td></tr>
|
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<tr id="row_0_3_0_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_i_s_x_1_1_input_remoting_1_1_message.html" target="_self">Message</a></td><td class="desc">A message exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. </td></tr>
|
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|
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<tr id="row_0_5_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_test_fixture.html" target="_self">InputTestFixture</a></td><td class="desc">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </td></tr>
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<p>An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons.
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<a href="class_i_s_x_1_1_gamepad.html#details">More...</a></p>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
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<div class="textblock"><p>An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. </p>
|
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="struct_i_s_x_1_1_gamepad_state.html" title="Default state layout gamepads. ">GamepadState</a></dd></dl>
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<p>Tests for the <a class="el" href="namespace_i_s_x_1_1_h_i_d.html">HID</a> input support module.
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<a href="class_i_s_x_1_1_h_i_d_1_1_h_i_d_tests.html#details">More...</a></p>
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<tr class="memitem:ab43aee320952f89b30bd2867e9f65deb"><td class="memItemLeft" align="right" valign="top">override void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_h_i_d_1_1_h_i_d_tests.html#ab43aee320952f89b30bd2867e9f65deb">Setup</a> ()</td></tr>
|
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<tr class="memdesc:ab43aee320952f89b30bd2867e9f65deb"><td class="mdescLeft"> </td><td class="mdescRight">Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central API for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. <a href="#ab43aee320952f89b30bd2867e9f65deb">More...</a><br /></td></tr>
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|
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<div class="textblock"><p>Tests for the <a class="el" href="namespace_i_s_x_1_1_h_i_d.html">HID</a> input support module. </p>
|
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<h2 class="memtitle"><span class="permalink"><a href="#ab43aee320952f89b30bd2867e9f65deb">◆ </a></span>Setup()</h2>
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|
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<p>Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central API for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. </p>
|
||||
<p>If you derive your own test fixture directly from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a>, this method will automatically be called. If you embed <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a> into your fixture, you have to explicitly call this method yourself. </p>
|
||||
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||||
<p>Reimplemented from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">ISX.InputTestFixture</a>.</p>
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<div class="title">ISX.InputDevice Class Reference</div> </div>
|
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|
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|
||||
<p>The root of a control hierarchy.
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||||
<a href="class_i_s_x_1_1_input_device.html#details">More...</a></p>
|
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|
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Inheritance diagram for ISX.InputDevice:</div>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>The root of a control hierarchy. </p>
|
||||
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|
||||
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|
||||
<dl class="todo"><dt><b><a class="el" href="todo.html#_todo000001">Todo:</a></b></dt><dd>The entire control hierarchy should be a linear array; transition to that with InputData. </dd></dl>
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<p>This is the complete list of members for <a class="el" href="class_i_s_x_1_1_input_remoting.html">ISX.InputRemoting</a>, including all inherited members.</p>
|
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<tr class="even"><td class="entry"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">MessageType</a> enum name</td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_remoting.html">ISX.InputRemoting</a></td><td class="entry"></td></tr>
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<tr><td class="entry"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a59211d2990d4fdf60423b8c2c820cc15">StartSending</a>()</td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_remoting.html">ISX.InputRemoting</a></td><td class="entry"></td></tr>
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<div class="header">
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<a href="#nested-classes">Classes</a> |
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<a href="#pub-types">Public Types</a> |
|
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<a href="#pub-methods">Public Member Functions</a> |
|
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<a href="class_i_s_x_1_1_input_remoting-members.html">List of all members</a> </div>
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<div class="title">ISX.InputRemoting Class Reference</div> </div>
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<p>Makes the activity and data of an InputManager observable in message form.
