├── Doc ├── Reach.png ├── Shared.png ├── Companion.png ├── XamlUnity.png ├── UnifiedInput.png └── UnityBinding.png ├── Samples ├── UWP │ ├── EditorSample │ │ ├── EditorSample │ │ │ ├── Data │ │ │ │ ├── managedAssemblies.txt │ │ │ │ ├── level0 │ │ │ │ ├── level1 │ │ │ │ ├── level0.resS │ │ │ │ ├── level1.resS │ │ │ │ ├── globalgamemanagers │ │ │ │ ├── sharedassets0.assets │ │ │ │ ├── sharedassets1.assets │ │ │ │ ├── globalgamemanagers.assets │ │ │ │ └── Resources │ │ │ │ │ ├── unity_builtin_extra │ │ │ │ │ └── unity default resources │ │ │ ├── Assets │ │ │ │ ├── StoreLogo.png │ │ │ │ ├── SplashScreen.scale-200.png │ │ │ │ ├── Square44x44Logo.scale-200.png │ │ │ │ ├── Wide310x150Logo.scale-200.png │ │ │ │ ├── Square150x150Logo.scale-200.png │ │ │ │ └── Square44x44Logo.targetsize-24_altform-unplated.png │ │ │ ├── WSATestCertificate.pfx │ │ │ ├── App.xaml │ │ │ ├── project.json │ │ │ ├── Properties │ │ │ │ ├── AssemblyInfo.cs │ │ │ │ └── Default.rd.xml │ │ │ ├── MainPage.xaml │ │ │ ├── MainPage.xaml.cs │ │ │ ├── Package.appxmanifest │ │ │ └── App.xaml.cs │ │ ├── UnityCommon.props │ │ ├── UnityOverwrite.txt │ │ └── EditorSample.sln │ └── InputSample │ │ ├── Assets │ │ ├── StoreLogo.png │ │ ├── LockScreenLogo.scale-200.png │ │ ├── SplashScreen.scale-200.png │ │ ├── Square44x44Logo.scale-200.png │ │ ├── Wide310x150Logo.scale-200.png │ │ ├── Square150x150Logo.scale-200.png │ │ └── Square44x44Logo.targetsize-24_altform-unplated.png │ │ ├── InputSample_TemporaryKey.pfx │ │ ├── ApplicationInsights.config │ │ ├── App.xaml │ │ ├── project.json │ │ ├── Views │ │ ├── MainPage.xaml │ │ └── MainPage.xaml.cs │ │ ├── Properties │ │ ├── AssemblyInfo.cs │ │ └── Default.rd.xml │ │ ├── Package.appxmanifest │ │ ├── App.xaml.cs │ │ ├── InputSample.csproj │ │ └── ViewModels │ │ └── MainViewModel.cs └── Unity │ └── EditorSample │ ├── ProjectSettings │ ├── ProjectVersion.txt │ ├── TagManager.asset │ ├── AudioManager.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── TimeManager.asset │ ├── DynamicsManager.asset │ ├── EditorSettings.asset │ ├── NetworkManager.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── GraphicsSettings.asset │ ├── Physics2DSettings.asset │ ├── UnityAdsSettings.asset │ ├── ClusterInputManager.asset │ ├── EditorBuildSettings.asset │ └── UnityConnectSettings.asset │ ├── Assets │ ├── Scenes │ │ ├── CubeScene.unity │ │ └── SphereScene.unity │ └── WSATestCertificate.pfx │ ├── UWP │ └── project.json │ └── EditorSample.sln ├── Unity └── Players │ └── UAP │ └── ARM │ └── master │ ├── WinRTBridge.pri │ ├── UnityPlayer.winmd │ ├── WinRTBridge.winmd │ ├── BridgeInterface.pri │ ├── UnityEngineProxy.pri │ ├── BridgeInterface.winmd │ ├── UnityEngineDelegates.pri │ ├── UnityEngineDelegates.winmd │ ├── WinRTBridge │ └── Properties │ │ └── WinRTBridge.rd.xml │ └── UnityEngineProxy │ └── Properties │ └── UnityEngineProxy.rd.xml ├── Lib ├── UWP │ ├── Adept.Input │ │ ├── project.json │ │ ├── ParameterValueSet.cs │ │ ├── Gamepad │ │ │ ├── GamepadBinding.cs │ │ │ └── GamepadMapper.cs │ │ ├── ParameterValue.cs │ │ ├── ParameterDefinition.cs │ │ ├── Properties │ │ │ └── AssemblyInfo.cs │ │ ├── IInputAction.cs │ │ ├── InputMap.cs │ │ ├── IInputTrigger.cs │ │ ├── Keyboard │ │ │ ├── KeyBinding.cs │ │ │ └── KeyboardMapper.cs │ │ ├── Extensions │ │ │ └── GamepadExtensions.cs │ │ ├── Actions │ │ │ └── MethodAction.cs │ │ └── Adept.Input.csproj │ ├── Adept.UnityXaml │ │ ├── project.json │ │ ├── Properties │ │ │ ├── AssemblyInfo.cs │ │ │ └── Adept.UnityXaml.rd.xml │ │ ├── Themes │ │ │ └── Generic.xaml │ │ ├── UnityHelpers.cs │ │ ├── Controls │ │ │ └── UnityView.cs │ │ └── Adept.UnityXaml.csproj │ └── Adept.StateSync │ │ ├── project.json │ │ ├── Actions │ │ ├── SyncAction.cs │ │ └── SetPropertyAction.cs │ │ ├── Strategies │ │ ├── PropertyStrategyAttribute.cs │ │ └── SynchronizeValueAttribute.cs │ │ ├── SyncMessage.cs │ │ ├── Properties │ │ ├── AssemblyInfo.cs │ │ └── Adept.StateSync.rd.xml │ │ ├── SynchronizationManager.cs │ │ └── Adept.StateSync.csproj └── Unity │ └── Assets │ └── Adept │ ├── Controls │ ├── Scripts │ │ ├── ListBox.cs │ │ ├── SelectionChangedEventArgs.cs │ │ ├── ComboBox.cs │ │ ├── ItemContainerGenerator.cs │ │ └── Selector.cs │ └── Prefabs │ │ └── ItemContainer.prefab │ ├── Utilities │ └── Scripts │ │ ├── ResourceHelper.cs │ │ ├── CopyExtensions.cs │ │ ├── Environment.cs │ │ ├── ThreadExtensions.cs │ │ └── ReflectionExtensions.cs │ ├── Binding │ └── Scripts │ │ ├── DefaultTextConverter.cs │ │ ├── DefaultTextBinding.cs │ │ ├── TargetedBinding.cs │ │ ├── ValueChangingEventArgs.cs │ │ ├── DataBinding.cs │ │ ├── ItemsSourceBinding.cs │ │ ├── ControlBinding.cs │ │ ├── ConvertableValueConverter.cs │ │ ├── IValueConverter.cs │ │ ├── InputFieldBinding.cs │ │ ├── DataContext.cs │ │ └── ConverterBehaviour.cs │ └── Observable │ └── Scripts │ ├── INotifyCollectionChanged.cs │ └── ObservableObject.cs ├── License ├── Adept.licenseheader └── LICENSE.txt ├── UnityCommon.props 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-------------------------------------------------------------------------------- /Samples/UWP/EditorSample/EditorSample/App.xaml: -------------------------------------------------------------------------------- 1 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /Samples/UWP/InputSample/App.xaml: -------------------------------------------------------------------------------- 1 | 7 | 8 | 9 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0" 4 | }, 5 | "frameworks": { 6 | "uap10.0": {} 7 | }, 8 | "runtimes": { 9 | "win10-arm": {}, 10 | "win10-arm-aot": {}, 11 | "win10-x86": {}, 12 | "win10-x86-aot": {}, 13 | "win10-x64": {}, 14 | "win10-x64-aot": {} 15 | } 16 | } -------------------------------------------------------------------------------- /Lib/UWP/Adept.UnityXaml/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0" 4 | }, 5 | "frameworks": { 6 | "uap10.0": {} 7 | }, 8 | "runtimes": { 9 | "win10-arm": {}, 10 | "win10-arm-aot": {}, 11 | "win10-x86": {}, 12 | "win10-x86-aot": {}, 13 | "win10-x64": {}, 14 | "win10-x64-aot": {} 15 | } 16 | } -------------------------------------------------------------------------------- /Samples/Unity/EditorSample/UWP/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0" 4 | }, 5 | "frameworks": { 6 | "uap10.0": {} 7 | }, 8 | "runtimes": { 9 | "win10-arm": {}, 10 | "win10-arm-aot": {}, 11 | "win10-x86": {}, 12 | "win10-x86-aot": {}, 13 | "win10-x64": {}, 14 | "win10-x64-aot": {} 15 | } 16 | } -------------------------------------------------------------------------------- /License/Adept.licenseheader: -------------------------------------------------------------------------------- 1 | extensions: designer.cs generated.cs 2 | extensions: .cs .cpp .h 3 | // Copyright (c) Microsoft. All rights reserved. 4 | // 5 | extensions: .aspx .ascx 6 | <%-- 7 | Copyright (c) Microsoft. All rights reserved. 8 | --%> 9 | extensions: .vb 10 | 'Sample license text. 11 | extensions: .xml .config .xsd 12 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0", 4 | "Newtonsoft.Json": "8.0.3" 5 | }, 6 | "frameworks": { 7 | "uap10.0": {} 8 | }, 9 | "runtimes": { 10 | "win10-arm": {}, 11 | "win10-arm-aot": {}, 12 | "win10-x86": {}, 13 | "win10-x86-aot": {}, 14 | "win10-x64": {}, 15 | "win10-x64-aot": {} 16 | } 17 | } -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/ParameterValueSet.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Collections.ObjectModel; 6 | using System.Linq; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | 10 | namespace Adept.Input 11 | { 12 | public class ParameterValueSet : Collection 13 | { 14 | // TODO: Make sure not adding the same parameter more than once. 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/Gamepad/GamepadBinding.