|
||||
<a href="class_i_s_x_1_1_input_remoting.html#details">More...</a></p>
|
||||
|
||||
<p>Inherits IObservable< InputRemoting.Message >, and IObserver< InputRemoting.Message >.</p>
|
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<table class="memberdecls">
|
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
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Classes</h2></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_i_s_x_1_1_input_remoting_1_1_message.html">Message</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">A message exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. <a href="struct_i_s_x_1_1_input_remoting_1_1_message.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
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Public Types</h2></td></tr>
|
||||
<tr class="memitem:a67a9a0f806eabe3bbc217639bf6d4042"><td class="memItemLeft" align="right" valign="top">enum  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">MessageType</a> <tr class="memdesc:a67a9a0f806eabe3bbc217639bf6d4042"><td class="mdescLeft"> </td><td class="mdescRight">Enumeration of possible types of messages exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. <a href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">More...</a><br /></td></tr>
|
||||
</td></tr>
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<tr class="separator:a67a9a0f806eabe3bbc217639bf6d4042"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
|
||||
<tr class="memitem:a59211d2990d4fdf60423b8c2c820cc15"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_remoting.html#a59211d2990d4fdf60423b8c2c820cc15">StartSending</a> ()</td></tr>
|
||||
<tr class="memdesc:a59211d2990d4fdf60423b8c2c820cc15"><td class="mdescLeft"> </td><td class="mdescRight">Start sending messages for data and activity in the local input system to observers. <a href="#a59211d2990d4fdf60423b8c2c820cc15">More...</a><br /></td></tr>
|
||||
<tr class="separator:a59211d2990d4fdf60423b8c2c820cc15"><td class="memSeparator" colspan="2"> </td></tr>
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||||
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>Makes the activity and data of an InputManager observable in message form. </p>
|
||||
<p>Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player.</p>
|
||||
<p>Remoting sits entirely on top of the input system as an optional piece of functionality. In development players and the editor, we enable it automatically but in non-development players it has to be explicitly requested by the user. </p>
|
||||
<dl class="section see"><dt>See also</dt><dd><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7" title="The local InputRemoting instance which can mirror local input to a remote input system or can make in...">InputSystem.remoting</a></dd></dl>
|
||||
<dl class="todo"><dt><b><a class="el" href="todo.html#_todo000002">Todo:</a></b></dt><dd><p class="startdd">Reuse memory allocated for messages instead of allocating separately for each message. </p>
|
||||
<p class="enddd">Inteface to determine what to mirror from the local manager to the remote system. </p>
|
||||
</dd></dl>
|
||||
</div><h2 class="groupheader">Member Enumeration Documentation</h2>
|
||||
<a id="a67a9a0f806eabe3bbc217639bf6d4042"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a67a9a0f806eabe3bbc217639bf6d4042">◆ </a></span>MessageType</h2>
|
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|
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<div class="memitem">
|
||||
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|
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|
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||||
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|
||||
<td class="memname">enum <a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">ISX.InputRemoting.MessageType</a></td>
|
||||
</tr>
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|
||||
<span class="mlabels"><span class="mlabel">strong</span></span> </td>
|
||||
</tr>
|
||||
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|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>Enumeration of possible types of messages exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2 class="groupheader">Member Function Documentation</h2>
|
||||
<a id="a59211d2990d4fdf60423b8c2c820cc15"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#a59211d2990d4fdf60423b8c2c820cc15">◆ </a></span>StartSending()</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
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|
||||
<td class="memname">void ISX.InputRemoting.StartSending </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
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|
||||
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|
||||
|
||||
<p>Start sending messages for data and activity in the local input system to observers. </p>
|
||||
<dl class="section see"><dt>See also</dt><dd>sending, StopSending</dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div><!-- contents -->
|
||||
</div><!-- doc-content -->
|
||||
<!-- start footer part -->
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<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
|
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<ul>
|
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<li class="navelem"><a class="el" href="namespace_i_s_x.html">ISX</a></li><li class="navelem"><a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a></li>
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@ -0,0 +1,6 @@
|
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var class_i_s_x_1_1_input_remoting =
|
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[
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[ "Message", "struct_i_s_x_1_1_input_remoting_1_1_message.html", "struct_i_s_x_1_1_input_remoting_1_1_message" ],
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[ "MessageType", "class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042", null ],
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[ "StartSending", "class_i_s_x_1_1_input_remoting.html#a59211d2990d4fdf60423b8c2c820cc15", null ]