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Text; 7 | using System.Threading.Tasks; 8 | using Windows.Gaming.Input; 9 | 10 | namespace Adept.Input 11 | { 12 | /// 13 | /// A class that maps input to application actions. 14 | /// 15 | public class GamepadBinding 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Samples/Unity/EditorSample/EditorSample.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 2015 4 | Global 5 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 6 | Debug|Any CPU = Debug|Any CPU 7 | Release|Any CPU = Release|Any CPU 8 | EndGlobalSection 9 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 10 | EndGlobalSection 11 | GlobalSection(SolutionProperties) = preSolution 12 | HideSolutionNode = FALSE 13 | EndGlobalSection 14 | EndGlobal 15 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/ParameterValue.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Text; 7 | using System.Threading.Tasks; 8 | 9 | namespace Adept.Input 10 | { 11 | /// 12 | /// Supplies a value to a parameter of an action. 13 | /// 14 | public class ParameterValue 15 | { 16 | public string Name { get; set; } 17 | public object Value { get; set; } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /UnityCommon.props: -------------------------------------------------------------------------------- 1 | 2 | 3 | C:\Program Files\Unity\Editor 4 | $(SolutionDir)Unity 5 | $(UnitySolutionDir)\Tools 6 | $(UnitySolutionDir)\Unprocessed 7 | $(UnitySolutionDir)\Players 8 | 9 | 10 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/ParameterDefinition.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Text; 7 | using System.Threading.Tasks; 8 | 9 | namespace Adept.Input 10 | { 11 | public class ParameterDefinition 12 | { 13 | public string Name { get; set; } 14 | public string Description { get; set; } 15 | public bool IsOptional { get; set; } 16 | public Type ParameterType { get; set; } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Samples/UWP/EditorSample/UnityCommon.props: -------------------------------------------------------------------------------- 1 | 2 | 3 | C:\Program Files\Unity\Editor 4 | C:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport 5 | $(SolutionDir)Unity\Tools 6 | C:\Users\jbienz\Code\Microsoft\Adept\Samples\Unity\EditorSample 7 | 8 | 9 | -------------------------------------------------------------------------------- /Samples/UWP/EditorSample/EditorSample/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.ApplicationInsights": "1.0.0", 4 | "Microsoft.ApplicationInsights.PersistenceChannel": "1.0.0", 5 | "Microsoft.ApplicationInsights.WindowsApps": "1.0.0", 6 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0" 7 | }, 8 | "frameworks": { 9 | "uap10.0": {} 10 | }, 11 | "runtimes": { 12 | "win10-arm": {}, 13 | "win10-arm-aot": {}, 14 | "win10-x86": {}, 15 | "win10-x86-aot": {}, 16 | "win10-x64": {}, 17 | "win10-x64-aot": {} 18 | } 19 | } -------------------------------------------------------------------------------- /Samples/UWP/InputSample/project.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "Microsoft.ApplicationInsights": "1.0.0", 4 | "Microsoft.ApplicationInsights.PersistenceChannel": "1.0.0", 5 | "Microsoft.ApplicationInsights.WindowsApps": "1.0.0", 6 | "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0", 7 | "MvvmLightLibs": "5.2.0" 8 | }, 9 | "frameworks": { 10 | "uap10.0": {} 11 | }, 12 | "runtimes": { 13 | "win10-arm": {}, 14 | "win10-arm-aot": {}, 15 | "win10-x86": {}, 16 | "win10-x86-aot": {}, 17 | "win10-x64": {}, 18 | "win10-x64-aot": {} 19 | } 20 | } -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Controls/Scripts/ListBox.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using UnityEngine; 4 | 5 | namespace Adept.Unity 6 | { 7 | /// 8 | /// Contains a list of selectable items. 