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];
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<tbody>
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 <span id="projectnumber">v0.1</span>
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<p>This is the complete list of members for <a class="el" href="class_i_s_x_1_1_input_system.html">ISX.InputSystem</a>, including all inherited members.</p>
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<table class="directory">
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<tr class="even"><td class="entry"><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7">remoting</a></td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_system.html">ISX.InputSystem</a></td><td class="entry"><span class="mlabel">static</span></td></tr>
|
||||
</table></div><!-- contents -->
|
||||
</div><!-- doc-content -->
|
||||
<!-- start footer part -->
|
||||
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|
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@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
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<title>InputSystem: ISX.InputSystem Class Reference</title>
|
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<title>Input System: ISX.InputSystem Class Reference</title>
|
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|
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<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
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|
||||
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@ -80,17 +81,51 @@ $(document).ready(function(){initNavTree('class_i_s_x_1_1_input_system.html','')
|
|||
|
||||
<div class="header">
|
||||
<div class="summary">
|
||||
<a href="#properties">Properties</a> |
|
||||
<a href="class_i_s_x_1_1_input_system-members.html">List of all members</a> </div>
|
||||
<div class="headertitle">
|
||||
<div class="title">ISX.InputSystem Class Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
|
||||
<p>This is the central API for the input system.
|
||||
<p>This is the central hub for the input system.
|
||||
<a href="class_i_s_x_1_1_input_system.html#details">More...</a></p>
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
|
||||
Properties</h2></td></tr>
|
||||
<tr class="memitem:aaecc5e9aab6f76e726533003298628e7"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7">remoting</a><code> [get]</code></td></tr>
|
||||
<tr class="memdesc:aaecc5e9aab6f76e726533003298628e7"><td class="mdescLeft"> </td><td class="mdescRight">The local <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instance which can mirror local input to a remote input system or can make input in a remote system available locally. <a href="#aaecc5e9aab6f76e726533003298628e7">More...</a><br /></td></tr>
|
||||
<tr class="separator:aaecc5e9aab6f76e726533003298628e7"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>This is the central API for the input system. </p>
|
||||
</div></div><!-- contents -->
|
||||
<div class="textblock"><p>This is the central hub for the input system. </p>
|
||||
</div><h2 class="groupheader">Property Documentation</h2>
|
||||
<a id="aaecc5e9aab6f76e726533003298628e7"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#aaecc5e9aab6f76e726533003298628e7">◆ </a></span>remoting</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="mlabels">
|
||||
<tr>
|
||||
<td class="mlabels-left">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname"><a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a> ISX.InputSystem.remoting</td>
|
||||
</tr>
|
||||
</table>
|
||||
</td>
|
||||
<td class="mlabels-right">
|
||||
<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">get</span></span> </td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>The local <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instance which can mirror local input to a remote input system or can make input in a remote system available locally. </p>
|
||||
<p>In the editor, this is always initialized. In players, this will be null if remoting is disabled (which it is by default in release players). </p>
|
||||
|
||||
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|
||||
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|
||||
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||||
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|
|
@ -0,0 +1,4 @@
|
|||
var class_i_s_x_1_1_input_system =
|
||||
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|
||||
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|
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<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
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<title>Input System: Member List</title>
|
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|
||||
<script type="text/javascript" src="jquery.js"></script>
|
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<div id="projectname">InputSystem
|
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|
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 <span id="projectnumber">v0.1</span>
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|
@ -86,6 +87,7 @@ $(document).ready(function(){initNavTree('class_i_s_x_1_1_input_test_fixture.htm
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||||
<p>This is the complete list of members for <a class="el" href="class_i_s_x_1_1_input_test_fixture.html">ISX.InputTestFixture</a>, including all inherited members.</p>
|
||||
<table class="directory">
|
||||
<tr class="even"><td class="entry"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a>()</td><td class="entry"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html">ISX.InputTestFixture</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
|
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</table></div><!-- contents -->
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|||
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<meta name="generator" content="Doxygen 1.8.13"/>