9 | /// 10 | [AddComponentMenu("UI/List Box", 40)] 11 | public class ListBox : Selector 12 | { 13 | // Use this for initialization 14 | private void Start() 15 | { 16 | base.Initialize(); 17 | this.gameObject.SetActive(false); 18 | this.gameObject.SetActive(true); 19 | } 20 | } 21 | } -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Utilities/Scripts/ResourceHelper.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using UnityEngine; 4 | 5 | namespace Adept.Unity 6 | { 7 | static public class ResourceHelper 8 | { 9 | static private Font defaultFont; 10 | 11 | static public Font GetDefaultFont() 12 | { 13 | // Get default 14 | if (defaultFont == null) 15 | { 16 | defaultFont = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf"); 17 | } 18 | 19 | //// Return clone 20 | //return (Font)UnityEngine.Object.Instantiate(defaultFont); 21 | return defaultFont; 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Samples/UWP/InputSample/Views/MainPage.xaml: -------------------------------------------------------------------------------- 1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /UnityLib.props: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | $(UnityUnprocessedDir)\UnityEngine.dll 6 | False 7 | 8 | 9 | $(UnityUnprocessedDir)\WinRTLegacy.dll 10 | False 11 | 12 | 13 | $(UnityUnprocessedDir)\UnityEngine.UI.dll 14 | False 15 | 16 | 17 | $(UnityUnprocessedDir)\UnityEngine.Networking.dll 18 | False 19 | 20 | 21 | 22 | -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Binding/Scripts/DefaultTextConverter.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using System; 4 | using Windows.UI.Xaml.Data; 5 | 6 | namespace Adept.Unity 7 | { 8 | /// 9 | /// A converter that provides a value by calling value.ToString. 10 | /// 11 | public class DefaultTextConverter : IValueConverter 12 | { 13 | public object Convert(object value, Type targetType, object parameter, string language) 14 | { 15 | return value != null ? value.ToString() : string.Empty; 16 | } 17 | 18 | public object ConvertBack(object value, Type targetType, object parameter, string language) 19 | { 20 | throw new NotImplementedException(); 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Utilities/Scripts/CopyExtensions.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using UnityEngine.UI; 4 | 5 | namespace Adept.Unity 6 | { 7 | static public class CopyExtensions 8 | { 9 | static public void CopyTo(this LayoutElement source, LayoutElement target) 10 | { 11 | if ((source == null) || (target == null)) { return; } 12 | 13 | target.enabled = source.enabled; 14 | target.flexibleHeight = source.flexibleHeight; 15 | target.flexibleWidth = source.flexibleWidth; 16 | target.ignoreLayout = source.ignoreLayout; 17 | target.minHeight = source.minHeight; 18 | target.minWidth = source.minWidth; 19 | target.preferredHeight = source.preferredHeight; 20 | target.preferredWidth = source.preferredWidth; 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Binding/Scripts/DefaultTextBinding.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | namespace Adept.Unity 7 | { 8 | /// 9 | /// A binding between a data item and a UI control. 10 | /// 11 | /// 12 | /// This binding uses a by default. 13 | /// 14 | public class DefaultTextBinding : BindingBase 15 | { 16 | #region Inspector Items 17 | [Tooltip("The text control that will represent the item.")] 18 | public Text text; 19 | #endregion // Inspector Items 20 | 21 | private void Start() 22 | { 23 | Converter = new DefaultTextConverter(); 24 | TargetMemberName = "text"; 25 | Target = text; 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Utilities/Scripts/Environment.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | #if WINDOWS_UWP 4 | using Windows.System.Profile; 5 | #endif 6 | 7 | namespace Adept 8 | { 9 | /// 10 | /// Provides information about the environment in which the application is running. 11 | /// 12 | static public class Environment 13 | { 14 | /// 15 | /// Gets a value that indicates if the application is running on a holographic 16 | /// computing device such as the HoloLens. 17 | /// 18 | static public bool IsHolographic 19 | { 20 | get 21 | { 22 | #if WINDOWS_UWP 23 | return AnalyticsInfo.VersionInfo.DeviceFamily == "Windows.Holographic"; 24 | #else 25 | return false; 26 | #endif 27 | } 28 | } 29 | } 30 | } -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Binding/Scripts/TargetedBinding.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using UnityEngine; 4 | 5 | namespace Adept.Unity 6 | { 7 | /// 8 | /// Represents a binding where the target is known and shouldn't be displayed in the inspector. 9 | /// 10 | public abstract class TargetedBinding : BindingBase 11 | { 12 | #region Serialized Variables 13 | [SerializeField] 14 | [Tooltip("The name of the source member (property or field) that will participate in the binding.")] 15 | private string _sourceMemberName; // Inspector only. 16 | #endregion // Serialized Variables 17 | 18 | #region Overrides / Event Handlers 19 | protected override void Awake() 20 | { 21 | // Convert inspector values to property values 22 | SourceMemberName = _sourceMemberName; 23 | 24 | // Pass to base 25 | base.Awake(); 26 | } 27 | #endregion // Overrides / Event Handlers 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/Actions/SyncAction.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Text; 7 | using System.Threading.Tasks; 8 | 9 | namespace Adept.StateSync 10 | { 11 | /// 12 | /// The interface for a single action to apply as part of a synchronization message. 13 | /// 14 | public interface ISyncAction 15 | { 16 | /// 17 | /// Applies the action to the specified target. 18 | /// 19 | /// 20 | /// The target where the action will be applied. 21 | /// 22 | /// 23 | /// A that represents the operation. 24 | /// 25 | Task ApplyAsync(object target); 26 | } 27 | 28 | /// 29 | /// Represents a single action to apply as part of a synchronization message. 30 | /// 31 | public abstract class SyncAction : ISyncAction 32 | { 33 | /// 34 | public abstract Task ApplyAsync(object target); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Utilities/Scripts/ThreadExtensions.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | using System; 4 | 5 | namespace Adept 6 | { 7 | static public class ThreadExtensions 8 | { 9 | /// 10 | /// Ensures that the action is performed on the Unity Application thread. 11 | /// 12 | /// 13 | /// The action to perform. 14 | /// 15 | /// 16 | /// If the current thread is already the App thread the action will be executed 17 | /// inline. Otherwise, the action will be scheduled using InvokeOnAppThread. 18 | /// 19 | static public void RunOnAppThread(Action action) 20 | { 21 | if (UnityEngine.WSA.Application.RunningOnAppThread()) 22 | { 23 | action(); 24 | } 25 | else 26 | { 27 | UnityEngine.WSA.Application.InvokeOnAppThread(()=>action(), false); 28 | } 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /License/LICENSE.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. 2 | 3 | The MIT License (MIT) 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in 13 | all copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 | THE SOFTWARE. -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/Strategies/PropertyStrategyAttribute.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Reflection; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | 10 | namespace Adept.StateSync 11 | { 12 | /// 13 | /// Base class for synchronization strategies that apply to properties. 14 | /// 15 | [AttributeUsage(AttributeTargets.Property, AllowMultiple = false, Inherited = true)] 16 | public abstract class PropertyStrategyAttribute : Attribute 17 | { 18 | /// 19 | /// Adds custom actions to the message. 20 | /// 21 | /// 22 | /// The message where actions are added. 