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<title>InputSystem: ISX.InputTestFixture Class Reference</title>
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<title>Input System: ISX.InputTestFixture Class Reference</title>
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|
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<tbody>
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|
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<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
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|
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|
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|
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|
@ -80,6 +81,7 @@ $(document).ready(function(){initNavTree('class_i_s_x_1_1_input_test_fixture.htm
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<div class="header">
|
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<div class="summary">
|
||||
<a href="#pub-methods">Public Member Functions</a> |
|
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<a href="class_i_s_x_1_1_input_test_fixture-members.html">List of all members</a> </div>
|
||||
<div class="headertitle">
|
||||
<div class="title">ISX.InputTestFixture Class Reference</div> </div>
|
||||
|
@ -90,10 +92,46 @@ $(document).ready(function(){initNavTree('class_i_s_x_1_1_input_test_fixture.htm
|
|||
<a href="class_i_s_x_1_1_input_test_fixture.html#details">More...</a></p>
|
||||
|
||||
<p>Inherited by ISX.HID.HIDTests.</p>
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
|
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Public Member Functions</h2></td></tr>
|
||||
<tr class="memitem:ad8df73510739278c5c0e2023d43b4dae"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a> ()</td></tr>
|
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<tr class="memdesc:ad8df73510739278c5c0e2023d43b4dae"><td class="mdescLeft"> </td><td class="mdescRight">Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central hub for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. <a href="#ad8df73510739278c5c0e2023d43b4dae">More...</a><br /></td></tr>
|
||||
<tr class="separator:ad8df73510739278c5c0e2023d43b4dae"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </p>
|
||||
<p>The fixture will put the input system into a known state where it has only the built-in set of basic templates and no devices. The state of the system before starting a test is recorded and restored when the test finishes. </p>
|
||||
<div class="fragment"><div class="line"><span class="keyword">public</span> <span class="keyword">class </span>MyTests : InputTestFixture</div><div class="line">{</div><div class="line"> <span class="keyword">public</span> <span class="keyword">override</span> <span class="keywordtype">void</span> Setup()</div><div class="line"> {</div><div class="line"> base.Setup();</div><div class="line"></div><div class="line"> InputSystem.RegisterTemplate<MyDevice>();</div><div class="line"> }</div><div class="line"></div><div class="line"> [Test]</div><div class="line"> <span class="keyword">public</span> <span class="keywordtype">void</span> CanCreateMyDevice()</div><div class="line"> {</div><div class="line"> InputSystem.AddDevice(<span class="stringliteral">"MyDevice"</span>);</div><div class="line"> Assert.That(InputSystem.devices, Has.Exactly(1).TypeOf<MyDevice>());</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents -->
|
||||
<div class="fragment"><div class="line"><span class="keyword">public</span> <span class="keyword">class </span>MyTests : InputTestFixture</div><div class="line">{</div><div class="line"> <span class="keyword">public</span> <span class="keyword">override</span> <span class="keywordtype">void</span> <a class="code" href="class_i_s_x_1_1_input_test_fixture.html#ad8df73510739278c5c0e2023d43b4dae">Setup</a>()</div><div class="line"> {</div><div class="line"> base.Setup();</div><div class="line"></div><div class="line"> InputSystem.RegisterTemplate<MyDevice>();</div><div class="line"> }</div><div class="line"></div><div class="line"> [Test]</div><div class="line"> <span class="keyword">public</span> <span class="keywordtype">void</span> CanCreateMyDevice()</div><div class="line"> {</div><div class="line"> InputSystem.AddDevice(<span class="stringliteral">"MyDevice"</span>);</div><div class="line"> Assert.That(InputSystem.devices, Has.Exactly(1).TypeOf<MyDevice>());</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div><h2 class="groupheader">Member Function Documentation</h2>
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<a id="ad8df73510739278c5c0e2023d43b4dae"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ad8df73510739278c5c0e2023d43b4dae">◆ </a></span>Setup()</h2>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<td class="memname">virtual void ISX.InputTestFixture.Setup </td>
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<td></td>
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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<p>Put <a class="el" href="class_i_s_x_1_1_input_system.html" title="This is the central hub for the input system. ">InputSystem</a> into a known state where it only has a basic set of templates and does not have any input devices. </p>
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<p>If you derive your own test fixture directly from <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a>, this method will automatically be called. If you embed <a class="el" href="class_i_s_x_1_1_input_test_fixture.html" title="A test fixture for writing tests that use the input system. Can be derived from or simply instantiate...">InputTestFixture</a> into your fixture, you have to explicitly call this method yourself. </p>
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<p>This is the complete list of members for <a class="el" href="class_i_s_x_1_1_remote_1_1_input_remoting.html">ISX.Remote.InputRemoting</a>, including all inherited members.</p>
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<p>Makes the activity and data of an InputManager observable in message form. Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player.