23 | /// 24 | /// 25 | /// The source object where the strategy is applied. 26 | /// 27 | /// 28 | /// The property that the strategy is applied to. 29 | /// 30 | public abstract void AddActions(SyncMessage message, object source, PropertyInfo property); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/SyncMessage.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using Newtonsoft.Json; 4 | using System; 5 | using System.Collections.Generic; 6 | using System.Linq; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | 10 | namespace Adept.StateSync 11 | { 12 | /// 13 | /// Represents a network synchronization message which can include one or more actions to apply. 14 | /// 15 | [JsonObject(Id = "Sync")] 16 | public class SyncMessage 17 | { 18 | #region Member Variables 19 | private List actions = new List(); 20 | #endregion // Member Variables 21 | 22 | #region Public Properties 23 | /// 24 | /// Gets the list of actions to be applied as part of the synchronization. 25 | /// 26 | [JsonProperty("actions")] 27 | public List Actions => actions; 28 | 29 | /// 30 | /// Gets or sets the ID of the object being synchronized. 31 | /// 32 | [JsonProperty("syncId")] 33 | public string SyncId { get; set; } 34 | #endregion // Public Properties 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Samples/UWP/EditorSample/EditorSample/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("EditorSample")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("DefaultCompany")] 12 | [assembly: AssemblyProduct("EditorSample")] 13 | [assembly: AssemblyCopyright("Copyright © DefaultCompany 2015")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Version information for an assembly consists of the following four values: 18 | // 19 | // Major Version 20 | // Minor Version 21 | // Build Number 22 | // Revision 23 | // 24 | // You can specify all the values or you can default the Build and Revision Numbers 25 | // by using the '*' as shown below: 26 | // [assembly: AssemblyVersion("1.0.*")] 27 | [assembly: AssemblyVersion("1.0.0.0")] 28 | [assembly: AssemblyFileVersion("1.0.0.0")] 29 | [assembly: ComVisible(false)] -------------------------------------------------------------------------------- /Lib/Unity/Assets/Adept/Observable/Scripts/INotifyCollectionChanged.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft Corporation. All rights reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | #if !WINDOWS_UWP 4 | namespace System.Collections.Specialized 5 | { 6 | /// 7 | /// Represents the method that handles the event. 8 | /// 9 | /// 10 | /// The object that raised the event. 11 | /// 12 | /// 13 | /// Information about the event. 14 | /// 15 | public delegate void NotifyCollectionChangedEventHandler(object sender, NotifyCollectionChangedEventArgs e); 16 | 17 | /// 18 | /// Notifies listeners of dynamic changes, such as when items get added and removed or the whole list is refreshed. 19 | /// 20 | public interface INotifyCollectionChanged 21 | { 22 | #region Public Events 23 | /// 24 | /// Occurs when the collection changes. 25 | /// 26 | event NotifyCollectionChangedEventHandler CollectionChanged; 27 | #endregion // Public Events 28 | } 29 | } 30 | #endif // !WINDOWS_UWP -------------------------------------------------------------------------------- /Samples/UWP/InputSample/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System.Reflection; 4 | using System.Runtime.CompilerServices; 5 | using System.Runtime.InteropServices; 6 | 7 | // General Information about an assembly is controlled through the following 8 | // set of attributes. Change these attribute values to modify the information 9 | // associated with an assembly. 