|
||||
<a href="class_i_s_x_1_1_remote_1_1_input_remoting.html#details">More...</a></p>
|
||||
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||||
<p>Inherits IObservable< InputRemoting.Message >, and IObserver< InputRemoting.Message >.</p>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>Makes the activity and data of an InputManager observable in message form. Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player. </p>
|
||||
<p>Remoting sits entirely on top of the input system as an optional piece of functionality. In development players and the editor, we enable it automatically but in non-development players it has to be explicitly requested by the user. </p>
|
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<li class="navelem"><a class="el" href="namespace_i_s_x.html">ISX</a></li><li class="navelem"><a class="el" href="namespace_i_s_x_1_1_remote.html">Remote</a></li><li class="navelem"><a class="el" href="class_i_s_x_1_1_remote_1_1_input_remoting.html">InputRemoting</a></li>
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|
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<li>MessageType
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: <a class="el" href="class_i_s_x_1_1_input_remoting.html#a67a9a0f806eabe3bbc217639bf6d4042">ISX.InputRemoting</a>
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 <ul>
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 <ul>
|
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<li>remoting
|
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: <a class="el" href="class_i_s_x_1_1_input_system.html#aaecc5e9aab6f76e726533003298628e7">ISX.InputSystem</a>
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|
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 <span id="projectnumber">v0.1</span>
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<div class="contents">
|
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 <ul>
|
||||
<li>participantId
|
||||
: <a class="el" href="struct_i_s_x_1_1_input_remoting_1_1_message.html#a3436cb56d043290d5749f037f7402aa2">ISX.InputRemoting.Message</a>
|
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<title>Input System: Class Hierarchy</title>
|
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@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
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<div id="projectname">InputSystem
|
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<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
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</div>
|
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</td>
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|
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<div class="contents">
|
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<div class="textblock">This inheritance list is sorted roughly, but not completely, alphabetically:</div><div class="directory">
|
||||
<table class="directory">
|
||||
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_system.html" target="_self">ISX.InputSystem</a></td><td class="desc">This is the central API for the input system. </td></tr>
|
||||
<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_test_fixture.html" target="_self">ISX.InputTestFixture</a></td><td class="desc">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </td></tr>
|
||||
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
|
||||
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_i_s_x_1_1_gamepad_state.html" target="_self">ISX.GamepadState</a></td><td class="desc">Default state layout gamepads. </td></tr>
|
||||
<tr id="row_1_"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_1_" class="arrow" onclick="toggleFolder('1_')">▼</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_device.html" target="_self">ISX.InputDevice</a></td><td class="desc">The root of a control hierarchy. </td></tr>
|
||||
<tr id="row_1_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_gamepad.html" target="_self">ISX.Gamepad</a></td><td class="desc">An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. </td></tr>
|
||||
<tr id="row_2_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_remoting.html" target="_self">ISX.InputRemoting</a></td><td class="desc">Makes the activity and data of an InputManager observable in message form. </td></tr>
|
||||
<tr id="row_3_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_system.html" target="_self">ISX.InputSystem</a></td><td class="desc">This is the central hub for the input system. </td></tr>
|
||||
<tr id="row_4_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_i_s_x_1_1_input_test_fixture.html" target="_self">ISX.InputTestFixture</a></td><td class="desc">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </td></tr>
|
||||
<tr id="row_5_" class="even"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_i_s_x_1_1_input_remoting_1_1_message.html" target="_self">ISX.InputRemoting.Message</a></td><td class="desc">A message exchanged between two <a class="el" href="class_i_s_x_1_1_input_remoting.html" title="Makes the activity and data of an InputManager observable in message form. ">InputRemoting</a> instances. </td></tr>
|
||||
</table>
|
||||
</div><!-- directory -->
|
||||
</div><!-- contents -->
|
||||
|
|
|
@ -1,5 +1,11 @@
|
|||
var hierarchy =
|
||||
[
|
||||
[ "ISX.GamepadState", "struct_i_s_x_1_1_gamepad_state.html", null ],
|
||||
[ "ISX.InputDevice", "class_i_s_x_1_1_input_device.html", [
|
||||
[ "ISX.Gamepad", "class_i_s_x_1_1_gamepad.html", null ]
|
||||
] ],
|
||||
[ "ISX.InputRemoting", "class_i_s_x_1_1_input_remoting.html", null ],
|
||||
[ "ISX.InputSystem", "class_i_s_x_1_1_input_system.html", null ],
|
||||
[ "ISX.InputTestFixture", "class_i_s_x_1_1_input_test_fixture.html", null ]
|
||||
[ "ISX.InputTestFixture", "class_i_s_x_1_1_input_test_fixture.html", null ],
|
||||
[ "ISX.InputRemoting.Message", "struct_i_s_x_1_1_input_remoting_1_1_message.html", null ]
|
||||
];
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||
<title>InputSystem: Main Page</title>
|
||||
<title>Input System: Main Page</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
@ -80,7 +81,7 @@ $(document).ready(function(){initNavTree('index.html','');});
|
|||
|
||||
<div class="header">
|
||||
<div class="headertitle">
|
||||
<div class="title">InputSystem Documentation</div> </div>
|
||||
<div class="title">Input System Documentation</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
</div><!-- contents -->
|
||||
|
|
|
@ -1,8 +1,15 @@
|
|||
var menudata={children:[
|
||||
{text:"Main Page",url:"index.html"},
|
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{text:"Related Pages",url:"pages.html"},
|
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{text:"Namespaces",url:"namespaces.html",children:[
|
||||
{text:"Namespace List",url:"namespaces.html"}]},
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{text:"Classes",url:"annotated.html",children:[
|
||||
{text:"Class List",url:"annotated.html"},
|
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{text:"Class Index",url:"classes.html"},
|
||||
{text:"Class Hierarchy",url:"hierarchy.html"}]}]}
|
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{text:"Class Hierarchy",url:"hierarchy.html"},
|
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{text:"Class Members",url:"functions.html",children:[
|
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|
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{text:"Functions",url:"functions_func.html"},
|
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|
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{text:"Enumerations",url:"functions_enum.html"},
|
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{text:"Properties",url:"functions_prop.html"}]}]}]}
|
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|
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
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<title>InputSystem: ISX Namespace Reference</title>
|
||||
<title>Input System: ISX Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
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<script type="text/javascript" src="dynsections.js"></script>
|
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|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
@ -92,8 +93,20 @@ Namespaces</h2></td></tr>
|
|||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
|
||||
Classes</h2></td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_gamepad.html">Gamepad</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. <a href="class_i_s_x_1_1_gamepad.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_i_s_x_1_1_gamepad_state.html">GamepadState</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Default state layout gamepads. <a href="struct_i_s_x_1_1_gamepad_state.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_device.html">InputDevice</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">The root of a control hierarchy. <a href="class_i_s_x_1_1_input_device.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_remoting.html">InputRemoting</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Makes the activity and data of an InputManager observable in message form. <a href="class_i_s_x_1_1_input_remoting.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_system.html">InputSystem</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">This is the central API for the input system. <a href="class_i_s_x_1_1_input_system.html#details">More...</a><br /></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">This is the central hub for the input system. <a href="class_i_s_x_1_1_input_system.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_input_test_fixture.html">InputTestFixture</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. <a href="class_i_s_x_1_1_input_test_fixture.html#details">More...</a><br /></td></tr>
|
||||
|
|
|
@ -1,5 +1,9 @@
|
|||
var namespace_i_s_x =
|
||||
[
|
||||
[ "InputSystem", "class_i_s_x_1_1_input_system.html", null ],
|
||||
[ "InputTestFixture", "class_i_s_x_1_1_input_test_fixture.html", null ]
|
||||
[ "Gamepad", "class_i_s_x_1_1_gamepad.html", null ],
|
||||
[ "GamepadState", "struct_i_s_x_1_1_gamepad_state.html", null ],
|
||||
[ "InputDevice", "class_i_s_x_1_1_input_device.html", null ],
|
||||
[ "InputRemoting", "class_i_s_x_1_1_input_remoting.html", "class_i_s_x_1_1_input_remoting" ],
|
||||
[ "InputSystem", "class_i_s_x_1_1_input_system.html", "class_i_s_x_1_1_input_system" ],
|
||||
[ "InputTestFixture", "class_i_s_x_1_1_input_test_fixture.html", "class_i_s_x_1_1_input_test_fixture" ]
|
||||
];
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
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<meta name="generator" content="Doxygen 1.8.13"/>
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|
||||
<title>InputSystem: ISX.DualShock Namespace Reference</title>
|
||||
<title>Input System: ISX.DualShock Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
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|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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||||
<meta name="generator" content="Doxygen 1.8.13"/>
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||
<title>InputSystem: ISX.Editor Namespace Reference</title>
|
||||
<title>Input System: ISX.Editor Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||
<title>InputSystem: ISX.Flightsticks Namespace Reference</title>
|
||||
<title>Input System: ISX.Flightsticks Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||
<title>InputSystem: ISX.HID Namespace Reference</title>
|
||||
<title>Input System: ISX.HID Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
var namespace_i_s_x_1_1_h_i_d =
|
||||
[
|
||||
[ "HIDTests", "class_i_s_x_1_1_h_i_d_1_1_h_i_d_tests.html", "class_i_s_x_1_1_h_i_d_1_1_h_i_d_tests" ]
|
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<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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<meta name="generator" content="Doxygen 1.8.13"/>
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
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<title>InputSystem: ISX.Remote Namespace Reference</title>
|
||||
<title>Input System: ISX.Remote Namespace Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
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|
@ -28,7 +28,8 @@
|
|||
<tbody>
|
||||
<tr style="height: 56px;">
|
||||
<td id="projectalign" style="padding-left: 0.5em;">
|
||||
<div id="projectname">InputSystem
|
||||
<div id="projectname">Input System
|
||||
 <span id="projectnumber">v0.1</span>
|
||||
</div>
|
||||
</td>
|
||||
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|
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|
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|
|||
</div>
|
||||
|
||||
<div class="header">
|
||||
<div class="summary">
|
||||
<a href="#nested-classes">Classes</a> </div>
|
||||
<div class="headertitle">
|
||||
<div class="title">ISX.Remote Namespace Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
|
||||
Classes</h2></td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="class_i_s_x_1_1_remote_1_1_input_remoting.html">InputRemoting</a></td></tr>
|
||||
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">Makes the activity and data of an InputManager observable in message form. Can act as both the sender and receiver of these message so the flow is fully bidirectional, i.e. the InputManager on either end can mirror its templates, devices, and events over to the other end. This permits streaming input not just from the player to the editor but also feeding input from the editor back into the player. <a href="class_i_s_x_1_1_remote_1_1_input_remoting.html#details">More...</a><br /></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
</div><!-- contents -->
|
||||
</div><!-- doc-content -->
|
||||
<!-- start footer part -->
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
var namespace_i_s_x_1_1_remote =
|
||||
[
|
||||
[ "InputRemoting", "class_i_s_x_1_1_remote_1_1_input_remoting.html", null ]
|
||||
];
|
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<meta name="generator" content="Doxygen 1.8.13"/>
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|
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|
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|
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@ -28,7 +28,8 @@
|
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<div id="projectname">Input System
|
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 <span id="projectnumber">v0.1</span>
|
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