10 | [assembly: AssemblyTitle("InputSample")] 11 | [assembly: AssemblyDescription("")] 12 | [assembly: AssemblyConfiguration("")] 13 | [assembly: AssemblyCompany("")] 14 | [assembly: AssemblyProduct("InputSample")] 15 | [assembly: AssemblyCopyright("Copyright © 2016")] 16 | [assembly: AssemblyTrademark("")] 17 | [assembly: AssemblyCulture("")] 18 | 19 | // Version information for an assembly consists of the following four values: 20 | // 21 | // Major Version 22 | // Minor Version 23 | // Build Number 24 | // Revision 25 | // 26 | // You can specify all the values or you can default the Build and Revision Numbers 27 | // by using the '*' as shown below: 28 | // [assembly: AssemblyVersion("1.0.*")] 29 | [assembly: AssemblyVersion("1.0.0.0")] 30 | [assembly: AssemblyFileVersion("1.0.0.0")] 31 | [assembly: ComVisible(false)] -------------------------------------------------------------------------------- /Lib/UWP/Adept.Input/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System.Reflection; 4 | using System.Runtime.CompilerServices; 5 | using System.Runtime.InteropServices; 6 | 7 | // General Information about an assembly is controlled through the following 8 | // set of attributes. Change these attribute values to modify the information 9 | // associated with an assembly. 10 | [assembly: AssemblyTitle("Adept.Input")] 11 | [assembly: AssemblyDescription("")] 12 | [assembly: AssemblyConfiguration("")] 13 | [assembly: AssemblyCompany("")] 14 | [assembly: AssemblyProduct("Adept.Input")] 15 | [assembly: AssemblyCopyright("Copyright © Microsoft 2016")] 16 | [assembly: AssemblyTrademark("")] 17 | [assembly: AssemblyCulture("")] 18 | 19 | // Version information for an assembly consists of the following four values: 20 | // 21 | // Major Version 22 | // Minor Version 23 | // Build Number 24 | // Revision 25 | // 26 | // You can specify all the values or you can default the Build and Revision Numbers 27 | // by using the '*' as shown below: 28 | // [assembly: AssemblyVersion("1.0.*")] 29 | [assembly: AssemblyVersion("1.0.0.0")] 30 | [assembly: AssemblyFileVersion("1.0.0.0")] 31 | [assembly: ComVisible(false)] -------------------------------------------------------------------------------- /Lib/UWP/Adept.UnityXaml/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System.Reflection; 4 | using System.Runtime.CompilerServices; 5 | using System.Runtime.InteropServices; 6 | 7 | // General Information about an assembly is controlled through the following 8 | // set of attributes. Change these attribute values to modify the information 9 | // associated with an assembly. 10 | [assembly: AssemblyTitle("Adept.UnityXaml")] 11 | [assembly: AssemblyDescription("")] 12 | [assembly: AssemblyConfiguration("")] 13 | [assembly: AssemblyCompany("")] 14 | [assembly: AssemblyProduct("Adept.UnityXaml")] 15 | [assembly: AssemblyCopyright("Copyright © 2016")] 16 | [assembly: AssemblyTrademark("")] 17 | [assembly: AssemblyCulture("")] 18 | 19 | // Version information for an assembly consists of the following four values: 20 | // 21 | // Major Version 22 | // Minor Version 23 | // Build Number 24 | // Revision 25 | // 26 | // You can specify all the values or you can default the Build and Revision Numbers 27 | // by using the '*' as shown below: 28 | // [assembly: AssemblyVersion("1.0.*")] 29 | [assembly: AssemblyVersion("1.0.0.0")] 30 | [assembly: AssemblyFileVersion("1.0.0.0")] 31 | [assembly: ComVisible(false)] -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System.Reflection; 4 | using System.Runtime.CompilerServices; 5 | using System.Runtime.InteropServices; 6 | 7 | // General Information about an assembly is controlled through the following 8 | // set of attributes. Change these attribute values to modify the information 9 | // associated with an assembly. 10 | [assembly: AssemblyTitle("Adept.StateSync")] 11 | [assembly: AssemblyDescription("")] 12 | [assembly: AssemblyConfiguration("")] 13 | [assembly: AssemblyCompany("")] 14 | [assembly: AssemblyProduct("Adept.StateSync")] 15 | [assembly: AssemblyCopyright("Copyright © Microsoft 2016")] 16 | [assembly: AssemblyTrademark("")] 17 | [assembly: AssemblyCulture("")] 18 | 19 | // Version information for an assembly consists of the following four values: 20 | // 21 | // Major Version 22 | // Minor Version 23 | // Build Number 24 | // Revision 25 | // 26 | // You can specify all the values or you can default the Build and Revision Numbers 27 | // by using the '*' as shown below: 28 | // [assembly: AssemblyVersion("1.0.*")] 29 | [assembly: AssemblyVersion("1.0.0.0")] 30 | [assembly: AssemblyFileVersion("1.0.0.0")] 31 | [assembly: ComVisible(false)] -------------------------------------------------------------------------------- /Lib/UWP/Adept.StateSync/Strategies/SynchronizeValueAttribute.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Reflection; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | 10 | namespace Adept.StateSync 11 | { 12 | /// 13 | /// A strategy for synchronizing the raw property value. 14 | /// 15 | public class SynchronizeValueAttribute : PropertyStrategyAttribute 16 | { 17 | /// 18 | public override void AddActions(SyncMessage message, object source, PropertyInfo property) 19 | { 20 | // Validate 21 | if (message == null) throw new ArgumentNullException(nameof(message)); 22 | if (source == null) throw new ArgumentNullException(nameof(source)); 23 | if (property == null) throw new ArgumentNullException(nameof(property)); 24 | 25 | // Create the action 26 | var action = new SetPropertyAction() 27 | { 28 | PropertyName = property.Name, 29 | Value = property.GetValue(source), 30 | }; 31 | 32 | // Add it to the message 33 | message.Actions.Add(action); 34 | } 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /UnityAppLib.props: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | False 6 | $(UnityPlayersDir)\UAP\$(PlatformTarget)\$(Configuration)\UnityPlayer.winmd 7 | 8 | 9 | False 10 | $(UnityPlayersDir)\UAP\$(PlatformTarget)\$(Configuration)\WinRTBridge.winmd 11 | 12 | 13 | False 14 | $(UnityPlayersDir)\UAP\$(PlatformTarget)\$(Configuration)\BridgeInterface.winmd 15 | 16 | 17 | False 18 | $(UnityPlayersDir)\UAP\$(PlatformTarget)\$(Configuration)\UnityEngineDelegates.winmd 19 | 20 | 21 | False 22 | $(UnityPlayersDir)\UAP\$(PlatformTarget)\$(Configuration)\UnityEngineProxy.dll 23 | 24 | 25 | 26 | -------------------------------------------------------------------------------- /Samples/UWP/InputSample/Views/MainPage.xaml.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Microsoft. All rights reserved. 2 | // 3 | using InputSample.ViewModels; 4 | using System; 5 | using System.Collections.Generic; 6 | using System.IO; 7 | using System.Linq; 8 | using System.Runtime.InteropServices.WindowsRuntime; 9 | using Windows.Foundation; 10 | using Windows.Foundation.Collections; 11 | using Windows.UI.Xaml; 12 | using Windows.UI.Xaml.Controls; 13 | using Windows.UI.Xaml.Controls.Primitives; 14 | using Windows.UI.Xaml.Data; 15 | using Windows.UI.Xaml.Input; 16 | using Windows.UI.Xaml.Media; 17 | using Windows.UI.Xaml.Navigation; 18 | 19 | // The Blank Page item template is documented at http://go.microsoft.com/fwlink/?LinkId=402352&clcid=0x409 20 | 21 | namespace InputSample.Views 22 | { 23 | /// 24 | /// An empty page that can be used on its own or navigated to within a Frame. 25 | /// 26 | public sealed partial class MainPage : Page 27 | { 28 | private MainViewModel vm; 29 | 30 | public MainPage() 31 | { 32 | this.InitializeComponent(); 33 | vm = (MainViewModel)DataContext; 34 | this.Loaded += MainPage_Loaded; 35 | } 36 | 37 | private void MainPage_Loaded(object sender, RoutedEventArgs e) 38 | { 39 | vm.SetupInput(); 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Samples/UWP/EditorSample/EditorSample/MainPage.xaml: -------------------------------------------------------------------------------- 1 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |