forked from BilalY/Rasagar
4049 lines
199 KiB
C#
4049 lines
199 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Runtime.CompilerServices;
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using UnityEngine.InputSystem.Haptics;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.DualShock;
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using UnityEngine.InputSystem.EnhancedTouch;
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using UnityEngine.InputSystem.HID;
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using UnityEngine.InputSystem.Users;
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using UnityEngine.InputSystem.XInput;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Profiling;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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using UnityEditor.Networking.PlayerConnection;
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#else
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using System.Linq;
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using UnityEngine.Networking.PlayerConnection;
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#endif
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#if UNITY_EDITOR
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using CustomBindingPathValidator = System.Func<string, System.Action>;
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#endif
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////TODO: allow aliasing processors etc
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////REVIEW: rename all references to "frame" to refer to "update" instead (e.g. wasPressedThisUpdate)?
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////TODO: add APIs to get to the state blocks (equivalent to what you currently get with e.g. InputSystem.devices[0].currentStatePtr)
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////FIXME: modal dialogs (or anything that interrupts normal Unity operation) are likely a problem for the system as is; there's a good
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//// chance the event queue will just get swamped; should be only the background queue though so I guess once it fills up we
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//// simply start losing input but it won't grow infinitely
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////REVIEW: make more APIs thread-safe?
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////REVIEW: it'd be great to be able to set up monitors from control paths (independently of actions; or should we just use actions?)
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////REVIEW: have InputSystem.onTextInput that's fired directly from the event processing loop?
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//// (and allow text input events that have no associated target device? this way we don't need a keyboard to get text input)
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////REVIEW: split lower-level APIs (anything mentioning events and state) off into InputSystemLowLevel API to make this API more focused?
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////TODO: release native allocations when exiting
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// This is the central hub for the input system.
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/// </summary>
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/// <remarks>
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/// This class has the central APIs for working with the input system. You
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/// can manage devices available in the system (<see cref="AddDevice{TDevice}"/>,
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/// <see cref="devices"/>, <see cref="onDeviceChange"/> and related APIs) or extend
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/// the input system with custom functionality (<see cref="RegisterLayout{TLayout}"/>,
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/// <see cref="RegisterInteraction{T}"/>, <see cref="RegisterProcessor{T}"/>,
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/// <see cref="RegisterBindingComposite{T}"/>, and related APIs).
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///
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/// To control haptics globally, you can use <see cref="PauseHaptics"/>, <see cref="ResumeHaptics"/>,
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/// and <see cref="ResetHaptics"/>.
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///
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/// To enable and disable individual devices (such as <see cref="Sensor"/> devices),
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/// you can use <see cref="EnableDevice"/> and <see cref="DisableDevice"/>.
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///
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/// The input system is initialized as part of Unity starting up. It is generally safe
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/// to call the APIs here from any of Unity's script callbacks.
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///
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/// Note that, like most Unity APIs, most of the properties and methods in this API can only
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/// be called on the main thread. However, select APIs like <see cref="QueueEvent"/> can be
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/// called from threads. Where this is the case, it is stated in the documentation.
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/// </remarks>
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[SuppressMessage("Microsoft.Naming", "CA1724:TypeNamesShouldNotMatchNamespaces", Justification = "Options for namespaces are limited due to the legacy input class. Agreed on this as the least bad solution.")]
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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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public static partial class InputSystem
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{
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#region Layouts
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/// <summary>
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/// Event that is signalled when the layout setup in the system changes.
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/// </summary>
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/// <remarks>
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/// First parameter is the name of the layout that has changed and second parameter is the
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/// type of change that has occurred.
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///
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/// <example>
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/// <code>
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/// InputSystem.onLayoutChange +=
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/// (name, change) =>
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/// {
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/// switch (change)
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/// {
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/// case InputControlLayoutChange.Added:
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/// Debug.Log($"New layout {name} has been added");
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/// break;
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/// case InputControlLayoutChange.Removed:
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/// Debug.Log($"Layout {name} has been removed");
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/// break;
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/// case InputControlLayoutChange.Replaced:
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/// Debug.Log($"Layout {name} has been updated");
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/// break;
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlLayout"/>
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public static event Action<string, InputControlLayoutChange> onLayoutChange
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{
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add
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{
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lock (s_Manager)
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s_Manager.onLayoutChange += value;
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}
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remove
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{
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lock (s_Manager)
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s_Manager.onLayoutChange -= value;
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}
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}
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/// <summary>
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/// Register a control layout based on a type.
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/// </summary>
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/// <param name="type">Type to derive a control layout from. Must be derived from <see cref="InputControl"/>.</param>
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/// <param name="name">Name to use for the layout. If null or empty, the short name of the type (<c>Type.Name</c>) will be used.</param>
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/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
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/// be instantiated for newly discovered devices that match the description.</param>
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/// <exception cref="ArgumentNullException"><paramref name="type"/> is <c>null</c>.</exception>
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/// <remarks>
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/// When the layout is instantiated, the system will reflect on all public fields and properties of the type
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/// which have a value type derived from <see cref="InputControl"/> or which are annotated with <see cref="InputControlAttribute"/>.
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///
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/// The type can be annotated with <see cref="InputControlLayoutAttribute"/> for additional options
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/// but the attribute is not necessary for a type to be usable as a control layout. Note that if the type
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/// does have <see cref="InputControlLayoutAttribute"/> and has set <see cref="InputControlLayoutAttribute.stateType"/>,
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/// the system will <em>not</em> reflect on properties and fields in the type but do that on the given
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/// state type instead.
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///
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/// <example>
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/// <code>
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/// // InputControlLayoutAttribute attribute is only necessary if you want
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/// // to override default behavior that occurs when registering your device
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/// // as a layout.
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/// // The most common use of InputControlLayoutAttribute is to direct the system
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/// // to a custom "state struct" through the `stateType` property. See below for details.
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/// [InputControlLayout(displayName = "My Device", stateType = typeof(MyDeviceState))]
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/// #if UNITY_EDITOR
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/// [InitializeOnLoad]
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/// #endif
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/// public class MyDevice : InputDevice
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/// {
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/// public ButtonControl button { get; private set; }
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/// public AxisControl axis { get; private set; }
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///
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/// // Register the device.
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/// static MyDevice()
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/// {
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/// // In case you want instance of your device to automatically be created
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/// // when specific hardware is detected by the Unity runtime, you have to
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/// // add one or more "device matchers" (InputDeviceMatcher) for the layout.
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/// // These matchers are compared to an InputDeviceDescription received from
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/// // the Unity runtime when a device is connected. You can add them either
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/// // using InputSystem.RegisterLayoutMatcher() or by directly specifying a
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/// // matcher when registering the layout.
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/// InputSystem.RegisterLayout<MyDevice>(
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/// // For the sake of demonstration, let's assume your device is a HID
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/// // and you want to match by PID and VID.
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/// matches: new InputDeviceMatcher()
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/// .WithInterface("HID")
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/// .WithCapability("PID", 1234)
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/// .WithCapability("VID", 5678));
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/// }
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///
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/// // This is only to trigger the static class constructor to automatically run
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/// // in the player.
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/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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/// private static void InitializeInPlayer() {}
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///
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/// protected override void FinishSetup()
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/// {
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/// base.FinishSetup();
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/// button = GetChildControl<ButtonControl>("button");
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/// axis = GetChildControl<AxisControl>("axis");
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/// }
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/// }
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///
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/// // A "state struct" describes the memory format used by a device. Each device can
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/// // receive and store memory in its custom format. InputControls are then connected
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/// // the individual pieces of memory and read out values from them.
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/// [StructLayout(LayoutKind.Explicit, Size = 32)]
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/// public struct MyDeviceState : IInputStateTypeInfo
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/// {
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/// // In the case of a HID (which we assume for the sake of this demonstration),
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/// // the format will be "HID". In practice, the format will depend on how your
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/// // particular device is connected and fed into the input system.
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/// // The format is a simple FourCC code that "tags" state memory blocks for the
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/// // device to give a base level of safety checks on memory operations.
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/// public FourCC format => return new FourCC('H', 'I', 'D');
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///
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/// // InputControlAttributes on fields tell the input system to create controls
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/// // for the public fields found in the struct.
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///
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/// // Assume a 16bit field of buttons. Create one button that is tied to
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/// // bit #3 (zero-based). Note that buttons do not need to be stored as bits.
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/// // They can also be stored as floats or shorts, for example.
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/// [InputControl(name = "button", layout = "Button", bit = 3)]
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/// public ushort buttons;
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///
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/// // Create a floating-point axis. The name, if not supplied, is taken from
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/// // the field.
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/// [InputControl(layout = "Axis")]
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/// public short axis;
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/// }
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/// </code>
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/// </example>
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///
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/// Note that if <paramref name="matches"/> is supplied, it will immediately be matched
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/// against the descriptions (<see cref="InputDeviceDescription"/>) of all available devices.
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/// If it matches any description where no layout matched before, a new device will immediately
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/// be created (except if suppressed by <see cref="InputSettings.supportedDevices"/>). If it
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/// matches a description better (see <see cref="InputDeviceMatcher.MatchPercentage"/>) than
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/// the currently used layout, the existing device will be a removed and a new device with
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/// the newly registered layout will be created.
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///
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/// See <see cref="Controls.StickControl"/> or <see cref="Gamepad"/> for examples of layouts.
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/// </remarks>
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/// <seealso cref="InputControlLayout"/>
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public static void RegisterLayout(Type type, string name = null, InputDeviceMatcher? matches = null)
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{
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if (type == null)
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throw new ArgumentNullException(nameof(type));
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if (string.IsNullOrEmpty(name))
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name = type.Name;
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s_Manager.RegisterControlLayout(name, type);
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if (matches != null)
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s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
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}
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/// <summary>
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/// Register a type as a control layout.
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/// </summary>
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/// <typeparam name="T">Type to derive a control layout from.</typeparam>
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/// <param name="name">Name to use for the layout. If null or empty, the short name of the type will be used.</param>
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/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
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/// be instantiated for newly discovered devices that match the description.</param>
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/// <remarks>
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/// This method is equivalent to calling <see cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/> with
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/// <c>typeof(T)</c>. See that method for details of the layout registration process.
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/// </remarks>
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/// <seealso cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/>
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public static void RegisterLayout<T>(string name = null, InputDeviceMatcher? matches = null)
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where T : InputControl
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{
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RegisterLayout(typeof(T), name, matches);
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}
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/// <summary>
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/// Register a layout in JSON format.
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/// </summary>
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/// <param name="json">JSON data describing the layout.</param>
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/// <param name="name">Optional name of the layout. If null or empty, the name is taken from the "name"
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/// property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
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/// is supplied, an <see cref="ArgumentException"/> is thrown.</param>
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/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
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/// be instantiated for newly discovered devices that match the description.</param>
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/// <exception cref="ArgumentNullException"><paramref name="json"/> is null or empty.</exception>
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/// <exception cref="ArgumentException">No name has been supplied either through <paramref name="name"/>
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/// or the "name" JSON property.</exception>
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/// <remarks>
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/// The JSON format makes it possible to create new device and control layouts completely
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/// in data. They have to ultimately be based on a layout backed by a C# type, however (e.g.
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/// <see cref="Gamepad"/>).
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///
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/// Note that most errors in layouts will only be detected when instantiated (i.e. when a device or control is
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/// being created from a layout). The JSON data will, however, be parsed once on registration to check for a
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/// device description in the layout. JSON format errors will thus be detected during registration.
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///
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/// <example>
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/// <code>
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/// InputSystem.RegisterLayout(@"
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/// {
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/// ""name"" : ""MyDevice"",
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/// ""controls"" : [
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/// {
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/// ""name"" : ""myButton"",
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/// ""layout"" : ""Button""
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/// }
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/// ]
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/// }
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/// );
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="RemoveLayout"/>
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public static void RegisterLayout(string json, string name = null, InputDeviceMatcher? matches = null)
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{
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s_Manager.RegisterControlLayout(json, name);
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if (matches != null)
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s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
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}
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/// <summary>
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/// Register a layout that applies overrides to one or more other layouts.
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/// </summary>
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/// <param name="json">Layout in JSON format.</param>
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/// <param name="name">Optional name of the layout. If null or empty, the name is taken from the "name"
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/// property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
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/// is supplied, an <see cref="ArgumentException"/> is thrown.</param>
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/// <remarks>
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/// Layout overrides are layout pieces that are applied on top of existing layouts.
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/// This can be used to modify any layout in the system non-destructively. The process works the
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/// same as extending an existing layout except that instead of creating a new layout
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/// by merging the derived layout and the base layout, the overrides are merged
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/// directly into the base layout.
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///
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/// The layout merging logic used for overrides, is the same as the one used for
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/// derived layouts, i.e. <see cref="InputControlLayout.MergeLayout"/>.
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///
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/// Layouts used as overrides look the same as normal layouts and have the same format.
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/// The only difference is that they are explicitly registered as overrides.
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///
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/// Note that unlike "normal" layouts, layout overrides have the ability to extend
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/// multiple base layouts. The changes from the override will simply be merged into
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/// each of the layouts it extends. Use the <c>extendMultiple</c> rather than the
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/// <c>extend</c> property in JSON to give a list of base layouts instead of a single
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/// one.
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///
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/// <example>
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/// <code>
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/// // Override default button press points on the gamepad triggers.
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/// InputSystem.RegisterLayoutOverride(@"
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/// {
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/// ""name"" : ""CustomTriggerPressPoints"",
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/// ""extend"" : ""Gamepad"",
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/// ""controls"" : [
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/// { ""name"" : ""leftTrigger"", ""parameters"" : ""pressPoint=0.25"" },
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/// { ""name"" : ""rightTrigger"", ""parameters"" : ""pressPoint=0.25"" }
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/// ]
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/// }
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/// ");
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/// </code>
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/// </example>
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/// </remarks>
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public static void RegisterLayoutOverride(string json, string name = null)
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{
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s_Manager.RegisterControlLayout(json, name, isOverride: true);
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}
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/// <summary>
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/// Add an additional device matcher to an existing layout.
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/// </summary>
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/// <param name="layoutName">Name of the device layout that should be instantiated if <paramref name="matcher"/>
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/// matches an <see cref="InputDeviceDescription"/> of a discovered device.</param>
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/// <param name="matcher">Specification to match against <see cref="InputDeviceDescription"/> instances.</param>
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/// <remarks>
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/// Each device layout can have zero or more matchers associated with it. If any one of the
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/// matchers matches a given <see cref="InputDeviceDescription"/> (see <see cref="InputDeviceMatcher.MatchPercentage"/>)
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/// better than any other matcher (for the same or any other layout), then the given layout
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/// will be used for the discovered device.
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///
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/// Note that registering a matcher may immediately lead to devices being created or recreated.
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/// If <paramref name="matcher"/> matches any devices currently on the list of unsupported devices
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/// (see <see cref="GetUnsupportedDevices()"/>), new <see cref="InputDevice"/>s will be created
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/// using the layout called <paramref name="layoutName"/>. Also, if <paramref name="matcher"/>
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/// matches the description of a device better than the matcher (if any) for the device's currently
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/// used layout, the device will be recreated using the given layout.
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/// </remarks>
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||
|
/// <exception cref="ArgumentNullException"><paramref name="layoutName"/> is <c>null</c> or empty/</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="matcher"/> is empty (<see cref="InputDeviceMatcher.empty"/>).</exception>
|
||
|
/// <seealso cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/>
|
||
|
/// <seealso cref="TryFindMatchingLayout"/>
|
||
|
public static void RegisterLayoutMatcher(string layoutName, InputDeviceMatcher matcher)
|
||
|
{
|
||
|
s_Manager.RegisterControlLayoutMatcher(layoutName, matcher);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an additional device matcher to the layout registered for <typeparamref name="TDevice"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="matcher">A device matcher.</param>
|
||
|
/// <typeparam name="TDevice">Type that has been registered as a layout. See <see cref="RegisterLayout{T}"/>.</typeparam>
|
||
|
/// <remarks>
|
||
|
/// Calling this method is equivalent to calling <see cref="RegisterLayoutMatcher(string,InputDeviceMatcher)"/>
|
||
|
/// with the name under which <typeparamref name="TDevice"/> has been registered.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentException"><paramref name="matcher"/> is empty (<see cref="InputDeviceMatcher.empty"/>)
|
||
|
/// -or- <typeparamref name="TDevice"/> has not been registered as a layout.</exception>
|
||
|
public static void RegisterLayoutMatcher<TDevice>(InputDeviceMatcher matcher)
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
s_Manager.RegisterControlLayoutMatcher(typeof(TDevice), matcher);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a builder that delivers an <see cref="InputControlLayout"/> instance on demand.
|
||
|
/// </summary>
|
||
|
/// <param name="buildMethod">Method to invoke to generate a layout when the layout is chosen.
|
||
|
/// Should not cache the layout but rather return a fresh instance every time.</param>
|
||
|
/// <param name="name">Name under which to register the layout. If a layout with the same
|
||
|
/// name is already registered, the call to this method will replace the existing layout.</param>
|
||
|
/// <param name="baseLayout">Name of the layout that the layout returned from <paramref name="buildMethod"/>
|
||
|
/// will be based on. The system needs to know this in advance in order to update devices
|
||
|
/// correctly if layout registrations in the system are changed.</param>
|
||
|
/// <param name="matches">Optional matcher for an <see cref="InputDeviceDescription"/>. If supplied,
|
||
|
/// it is equivalent to calling <see cref="RegisterLayoutMatcher"/>.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="buildMethod"/> is <c>null</c> -or-
|
||
|
/// <paramref name="name"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// Layout builders are most useful for procedurally building device layouts from metadata
|
||
|
/// supplied by external systems. A good example is <see cref="HID"/> where the "HID" standard
|
||
|
/// includes a way for input devices to describe their various inputs and outputs in the form
|
||
|
/// of a <see cref="UnityEngine.InputSystem.HID.HID.HIDDeviceDescriptor"/>. While not sufficient to build a perfectly robust
|
||
|
/// <see cref="InputDevice"/>, these descriptions are usually enough to at least make the device
|
||
|
/// work out-of-the-box to some extent.
|
||
|
///
|
||
|
/// The builder method would usually use <see cref="InputControlLayout.Builder"/> to build the
|
||
|
/// actual layout.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.RegisterLayoutBuilder(
|
||
|
/// () =>
|
||
|
/// {
|
||
|
/// var builder = new InputControlLayout.Builder()
|
||
|
/// .WithType<MyDevice>();
|
||
|
/// builder.AddControl("button1").WithLayout("Button");
|
||
|
/// return builder.Build();
|
||
|
/// }, "MyCustomLayout"
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Layout builders can be used in combination with <see cref="onFindLayoutForDevice"/> to
|
||
|
/// build layouts dynamically for devices as they are connected to the system.
|
||
|
///
|
||
|
/// Be aware that the same builder <em>must</em> not build different layouts. Each
|
||
|
/// layout registered in the system is considered to be immutable for as long as it
|
||
|
/// is registered. So, if a layout builder is registered under the name "Custom", for
|
||
|
/// example, then every time the builder is invoked, it must return the same identical
|
||
|
/// <see cref="InputControlLayout"/>.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlLayout.Builder"/>
|
||
|
/// <seealso cref="InputSystem.onFindLayoutForDevice"/>
|
||
|
public static void RegisterLayoutBuilder(Func<InputControlLayout> buildMethod, string name,
|
||
|
string baseLayout = null, InputDeviceMatcher? matches = null)
|
||
|
{
|
||
|
if (buildMethod == null)
|
||
|
throw new ArgumentNullException(nameof(buildMethod));
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
|
||
|
s_Manager.RegisterControlLayoutBuilder(buildMethod, name, baseLayout: baseLayout);
|
||
|
if (matches != null)
|
||
|
s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a "baked" version of a device layout.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">C# class that represents the precompiled version of the device layout that the
|
||
|
/// class is derived from.</typeparam>
|
||
|
/// <param name="metadata">Metadata automatically generated for the precompiled layout.</param>
|
||
|
/// <remarks>
|
||
|
/// This method is used to register device implementations for which their layout has been "baked" into
|
||
|
/// a C# class. To generate such a class, right-click a device layout in the input debugger and select
|
||
|
/// "Generate Precompiled Layout". This generates a C# file containing a class that represents the precompiled
|
||
|
/// version of the device layout. The class can be registered using this method.
|
||
|
///
|
||
|
/// Note that registering a precompiled layout will not implicitly register the "normal" version of the layout.
|
||
|
/// In other words, <see cref="RegisterLayout{TDevice}"/> must be called before calling this method.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Register the non-precompiled, normal version of the layout.
|
||
|
/// InputSystem.RegisterLayout<MyDevice>();
|
||
|
///
|
||
|
/// // Register a precompiled version of the layout.
|
||
|
/// InputSystem.RegisterPrecompiledLayout<PrecompiledMyDevice>(PrecompiledMyDevice.metadata);
|
||
|
///
|
||
|
/// // This implicitly uses the precompiled version.
|
||
|
/// InputSystem.AddDevice<MyDevice>();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// The main advantage of precompiled layouts is that instantiating them is many times faster than the default
|
||
|
/// device creation path. By default, when creating an <see cref="InputDevice"/>, the system will have to load
|
||
|
/// the <see cref="InputControlLayout"/> for the device as well as any layouts used directly or indirectly by
|
||
|
/// that layout. This in itself is a slow process that generates GC heap garbage and uses .NET reflection (which
|
||
|
/// itself may add additional permanent data to the GC heap). In addition, interpreting the layouts to construct
|
||
|
/// an <see cref="InputDevice"/> and populate it with <see cref="InputControl"/> children is not a fast process.
|
||
|
///
|
||
|
/// A precompiled layout, however, has all necessary construction steps "baked" into the generated code. It will
|
||
|
/// not use reflection and will generally generate little to no GC heap garbage.
|
||
|
///
|
||
|
/// A precompiled layout derives from the C# device class whose layout is "baked". If, for example, you generate
|
||
|
/// a precompiled version for <see cref="Keyboard"/>, the resulting class will be derived from <see cref="Keyboard"/>.
|
||
|
/// When registering the precompiled layout. If someone afterwards creates a <see cref="Keyboard"/>, the precompiled
|
||
|
/// version will implicitly be instantiated and thus skips the default device creation path that will construct
|
||
|
/// a <see cref="Keyboard"/> device from an <see cref="InputControlLayout"/> (it will thus not require the
|
||
|
/// <see cref="Keyboard"/> layout or any other layout it depends on to be loaded).
|
||
|
///
|
||
|
/// Note that when layout overrides (see <see cref="RegisterLayoutOverride"/>) or new versions of
|
||
|
/// existing layouts are registered (e.g. if you replace the built-in "Button" layout by registering
|
||
|
/// a new layout with that name), precompiled layouts affected by the change will automatically be
|
||
|
/// <em>removed</em>. This causes the system to fall back to the default device creation path which can
|
||
|
/// take runtime layout changes into account.
|
||
|
/// </remarks>
|
||
|
public static void RegisterPrecompiledLayout<TDevice>(string metadata)
|
||
|
where TDevice : InputDevice, new()
|
||
|
{
|
||
|
s_Manager.RegisterPrecompiledLayout<TDevice>(metadata);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove an already registered layout from the system.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of the layout to remove. Note that layout names are case-insensitive.</param>
|
||
|
/// <remarks>
|
||
|
/// Note that removing a layout also removes all devices that directly or indirectly
|
||
|
/// use the layout.
|
||
|
///
|
||
|
/// This method can be used to remove both control or device layouts.
|
||
|
/// </remarks>
|
||
|
public static void RemoveLayout(string name)
|
||
|
{
|
||
|
s_Manager.RemoveControlLayout(name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Try to match a description for an input device to a layout.
|
||
|
/// </summary>
|
||
|
/// <param name="deviceDescription">Description of an input device.</param>
|
||
|
/// <returns>Name of the layout that has been matched to the given description or null if no
|
||
|
/// matching layout was found.</returns>
|
||
|
/// <remarks>
|
||
|
/// This method performs the same matching process that is invoked if a device is reported
|
||
|
/// by the Unity runtime or using <see cref="AddDevice(InputDeviceDescription)"/>. The result
|
||
|
/// depends on the matches (<see cref="InputDeviceMatcher"/>) registered for the device
|
||
|
/// layout in the system.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var layoutName = InputSystem.TryFindMatchingLayout(
|
||
|
/// new InputDeviceDescription
|
||
|
/// {
|
||
|
/// interface = "XInput",
|
||
|
/// product = "Xbox Wired Controller",
|
||
|
/// manufacturer = "Microsoft"
|
||
|
/// }
|
||
|
/// );
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="RegisterLayoutMatcher{TDevice}"/>
|
||
|
/// <seealso cref="RegisterLayoutMatcher(string,InputDeviceMatcher)"/>
|
||
|
public static string TryFindMatchingLayout(InputDeviceDescription deviceDescription)
|
||
|
{
|
||
|
return s_Manager.TryFindMatchingControlLayout(ref deviceDescription);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return a list with the names of all layouts that have been registered.
|
||
|
/// </summary>
|
||
|
/// <returns>A list of layout names.</returns>
|
||
|
/// <seealso cref="LoadLayout"/>
|
||
|
/// <seealso cref="ListLayoutsBasedOn"/>
|
||
|
/// <seealso cref="RegisterLayout(System.Type,string,Nullable{InputDeviceMatcher})"/>
|
||
|
public static IEnumerable<string> ListLayouts()
|
||
|
{
|
||
|
return s_Manager.ListControlLayouts();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// List all the layouts that are based on the given layout.
|
||
|
/// </summary>
|
||
|
/// <param name="baseLayout">Name of a registered layout.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="baseLayout"/> is <c>null</c> or empty.</exception>
|
||
|
/// <returns>The names of all registered layouts based on <paramref name="baseLayout"/>.</returns>
|
||
|
/// <remarks>
|
||
|
/// The list will not include layout overrides (see <see cref="RegisterLayoutOverride"/>).
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // List all gamepad layouts in the system.
|
||
|
/// Debug.Log(string.Join("\n", InputSystem.ListLayoutsBasedOn("Gamepad"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static IEnumerable<string> ListLayoutsBasedOn(string baseLayout)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(baseLayout))
|
||
|
throw new ArgumentNullException(nameof(baseLayout));
|
||
|
return s_Manager.ListControlLayouts(basedOn: baseLayout);
|
||
|
}
|
||
|
|
||
|
////TODO: allow loading an *unmerged* layout
|
||
|
/// <summary>
|
||
|
/// Load a registered layout.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of the layout to load. Note that layout names are case-insensitive.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c> or empty.</exception>
|
||
|
/// <returns>The constructed layout instance or <c>null</c> if no layout of the given name could be found.</returns>
|
||
|
/// <remarks>
|
||
|
/// The result of this method is what's called a "fully merged" layout, i.e. a layout with
|
||
|
/// the information of all the base layouts as well as from all overrides merged into it. See
|
||
|
/// <see cref="InputControlLayout.MergeLayout"/> for details.
|
||
|
///
|
||
|
/// What this means in practice is that all inherited controls and settings will be present
|
||
|
/// on the layout.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// // List all controls defined for gamepads.
|
||
|
/// var gamepadLayout = InputSystem.LoadLayout("Gamepad");
|
||
|
/// foreach (var control in gamepadLayout.controls)
|
||
|
/// {
|
||
|
/// // There may be control elements that are not introducing new controls but rather
|
||
|
/// // change settings on controls added indirectly by other layouts referenced from
|
||
|
/// // Gamepad. These are not adding new controls so we skip them here.
|
||
|
/// if (control.isModifyingExistingControl)
|
||
|
/// continue;
|
||
|
///
|
||
|
/// Debug.Log($"Control: {control.name} ({control.layout])");
|
||
|
/// }
|
||
|
/// </example>
|
||
|
///
|
||
|
/// However, note that controls which are added from other layouts referenced by the loaded layout
|
||
|
/// will not necessarily be visible on it (they will only if referenced by a <see cref="InputControlLayout.ControlItem"/>
|
||
|
/// where <see cref="InputControlLayout.ControlItem.isModifyingExistingControl"/> is <c>true</c>).
|
||
|
/// For example, let's assume we have the following layout which adds a device with a single stick.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.RegisterLayout(@"
|
||
|
/// {
|
||
|
/// ""name"" : ""DeviceWithStick"",
|
||
|
/// ""controls"" : [
|
||
|
/// { ""name"" : ""stick"", ""layout"" : ""Stick"" }
|
||
|
/// ]
|
||
|
/// }
|
||
|
/// ");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// If we load this layout, the <c>"stick"</c> control will be visible on the layout but the
|
||
|
/// X and Y (as well as up/down/left/right) controls added by the <c>"Stick"</c> layout will
|
||
|
/// not be.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="RegisterLayout(Type,string,Nullable{InputDeviceMatcher})"/>
|
||
|
public static InputControlLayout LoadLayout(string name)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
////FIXME: this will intern the name even if the operation fails
|
||
|
return s_Manager.TryLoadControlLayout(new InternedString(name));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Load the layout registered for the given type.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TControl">An InputControl type.</typeparam>
|
||
|
/// <returns>The layout registered for <typeparamref name="TControl"/> or <c>null</c> if no
|
||
|
/// such layout exists.</returns>
|
||
|
/// <remarks>
|
||
|
/// This method is equivalent to calling <see cref="LoadLayout(string)"/> with the name
|
||
|
/// of the layout under which <typeparamref name="TControl"/> has been registered.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Load the InputControlLayout generated from StickControl.
|
||
|
/// var stickLayout = InputSystem.LoadLayout<StickControl>();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="LoadLayout(string)"/>
|
||
|
public static InputControlLayout LoadLayout<TControl>()
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
return s_Manager.TryLoadControlLayout(typeof(TControl));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the name of the layout that the layout registered as <paramref name="layoutName"/>
|
||
|
/// is based on.
|
||
|
/// </summary>
|
||
|
/// <param name="layoutName">Name of a layout as registered with a method such as <see
|
||
|
/// cref="RegisterLayout{T}(string,InputDeviceMatcher?)"/>. Case-insensitive.</param>
|
||
|
/// <returns>Name of the immediate parent layout of <paramref name="layoutName"/> or <c>null</c> if no layout
|
||
|
/// with the given name is registered or if it is not based on another layout or if it is a layout override.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="layoutName"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// This method does not work for layout overrides (which can be based on multiple base layouts). To find
|
||
|
/// out which layouts a specific override registered with <see cref="RegisterLayoutOverride"/> is based on,
|
||
|
/// load the layout with <see cref="LoadLayout"/> and inspect <see cref="InputControlLayout.baseLayouts"/>.
|
||
|
/// This method will return <c>null</c> when <paramref name="layoutName"/> is the name of a layout override.
|
||
|
///
|
||
|
/// One advantage of this method over calling <see cref="LoadLayout"/> and looking at <see cref="InputControlLayout.baseLayouts"/>
|
||
|
/// is that this method does not have to actually load the layout but instead only performs a simple lookup.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Prints "Pointer".
|
||
|
/// Debug.Log(InputSystem.GetNameOfBaseLayout("Mouse"));
|
||
|
///
|
||
|
/// // Also works for control layouts. Prints "Axis".
|
||
|
/// Debug.Log(InputSystem.GetNameOfBaseLayout("Button"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlLayout.baseLayouts"/>
|
||
|
public static string GetNameOfBaseLayout(string layoutName)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(layoutName))
|
||
|
throw new ArgumentNullException(nameof(layoutName));
|
||
|
|
||
|
var internedLayoutName = new InternedString(layoutName);
|
||
|
if (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(internedLayoutName, out var result))
|
||
|
return result;
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Check whether the first layout is based on the second.
|
||
|
/// </summary>
|
||
|
/// <param name="firstLayoutName">Name of a registered <see cref="InputControlLayout"/>.</param>
|
||
|
/// <param name="secondLayoutName">Name of a registered <see cref="InputControlLayout"/>.</param>
|
||
|
/// <returns>True if <paramref name="firstLayoutName"/> is based on <paramref name="secondLayoutName"/>.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="firstLayoutName"/> is <c>null</c> or empty -or-
|
||
|
/// <paramref name="secondLayoutName"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// This is
|
||
|
/// <example>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static bool IsFirstLayoutBasedOnSecond(string firstLayoutName, string secondLayoutName)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(firstLayoutName))
|
||
|
throw new ArgumentNullException(nameof(firstLayoutName));
|
||
|
if (string.IsNullOrEmpty(secondLayoutName))
|
||
|
throw new ArgumentNullException(nameof(secondLayoutName));
|
||
|
|
||
|
var internedFirstName = new InternedString(firstLayoutName);
|
||
|
var internedSecondName = new InternedString(secondLayoutName);
|
||
|
|
||
|
if (internedFirstName == internedSecondName)
|
||
|
return true;
|
||
|
|
||
|
return InputControlLayout.s_Layouts.IsBasedOn(internedSecondName, internedFirstName);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Processors
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register an <see cref="InputProcessor{TValue}"/> with the system.
|
||
|
/// </summary>
|
||
|
/// <param name="type">Type that implements <see cref="InputProcessor"/>.</param>
|
||
|
/// <param name="name">Name to use for the processor. If <c>null</c> or empty, name will be taken from the short name
|
||
|
/// of <paramref name="type"/> (if it ends in "Processor", that suffix will be clipped from the name). Names
|
||
|
/// are case-insensitive.</param>
|
||
|
/// <remarks>
|
||
|
/// Processors are used by both bindings (see <see cref="InputBinding"/>) and by controls
|
||
|
/// (see <see cref="InputControl"/>) to post-process input values as they are being requested
|
||
|
/// from calls such as <see cref="InputAction.ReadValue{TValue}"/> or <see
|
||
|
/// cref="InputControl{T}.ReadValue"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Let's say that we want to define a processor that adds some random jitter to its input.
|
||
|
/// // We have to pick a value type to operate on if we want to derive from InputProcessor<T>
|
||
|
/// // so we go with float here.
|
||
|
/// //
|
||
|
/// // Also, as we will need to place our call to RegisterProcessor somewhere, we add attributes
|
||
|
/// // to hook into Unity's initialization. This works differently in the editor and in the player,
|
||
|
/// // so we use both [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod].
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// [InitializeOnLoad]
|
||
|
/// #endif
|
||
|
/// public class JitterProcessor : InputProcessor<float>
|
||
|
/// {
|
||
|
/// // Add a parameter that defines the amount of jitter we apply.
|
||
|
/// // This will be editable in the Unity editor UI and can be set
|
||
|
/// // programmatically in code. For example:
|
||
|
/// //
|
||
|
/// // myAction.AddBinding("<Gamepad>/rightTrigger",
|
||
|
/// // processors: "jitter(amount=0.1)");
|
||
|
/// //
|
||
|
/// [Tooltip("Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
|
||
|
/// + "to each input value.)]
|
||
|
/// public float amount;
|
||
|
///
|
||
|
/// // Process is called when an input value is read from a control. This is
|
||
|
/// // where we perform our jitter.
|
||
|
/// public override float Process(float value, InputControl control)
|
||
|
/// {
|
||
|
/// return float + Random.Range(-amount, amount);
|
||
|
/// }
|
||
|
///
|
||
|
/// // [InitializeOnLoad] will call the static class constructor which
|
||
|
/// // we use to call Register.
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// static JitterProcessor()
|
||
|
/// {
|
||
|
/// Register();
|
||
|
/// }
|
||
|
/// #endif
|
||
|
///
|
||
|
/// // [RuntimeInitializeOnLoadMethod] will make sure that Register gets called
|
||
|
/// // in the player on startup.
|
||
|
/// // NOTE: This will also get called when going into play mode in the editor. In that
|
||
|
/// // case we get two calls to Register instead of one. We don't bother with that
|
||
|
/// // here. Calling RegisterProcessor twice here doesn't do any harm.
|
||
|
/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||
|
/// static void Register()
|
||
|
/// {
|
||
|
/// // We don't supply a name here. The input system will take "JitterProcessor"
|
||
|
/// // and automatically snip off the "Processor" suffix thus leaving us with
|
||
|
/// // a name of "Jitter" (all this is case-insensitive).
|
||
|
/// InputSystem.RegisterProcessor<JitterProcessor>();
|
||
|
/// }
|
||
|
/// }
|
||
|
///
|
||
|
/// // It doesn't really make sense in our case as the default parameter editor is just
|
||
|
/// // fine (it will pick up the tooltip we defined above) but let's say we want to replace
|
||
|
/// // the default float edit field we get on the "amount" parameter with a slider. We can
|
||
|
/// // do so by defining a custom parameter editor.
|
||
|
/// //
|
||
|
/// // NOTE: We don't need to have a registration call here. The input system will automatically
|
||
|
/// // find our parameter editor based on the JitterProcessor type parameter we give to
|
||
|
/// // InputParameterEditor<T>.
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// public class JitterProcessorEditor : InputParameterEditor<JitterProcessor>
|
||
|
/// {
|
||
|
/// public override void OnGUI()
|
||
|
/// {
|
||
|
/// target.amount = EditorGUILayout.Slider(m_AmountLabel, target.amount, 0, 0.25f);
|
||
|
/// }
|
||
|
///
|
||
|
/// private GUIContent m_AmountLabel = new GUIContent("Amount",
|
||
|
/// "Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
|
||
|
/// + "to each input value.);
|
||
|
/// }
|
||
|
/// #endif
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Note that it is allowed to register the same processor type multiple types with
|
||
|
/// different names. When doing so, the first registration is considered as the "proper"
|
||
|
/// name for the processor and all subsequent registrations will be considered aliases.
|
||
|
///
|
||
|
/// See the <a href="../manual/Processors.html">manual</a> for more details.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputProcessor{T}"/>
|
||
|
/// <seealso cref="InputBinding.processors"/>
|
||
|
/// <seealso cref="InputAction.processors"/>
|
||
|
/// <seealso cref="InputControlLayout.ControlItem.processors"/>
|
||
|
/// <seealso cref="UnityEngine.InputSystem.Editor.InputParameterEditor{TObject}"/>
|
||
|
public static void RegisterProcessor(Type type, string name = null)
|
||
|
{
|
||
|
if (type == null)
|
||
|
throw new ArgumentNullException(nameof(type));
|
||
|
|
||
|
// Default name to name of type without Processor suffix.
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
{
|
||
|
name = type.Name;
|
||
|
if (name.EndsWith("Processor"))
|
||
|
name = name.Substring(0, name.Length - "Processor".Length);
|
||
|
}
|
||
|
|
||
|
// Flush out any precompiled layout depending on the processor.
|
||
|
var precompiledLayouts = s_Manager.m_Layouts.precompiledLayouts;
|
||
|
foreach (var key in new List<InternedString>(precompiledLayouts.Keys)) // Need to keep key list stable while iterating; ToList() for some reason not available with .NET Standard 2.0 on Mono.
|
||
|
{
|
||
|
if (StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(precompiledLayouts[key].metadata, name, ';'))
|
||
|
s_Manager.m_Layouts.precompiledLayouts.Remove(key);
|
||
|
}
|
||
|
|
||
|
s_Manager.processors.AddTypeRegistration(name, type);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register an <see cref="InputProcessor{TValue}"/> with the system.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">Type that implements <see cref="InputProcessor"/>.</typeparam>
|
||
|
/// <param name="name">Name to use for the processor. If <c>null</c> or empty, name will be taken from the short name
|
||
|
/// of <typeparamref name="T"/> (if it ends in "Processor", that suffix will be clipped from the name). Names
|
||
|
/// are case-insensitive.</param>
|
||
|
/// <remarks>
|
||
|
/// Processors are used by both bindings (see <see cref="InputBinding"/>) and by controls
|
||
|
/// (see <see cref="InputControl"/>) to post-process input values as they are being requested
|
||
|
/// from calls such as <see cref="InputAction.ReadValue{TValue}"/> or <see
|
||
|
/// cref="InputControl{T}.ReadValue"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Let's say that we want to define a processor that adds some random jitter to its input.
|
||
|
/// // We have to pick a value type to operate on if we want to derive from InputProcessor<T>
|
||
|
/// // so we go with float here.
|
||
|
/// //
|
||
|
/// // Also, as we will need to place our call to RegisterProcessor somewhere, we add attributes
|
||
|
/// // to hook into Unity's initialization. This works differently in the editor and in the player,
|
||
|
/// // so we use both [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod].
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// [InitializeOnLoad]
|
||
|
/// #endif
|
||
|
/// public class JitterProcessor : InputProcessor<float>
|
||
|
/// {
|
||
|
/// // Add a parameter that defines the amount of jitter we apply.
|
||
|
/// // This will be editable in the Unity editor UI and can be set
|
||
|
/// // programmatically in code. For example:
|
||
|
/// //
|
||
|
/// // myAction.AddBinding("<Gamepad>/rightTrigger",
|
||
|
/// // processors: "jitter(amount=0.1)");
|
||
|
/// //
|
||
|
/// [Tooltip("Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
|
||
|
/// + "to each input value.)]
|
||
|
/// public float amount;
|
||
|
///
|
||
|
/// // Process is called when an input value is read from a control. This is
|
||
|
/// // where we perform our jitter.
|
||
|
/// public override float Process(float value, InputControl control)
|
||
|
/// {
|
||
|
/// return float + Random.Range(-amount, amount);
|
||
|
/// }
|
||
|
///
|
||
|
/// // [InitializeOnLoad] will call the static class constructor which
|
||
|
/// // we use to call Register.
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// static JitterProcessor()
|
||
|
/// {
|
||
|
/// Register();
|
||
|
/// }
|
||
|
/// #endif
|
||
|
///
|
||
|
/// // [RuntimeInitializeOnLoadMethod] will make sure that Register gets called
|
||
|
/// // in the player on startup.
|
||
|
/// // NOTE: This will also get called when going into play mode in the editor. In that
|
||
|
/// // case we get two calls to Register instead of one. We don't bother with that
|
||
|
/// // here. Calling RegisterProcessor twice here doesn't do any harm.
|
||
|
/// [RuntimeInitializeOnLoadMethod]
|
||
|
/// static void Register()
|
||
|
/// {
|
||
|
/// // We don't supply a name here. The input system will take "JitterProcessor"
|
||
|
/// // and automatically snip off the "Processor" suffix thus leaving us with
|
||
|
/// // a name of "Jitter" (all this is case-insensitive).
|
||
|
/// InputSystem.RegisterProcessor<JitterProcessor>();
|
||
|
/// }
|
||
|
/// }
|
||
|
///
|
||
|
/// // It doesn't really make sense in our case as the default parameter editor is just
|
||
|
/// // fine (it will pick up the tooltip we defined above) but let's say we want to replace
|
||
|
/// // the default float edit field we get on the "amount" parameter with a slider. We can
|
||
|
/// // do so by defining a custom parameter editor.
|
||
|
/// //
|
||
|
/// // NOTE: We don't need to have a registration call here. The input system will automatically
|
||
|
/// // find our parameter editor based on the JitterProcessor type parameter we give to
|
||
|
/// // InputParameterEditor<T>.
|
||
|
/// #if UNITY_EDITOR
|
||
|
/// public class JitterProcessorEditor : InputParameterEditor<JitterProcessor>
|
||
|
/// {
|
||
|
/// public override void OnGUI()
|
||
|
/// {
|
||
|
/// target.amount = EditorGUILayout.Slider(m_AmountLabel, target.amount, 0, 0.25f);
|
||
|
/// }
|
||
|
///
|
||
|
/// private GUIContent m_AmountLabel = new GUIContent("Amount",
|
||
|
/// "Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
|
||
|
/// + "to each input value.);
|
||
|
/// }
|
||
|
/// #endif
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Note that it is allowed to register the same processor type multiple types with
|
||
|
/// different names. When doing so, the first registration is considered as the "proper"
|
||
|
/// name for the processor and all subsequent registrations will be considered aliases.
|
||
|
///
|
||
|
/// See the <a href="../manual/Processors.html">manual</a> for more details.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputProcessor{T}"/>
|
||
|
/// <seealso cref="InputBinding.processors"/>
|
||
|
/// <seealso cref="InputAction.processors"/>
|
||
|
/// <seealso cref="InputControlLayout.ControlItem.processors"/>
|
||
|
/// <seealso cref="UnityEngine.InputSystem.Editor.InputParameterEditor{TObject}"/>
|
||
|
public static void RegisterProcessor<T>(string name = null)
|
||
|
{
|
||
|
RegisterProcessor(typeof(T), name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the processor type registered under the given name. If no such processor
|
||
|
/// has been registered, return <c>null</c>.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of processor. Case-insensitive.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c> or empty.</exception>
|
||
|
/// <returns>The given processor type or <c>null</c> if not found.</returns>
|
||
|
/// <seealso cref="RegisterProcessor{T}"/>
|
||
|
public static Type TryGetProcessor(string name)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
return s_Manager.processors.LookupTypeRegistration(name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// List the names of all processors have been registered.
|
||
|
/// </summary>
|
||
|
/// <returns>List of registered processors.</returns>
|
||
|
/// <remarks>
|
||
|
/// Note that the result will include both "proper" names and aliases registered
|
||
|
/// for processors. If, for example, a given type <c>JitterProcessor</c> has been registered
|
||
|
/// under both "Jitter" and "Randomize", it will appear in the list with both those names.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="TryGetProcessor"/>
|
||
|
/// <seealso cref="RegisterProcessor{T}"/>
|
||
|
public static IEnumerable<string> ListProcessors()
|
||
|
{
|
||
|
return s_Manager.processors.names;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Devices
|
||
|
|
||
|
/// <summary>
|
||
|
/// The list of currently connected devices.
|
||
|
/// </summary>
|
||
|
/// <value>Currently connected devices.</value>
|
||
|
/// <remarks>
|
||
|
/// Note that accessing this property does not allocate. It gives read-only access
|
||
|
/// directly to the system's internal array of devices.
|
||
|
///
|
||
|
/// The value returned by this property should not be held on to. When the device
|
||
|
/// setup in the system changes, any value previously returned by this property
|
||
|
/// may become invalid. Query the property directly whenever you need it.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="AddDevice{TDevice}"/>
|
||
|
/// <seealso cref="RemoveDevice"/>
|
||
|
public static ReadOnlyArray<InputDevice> devices => s_Manager.devices;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Devices that have been disconnected but are retained by the input system in case
|
||
|
/// they are plugged back in.
|
||
|
/// </summary>
|
||
|
/// <value>Devices that have been retained by the input system in case they are plugged
|
||
|
/// back in.</value>
|
||
|
/// <remarks>
|
||
|
/// During gameplay it is undesirable to have the system allocate and release managed memory
|
||
|
/// as devices are unplugged and plugged back in as it would ultimately lead to GC spikes
|
||
|
/// during gameplay. To avoid that, input devices that have been reported by the <see cref="IInputRuntime">
|
||
|
/// runtime</see> and are removed through <see cref="DeviceRemoveEvent">events</see> are retained
|
||
|
/// by the system and then reused if the device is plugged back in.
|
||
|
///
|
||
|
/// Note that the devices moved to disconnected status will still see a <see cref="InputDeviceChange.Removed"/>
|
||
|
/// notification and a <see cref="InputDeviceChange.Added"/> notification when plugged back in.
|
||
|
///
|
||
|
/// To determine if a newly discovered device is one we have seen before, the system uses a
|
||
|
/// simple approach of comparing <see cref="InputDeviceDescription">device descriptions</see>.
|
||
|
/// Note that there can be errors and a device may be incorrectly classified as <see cref="InputDeviceChange.Reconnected"/>
|
||
|
/// when in fact it is a different device from before. The problem is that based on information
|
||
|
/// made available by platforms, it can be inherently difficult to determine whether a device is
|
||
|
/// indeed the very same one.
|
||
|
///
|
||
|
/// For example, it is often not possible to determine with 100% certainty whether an identical looking device
|
||
|
/// to one we've previously seen on a different USB port is indeed the very same device. OSs will usually
|
||
|
/// reattach a USB device to its previous instance if it is plugged into the same USB port but create a
|
||
|
/// new instance of the same device is plugged into a different port.
|
||
|
///
|
||
|
/// For devices that do relay their <see cref="InputDeviceDescription.serial">serials</see> the matching
|
||
|
/// is reliable.
|
||
|
///
|
||
|
/// The list can be purged by calling <see cref="FlushDisconnectedDevices"/>. Doing so, will release
|
||
|
/// all reference we hold to the devices or any controls inside of them and allow the devices to be
|
||
|
/// reclaimed by the garbage collector.
|
||
|
///
|
||
|
/// Note that if you call <see cref="RemoveDevice"/> explicitly, the given device is not retained
|
||
|
/// by the input system and will not appear on this list.
|
||
|
///
|
||
|
/// Also note that devices on this list will be lost when domain reloads happen in the editor (i.e. on
|
||
|
/// script recompilation and when entering play mode).
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="FlushDisconnectedDevices"/>
|
||
|
public static ReadOnlyArray<InputDevice> disconnectedDevices =>
|
||
|
new ReadOnlyArray<InputDevice>(s_Manager.m_DisconnectedDevices, 0,
|
||
|
s_Manager.m_DisconnectedDevicesCount);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is signalled when the device setup in the system changes.
|
||
|
/// </summary>
|
||
|
/// <value>Callback when device setup ni system changes.</value>
|
||
|
/// <remarks>
|
||
|
/// This can be used to detect when devices are added or removed as well as
|
||
|
/// detecting when existing devices change their configuration.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.onDeviceChange +=
|
||
|
/// (device, change) =>
|
||
|
/// {
|
||
|
/// switch (change)
|
||
|
/// {
|
||
|
/// case InputDeviceChange.Added:
|
||
|
/// Debug.Log("Device added: " + device);
|
||
|
/// break;
|
||
|
/// case InputDeviceChange.Removed:
|
||
|
/// Debug.Log("Device removed: " + device);
|
||
|
/// break;
|
||
|
/// case InputDeviceChange.ConfigurationChanged:
|
||
|
/// Debug.Log("Device configuration changed: " + device);
|
||
|
/// break;
|
||
|
/// }
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
|
||
|
/// <seealso cref="devices"/>
|
||
|
/// <seealso cref="AddDevice{TDevice}"/>
|
||
|
/// <seealso cref="RemoveDevice"/>
|
||
|
public static event Action<InputDevice, InputDeviceChange> onDeviceChange
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onDeviceChange += value;
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onDeviceChange -= value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////REVIEW: this one isn't really well-designed and the means of intercepting communication
|
||
|
//// with the backend should be revisited >1.0
|
||
|
/// <summary>
|
||
|
/// Event that is signalled when an <see cref="InputDeviceCommand"/> is sent to
|
||
|
/// an <see cref="InputDevice"/>.
|
||
|
/// </summary>
|
||
|
/// <value>Event that gets signalled on <see cref="InputDeviceCommand"/>s.</value>
|
||
|
/// <remarks>
|
||
|
/// This can be used to intercept commands and optionally handle them without them reaching
|
||
|
/// the <see cref="IInputRuntime"/>.
|
||
|
///
|
||
|
/// The first delegate in the list that returns a result other than <c>null</c> is considered
|
||
|
/// to have handled the command. If a command is handled by a delegate in the list, it will
|
||
|
/// not be sent on to the runtime.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
|
||
|
/// <seealso cref="InputDevice.ExecuteCommand{TCommand}"/>
|
||
|
/// <seealso cref="IInputRuntime.DeviceCommand"/>
|
||
|
public static event InputDeviceCommandDelegate onDeviceCommand
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onDeviceCommand += value;
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onDeviceCommand -= value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is signalled when the system is trying to match a layout to
|
||
|
/// a device it has discovered.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This event allows customizing the layout discovery process and to generate
|
||
|
/// layouts on the fly, if need be. When a device is reported from the Unity
|
||
|
/// runtime or through <see cref="AddDevice(InputDeviceDescription)"/>, it is
|
||
|
/// reported in the form of an <see cref="InputDeviceDescription"/>. The system
|
||
|
/// will take that description and run it through all the <see cref="InputDeviceMatcher"/>s
|
||
|
/// that have been registered for layouts (<see cref="RegisterLayoutMatcher{TDevice}"/>).
|
||
|
/// Based on that, it will come up with either no matching layout or with a single
|
||
|
/// layout that has the highest matching score according to <see
|
||
|
/// cref="InputDeviceMatcher.MatchPercentage"/> (or, in case multiple layouts have
|
||
|
/// the same score, the first one to achieve that score -- which is quasi-non-deterministic).
|
||
|
///
|
||
|
/// It will then take this layout name (which, again, may be empty) and invoke this
|
||
|
/// event here passing it not only the layout name but also information such as the
|
||
|
/// <see cref="InputDeviceDescription"/> for the device. Each of the callbacks hooked
|
||
|
/// into the event will be run in turn. The <em>first</em> one to return a string
|
||
|
/// that is not <c>null</c> and not empty will cause a switch from the layout the
|
||
|
/// system has chosen to the layout that has been returned by the callback. The remaining
|
||
|
/// layouts after that will then be invoked with that newly selected name but will not
|
||
|
/// be able to change the name anymore.
|
||
|
///
|
||
|
/// If none of the callbacks returns a string that is not <c>null</c> or empty,
|
||
|
/// the system will stick with the layout that it had initially selected.
|
||
|
///
|
||
|
/// Once all callbacks have been run, the system will either have a final layout
|
||
|
/// name or not. If it does, a device is created using that layout. If it does not,
|
||
|
/// no device is created.
|
||
|
///
|
||
|
/// One thing this allows is to generate callbacks on the fly. Let's say that if
|
||
|
/// an input device is reported with the "Custom" interface, we want to generate
|
||
|
/// a layout for it on the fly. For details about how to build layouts dynamically
|
||
|
/// from code, see <see cref="InputControlLayout.Builder"/> and <see cref="RegisterLayoutBuilder"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.onFindLayoutForDevice +=
|
||
|
/// (deviceId, description, matchedLayout, runtime) =>
|
||
|
/// {
|
||
|
/// // If the system does have a matching layout, we do nothing.
|
||
|
/// // This could be the case, for example, if we already generated
|
||
|
/// // a layout for the device or if someone explicitly registered
|
||
|
/// // a layout.
|
||
|
/// if (!string.IsNullOrEmpty(matchedLayout))
|
||
|
/// return null; // Tell system we did nothing.
|
||
|
///
|
||
|
/// // See if the reported device uses the "Custom" interface. We
|
||
|
/// // are only interested in those.
|
||
|
/// if (description.interfaceName != "Custom")
|
||
|
/// return null; // Tell system we did nothing.
|
||
|
///
|
||
|
/// // So now we know that we want to build a layout on the fly
|
||
|
/// // for this device. What we do is to register what's called a
|
||
|
/// // layout builder. These can use C# code to build an InputControlLayout
|
||
|
/// // on the fly.
|
||
|
///
|
||
|
/// // First we need to come up with a sufficiently unique name for the layout
|
||
|
/// // under which we register the builder. This will usually involve some
|
||
|
/// // information from the InputDeviceDescription we have been supplied with.
|
||
|
/// // Let's say we can sufficiently tell devices on our interface apart by
|
||
|
/// // product name alone. So we just do this:
|
||
|
/// var layoutName = "Custom" + description.product;
|
||
|
///
|
||
|
/// // We also need an InputDeviceMatcher that in the future will automatically
|
||
|
/// // select our newly registered layout whenever a new device of the same type
|
||
|
/// // is connected. We can get one simply like so:
|
||
|
/// var matcher = InputDeviceMatcher.FromDescription(description);
|
||
|
///
|
||
|
/// // With these pieces in place, we can register our builder which
|
||
|
/// // mainly consists of a delegate that will get invoked when an instance
|
||
|
/// // of InputControlLayout is needed for the layout.
|
||
|
/// InputSystem.RegisterLayoutBuilder(
|
||
|
/// () =>
|
||
|
/// {
|
||
|
/// // Here is where we do the actual building. In practice,
|
||
|
/// // this would probably look at the 'capabilities' property
|
||
|
/// // of the InputDeviceDescription we got and create a tailor-made
|
||
|
/// // layout. But what you put in the layout here really depends on
|
||
|
/// // the specific use case you have.
|
||
|
/// //
|
||
|
/// // We just add some preset things here which should still sufficiently
|
||
|
/// // serve as a demonstration.
|
||
|
/// //
|
||
|
/// // Note that we can base our layout here on whatever other layout
|
||
|
/// // in the system. We could extend Gamepad, for example. If we don't
|
||
|
/// // choose a base layout, the system automatically implies InputDevice.
|
||
|
///
|
||
|
/// var builder = new InputControlLayout.Builder()
|
||
|
/// .WithDisplayName(description.product);
|
||
|
///
|
||
|
/// // Add controls.
|
||
|
/// builder.AddControl("stick")
|
||
|
/// .WithLayout("Stick");
|
||
|
///
|
||
|
/// return builder.Build();
|
||
|
/// },
|
||
|
/// layoutName,
|
||
|
/// matches: matcher);
|
||
|
///
|
||
|
/// // So, we want the system to use our layout for the device that has just
|
||
|
/// // been connected. We return it from this callback to do that.
|
||
|
/// return layoutName;
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Note that it may appear like one could simply use <see cref="RegisterLayoutBuilder"/>
|
||
|
/// like below instead of going through <c>onFindLayoutForDevice</c>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.RegisterLayoutBuilder(
|
||
|
/// () =>
|
||
|
/// {
|
||
|
/// // Layout building code from above...
|
||
|
/// },
|
||
|
/// "CustomLayout",
|
||
|
/// matches: new InputDeviceMatcher().WithInterface("Custom"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// However, the difference here is that all devices using the "Custom" interface will
|
||
|
/// end up with the same single layout -- which has to be identical. By hooking into
|
||
|
/// <c>onFindLayoutForDevice</c>, it is possible to register a new layout for every new
|
||
|
/// type of device that is discovered and thus build a multitude of different layouts.
|
||
|
///
|
||
|
/// It is best to register for this callback during startup. One way to do it is to
|
||
|
/// use <c>InitializeOnLoadAttribute</c> and <c>RuntimeInitializeOnLoadMethod</c>.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="RegisterLayoutBuilder"/>
|
||
|
/// <seealso cref="InputControlLayout"/>
|
||
|
public static event InputDeviceFindControlLayoutDelegate onFindLayoutForDevice
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onFindControlLayoutForDevice += value;
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onFindControlLayoutForDevice -= value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////REVIEW: should this be disambiguated more to separate it more from sensor sampling frequency?
|
||
|
////REVIEW: this should probably be exposed as an input setting
|
||
|
/// <summary>
|
||
|
/// Frequency at which devices that need polling are being queried in the background.
|
||
|
/// </summary>
|
||
|
/// <value>Polled device sampling frequency in Hertz.</value>
|
||
|
/// <remarks>
|
||
|
/// Input data is gathered from platform APIs either as events or polled periodically.
|
||
|
///
|
||
|
/// In the former case, where we get input as events, the platform is responsible for monitoring
|
||
|
/// input devices and sending their state changes which the Unity runtime receives
|
||
|
/// and queues as <see cref="InputEvent"/>s. This form of input collection usually happens on a
|
||
|
/// system-specific thread (which may be Unity's main thread) as part of how the Unity player
|
||
|
/// loop operates. In most cases, this means that this form of input will invariably get picked up
|
||
|
/// once per frame.
|
||
|
///
|
||
|
/// In the latter case, where input has to be explicitly polled from the system, the Unity runtime
|
||
|
/// will periodically sample the state of input devices and send it off as input events. Wherever
|
||
|
/// possible, this happens in the background at a fixed frequency on a dedicated thread. The
|
||
|
/// <c>pollingFrequency</c> property controls the rate at which this sampling happens.
|
||
|
///
|
||
|
/// The unit is Hertz. A value of 120, for example, means that devices are sampled 120 times
|
||
|
/// per second.
|
||
|
///
|
||
|
/// The default polling frequency is 60 Hz.
|
||
|
///
|
||
|
/// For devices that are polled, the frequency setting will directly translate to changes in the
|
||
|
/// <see cref="InputEvent.time"/> patterns. At 60 Hz, for example, timestamps for a specific,
|
||
|
/// polled device will be spaced at roughly 1/60th of a second apart.
|
||
|
///
|
||
|
/// Note that it depends on the platform which devices are polled (if any). On Win32, for example,
|
||
|
/// only XInput gamepads are polled.
|
||
|
///
|
||
|
/// Also note that the polling frequency applies to all devices that are polled. It is not possible
|
||
|
/// to set polling frequency on a per-device basis.
|
||
|
/// </remarks>
|
||
|
public static float pollingFrequency
|
||
|
{
|
||
|
get => s_Manager.pollingFrequency;
|
||
|
set => s_Manager.pollingFrequency = value;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new device by instantiating the given device layout.
|
||
|
/// </summary>
|
||
|
/// <param name="layout">Name of the layout to instantiate. Must be a device layout. Note that
|
||
|
/// layout names are case-insensitive.</param>
|
||
|
/// <param name="name">Name to assign to the device. If null, the layout's display name (<see
|
||
|
/// cref="InputControlLayout.displayName"/> is used instead. Note that device names are made
|
||
|
/// unique automatically by the system by appending numbers to them (e.g. "gamepad", "gamepad1",
|
||
|
/// "gamepad2", etc.).</param>
|
||
|
/// <param name="variants">Semicolon-separated list of layout variants to use for the device.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="layout"/> is <c>null</c> or empty.</exception>
|
||
|
/// <returns>The newly created input device.</returns>
|
||
|
/// <remarks>
|
||
|
/// The device will be added to the <see cref="devices"/> list and a notification on
|
||
|
/// <see cref="onDeviceChange"/> will be triggered.
|
||
|
///
|
||
|
/// Note that adding a device to the system will allocate and also create garbage on the GC heap.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // This is one way to instantiate the "Gamepad" layout.
|
||
|
/// InputSystem.AddDevice("Gamepad");
|
||
|
///
|
||
|
/// // In this case, because the "Gamepad" layout is based on the Gamepad
|
||
|
/// // class, we can also do this instead:
|
||
|
/// InputSystem.AddDevice<Gamepad>();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="AddDevice{T}"/>
|
||
|
/// <seealso cref="RemoveDevice"/>
|
||
|
/// <seealso cref="onDeviceChange"/>
|
||
|
/// <seealso cref="InputDeviceChange.Added"/>
|
||
|
/// <seealso cref="devices"/>
|
||
|
/// <seealso cref="RegisterLayout(Type,string,Nullable{InputDeviceMatcher})"/>
|
||
|
public static InputDevice AddDevice(string layout, string name = null, string variants = null)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(layout))
|
||
|
throw new ArgumentNullException(nameof(layout));
|
||
|
return s_Manager.AddDevice(layout, name, new InternedString(variants));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new device by instantiating the layout registered for type <typeparamref name="TDevice"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name to assign to the device. If null, the layout's display name (<see
|
||
|
/// cref="InputControlLayout.displayName"/> is used instead. Note that device names are made
|
||
|
/// unique automatically by the system by appending numbers to them (e.g. "gamepad", "gamepad1",
|
||
|
/// "gamepad2", etc.).</param>
|
||
|
/// <typeparam name="TDevice">Type of device to add.</typeparam>
|
||
|
/// <returns>The newly added device.</returns>
|
||
|
/// <exception cref="InvalidOperationException">Instantiating the layout for <typeparamref name="TDevice"/>
|
||
|
/// did not produce a device of type <typeparamref name="TDevice"/>.</exception>
|
||
|
/// <remarks>
|
||
|
/// The device will be added to the <see cref="devices"/> list and a notification on
|
||
|
/// <see cref="onDeviceChange"/> will be triggered.
|
||
|
///
|
||
|
/// Note that adding a device to the system will allocate and also create garbage on the GC heap.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Add a gamepad.
|
||
|
/// InputSystem.AddDevice<Gamepad>();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="RemoveDevice"/>
|
||
|
/// <seealso cref="onDeviceChange"/>
|
||
|
/// <seealso cref="InputDeviceChange.Added"/>
|
||
|
/// <seealso cref="devices"/>
|
||
|
public static TDevice AddDevice<TDevice>(string name = null)
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
var device = s_Manager.AddDevice(typeof(TDevice), name);
|
||
|
if (!(device is TDevice deviceOfType))
|
||
|
{
|
||
|
// Consider the entire operation as failed, so remove the device we just added.
|
||
|
if (device != null)
|
||
|
RemoveDevice(device);
|
||
|
throw new InvalidOperationException(
|
||
|
$"Layout registered for type '{typeof(TDevice).Name}' did not produce a device of that type; layout probably has been overridden");
|
||
|
}
|
||
|
return deviceOfType;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Tell the input system that a new device has become available.
|
||
|
/// </summary>
|
||
|
/// <param name="description">Description of the input device.</param>
|
||
|
/// <returns>The newly created device that has been added to <see cref="devices"/>.</returns>
|
||
|
/// <exception cref="ArgumentException">The given <paramref name="description"/> is empty -or-
|
||
|
/// no layout can be found that matches the given device <paramref name="description"/>.</exception>
|
||
|
/// <remarks>
|
||
|
/// This method is different from methods such as <see cref="AddDevice(string,string,string)"/>
|
||
|
/// or <see cref="AddDevice{TDevice}"/> in that it employs the usual matching process the
|
||
|
/// same way that it happens when the Unity runtime reports an input device.
|
||
|
///
|
||
|
/// In particular, the same procedure described in the documentation for <see cref="onFindLayoutForDevice"/>
|
||
|
/// is employed where all registered <see cref="InputDeviceMatcher"/>s are matched against the
|
||
|
/// supplied device description and the most suitable match determines the layout to use. This in
|
||
|
/// turn is run through <see cref="onFindLayoutForDevice"/> to determine the final layout to use.
|
||
|
///
|
||
|
/// If no suitable layout can be found, the method throws <c>ArgumentException</c>.
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.AddDevice(
|
||
|
/// new InputDeviceDescription
|
||
|
/// {
|
||
|
/// interfaceName = "Custom",
|
||
|
/// product = "Product"
|
||
|
/// });
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static InputDevice AddDevice(InputDeviceDescription description)
|
||
|
{
|
||
|
if (description.empty)
|
||
|
throw new ArgumentException("Description must not be empty", nameof(description));
|
||
|
return s_Manager.AddDevice(description);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add the given device back to the system.
|
||
|
/// </summary>
|
||
|
/// <param name="device">An input device. If the device is currently already added to
|
||
|
/// the system (i.e. is in <see cref="devices"/>), the method will do nothing.</param>
|
||
|
/// <exception cref="ArgumentNullException"></exception>
|
||
|
/// <remarks>
|
||
|
/// This can be used when a device has been manually removed with <see cref="RemoveDevice"/>.
|
||
|
///
|
||
|
/// The device will be added to the <see cref="devices"/> list and a notification on
|
||
|
/// <see cref="onDeviceChange"/> will be triggered.
|
||
|
///
|
||
|
/// It may be tempting to do the following but this will not work:
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // This will *NOT* work.
|
||
|
/// var device = new Gamepad();
|
||
|
/// InputSystem.AddDevice(device);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// <see cref="InputDevice"/>s, like <see cref="InputControl"/>s in general, cannot
|
||
|
/// simply be instantiated with <c>new</c> but must be created by the input system
|
||
|
/// instead.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="RemoveDevice"/>
|
||
|
/// <seealso cref="AddDevice{TDevice}"/>
|
||
|
/// <seealso cref="devices"/>
|
||
|
public static void AddDevice(InputDevice device)
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
s_Manager.AddDevice(device);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove a device from the system such that it no longer receives input and is no longer part of the
|
||
|
/// set of devices in <see cref="devices"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to remove. If the device has already been removed (i.e. if <see cref="InputDevice.added"/>
|
||
|
/// is false), the method does nothing.</param>
|
||
|
/// <remarks>
|
||
|
/// Actions that are bound to controls on the device will automatically unbind when the device
|
||
|
/// is removed.
|
||
|
///
|
||
|
/// When a device is removed, <see cref="onDeviceChange"/> will be triggered with <see cref="InputDeviceChange.Removed"/>.
|
||
|
/// The device will be removed from <see cref="devices"/> as well as from any device-specific getters such as
|
||
|
/// <see cref="Gamepad.all"/>.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <seealso cref="InputDevice.added"/>
|
||
|
public static void RemoveDevice(InputDevice device)
|
||
|
{
|
||
|
s_Manager.RemoveDevice(device);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Purge all disconnected devices from <see cref="disconnectedDevices"/>.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This will release all references held on to for these devices or any of their controls and will
|
||
|
/// allow the devices to be reclaimed by the garbage collector.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="disconnectedDevices"/>
|
||
|
public static void FlushDisconnectedDevices()
|
||
|
{
|
||
|
s_Manager.FlushDisconnectedDevices();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the device with given name or layout <param name="nameOrLayout"/>.
|
||
|
/// Returns null if no such device currently exists.
|
||
|
/// </summary>
|
||
|
/// <param name="nameOrLayout">Unique device name or layout to search for.</param>
|
||
|
/// <returns>The device matching the given search criteria or null.</returns>
|
||
|
/// <seealso cref="GetDevice(Type)"/>
|
||
|
/// <seealso cref="GetDevice{TDevice}"/>
|
||
|
/// <seealso cref="AddDevice{TDevice}"/>
|
||
|
public static InputDevice GetDevice(string nameOrLayout)
|
||
|
{
|
||
|
return s_Manager.TryGetDevice(nameOrLayout);
|
||
|
}
|
||
|
|
||
|
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
|
||
|
/// <summary>
|
||
|
/// Return the most recently used device that is assignable to the given type <typeparamref name="TDevice"/>.
|
||
|
/// Returns null if no such device currently exists.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
|
||
|
/// <returns>The device that is assignable to the given type or null.</returns>
|
||
|
/// <seealso cref="GetDevice(string)"/>
|
||
|
/// <seealso cref="GetDevice(Type)"/>
|
||
|
public static TDevice GetDevice<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return (TDevice)GetDevice(typeof(TDevice));
|
||
|
}
|
||
|
|
||
|
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
|
||
|
/// <summary>
|
||
|
/// Return the most recently used device that is assignable to the given type <param name="type"/>.
|
||
|
/// Returns null if no such device currently exists.
|
||
|
/// </summary>
|
||
|
/// <param name="type">Type of the device</param>
|
||
|
/// <returns>The device that is assignable to the given type or null.</returns>
|
||
|
/// <seealso cref="GetDevice(string)"/>
|
||
|
/// <seealso cref="GetDevice<TDevice>()"/>
|
||
|
public static InputDevice GetDevice(Type type)
|
||
|
{
|
||
|
InputDevice result = null;
|
||
|
var lastUpdateTime = -1.0;
|
||
|
foreach (var device in devices)
|
||
|
{
|
||
|
if (!type.IsInstanceOfType(device))
|
||
|
continue;
|
||
|
|
||
|
if (result == null || device.m_LastUpdateTimeInternal > lastUpdateTime)
|
||
|
{
|
||
|
result = device;
|
||
|
lastUpdateTime = result.m_LastUpdateTimeInternal;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
|
||
|
/// <summary>
|
||
|
/// Return the device of the given type <typeparamref name="TDevice"/> that has the
|
||
|
/// given usage assigned. Returns null if no such device currently exists.
|
||
|
/// </summary>
|
||
|
/// <param name="usage">Usage of the device, e.g. "LeftHand".</param>
|
||
|
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
|
||
|
/// <returns>The device with the given type and usage or null.</returns>
|
||
|
/// <remarks>
|
||
|
/// Devices usages are most commonly employed to "tag" devices for a specific role.
|
||
|
/// A common scenario, for example, is to distinguish which hand a specific <see cref="XR.XRController"/>
|
||
|
/// is associated with. However, arbitrary usages can be assigned to devices.
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Get the left hand XRController.
|
||
|
/// var leftHand = InputSystem.GetDevice<XRController>(CommonUsages.leftHand);
|
||
|
///
|
||
|
/// // Mark gamepad #2 as being for player 1.
|
||
|
/// InputSystem.SetDeviceUsage(Gamepad.all[1], "Player1");
|
||
|
/// // And later look it up.
|
||
|
/// var player1Gamepad = InputSystem.GetDevice<Gamepad>(new InternedString("Player1"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="GetDevice(string)"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
public static TDevice GetDevice<TDevice>(InternedString usage)
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
TDevice result = null;
|
||
|
var lastUpdateTime = -1.0;
|
||
|
foreach (var device in devices)
|
||
|
{
|
||
|
var deviceOfType = device as TDevice;
|
||
|
if (deviceOfType == null)
|
||
|
continue;
|
||
|
if (!deviceOfType.usages.Contains(usage))
|
||
|
continue;
|
||
|
|
||
|
if (result == null || deviceOfType.m_LastUpdateTimeInternal > lastUpdateTime)
|
||
|
{
|
||
|
result = deviceOfType;
|
||
|
lastUpdateTime = result.m_LastUpdateTimeInternal;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the device of the given type <typeparamref name="TDevice"/> that has the
|
||
|
/// given usage assigned. Returns null if no such device currently exists.
|
||
|
/// </summary>
|
||
|
/// <param name="usage">Usage of the device, e.g. "LeftHand".</param>
|
||
|
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
|
||
|
/// <returns>The device with the given type and usage or null.</returns>
|
||
|
/// <remarks>
|
||
|
/// Devices usages are most commonly employed to "tag" devices for a specific role.
|
||
|
/// A common scenario, for example, is to distinguish which hand a specific <see cref="XR.XRController"/>
|
||
|
/// is associated with. However, arbitrary usages can be assigned to devices.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="GetDevice(InternedString)"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
public static TDevice GetDevice<TDevice>(string usage)
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return GetDevice<TDevice>(new InternedString(usage));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Look up a device by its unique ID.
|
||
|
/// </summary>
|
||
|
/// <param name="deviceId">Unique ID of device. Such as given by <see cref="InputEvent.deviceId"/>.</param>
|
||
|
/// <returns>The device for the given ID or null if no device with the given ID exists (or no longer exists).</returns>
|
||
|
/// <remarks>
|
||
|
/// Device IDs are not reused in a given session of the application (or Unity editor).
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputEvent.deviceId"/>
|
||
|
/// <seealso cref="InputDevice.deviceId"/>
|
||
|
/// <seealso cref="IInputRuntime.AllocateDeviceId"/>
|
||
|
public static InputDevice GetDeviceById(int deviceId)
|
||
|
{
|
||
|
return s_Manager.TryGetDeviceById(deviceId);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the list of devices that have been reported by the <see cref="IInputRuntime">runtime</see>
|
||
|
/// but could not be matched to any known <see cref="InputControlLayout">layout</see>.
|
||
|
/// </summary>
|
||
|
/// <returns>A list of descriptions of devices that could not be recognized.</returns>
|
||
|
/// <remarks>
|
||
|
/// If new layouts are added to the system or if additional <see cref="InputDeviceMatcher">matches</see>
|
||
|
/// are added to existing layouts, devices in this list may appear or disappear.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputDeviceMatcher"/>
|
||
|
/// <seealso cref="RegisterLayoutMatcher"/>
|
||
|
public static List<InputDeviceDescription> GetUnsupportedDevices()
|
||
|
{
|
||
|
var list = new List<InputDeviceDescription>();
|
||
|
GetUnsupportedDevices(list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Populate a list of devices that have been reported by the <see cref="IInputRuntime">runtime</see>
|
||
|
/// but could not be matched to any known <see cref="InputControlLayout">layout</see>.
|
||
|
/// </summary>
|
||
|
/// <param name="descriptions">A list to be populated with descriptions of devices that could not be recognized.</param>
|
||
|
/// <returns>The number of devices that could not be recognized.</returns>
|
||
|
/// <remarks>
|
||
|
/// If new layouts are added to the system or if additional <see cref="InputDeviceMatcher">matches</see>
|
||
|
/// are added to existing layouts, devices in this list may appear or disappear.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputDeviceMatcher"/>
|
||
|
/// <seealso cref="RegisterLayoutMatcher"/>
|
||
|
public static int GetUnsupportedDevices(List<InputDeviceDescription> descriptions)
|
||
|
{
|
||
|
return s_Manager.GetUnsupportedDevices(descriptions);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// (Re-)enable the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to enable. If already enabled, the method will do nothing.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
||
|
/// <remarks>
|
||
|
/// This can be used after a device has been disabled with <see cref="DisableDevice"/> or
|
||
|
/// with devices that start out in disabled state (usually the case for all <see cref="Sensor"/>
|
||
|
/// devices).
|
||
|
///
|
||
|
/// When enabled, a device will receive input when available.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Enable the gyroscope, if present.
|
||
|
/// if (Gyroscope.current != null)
|
||
|
/// InputSystem.EnableDevice(Gyroscope.current);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="DisableDevice"/>
|
||
|
/// <seealso cref="InputDevice.enabled"/>
|
||
|
public static void EnableDevice(InputDevice device)
|
||
|
{
|
||
|
s_Manager.EnableOrDisableDevice(device, true);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Disable the given device, i.e. "mute" it.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to disable. If already disabled, the method will do nothing.</param>
|
||
|
/// <param name="keepSendingEvents">If true, no <see cref="LowLevel.DisableDeviceCommand"/> will be sent
|
||
|
/// for the device. This means that the backend sending input events will not be notified about the device
|
||
|
/// being disabled and will thus keep sending events. This can be useful when input is being rerouted from
|
||
|
/// one device to another. For example, <see cref="TouchSimulation"/> uses this to disable the <see cref="Mouse"/>
|
||
|
/// while redirecting its events to input on a <see cref="Touchscreen"/>.<br/><br/>This parameter is false by default.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
||
|
/// <remarks>
|
||
|
/// A disabled device will not receive input and will remain in its default state. It will remain
|
||
|
/// present in the system but without actually feeding input into it.
|
||
|
///
|
||
|
/// Disabling devices is most useful for <see cref="Sensor"/> devices on battery-powered platforms
|
||
|
/// where having a sensor enabled will increase energy consumption. Sensors will usually start
|
||
|
/// out in disabled state and can be enabled, when needed, with <see cref="EnableDevice"/> and
|
||
|
/// disabled again wth this method.
|
||
|
///
|
||
|
/// However, disabling a device can be useful in other situations, too. For example, when simulating
|
||
|
/// input (say, mouse input) locally from a remote source, it can be desirable to turn off the respective
|
||
|
/// local device.
|
||
|
///
|
||
|
/// To remove a device altogether, use <see cref="RemoveDevice"/> instead. This will not only silence
|
||
|
/// input but remove the <see cref="InputDevice"/> instance from the system altogether.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="EnableDevice"/>
|
||
|
/// <seealso cref="InputDevice.enabled"/>
|
||
|
public static void DisableDevice(InputDevice device, bool keepSendingEvents = false)
|
||
|
{
|
||
|
s_Manager.EnableOrDisableDevice(device, false, keepSendingEvents ? InputManager.DeviceDisableScope.InFrontendOnly : default);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Issue a <see cref="RequestSyncCommand"/> on <paramref name="device"/>. This requests the device to
|
||
|
/// send its current state as an event. If successful, the device will be updated in the next <see cref="InputSystem.Update"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="device">An <see cref="InputDevice"/> that is currently part of <see cref="devices"/>.</param>
|
||
|
/// <returns>True if the request succeeded, false if it fails.</returns>
|
||
|
/// <remarks>
|
||
|
/// It depends on the backend/platform implementation whether explicit synchronization is supported. If it is, the method
|
||
|
/// will return true. If it is not, the method will return false and the request is ignored.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been <see cref="InputDevice.added"/>.</exception>
|
||
|
/// <seealso cref="RequestSyncCommand"/>
|
||
|
/// <seealso cref="ResetDevice"/>
|
||
|
public static bool TrySyncDevice(InputDevice device)
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
if (!device.added)
|
||
|
throw new InvalidOperationException($"Device '{device}' has not been added");
|
||
|
return device.RequestSync();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Reset the state of the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to reset. Must be <see cref="InputDevice.added"/> to the system.</param>
|
||
|
/// <param name="alsoResetDontResetControls">If true, also reset controls that are marked as <see cref="InputControlAttribute.dontReset"/>.
|
||
|
/// Leads to <see cref="InputDeviceChange.HardReset"/>.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been <see cref="InputDevice.added"/>.</exception>
|
||
|
/// <remarks>
|
||
|
/// There are two different kinds of resets performed by the input system: a "soft" reset and a "hard" reset.
|
||
|
///
|
||
|
/// A "hard" reset resets all controls on the device to their default state and also sends a <see cref="RequestResetCommand"/>
|
||
|
/// to the backend, instructing to also reset its own internal state (if any) to the default.
|
||
|
///
|
||
|
/// A "soft" reset will reset only controls that are not marked as <see cref="InputControlAttribute.noisy"/> and not marked as
|
||
|
/// <see cref="InputControlAttribute.dontReset"/>. It will also not set a <see cref="RequestResetCommand"/> to the backend,
|
||
|
/// i.e. the reset will be internal to the input system only (and thus can be partial in nature).
|
||
|
///
|
||
|
/// By default, the method will perform a "soft" reset if <paramref name="device"/> has <see cref="InputControlAttribute.noisy"/>
|
||
|
/// or <see cref="InputControlAttribute.dontReset"/> controls. If it does not, it will perform a "hard" reset.
|
||
|
///
|
||
|
/// A "hard" reset can be forced by setting <paramref name="alsoResetDontResetControls"/> to true.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // "Soft" reset the mouse. This will leave controls such as the mouse position intact
|
||
|
/// // but will reset button press states.
|
||
|
/// InputSystem.ResetDevice(Mouse.current);
|
||
|
///
|
||
|
/// // "Hard" reset the mouse. This will wipe everything and reset the mouse to its default
|
||
|
/// // state.
|
||
|
/// InputSystem.ResetDevice(Mouse.current, alsoResetDontResetControls: true);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Resetting a device will trigger a <see cref="InputDeviceChange.SoftReset"/> or <see cref="InputDeviceChange.HardReset"/>
|
||
|
/// (based on the value of <paramref name="alsoResetDontResetControls"/>) notification on <see cref="onDeviceChange"/>.
|
||
|
/// Also, all <see cref="InputAction"/>s currently in progress from controls on <paramref name="device"/> will be cancelled
|
||
|
/// (see <see cref="InputAction.canceled"/>) in a way that guarantees for them to not get triggered. That is, a reset is
|
||
|
/// semantically different from simply sending an event with default state. Using the latter, a button may be considered as
|
||
|
/// going from pressed to released whereas with a device reset, the change back to unpressed state will not be considered
|
||
|
/// a button release (and thus not trigger interactions that are waiting for a button release).
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="TrySyncDevice"/>
|
||
|
/// <seealso cref="InputDeviceChange.HardReset"/>
|
||
|
/// <seealso cref="InputDeviceChange.SoftReset"/>
|
||
|
/// <seealso cref="LowLevel.DeviceResetEvent"/>
|
||
|
public static void ResetDevice(InputDevice device, bool alsoResetDontResetControls = false)
|
||
|
{
|
||
|
s_Manager.ResetDevice(device, alsoResetDontResetControls);
|
||
|
}
|
||
|
|
||
|
// Not an auto-upgrade as it implies a change in behavior.
|
||
|
[Obsolete("Use 'ResetDevice' instead.", error: false)]
|
||
|
public static bool TryResetDevice(InputDevice device)
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
return device.RequestReset();
|
||
|
}
|
||
|
|
||
|
////REVIEW: should there be a global pause state? what about haptics that are issued *while* paused?
|
||
|
|
||
|
/// <summary>
|
||
|
/// Pause haptic effect playback on all devices.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Calls <see cref="Haptics.IHaptics.PauseHaptics"/> on all <see cref="InputDevice">input devices</see>
|
||
|
/// that implement the interface.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="ResumeHaptics"/>
|
||
|
/// <seealso cref="ResetHaptics"/>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // When going into the menu from gameplay, pause haptics.
|
||
|
/// gameplayControls.backAction.onPerformed +=
|
||
|
/// ctx =>
|
||
|
/// {
|
||
|
/// gameplayControls.Disable();
|
||
|
/// menuControls.Enable();
|
||
|
/// InputSystem.PauseHaptics();
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public static void PauseHaptics()
|
||
|
{
|
||
|
var devicesList = devices;
|
||
|
var devicesCount = devicesList.Count;
|
||
|
|
||
|
for (var i = 0; i < devicesCount; ++i)
|
||
|
{
|
||
|
var device = devicesList[i];
|
||
|
if (device is IHaptics haptics)
|
||
|
haptics.PauseHaptics();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resume haptic effect playback on all devices.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Calls <see cref="Haptics.IHaptics.ResumeHaptics"/> on all <see cref="InputDevice">input devices</see>
|
||
|
/// that implement the interface.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="PauseHaptics"/>
|
||
|
public static void ResumeHaptics()
|
||
|
{
|
||
|
var devicesList = devices;
|
||
|
var devicesCount = devicesList.Count;
|
||
|
|
||
|
for (var i = 0; i < devicesCount; ++i)
|
||
|
{
|
||
|
var device = devicesList[i];
|
||
|
if (device is IHaptics haptics)
|
||
|
haptics.ResumeHaptics();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stop haptic effect playback on all devices.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Will reset haptics effects on all devices to their default state.
|
||
|
///
|
||
|
/// Calls <see cref="Haptics.IHaptics.ResetHaptics"/> on all <see cref="InputDevice">input devices</see>
|
||
|
/// that implement the interface.
|
||
|
/// </remarks>
|
||
|
public static void ResetHaptics()
|
||
|
{
|
||
|
var devicesList = devices;
|
||
|
var devicesCount = devicesList.Count;
|
||
|
|
||
|
for (var i = 0; i < devicesCount; ++i)
|
||
|
{
|
||
|
var device = devicesList[i];
|
||
|
if (device is IHaptics haptics)
|
||
|
haptics.ResetHaptics();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Controls
|
||
|
|
||
|
/// <summary>
|
||
|
/// Set the usage tag of the given device to <paramref name="usage"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to set the usage on.</param>
|
||
|
/// <param name="usage">New usage for the device.</param>
|
||
|
/// <remarks>
|
||
|
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
|
||
|
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
|
||
|
/// but the usages can be arbitrary strings.
|
||
|
///
|
||
|
/// This method either sets the usages of the device to a single string (meaning it will
|
||
|
/// clear whatever, if any usages, the device has when the method is called) or,
|
||
|
/// if <paramref name="usage"/> is null or empty, resets the usages of the device
|
||
|
/// to be empty. To add to a device's set of usages, call <see cref="AddDeviceUsage(InputDevice,string)"/>.
|
||
|
/// To remove usages from a device, call <see cref="RemoveDeviceUsage(InputDevice,string)"/>.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Tag a gamepad to be associated with player #1.
|
||
|
/// InputSystem.SetDeviceUsage(myGamepad, "Player1");
|
||
|
///
|
||
|
/// // Create an action that binds to player #1's gamepad specifically.
|
||
|
/// var action = new InputAction(binding: "<Gamepad>{Player1}/buttonSouth");
|
||
|
///
|
||
|
/// // Move the tag from one gamepad to another.
|
||
|
/// InputSystem.SetDeviceUsage(myGamepad, null); // Clears usages on 'myGamepad'.
|
||
|
/// InputSystem.SetDeviceUsage(otherGamepad, "Player1");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="AddDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="RemoveDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void SetDeviceUsage(InputDevice device, string usage)
|
||
|
{
|
||
|
SetDeviceUsage(device, new InternedString(usage));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Set the usage tag of the given device to <paramref name="usage"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to set the usage on.</param>
|
||
|
/// <param name="usage">New usage for the device.</param>
|
||
|
/// <remarks>
|
||
|
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
|
||
|
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
|
||
|
/// but the usages can be arbitrary strings.
|
||
|
///
|
||
|
/// This method either sets the usages of the device to a single string (meaning it will
|
||
|
/// clear whatever, if any usages, the device has when the method is called) or,
|
||
|
/// if <paramref name="usage"/> is null or empty, resets the usages of the device
|
||
|
/// to be empty. To add to a device's set of usages, call <see cref="AddDeviceUsage(InputDevice,InternedString)"/>.
|
||
|
/// To remove usages from a device, call <see cref="RemoveDeviceUsage(InputDevice,InternedString)"/>.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
|
||
|
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Tag a gamepad to be associated with player #1.
|
||
|
/// InputSystem.SetDeviceUsage(myGamepad, new InternedString("Player1"));
|
||
|
///
|
||
|
/// // Create an action that binds to player #1's gamepad specifically.
|
||
|
/// var action = new InputAction(binding: "<Gamepad>{Player1}/buttonSouth");
|
||
|
///
|
||
|
/// // Move the tag from one gamepad to another.
|
||
|
/// InputSystem.SetDeviceUsage(myGamepad, null); // Clears usages on 'myGamepad'.
|
||
|
/// InputSystem.SetDeviceUsage(otherGamepad, new InternedString("Player1"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="AddDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="RemoveDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void SetDeviceUsage(InputDevice device, InternedString usage)
|
||
|
{
|
||
|
s_Manager.SetDeviceUsage(device, usage);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a usage tag to the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to add the usage to.</param>
|
||
|
/// <param name="usage">New usage to add to the device.</param>
|
||
|
/// <remarks>
|
||
|
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
|
||
|
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
|
||
|
/// but the usages can be arbitrary strings.
|
||
|
///
|
||
|
/// This method adds a new usage to the device's set of usages. If the device already has
|
||
|
/// the given usage, the method does nothing. To instead set the device's usages to a single
|
||
|
/// one, use <see cref="SetDeviceUsage(InputDevice,string)"/>. To remove usages from a device,
|
||
|
/// call <see cref="RemoveDeviceUsage(InputDevice,string)"/>.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
|
||
|
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="usage"/> is null or empty.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="RemoveDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void AddDeviceUsage(InputDevice device, string usage)
|
||
|
{
|
||
|
s_Manager.AddDeviceUsage(device, new InternedString(usage));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a usage tag to the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to add the usage to.</param>
|
||
|
/// <param name="usage">New usage to add to the device.</param>
|
||
|
/// <remarks>
|
||
|
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
|
||
|
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
|
||
|
/// but the usages can be arbitrary strings.
|
||
|
///
|
||
|
/// This method adds a new usage to the device's set of usages. If the device already has
|
||
|
/// the given usage, the method does nothing. To instead set the device's usages to a single
|
||
|
/// one, use <see cref="SetDeviceUsage(InputDevice,InternedString)"/>. To remove usages from a device,
|
||
|
/// call <see cref="RemoveDeviceUsage(InputDevice,InternedString)"/>.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
|
||
|
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="usage"/> is empty.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="RemoveDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void AddDeviceUsage(InputDevice device, InternedString usage)
|
||
|
{
|
||
|
s_Manager.AddDeviceUsage(device, usage);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove a usage tag from the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to remove the usage from.</param>
|
||
|
/// <param name="usage">Usage to remove from the device.</param>
|
||
|
/// <remarks>
|
||
|
/// This method removes an existing usage from the given device. If the device does not
|
||
|
/// have the given usage tag, the method does nothing. Use <see cref="SetDeviceUsage(InputDevice,string)"/>
|
||
|
/// or <see cref="AddDeviceUsage(InputDevice,string)"/> to add usages to a device.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
|
||
|
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="usage"/> is null or empty.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="AddDeviceUsage(InputDevice,string)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void RemoveDeviceUsage(InputDevice device, string usage)
|
||
|
{
|
||
|
s_Manager.RemoveDeviceUsage(device, new InternedString(usage));
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove a usage tag from the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to remove the usage from.</param>
|
||
|
/// <param name="usage">Usage to remove from the device.</param>
|
||
|
/// <remarks>
|
||
|
/// This method removes an existing usage from the given device. If the device does not
|
||
|
/// have the given usage tag, the method does nothing. Use <see cref="SetDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// or <see cref="AddDeviceUsage(InputDevice,InternedString)"/> to add usages to a device.
|
||
|
///
|
||
|
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
|
||
|
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
|
||
|
///
|
||
|
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
|
||
|
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="usage"/> is empty.</exception>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="SetDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="AddDeviceUsage(InputDevice,InternedString)"/>
|
||
|
/// <seealso cref="CommonUsages"/>
|
||
|
/// <seealso cref="InputDeviceChange.UsageChanged"/>
|
||
|
public static void RemoveDeviceUsage(InputDevice device, InternedString usage)
|
||
|
{
|
||
|
s_Manager.RemoveDeviceUsage(device, usage);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Find the first control that matches the given control path.
|
||
|
/// </summary>
|
||
|
/// <param name="path">Path of a control, e.g. <c>"<Gamepad>/buttonSouth"</c>. See <see cref="InputControlPath"/>
|
||
|
/// for details.</param>
|
||
|
/// <returns>The first control that matches the given path or <c>null</c> if no control matches.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// If multiple controls match the given path, which result is considered the first is indeterminate.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Add gamepad.
|
||
|
/// InputSystem.AddDevice<Gamepad>();
|
||
|
///
|
||
|
/// // Look up various controls on it.
|
||
|
/// var aButton = InputSystem.FindControl("<Gamepad>/buttonSouth");
|
||
|
/// var leftStickX = InputSystem.FindControl("*/leftStick/x");
|
||
|
/// var bButton = InputSystem.FindControl"*/{back}");
|
||
|
///
|
||
|
/// // This one returns the gamepad itself as devices are also controls.
|
||
|
/// var gamepad = InputSystem.FindControl("<Gamepad>");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlPath"/>
|
||
|
/// <seealso cref="InputControl.path"/>
|
||
|
public static InputControl FindControl(string path)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
throw new ArgumentNullException(nameof(path));
|
||
|
|
||
|
var devices = s_Manager.devices;
|
||
|
var numDevices = devices.Count;
|
||
|
|
||
|
for (var i = 0; i < numDevices; ++i)
|
||
|
{
|
||
|
var device = devices[i];
|
||
|
var control = InputControlPath.TryFindControl(device, path);
|
||
|
if (control != null)
|
||
|
return control;
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Find all controls that match the given <see cref="InputControlPath">control path</see>.
|
||
|
/// </summary>
|
||
|
/// <param name="path">Control path to search for</param>
|
||
|
/// <returns>List of <see cref="InputControl"/> which matched the given search criteria</returns>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Find all gamepads (literally: that use the "Gamepad" layout).
|
||
|
/// InputSystem.FindControls("<Gamepad>");
|
||
|
///
|
||
|
/// // Find all sticks on all gamepads.
|
||
|
/// InputSystem.FindControls("<Gamepad>/*stick");
|
||
|
///
|
||
|
/// // Same but filter stick by type rather than by name.
|
||
|
/// InputSystem.FindControls<StickControl>("<Gamepad>/*");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// <seealso cref="FindControls{TControl}(string)"/>
|
||
|
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
|
||
|
public static InputControlList<InputControl> FindControls(string path)
|
||
|
{
|
||
|
return FindControls<InputControl>(path);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Find all controls that match the given <see cref="InputControlPath">control path</see>.
|
||
|
/// </summary>
|
||
|
/// <param name="path">Control path to search for</param>
|
||
|
/// <typeparam name="TControl">Type of control <see cref="InputControl"/>.</typeparam>
|
||
|
/// <returns>Generic list of <see cref="InputControl"/> which matched the given search criteria</returns>
|
||
|
/// <seealso cref="FindControls{InputControl}(string)"/>
|
||
|
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
|
||
|
public static InputControlList<TControl> FindControls<TControl>(string path)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
var list = new InputControlList<TControl>();
|
||
|
FindControls(path, ref list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Populate a list with all controls that match the given <see cref="InputControlPath">control path</see>.
|
||
|
/// </summary>
|
||
|
/// <param name="path">Control path to search for</param>
|
||
|
/// <param name="controls">Generic list of <see cref="InputControl"/> to populate with the search results</param>
|
||
|
/// <typeparam name="TControl">Type of control <see cref="InputControl"/>.</typeparam>
|
||
|
/// <returns>Count of controls which matched the given search criteria</returns>
|
||
|
/// <seealso cref="FindControls{TControl}(string)"/>
|
||
|
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
|
||
|
public static int FindControls<TControl>(string path, ref InputControlList<TControl> controls)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
return s_Manager.GetControls(path, ref controls);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Events
|
||
|
|
||
|
internal static bool isProcessingEvents => s_Manager.isProcessingEvents;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called during <see cref="Update"/> for each event that is processed.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Every time the input system updates (see <see cref="InputSettings.updateMode"/>
|
||
|
/// or <see cref="Update"/> for details about when and how this happens),
|
||
|
/// it flushes all events from the internal event buffer.
|
||
|
///
|
||
|
/// As the Input System reads events from the buffer one by one, it will trigger this
|
||
|
/// callback for each event which originates from a recognized device, before then proceeding
|
||
|
/// to process the event. If any of the callbacks sets <see cref="InputEvent.handled"/>
|
||
|
/// to true, the event will be skipped and ignored.
|
||
|
///
|
||
|
/// Note that a device that is disabled (see <see cref="InputDevice.enabled"/>) may still get
|
||
|
/// this event signalled for it. A <see cref="DisableDeviceCommand"/> will usually be sent to
|
||
|
/// backends when a device is disabled but a backend may or may not respond to the command and
|
||
|
/// thus may or may not keep sending events for the device.
|
||
|
///
|
||
|
/// Note that the Input System does NOT sort events by timestamps (<see cref="InputEvent.time"/>).
|
||
|
/// Instead, they are consumed in the order they are produced. This means that they
|
||
|
/// will also surface on this callback in that order.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Treat left+right mouse button as middle mouse button.
|
||
|
/// // (Note: This example is more for demonstrative purposes; it isn't necessarily a good use case)
|
||
|
/// InputSystem.onEvent +=
|
||
|
/// (eventPtr, device) =>
|
||
|
/// {
|
||
|
/// // Only deal with state events.
|
||
|
/// if (!eventPtr.IsA<StateEvent>())
|
||
|
/// return;
|
||
|
///
|
||
|
/// if (!(device is Mouse mouse))
|
||
|
/// return;
|
||
|
///
|
||
|
/// mouse.leftButton.ReadValueFromEvent(eventPtr, out var lmbDown);
|
||
|
/// mouse.rightButton.ReadValueFromEvent(eventPtr, out var rmbDown);
|
||
|
///
|
||
|
/// if (lmbDown > 0 && rmbDown > 0)
|
||
|
/// mouse.middleButton.WriteValueIntoEvent(1f, eventPtr);
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// The property returns an <see cref="InputEventListener"/> struct that, beyond adding and removing
|
||
|
/// callbacks, can be used to flexibly listen in on the event stream.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Listen for mouse events.
|
||
|
/// InputSystem.onEvent
|
||
|
/// .ForDevice(Mouse.current)
|
||
|
/// .Call(e => Debug.Log("Mouse event"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// If you are looking for a way to capture events, <see cref="InputEventTrace"/> may be of
|
||
|
/// interest and an alternative to directly hooking into this event.
|
||
|
///
|
||
|
/// If you are looking to monitor changes to specific input controls, state change monitors
|
||
|
/// (see <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>
|
||
|
/// are usually a more efficient and convenient way to set this up.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
|
||
|
/// <seealso cref="QueueEvent(InputEventPtr)"/>
|
||
|
/// <seealso cref="InputEvent"/>
|
||
|
/// <seealso cref="Update"/>
|
||
|
/// <seealso cref="InputSettings.updateMode"/>
|
||
|
public static InputEventListener onEvent
|
||
|
{
|
||
|
// The listener syntax is an artificial struct. Setting it has no effect.
|
||
|
// Its only purpose is to give us access to both the += and -= syntax of C# events
|
||
|
// and at the same time provide a springboard into IObservable.
|
||
|
get => default;
|
||
|
// ReSharper disable once ValueParameterNotUsed
|
||
|
set {}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Listen through <see cref="onEvent"/> for a button to be pressed.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The listener will get triggered whenever a <see cref="ButtonControl"/> on any device in the list of <see cref="devices"/>
|
||
|
/// goes from not being pressed to being pressed.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Response to the first button press. Calls our delegate
|
||
|
/// // and then immediately stops listening.
|
||
|
/// InputSystem.onAnyButtonPress
|
||
|
/// .CallOnce(ctrl => Debug.Log($"Button {ctrl} was pressed"));
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// Note that the listener will get triggered from the first button that was found in a pressed state in a
|
||
|
/// given <see cref="InputEvent"/>. If multiple buttons are pressed in an event, the listener will not
|
||
|
/// get triggered multiple times. To get all button presses in an event, use <see cref="InputControlExtensions.GetAllButtonPresses"/>
|
||
|
/// and instead listen directly through <see cref="onEvent"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.onEvent
|
||
|
/// .Where(e => e.HasButtonPress())
|
||
|
/// .CallOnce(eventPtr =>
|
||
|
/// {
|
||
|
/// foreach (var button in l.eventPtr.GetAllButtonPresses())
|
||
|
/// Debug.Log($"Button {button} was pressed");
|
||
|
/// });
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// There is a certain overhead to listening for button presses so it is best to have listeners
|
||
|
/// installed only while the information is actually needed.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Script that will spawn a new player when a button on a device is pressed.
|
||
|
/// public class JoinPlayerOnPress : MonoBehaviour
|
||
|
/// {
|
||
|
/// // We instantiate this GameObject to create a new player object.
|
||
|
/// // Expected to have a PlayerInput component in its hierarchy.
|
||
|
/// public GameObject playerPrefab;
|
||
|
///
|
||
|
/// // We want to remove the event listener we install through InputSystem.onAnyButtonPress
|
||
|
/// // after we're done so remember it here.
|
||
|
/// private IDisposable m_EventListener;
|
||
|
///
|
||
|
/// // When enabled, we install our button press listener.
|
||
|
/// void OnEnable()
|
||
|
/// {
|
||
|
/// // Start listening.
|
||
|
/// m_EventListener =
|
||
|
/// InputSystem.onAnyButtonPress
|
||
|
/// .Call(OnButtonPressed)
|
||
|
/// }
|
||
|
///
|
||
|
/// // When disabled, we remove our button press listener.
|
||
|
/// void OnDisable()
|
||
|
/// {
|
||
|
/// m_EventListener.Dispose();
|
||
|
/// }
|
||
|
///
|
||
|
/// void OnButtonPressed(InputControl button)
|
||
|
/// {
|
||
|
/// var device = button.device;
|
||
|
///
|
||
|
/// // Ignore presses on devices that are already used by a player.
|
||
|
/// if (PlayerInput.FindFirstPairedToDevice(device) != null)
|
||
|
/// return;
|
||
|
///
|
||
|
/// // Create a new player.
|
||
|
/// var player = PlayerInput.Instantiate(playerPrefab, pairWithDevice: device);
|
||
|
///
|
||
|
/// // If the player did not end up with a valid input setup,
|
||
|
/// // unjoin the player.
|
||
|
/// if (player.hasMissingRequiredDevices)
|
||
|
/// Destroy(player);
|
||
|
///
|
||
|
/// // If we only want to join a single player, could uninstall our listener here
|
||
|
/// // or use CallOnce() instead of Call() when we set it up.
|
||
|
/// }
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="ButtonControl.isPressed"/>
|
||
|
/// <seealso cref="onEvent"/>
|
||
|
public static IObservable<InputControl> onAnyButtonPress =>
|
||
|
onEvent
|
||
|
.Select(e => e.GetFirstButtonPressOrNull()).Where(c => c != null);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an event to the internal event queue.
|
||
|
/// </summary>
|
||
|
/// <param name="eventPtr">Event to add to the internal event buffer.</param>
|
||
|
/// <exception cref="ArgumentException"><paramref name="eventPtr"/> is not
|
||
|
/// valid (see <see cref="InputEventPtr.valid"/>).</exception>
|
||
|
/// <exception cref="InvalidOperationException">The method was called from
|
||
|
/// within event processing more than 1000 times. To avoid deadlocking, this
|
||
|
/// results in an exception being thrown.</exception>
|
||
|
/// <remarks>
|
||
|
/// The event will be copied in full to the internal event buffer meaning that
|
||
|
/// you can release memory for the event after it has been queued. The internal event
|
||
|
/// buffer is flushed on the next input system update (see <see cref="Update"/>).
|
||
|
/// Note that if input is process in <c>FixedUpdate()</c> (see <see cref="InputSettings.updateMode"/>),
|
||
|
/// then the event may not get processed until its <see cref="InputEvent.time"/> timestamp
|
||
|
/// is within the update window of the input system.
|
||
|
///
|
||
|
/// As part of queuing, the event will receive its own unique ID (see <see cref="InputEvent.eventId"/>).
|
||
|
/// Note that this ID will be written into the memory buffer referenced by <paramref cref="eventPtr"/>
|
||
|
/// meaning that after calling <c>QueueEvent</c>, you will see the event ID with which the event
|
||
|
/// was queued.
|
||
|
///
|
||
|
/// Events that are queued during event processing will get processed in the same update.
|
||
|
/// This happens, for example, when queuing input from within <see cref="onEvent"/> or from
|
||
|
/// action callbacks such as <see cref="InputAction.performed"/>.
|
||
|
///
|
||
|
/// The total size of <see cref="InputEvent"/>s processed in a single update is limited by
|
||
|
/// <see cref="InputSettings.maxEventBytesPerUpdate"/>. This also prevents deadlocks when
|
||
|
/// each processing of an event leads to one or more additional events getting queued.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Queue an input event on the first gamepad.
|
||
|
/// var gamepad = Gamepad.all[0];
|
||
|
/// using (StateEvent.From(gamepad, out var eventPtr))
|
||
|
/// {
|
||
|
/// gamepad.leftStick.WriteValueIntoEvent(new Vector2(0.123f, 0.234f), eventPtr);
|
||
|
/// InputSystem.QueueEvent(eventPtr);
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="Update"/>
|
||
|
/// <seealso cref="onEvent"/>
|
||
|
/// <seealso cref="onBeforeUpdate"/>
|
||
|
/// <seealso cref="InputEvent"/>
|
||
|
public static void QueueEvent(InputEventPtr eventPtr)
|
||
|
{
|
||
|
if (!eventPtr.valid)
|
||
|
throw new ArgumentException("Received a null event pointer", nameof(eventPtr));
|
||
|
|
||
|
s_Manager.QueueEvent(eventPtr);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an event to the internal event queue.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TEvent">Type of event to look enqueue.</typeparam>
|
||
|
/// <param name="inputEvent">Event to add to the internal event buffer.</param>
|
||
|
/// <remarks>
|
||
|
/// The event will be copied in full to the internal event buffer. The internal event
|
||
|
/// buffer is flushed on the next input system update (see <see cref="Update"/>).
|
||
|
/// Note that if input is process in <c>FixedUpdate()</c> (see <see cref="InputSettings.updateMode"/>),
|
||
|
/// then the event may not get processed until its <see cref="InputEvent.time"/> timestamp
|
||
|
/// is within the update window of the input system.
|
||
|
///
|
||
|
/// As part of queuing, the event will receive its own unique ID (see <see cref="InputEvent.eventId"/>).
|
||
|
/// Note that this ID will be written into <paramref name="inputEvent"/>
|
||
|
/// meaning that after calling this method, you will see the event ID with which the event
|
||
|
/// was queued.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Queue a disconnect event on the first gamepad.
|
||
|
/// var inputEvent = DeviceRemoveEvent(Gamepad.all[0].deviceId);
|
||
|
/// InputSystem.QueueEvent(inputEvent);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="Update"/>
|
||
|
/// <seealso cref="onEvent"/>
|
||
|
/// <seealso cref="onBeforeUpdate"/>
|
||
|
public static void QueueEvent<TEvent>(ref TEvent inputEvent)
|
||
|
where TEvent : struct, IInputEventTypeInfo
|
||
|
{
|
||
|
s_Manager.QueueEvent(ref inputEvent);
|
||
|
}
|
||
|
|
||
|
////REVIEW: consider moving these out into extension methods in UnityEngine.InputSystem.LowLevel
|
||
|
|
||
|
////TODO: find a more elegant solution for this
|
||
|
// Mono will ungracefully poop exceptions if we try to use LayoutKind.Explicit in generic
|
||
|
// structs. So we can't just stuff a generic TState into a StateEvent<TState> and enforce
|
||
|
// proper layout. Thus the jumping through lots of ugly hoops here.
|
||
|
private unsafe struct StateEventBuffer
|
||
|
{
|
||
|
public StateEvent stateEvent;
|
||
|
public const int kMaxSize = 512;
|
||
|
public fixed byte data[kMaxSize - 1]; // StateEvent already adds one.
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// Queue a <see cref="StateEvent"/> to update the input state of the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device whose input state to update</param>
|
||
|
/// <param name="state"></param>
|
||
|
/// <param name="time">Timestamp for the event. If not supplied, the current time is used. Note
|
||
|
/// that if the given time is in the future and events processed in
|
||
|
/// <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html">FixedUpdate</a> (see <see cref="InputSettings.updateMode"/>),
|
||
|
/// the event will only get processed once the actual time has caught up with the given time.</param>
|
||
|
/// <typeparam name="TState">Type of input state, such as <see cref="MouseState"/>. Must match the expected
|
||
|
/// type of state of <paramref name="device"/>.</typeparam>
|
||
|
/// <remarks>
|
||
|
/// The given state must match exactly what is expected by the given device. If unsure, an alternative
|
||
|
/// is to grab the state as an event directly from the device using <see
|
||
|
/// cref="StateEvent.From(InputDevice,out InputEventPtr,Unity.Collections.Allocator)"/> which can then
|
||
|
/// be queued using <see cref="QueueEvent(InputEventPtr)"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Allocates temporary, unmanaged memory for the event.
|
||
|
/// // using statement automatically disposes the memory once we have queued the event.
|
||
|
/// using (StateEvent.From(Mouse.current, out var eventPtr))
|
||
|
/// {
|
||
|
/// // Use controls on mouse to write values into event.
|
||
|
/// Mouse.current.position.WriteValueIntoEvent(new Vector(123, 234), eventPtr);
|
||
|
///
|
||
|
/// // Queue event.
|
||
|
/// InputSystem.QueueEvent(eventPtr);
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
///
|
||
|
/// The event will only be queued and not processed right away. This means that the state of
|
||
|
/// <paramref name="device"/> will not change immediately as a result of calling this method. Instead,
|
||
|
/// the event will be processed as part of the next input update.
|
||
|
///
|
||
|
/// Note that this method updates the complete input state of the device including all of its
|
||
|
/// controls. To update just part of the state of a device, you can use <see cref="QueueDeltaStateEvent{TDelta}"/>
|
||
|
/// (however, note that there are some restrictions; see documentation).
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.QueueStateEvent(Mouse.current, new MouseState { position = new Vector(123, 234) });
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been added to the system
|
||
|
/// (<see cref="AddDevice(InputDevice)"/>) and thus cannot receive events.</exception>
|
||
|
/// <exception cref="ArgumentException"></exception>
|
||
|
public static unsafe void QueueStateEvent<TState>(InputDevice device, TState state, double time = -1)
|
||
|
where TState : struct, IInputStateTypeInfo
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
|
||
|
// Make sure device is actually in the system.
|
||
|
if (device.m_DeviceIndex == InputDevice.kInvalidDeviceIndex)
|
||
|
throw new InvalidOperationException(
|
||
|
$"Cannot queue state event for device '{device}' because device has not been added to system");
|
||
|
|
||
|
////REVIEW: does it make more sense to go off the 'stateBlock' on the device and let that determine size?
|
||
|
|
||
|
var stateSize = (uint)UnsafeUtility.SizeOf<TState>();
|
||
|
if (stateSize > StateEventBuffer.kMaxSize)
|
||
|
throw new ArgumentException(
|
||
|
$"Size of '{typeof(TState).Name}' exceeds maximum supported state size of {StateEventBuffer.kMaxSize}",
|
||
|
nameof(state));
|
||
|
var eventSize = UnsafeUtility.SizeOf<StateEvent>() + stateSize - StateEvent.kStateDataSizeToSubtract;
|
||
|
|
||
|
if (time < 0)
|
||
|
time = InputRuntime.s_Instance.currentTime;
|
||
|
else
|
||
|
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
||
|
|
||
|
StateEventBuffer eventBuffer;
|
||
|
eventBuffer.stateEvent =
|
||
|
new StateEvent
|
||
|
{
|
||
|
baseEvent = new InputEvent(StateEvent.Type, (int)eventSize, device.deviceId, time),
|
||
|
stateFormat = state.format
|
||
|
};
|
||
|
|
||
|
var ptr = eventBuffer.stateEvent.stateData;
|
||
|
UnsafeUtility.MemCpy(ptr, UnsafeUtility.AddressOf(ref state), stateSize);
|
||
|
|
||
|
s_Manager.QueueEvent(ref eventBuffer.stateEvent);
|
||
|
}
|
||
|
|
||
|
private unsafe struct DeltaStateEventBuffer
|
||
|
{
|
||
|
public DeltaStateEvent stateEvent;
|
||
|
public const int kMaxSize = 512;
|
||
|
public fixed byte data[kMaxSize - 1]; // DeltaStateEvent already adds one.
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue a <see cref="DeltaStateEvent"/> to update part of the input state of the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="control">Control on a device to update state of.</param>
|
||
|
/// <param name="delta">New state for the control. Type of state must match the state of the control.</param>
|
||
|
/// <param name="time"></param>
|
||
|
/// <typeparam name="TDelta"></typeparam>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="control"/> is null.</exception>
|
||
|
/// <exception cref="InvalidOperationException"></exception>
|
||
|
/// <exception cref="ArgumentException"></exception>
|
||
|
public static unsafe void QueueDeltaStateEvent<TDelta>(InputControl control, TDelta delta, double time = -1)
|
||
|
where TDelta : struct
|
||
|
{
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
|
||
|
if (control.stateBlock.bitOffset != 0)
|
||
|
throw new InvalidOperationException(
|
||
|
$"Cannot send delta state events against bitfield controls: {control}");
|
||
|
|
||
|
// Make sure device is actually in the system.
|
||
|
var device = control.device;
|
||
|
if (device.m_DeviceIndex == InputDevice.kInvalidDeviceIndex)
|
||
|
throw new InvalidOperationException(
|
||
|
$"Cannot queue state event for control '{control}' on device '{device}' because device has not been added to system");
|
||
|
|
||
|
if (time < 0)
|
||
|
time = InputRuntime.s_Instance.currentTime;
|
||
|
else
|
||
|
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
||
|
|
||
|
var deltaSize = (uint)UnsafeUtility.SizeOf<TDelta>();
|
||
|
if (deltaSize > DeltaStateEventBuffer.kMaxSize)
|
||
|
throw new ArgumentException(
|
||
|
$"Size of state delta '{typeof(TDelta).Name}' exceeds maximum supported state size of {DeltaStateEventBuffer.kMaxSize}",
|
||
|
nameof(delta));
|
||
|
|
||
|
////TODO: recognize a matching C# representation of a state format and convert to what we expect for trivial cases
|
||
|
if (deltaSize != control.stateBlock.alignedSizeInBytes)
|
||
|
throw new ArgumentException(
|
||
|
$"Size {deltaSize} of delta state of type {typeof(TDelta).Name} provided for control '{control}' does not match size {control.stateBlock.alignedSizeInBytes} of control",
|
||
|
nameof(delta));
|
||
|
|
||
|
var eventSize = UnsafeUtility.SizeOf<DeltaStateEvent>() + deltaSize - 1;
|
||
|
|
||
|
DeltaStateEventBuffer eventBuffer;
|
||
|
eventBuffer.stateEvent =
|
||
|
new DeltaStateEvent
|
||
|
{
|
||
|
baseEvent = new InputEvent(DeltaStateEvent.Type, (int)eventSize, device.deviceId, time),
|
||
|
stateFormat = device.stateBlock.format,
|
||
|
stateOffset = control.m_StateBlock.byteOffset - device.m_StateBlock.byteOffset
|
||
|
};
|
||
|
|
||
|
var ptr = eventBuffer.stateEvent.stateData;
|
||
|
UnsafeUtility.MemCpy(ptr, UnsafeUtility.AddressOf(ref delta), deltaSize);
|
||
|
|
||
|
s_Manager.QueueEvent(ref eventBuffer.stateEvent);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue a <see cref="DeviceConfigurationEvent"/> that signals that the configuration of the given device has changed
|
||
|
/// and that cached configuration will thus have to be refreshed.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device whose configuration has changed.</param>
|
||
|
/// <param name="time">Timestamp for the event. If not supplied, the current time will be used.</param>
|
||
|
/// <remarks>
|
||
|
/// All state of an input device that is not input or output state is considered its "configuration".
|
||
|
///
|
||
|
/// A simple example is keyboard layouts. A <see cref="Keyboard"/> will typically have an associated
|
||
|
/// keyboard layout that dictates the function of each key and which can be changed by the user at the
|
||
|
/// system level. In the input system, the current keyboard layout can be queried via <see cref="Keyboard.keyboardLayout"/>.
|
||
|
/// When the layout changes at the system level, the input backend sends a configuration change event
|
||
|
/// to signal that the configuration of the keyboard has changed and that cached data may be outdated.
|
||
|
/// In response, <see cref="Keyboard"/> will flush out cached information such as the name of the keyboard
|
||
|
/// layout and display names (<see cref="InputControl.displayName"/>) of individual keys which causes them
|
||
|
/// to be fetched again from the backend the next time they are accessed.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been added
|
||
|
/// (<see cref="InputDevice.added"/>; <see cref="AddDevice(InputDevice)"/>) and thus cannot
|
||
|
/// receive events.</exception>
|
||
|
public static void QueueConfigChangeEvent(InputDevice device, double time = -1)
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
if (device.deviceId == InputDevice.InvalidDeviceId)
|
||
|
throw new InvalidOperationException("Device has not been added");
|
||
|
|
||
|
if (time < 0)
|
||
|
time = InputRuntime.s_Instance.currentTime;
|
||
|
else
|
||
|
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
||
|
|
||
|
var inputEvent = DeviceConfigurationEvent.Create(device.deviceId, time);
|
||
|
s_Manager.QueueEvent(ref inputEvent);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue a <see cref="TextEvent"/> on the given device.
|
||
|
/// </summary>
|
||
|
/// <param name="device">Device to queue the event on.</param>
|
||
|
/// <param name="character">Text character to input through the event.</param>
|
||
|
/// <param name="time">Optional event time stamp. If not supplied, the current time will be used.</param>
|
||
|
/// <remarks>
|
||
|
/// Text input is sent to devices character by character. This allows sending strings of arbitrary
|
||
|
/// length without necessary incurring GC overhead.
|
||
|
///
|
||
|
/// For the event to have any effect on <paramref name="device"/>, the device must
|
||
|
/// implement <see cref="ITextInputReceiver"/>. It will see <see cref="ITextInputReceiver.OnTextInput"/>
|
||
|
/// being called when the event is processed.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><paramref name="device"/> is a device that has not been
|
||
|
/// added to the system.</exception>
|
||
|
/// <seealso cref="Keyboard.onTextInput"/>
|
||
|
public static void QueueTextEvent(InputDevice device, char character, double time = -1)
|
||
|
{
|
||
|
if (device == null)
|
||
|
throw new ArgumentNullException(nameof(device));
|
||
|
if (device.deviceId == InputDevice.InvalidDeviceId)
|
||
|
throw new InvalidOperationException("Device has not been added");
|
||
|
|
||
|
if (time < 0)
|
||
|
time = InputRuntime.s_Instance.currentTime;
|
||
|
else
|
||
|
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
|
||
|
|
||
|
var inputEvent = TextEvent.Create(device.deviceId, character, time);
|
||
|
s_Manager.QueueEvent(ref inputEvent);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Run a single update of input state.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Except in tests and when using <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>, this method should not
|
||
|
/// normally be called. The input system will automatically update as part of the player loop as
|
||
|
/// determined by <see cref="InputSettings.updateMode"/>. Calling this method is equivalent to
|
||
|
/// inserting extra frames, i.e. it will advance the entire state of the input system by one complete
|
||
|
/// frame.
|
||
|
///
|
||
|
/// When using <see cref="InputUpdateType.Manual"/>, this method MUST be called for input to update in the
|
||
|
/// player. Not calling the method as part of the player loop may result in excessive memory
|
||
|
/// consumption and/or potential loss of input.
|
||
|
///
|
||
|
/// Each update will flush out buffered input events and cause them to be processed. This in turn
|
||
|
/// will update the state of input devices (<see cref="InputDevice"/>) and trigger actions (<see cref="InputAction"/>)
|
||
|
/// that monitor affected device state.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputUpdateType"/>
|
||
|
/// <seealso cref="InputSettings.updateMode"/>
|
||
|
public static void Update()
|
||
|
{
|
||
|
s_Manager.Update();
|
||
|
}
|
||
|
|
||
|
internal static void Update(InputUpdateType updateType)
|
||
|
{
|
||
|
if (updateType != InputUpdateType.None && (s_Manager.updateMask & updateType) == 0)
|
||
|
throw new InvalidOperationException(
|
||
|
$"'{updateType}' updates are not enabled; InputSystem.settings.updateMode is set to '{settings.updateMode}'");
|
||
|
s_Manager.Update(updateType);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is fired before the input system updates.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The input system updates in sync with player loop and editor updates. Input updates
|
||
|
/// are run right before the respective script update. For example, an input update for
|
||
|
/// <see cref="InputUpdateType.Dynamic"/> is run before <c>MonoBehaviour.Update</c> methods
|
||
|
/// are executed.
|
||
|
///
|
||
|
/// The update callback itself is triggered before the input system runs its own update and
|
||
|
/// before it flushes out its event queue. This means that events queued from a callback will
|
||
|
/// be fed right into the upcoming update.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="onAfterUpdate"/>
|
||
|
/// <seealso cref="Update"/>
|
||
|
public static event Action onBeforeUpdate
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onBeforeUpdate += value;
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onBeforeUpdate -= value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is fired after the input system has completed an update and processed all pending events.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="onBeforeUpdate"/>
|
||
|
/// <seealso cref="Update"/>
|
||
|
public static event Action onAfterUpdate
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onAfterUpdate += value;
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
lock (s_Manager)
|
||
|
s_Manager.onAfterUpdate -= value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Settings
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current configuration of the input system.
|
||
|
/// </summary>
|
||
|
/// <value>Global configuration object for the input system.</value>
|
||
|
/// <remarks>
|
||
|
/// The input system can be configured on a per-project basis. Settings can either be created and
|
||
|
/// installed on the fly or persisted as assets in the project.
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException">Value is null when setting the property.</exception>
|
||
|
public static InputSettings settings
|
||
|
{
|
||
|
get => s_Manager.settings;
|
||
|
set
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
|
||
|
if (s_Manager.m_Settings == value)
|
||
|
return;
|
||
|
|
||
|
// In the editor, we keep track of the settings asset through EditorBuildSettings.
|
||
|
#if UNITY_EDITOR
|
||
|
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(value)))
|
||
|
{
|
||
|
EditorBuildSettings.AddConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey,
|
||
|
value, true);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
s_Manager.settings = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is triggered if any of the properties in <see cref="settings"/> changes or if
|
||
|
/// <see cref="settings"/> is replaced entirely with a new <see cref="InputSettings"/> object.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="settings"/>
|
||
|
/// <seealso cref="InputSettings"/>
|
||
|
public static event Action onSettingsChange
|
||
|
{
|
||
|
add => s_Manager.onSettingsChange += value;
|
||
|
remove => s_Manager.onSettingsChange -= value;
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>
|
||
|
/// Callback that can be used to display a warning and draw additional custom Editor UI for bindings.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="InputBinding"/>
|
||
|
/// <remarks>
|
||
|
/// This allows Users to control the behavior of the <see cref="InputActionAsset"/> Editor.
|
||
|
/// Specifically this controls whether a warning icon will appear next to a particular
|
||
|
/// <see cref="InputBinding"/> in the list and also draw custom UI content for it once
|
||
|
/// it is selected.
|
||
|
/// By default no callbacks exist and therefore no warnings or custom content will be shown.
|
||
|
/// A User interested in customizing this behavior is expected to provide a callback function here.
|
||
|
/// This callback function will receive the binding path to be inspected.
|
||
|
/// The callback is then expected to either return null to indicate no warning is to be displayed
|
||
|
/// for this binding path or a <see cref="System.Action"/> which contains the custom rendering function
|
||
|
/// to be shown in the Binding properties panel when a InputBinding has been selected.
|
||
|
/// Returning any <see cref="System.Action"/> will also display a small warning icon next to the
|
||
|
/// particular <see cref="InputBinding"/> in the list, regardless of the contents of that function.
|
||
|
/// </remarks>
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.customBindingPathValidators += (string bindingPath) => {
|
||
|
/// // Mark <Gamepad> bindings with a warning
|
||
|
/// if (!bindingPath.StartsWith("<Gamepad>"))
|
||
|
/// return null;
|
||
|
///
|
||
|
/// // Draw the warning information in the Binding Properties panel
|
||
|
/// return () =>
|
||
|
/// {
|
||
|
/// GUILayout.BeginVertical("GroupBox");
|
||
|
/// GUILayout.BeginHorizontal();
|
||
|
/// GUILayout.Box(EditorGUIUtility.FindTexture("console.warnicon.sml"));
|
||
|
/// GUILayout.Label(
|
||
|
/// "This binding is inactive because it refers to a disabled OpenXR interaction profile.",
|
||
|
/// EditorStyles.wordWrappedLabel);
|
||
|
/// GUILayout.EndHorizontal();
|
||
|
///
|
||
|
/// GUILayout.Button("Manage Interaction Profiles");
|
||
|
/// GUILayout.EndVertical();
|
||
|
/// };
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public static event CustomBindingPathValidator customBindingPathValidators
|
||
|
{
|
||
|
add => s_Manager.customBindingPathValidators += value;
|
||
|
remove => s_Manager.customBindingPathValidators -= value;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Invokes any custom UI rendering code for this Binding Path in the editor.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="customBindingPathValidators"/>
|
||
|
/// <remarks>
|
||
|
/// This is called internally by the <see cref="InputActionAsset"/> Editor while displaying
|
||
|
/// the properties for a <see cref="InputBinding"/>.
|
||
|
/// This is not intended to be called directly.
|
||
|
/// Please use <see cref="customBindingPathValidators"/> instead.
|
||
|
/// </remarks>
|
||
|
internal static void OnDrawCustomWarningForBindingPath(string bindingPath)
|
||
|
{
|
||
|
s_Manager.OnDrawCustomWarningForBindingPath(bindingPath);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Determines if any warning icon is to be displayed for this Binding Path in the editor.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="customBindingPathValidators"/>
|
||
|
/// <remarks>
|
||
|
/// This is called internally by the <see cref="InputActionAsset"/> Editor while displaying
|
||
|
/// the list of each <see cref="InputBinding"/>.
|
||
|
/// This is not intended to be called directly.
|
||
|
/// Please use <see cref="customBindingPathValidators"/> instead.
|
||
|
/// </remarks>
|
||
|
internal static bool ShouldDrawWarningIconForBinding(string bindingPath)
|
||
|
{
|
||
|
return s_Manager.ShouldDrawWarningIconForBinding(bindingPath);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Actions
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
// EnteredEditMode Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode.
|
||
|
// ExitingEditMode Occurs when exiting edit mode, before the Editor is in play mode.
|
||
|
// EnteredPlayMode Occurs during the next update of the Editor application if it is in play mode and was previously in edit mode.
|
||
|
// ExitingPlayMode Occurs when exiting play mode, before the Editor is in edit mode.
|
||
|
//
|
||
|
// Using the EnteredEditMode / EnteredPlayMode states to transition the actions' enabled
|
||
|
// state ensures that the they are active in all of these MonoBehavior methods:
|
||
|
//
|
||
|
// Awake() / Start() / OnEnable() / OnDisable() / OnDestroy()
|
||
|
//
|
||
|
private static void EnableActions()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
// Abort if not in play-mode in editor
|
||
|
if (!EditorApplication.isPlayingOrWillChangePlaymode)
|
||
|
return;
|
||
|
#endif // UNITY_EDITOR
|
||
|
if (actions == null)
|
||
|
return;
|
||
|
|
||
|
actions.Enable();
|
||
|
}
|
||
|
|
||
|
private static void DisableActions(bool triggerSetupChanged = false)
|
||
|
{
|
||
|
// Make sure project wide input actions are disabled
|
||
|
var projectWideActions = actions;
|
||
|
if (projectWideActions == null)
|
||
|
return;
|
||
|
|
||
|
projectWideActions.Disable();
|
||
|
|
||
|
if (triggerSetupChanged)
|
||
|
projectWideActions.OnSetupChanged();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// An input action asset (see <see cref="InputActionAsset"/>) which is always available if
|
||
|
/// assigned in Input System Package settings in Edit, Project Settings, Input System Package in editor.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Project-wide actions may only be assigned in Edit Mode and any attempt to change this property
|
||
|
/// in Play Mode will result in an <c>System.Exception</c> being thrown.
|
||
|
/// A default set of actions and action maps are installed and enabled by default on every project
|
||
|
/// that enables Project-wide Input Actions by assigning a project-wide asset in Project Settings.
|
||
|
/// These actions and their bindings may be modified in the Project Settings.
|
||
|
///
|
||
|
/// All actions in the associated <c>InputActionAsset</c> will be automatically enabled when entering
|
||
|
/// Play Mode and automatically disabled when exiting Play Mode.
|
||
|
/// The asset associated with this property will be included in a Player build as a preloaded asset.
|
||
|
///
|
||
|
/// Note that attempting to assign a non-persisted <c>InputActionAsset</c> to this property will result in
|
||
|
/// <c>ArgumentException</c> being thrown.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputActionAsset"/>
|
||
|
/// <seealso cref="InputActionMap"/>
|
||
|
/// <seealso cref="InputAction"/>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// public class MyScript : MonoBehaviour
|
||
|
/// {
|
||
|
/// InputAction move;
|
||
|
/// InputAction jump;
|
||
|
///
|
||
|
/// void Start()
|
||
|
/// {
|
||
|
/// // Get InputAction references from Project-wide input actions.
|
||
|
/// if (InputSystem.actions)
|
||
|
/// {
|
||
|
/// move = InputSystem.actions.FindAction("Player/Move");
|
||
|
/// jump = InputSystem.actions.FindAction("Player/Jump");
|
||
|
/// }
|
||
|
/// }
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public static InputActionAsset actions
|
||
|
{
|
||
|
get => s_Manager?.actions;
|
||
|
set
|
||
|
{
|
||
|
// Prevent this property from being assigned in play-mode.
|
||
|
if (Application.isPlaying)
|
||
|
throw new Exception($"Attempted to set property InputSystem.actions during Play-mode which is not supported. Assigning this property is only allowed in Edit-mode.");
|
||
|
|
||
|
// Note that we use reference equality to determine if object changed or not.
|
||
|
// This allows us to change the associated value even if changed or destroyed.
|
||
|
var current = s_Manager.actions;
|
||
|
if (ReferenceEquals(current, value))
|
||
|
return;
|
||
|
|
||
|
var valueIsNotNull = value != null;
|
||
|
#if UNITY_EDITOR
|
||
|
// Do not allow assigning non-persistent assets (pure in-memory objects)
|
||
|
if (valueIsNotNull && !EditorUtility.IsPersistent(value))
|
||
|
throw new ArgumentException($"Assigning a non-persistent {nameof(InputActionAsset)} to this property is not allowed. The assigned asset need to be persisted on disc inside the /Assets folder.");
|
||
|
|
||
|
// Track reference to enable including it in built Players, note that it will discard any non-persisted
|
||
|
// object reference
|
||
|
ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild = value;
|
||
|
#endif // UNITY_EDITOR
|
||
|
|
||
|
// Update underlying value
|
||
|
s_Manager.actions = value;
|
||
|
|
||
|
// Note that we do not enable/disable any actions until play-mode
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is triggered if the instance assigned to property <see cref="actions"/> changes.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Note that any event handlers registered to this event will only receive callbacks in Edit mode
|
||
|
/// since assigning <c>InputSystem.actions</c> is not possible in Play mode.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="actions"/>
|
||
|
/// <seealso cref="InputActionAsset"/>
|
||
|
public static event Action onActionsChange
|
||
|
{
|
||
|
add => s_Manager.onActionsChange += value;
|
||
|
remove => s_Manager.onActionsChange -= value;
|
||
|
}
|
||
|
|
||
|
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is signalled when the state of enabled actions in the system changes or
|
||
|
/// when actions are triggered.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The object received by the callback is either an <see cref="InputAction"/>,
|
||
|
/// <see cref="InputActionMap"/>, or <see cref="InputActionAsset"/> depending on whether the
|
||
|
/// <see cref="InputActionChange"/> affects a single action, an entire action map, or an
|
||
|
/// entire action asset.
|
||
|
///
|
||
|
/// For <see cref="InputActionChange.BoundControlsAboutToChange"/> and <see cref="InputActionChange.BoundControlsChanged"/>,
|
||
|
/// the given object is an <see cref="InputAction"/> if the action is not part of an action map,
|
||
|
/// an <see cref="InputActionMap"/> if the actions are part of a map but not part of an asset, and an
|
||
|
/// <see cref="InputActionAsset"/> if the actions are part of an asset. In other words, the notification is
|
||
|
/// sent for the topmost object in the hierarchy.
|
||
|
/// </remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// InputSystem.onActionChange +=
|
||
|
/// (obj, change) =>
|
||
|
/// {
|
||
|
/// if (change == InputActionChange.ActionPerformed)
|
||
|
/// {
|
||
|
/// var action = (InputAction)obj;
|
||
|
/// var control = action.activeControl;
|
||
|
/// //...
|
||
|
/// }
|
||
|
/// else if (change == InputActionChange.ActionMapEnabled)
|
||
|
/// {
|
||
|
/// var actionMap = (InputActionMap)obj;
|
||
|
/// //...
|
||
|
/// }
|
||
|
/// else if (change == InputActionChange.BoundControlsChanged)
|
||
|
/// {
|
||
|
/// // This is one way to deal with the fact that obj may be an InputAction
|
||
|
/// // InputActionMap, or InputActionAsset and may be part of an InputActionAsset or not.
|
||
|
/// var action = obj as InputAction;
|
||
|
/// var actionMap = action?.actionMap ?? obj as InputActionMap;
|
||
|
/// var actionAsset = actionMap?.asset ?? obj as InputActionAsset;
|
||
|
///
|
||
|
/// // Note that if bound controls are changed on any map in an asset, there *will*
|
||
|
/// // be a BoundControlsChanged notification for the entire asset.
|
||
|
///
|
||
|
/// //...
|
||
|
/// }
|
||
|
/// };
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// <seealso cref="InputAction.controls"/>
|
||
|
public static event Action<object, InputActionChange> onActionChange
|
||
|
{
|
||
|
add
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
InputActionState.s_GlobalState.onActionChange.AddCallback(value);
|
||
|
}
|
||
|
remove
|
||
|
{
|
||
|
if (value == null)
|
||
|
throw new ArgumentNullException(nameof(value));
|
||
|
InputActionState.s_GlobalState.onActionChange.RemoveCallback(value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a new type of interaction with the system.
|
||
|
/// </summary>
|
||
|
/// <param name="type">Type that implements the interaction. Must support <see cref="InputInteraction"/>.</param>
|
||
|
/// <param name="name">Name to register the interaction with. This is used in bindings to refer to the interaction
|
||
|
/// (e.g. an interactions called "Tap" can be added to a binding by listing it in its <see cref="InputBinding.interactions"/>
|
||
|
/// property). If no name is supplied, the short name of <paramref name="type"/> is used (with "Interaction" clipped off
|
||
|
/// the name if the type name ends in that).</param>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Interaction that is performed when control resets to default state.
|
||
|
/// public class ResetInteraction : InputInteraction
|
||
|
/// {
|
||
|
/// public void Process(ref InputInteractionContext context)
|
||
|
/// {
|
||
|
/// if (context.isWaiting && !context.controlHasDefaultValue)
|
||
|
/// context.Started();
|
||
|
/// else if (context.isStarted && context.controlHasDefaultValue)
|
||
|
/// context.Performed();
|
||
|
/// }
|
||
|
/// }
|
||
|
///
|
||
|
/// // Make interaction globally available on bindings.
|
||
|
/// // "Interaction" suffix in type name will get dropped automatically.
|
||
|
/// InputSystem.RegisterInteraction(typeof(ResetInteraction));
|
||
|
///
|
||
|
/// // Set up action with binding that has the 'reset' interaction applied to it.
|
||
|
/// var action = new InputAction(binding: "/<Gamepad>/buttonSouth", interactions: "reset");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// <seealso cref="IInputInteraction"/>
|
||
|
/// <seealso cref="RegisterInteraction{T}"/>
|
||
|
/// <seealso cref="TryGetInteraction"/>
|
||
|
/// <seealso cref="ListInteractions"/>
|
||
|
public static void RegisterInteraction(Type type, string name = null)
|
||
|
{
|
||
|
if (type == null)
|
||
|
throw new ArgumentNullException(nameof(type));
|
||
|
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
{
|
||
|
name = type.Name;
|
||
|
if (name.EndsWith("Interaction"))
|
||
|
name = name.Substring(0, name.Length - "Interaction".Length);
|
||
|
}
|
||
|
|
||
|
s_Manager.interactions.AddTypeRegistration(name, type);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a new type of interaction with the system.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">Type that implements the interaction. Must support <see cref="InputInteraction"/>.</typeparam>
|
||
|
/// <param name="name">Name to register the interaction with. This is used in bindings to refer to the interaction
|
||
|
/// (e.g. an interactions called "Tap" can be added to a binding by listing it in its <see cref="InputBinding.interactions"/>
|
||
|
/// property). If no name is supplied, the short name of <typeparamref name="T"/> is used (with "Interaction" clipped off
|
||
|
/// the name if the type name ends in that).</param>
|
||
|
/// <seealso cref="IInputInteraction"/>
|
||
|
/// <seealso cref="RegisterInteraction(Type, string)"/>
|
||
|
/// <seealso cref="TryGetInteraction"/>
|
||
|
/// <seealso cref="ListInteractions"/>
|
||
|
public static void RegisterInteraction<T>(string name = null)
|
||
|
{
|
||
|
RegisterInteraction(typeof(T), name);
|
||
|
}
|
||
|
|
||
|
////REVIEW: can we move the getters and listers somewhere else? maybe `interactions` and `processors` properties and such?
|
||
|
|
||
|
/// <summary>
|
||
|
/// Search for a registered interaction type with the given name.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of the registered interaction to search for.</param>
|
||
|
/// <returns>The type of the interaction, if one was previously registered with the give name, otherwise null.</returns>
|
||
|
/// <seealso cref="IInputInteraction"/>
|
||
|
/// <seealso cref="RegisterInteraction"/>
|
||
|
/// <seealso cref="ListInteractions"/>
|
||
|
public static Type TryGetInteraction(string name)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
return s_Manager.interactions.LookupTypeRegistration(name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the names of of all currently registered interactions.
|
||
|
/// </summary>
|
||
|
/// <returns>A list of currently registered interaction names.</returns>
|
||
|
/// <seealso cref="IInputInteraction"/>
|
||
|
/// <seealso cref="RegisterInteraction"/>
|
||
|
/// <seealso cref="TryGetInteraction"/>
|
||
|
public static IEnumerable<string> ListInteractions()
|
||
|
{
|
||
|
return s_Manager.interactions.names;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a new type of binding composite with the system.
|
||
|
/// </summary>
|
||
|
/// <param name="type">Type that implements the binding composite. Must support <see cref="InputBindingComposite"/>.</param>
|
||
|
/// <param name="name">Name to register the binding composite with. This is used in bindings to refer to the composite.</param>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
/// <seealso cref="RegisterBindingComposite{T}"/>
|
||
|
/// <seealso cref="TryGetBindingComposite"/>
|
||
|
public static void RegisterBindingComposite(Type type, string name)
|
||
|
{
|
||
|
if (type == null)
|
||
|
throw new ArgumentNullException(nameof(type));
|
||
|
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
{
|
||
|
name = type.Name;
|
||
|
if (name.EndsWith("Composite"))
|
||
|
name = name.Substring(0, name.Length - "Composite".Length);
|
||
|
}
|
||
|
|
||
|
s_Manager.composites.AddTypeRegistration(name, type);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Register a new type of binding composite with the system.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">Type that implements the binding composite. Must support <see cref="InputBindingComposite"/>.</typeparam>
|
||
|
/// <param name="name">Name to register the binding composite with. This is used in bindings to refer to the composite.</param>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
/// <seealso cref="RegisterBindingComposite(Type, string)"/>
|
||
|
/// <seealso cref="TryGetBindingComposite"/>
|
||
|
public static void RegisterBindingComposite<T>(string name = null)
|
||
|
{
|
||
|
RegisterBindingComposite(typeof(T), name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Search for a registered binding composite type with the given name.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of the registered binding composite to search for.</param>
|
||
|
/// <returns>The type of the binding composite, if one was previously registered with the give name, otherwise null.</returns>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
/// <seealso cref="RegisterBindingComposite"/>
|
||
|
public static Type TryGetBindingComposite(string name)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
return s_Manager.composites.LookupTypeRegistration(name);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Disable all actions (and implicitly all action sets) that are currently enabled.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="ListEnabledActions()"/>
|
||
|
/// <seealso cref="InputAction.Disable"/>
|
||
|
public static void DisableAllEnabledActions()
|
||
|
{
|
||
|
InputActionState.DisableAllActions();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return a list of all the actions that are currently enabled in the system.
|
||
|
/// </summary>
|
||
|
/// <returns>A new list instance containing all currently enabled actions.</returns>
|
||
|
/// <remarks>
|
||
|
/// To avoid allocations, use <see cref="ListEnabledActions(List{UnityEngine.InputSystem.InputAction})"/>.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputAction.enabled"/>
|
||
|
public static List<InputAction> ListEnabledActions()
|
||
|
{
|
||
|
var result = new List<InputAction>();
|
||
|
ListEnabledActions(result);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add all actions that are currently enabled in the system to the given list.
|
||
|
/// </summary>
|
||
|
/// <param name="actions">List to add actions to.</param>
|
||
|
/// <returns>The number of actions added to the list.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is null.</exception>
|
||
|
/// <remarks>
|
||
|
/// If the capacity of the given list is large enough, this method will not allocate memory.
|
||
|
/// </remarks>
|
||
|
public static int ListEnabledActions(List<InputAction> actions)
|
||
|
{
|
||
|
if (actions == null)
|
||
|
throw new ArgumentNullException(nameof(actions));
|
||
|
return InputActionState.FindAllEnabledActions(actions);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#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 => s_Remote;
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current version of the input system package.
|
||
|
/// </summary>
|
||
|
/// <value>Current version of the input system.</value>
|
||
|
public static Version version => new Version(kAssemblyVersion);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Property for internal use that allows setting the player to run in the background.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Some platforms don't care about <see cref="Application.runInBackground"/> and for those we need to
|
||
|
/// enable it manually through this propriety.
|
||
|
/// </remarks>
|
||
|
/// <param name="value">The boolean value to set to <see cref="NativeInputRuntime.runInBackground"/></param>
|
||
|
public static bool runInBackground
|
||
|
{
|
||
|
get => s_Manager.m_Runtime.runInBackground;
|
||
|
set => s_Manager.m_Runtime.runInBackground = value;
|
||
|
}
|
||
|
|
||
|
////REVIEW: restrict metrics to editor and development builds?
|
||
|
/// <summary>
|
||
|
/// Get various up-to-date metrics about the input system.
|
||
|
/// </summary>
|
||
|
/// <value>Up-to-date metrics on input system activity.</value>
|
||
|
public static InputMetrics metrics => s_Manager.metrics;
|
||
|
|
||
|
internal static InputManager s_Manager;
|
||
|
internal static InputRemoting s_Remote;
|
||
|
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
internal static RemoteInputPlayerConnection s_RemoteConnection;
|
||
|
|
||
|
private static void SetUpRemoting()
|
||
|
{
|
||
|
Debug.Assert(s_Manager != null);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
s_Remote = new InputRemoting(s_Manager);
|
||
|
// NOTE: We use delayCall as our initial startup will run in editor initialization before
|
||
|
// PlayerConnection is itself ready. If we call Bind() directly here, we won't
|
||
|
// see any errors but the callbacks we register for will not trigger.
|
||
|
EditorApplication.delayCall += SetUpRemotingInternal;
|
||
|
#else
|
||
|
s_Remote = new InputRemoting(s_Manager);
|
||
|
SetUpRemotingInternal();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
private static void SetUpRemotingInternal()
|
||
|
{
|
||
|
if (s_RemoteConnection == null)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
s_RemoteConnection = RemoteInputPlayerConnection.instance;
|
||
|
s_RemoteConnection.Bind(EditorConnection.instance, false);
|
||
|
#else
|
||
|
s_RemoteConnection = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
|
||
|
s_RemoteConnection.Bind(PlayerConnection.instance, PlayerConnection.instance.isConnected);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
s_Remote.Subscribe(s_RemoteConnection); // Feed messages from players into editor.
|
||
|
s_RemoteConnection.Subscribe(s_Remote); // Feed messages from editor into players.
|
||
|
}
|
||
|
|
||
|
#if !UNITY_EDITOR
|
||
|
private static bool ShouldEnableRemoting()
|
||
|
{
|
||
|
#if UNITY_INCLUDE_TESTS
|
||
|
var isRunningTests = true;
|
||
|
#else
|
||
|
var isRunningTests = false;
|
||
|
#endif
|
||
|
if (isRunningTests)
|
||
|
return false; // Don't remote while running tests.
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
#endif // DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
|
||
|
// The rest here is internal stuff to manage singletons, survive domain reloads,
|
||
|
// and to support the reset ability for tests.
|
||
|
static InputSystem()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
InitializeInEditor();
|
||
|
#else
|
||
|
InitializeInPlayer();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
////FIXME: Unity is not calling this method if it's inside an #if block that is not
|
||
|
//// visible to the editor; that shouldn't be the case
|
||
|
[RuntimeInitializeOnLoadMethod(loadType: RuntimeInitializeLoadType.SubsystemRegistration)]
|
||
|
private static void RunInitializeInPlayer()
|
||
|
{
|
||
|
// We're using this method just to make sure the class constructor is called
|
||
|
// so we don't need any code in here. When the engine calls this method, the
|
||
|
// class constructor will be run if it hasn't been run already.
|
||
|
|
||
|
// IL2CPP has a bug that causes the class constructor to not be run when
|
||
|
// the RuntimeInitializeOnLoadMethod is invoked. So we need an explicit check
|
||
|
// here until that is fixed (case 1014293).
|
||
|
#if !UNITY_EDITOR
|
||
|
if (s_Manager == null)
|
||
|
InitializeInPlayer();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// Initialization is triggered by accessing InputSystem. Some parts (like InputActions)
|
||
|
// do not rely on InputSystem and thus can be accessed without tapping InputSystem.
|
||
|
// This method will explicitly make sure we trigger initialization.
|
||
|
internal static void EnsureInitialized()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
internal static InputSystemObject s_SystemObject;
|
||
|
|
||
|
internal static void InitializeInEditor(IInputRuntime runtime = null)
|
||
|
{
|
||
|
Profiler.BeginSample("InputSystem.InitializeInEditor");
|
||
|
|
||
|
Reset(runtime: runtime);
|
||
|
|
||
|
var existingSystemObjects = Resources.FindObjectsOfTypeAll<InputSystemObject>();
|
||
|
if (existingSystemObjects != null && existingSystemObjects.Length > 0)
|
||
|
{
|
||
|
////FIXME: does not preserve action map state
|
||
|
|
||
|
// We're coming back out of a domain reload. We're restoring part of the
|
||
|
// InputManager state here but we're still waiting from layout registrations
|
||
|
// that happen during domain initialization.
|
||
|
|
||
|
s_SystemObject = existingSystemObjects[0];
|
||
|
s_Manager.RestoreStateWithoutDevices(s_SystemObject.systemState.managerState);
|
||
|
InputDebuggerWindow.ReviveAfterDomainReload();
|
||
|
|
||
|
// Restore remoting state.
|
||
|
s_RemoteConnection = s_SystemObject.systemState.remoteConnection;
|
||
|
SetUpRemoting();
|
||
|
s_Remote.RestoreState(s_SystemObject.systemState.remotingState, s_Manager);
|
||
|
|
||
|
// Get manager to restore devices on first input update. By that time we
|
||
|
// should have all (possibly updated) layout information in place.
|
||
|
s_Manager.m_SavedDeviceStates = s_SystemObject.systemState.managerState.devices;
|
||
|
s_Manager.m_SavedAvailableDevices = s_SystemObject.systemState.managerState.availableDevices;
|
||
|
|
||
|
// Restore editor settings.
|
||
|
InputEditorUserSettings.s_Settings = s_SystemObject.systemState.userSettings;
|
||
|
|
||
|
// Get rid of saved state.
|
||
|
s_SystemObject.systemState = new State();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
s_SystemObject = ScriptableObject.CreateInstance<InputSystemObject>();
|
||
|
s_SystemObject.hideFlags = HideFlags.HideAndDontSave;
|
||
|
|
||
|
// See if we have a remembered settings object.
|
||
|
if (EditorBuildSettings.TryGetConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey,
|
||
|
out InputSettings settingsAsset))
|
||
|
{
|
||
|
if (s_Manager.m_Settings.hideFlags == HideFlags.HideAndDontSave)
|
||
|
ScriptableObject.DestroyImmediate(s_Manager.m_Settings);
|
||
|
s_Manager.m_Settings = settingsAsset;
|
||
|
s_Manager.ApplySettings();
|
||
|
}
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
// See if we have a saved actions object
|
||
|
var savedActions = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild;
|
||
|
if (savedActions != null)
|
||
|
s_Manager.actions = savedActions;
|
||
|
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
|
||
|
InputEditorUserSettings.Load();
|
||
|
|
||
|
SetUpRemoting();
|
||
|
}
|
||
|
|
||
|
Debug.Assert(settings != null);
|
||
|
#if UNITY_EDITOR
|
||
|
Debug.Assert(EditorUtility.InstanceIDToObject(settings.GetInstanceID()) != null,
|
||
|
"InputSettings has lost its native object");
|
||
|
#endif
|
||
|
|
||
|
// If native backends for new input system aren't enabled, ask user whether we should
|
||
|
// enable them (requires restart). We only ask once per session and don't ask when
|
||
|
// running in batch mode.
|
||
|
if (!s_SystemObject.newInputBackendsCheckedAsEnabled &&
|
||
|
!EditorPlayerSettingHelpers.newSystemBackendsEnabled &&
|
||
|
!s_Manager.m_Runtime.isInBatchMode)
|
||
|
{
|
||
|
const string dialogText = "This project is using the new input system package but the native platform backends for the new input system are not enabled in the player settings. " +
|
||
|
"This means that no input from native devices will come through." +
|
||
|
"\n\nDo you want to enable the backends? Doing so will *RESTART* the editor.";
|
||
|
|
||
|
if (EditorUtility.DisplayDialog("Warning", dialogText, "Yes", "No"))
|
||
|
{
|
||
|
EditorPlayerSettingHelpers.newSystemBackendsEnabled = true;
|
||
|
EditorHelpers.RestartEditorAndRecompileScripts();
|
||
|
}
|
||
|
}
|
||
|
s_SystemObject.newInputBackendsCheckedAsEnabled = true;
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
// Make sure project wide input actions are enabled.
|
||
|
// Note that this will always fail if entering play-mode within editor since not yet in play-mode.
|
||
|
EnableActions();
|
||
|
#endif
|
||
|
|
||
|
RunInitialUpdate();
|
||
|
|
||
|
Profiler.EndSample();
|
||
|
}
|
||
|
|
||
|
internal static void OnPlayModeChange(PlayModeStateChange change)
|
||
|
{
|
||
|
////REVIEW: should we pause haptics when play mode is paused and stop haptics when play mode is exited?
|
||
|
|
||
|
switch (change)
|
||
|
{
|
||
|
case PlayModeStateChange.ExitingEditMode:
|
||
|
s_SystemObject.settings = JsonUtility.ToJson(settings);
|
||
|
s_SystemObject.exitEditModeTime = InputRuntime.s_Instance.currentTime;
|
||
|
s_SystemObject.enterPlayModeTime = 0;
|
||
|
|
||
|
// InputSystem.actions is not setup yet
|
||
|
break;
|
||
|
|
||
|
case PlayModeStateChange.EnteredPlayMode:
|
||
|
s_SystemObject.enterPlayModeTime = InputRuntime.s_Instance.currentTime;
|
||
|
s_Manager.SyncAllDevicesAfterEnteringPlayMode();
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
EnableActions();
|
||
|
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
break;
|
||
|
|
||
|
case PlayModeStateChange.ExitingPlayMode:
|
||
|
s_Manager.LeavePlayMode();
|
||
|
break;
|
||
|
|
||
|
////TODO: also nuke all callbacks installed on InputActions and InputActionMaps
|
||
|
////REVIEW: is there any other cleanup work we want to before? should we automatically nuke
|
||
|
//// InputDevices that have been created with AddDevice<> during play mode?
|
||
|
case PlayModeStateChange.EnteredEditMode:
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
DisableActions(false);
|
||
|
#endif
|
||
|
|
||
|
// Nuke all InputUsers.
|
||
|
InputUser.ResetGlobals();
|
||
|
|
||
|
// Nuke all InputActionMapStates. Releases their unmanaged memory.
|
||
|
InputActionState.DestroyAllActionMapStates();
|
||
|
|
||
|
// Restore settings.
|
||
|
if (!string.IsNullOrEmpty(s_SystemObject.settings))
|
||
|
{
|
||
|
JsonUtility.FromJsonOverwrite(s_SystemObject.settings, settings);
|
||
|
s_SystemObject.settings = null;
|
||
|
settings.OnChange();
|
||
|
}
|
||
|
|
||
|
// reload input action assets marked as dirty from disk
|
||
|
if (s_TrackedDirtyAssets == null)
|
||
|
return;
|
||
|
|
||
|
foreach (var assetGuid in s_TrackedDirtyAssets)
|
||
|
{
|
||
|
var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
|
||
|
|
||
|
if (string.IsNullOrEmpty(assetPath))
|
||
|
continue;
|
||
|
|
||
|
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
|
||
|
}
|
||
|
|
||
|
s_TrackedDirtyAssets.Clear();
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void OnProjectChange()
|
||
|
{
|
||
|
////TODO: use dirty count to find whether settings have actually changed
|
||
|
// May have added, removed, moved, or renamed settings asset. Force a refresh
|
||
|
// of the UI.
|
||
|
InputSettingsProvider.ForceReload();
|
||
|
|
||
|
// Also, if the asset holding our current settings got deleted, switch back to a
|
||
|
// temporary settings object.
|
||
|
// NOTE: We access m_Settings directly here to make sure we're not running into asserts
|
||
|
// from the settings getter checking it has a valid object.
|
||
|
if (EditorUtility.InstanceIDToObject(s_Manager.m_Settings.GetInstanceID()) == null)
|
||
|
{
|
||
|
var newSettings = ScriptableObject.CreateInstance<InputSettings>();
|
||
|
newSettings.hideFlags = HideFlags.HideAndDontSave;
|
||
|
settings = newSettings;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static HashSet<string> s_TrackedDirtyAssets;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Keep track of InputActionAsset assets that you want to re-load on exiting Play mode. This is useful because
|
||
|
/// some user actions, such as adding a new input binding at runtime, change the in-memory representation of the
|
||
|
/// input action asset and those changes survive when exiting Play mode. If you re-open an Input
|
||
|
/// Action Asset in the Editor that has been changed this way, you see the new bindings that have been added
|
||
|
/// during Play mode which you might not typically want to happen.
|
||
|
///
|
||
|
/// You can avoid this by force re-loading from disk any asset that has been marked as dirty.
|
||
|
/// </summary>
|
||
|
/// <param name="asset"></param>
|
||
|
internal static void TrackDirtyInputActionAsset(InputActionAsset asset)
|
||
|
{
|
||
|
if (s_TrackedDirtyAssets == null)
|
||
|
s_TrackedDirtyAssets = new HashSet<string>();
|
||
|
|
||
|
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out string assetGuid, out long _) == false)
|
||
|
return;
|
||
|
|
||
|
s_TrackedDirtyAssets.Add(assetGuid);
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
private static void InitializeInPlayer(IInputRuntime runtime = null, InputSettings settings = null)
|
||
|
{
|
||
|
if (settings == null)
|
||
|
settings = Resources.FindObjectsOfTypeAll<InputSettings>().FirstOrDefault() ?? ScriptableObject.CreateInstance<InputSettings>();
|
||
|
|
||
|
// No domain reloads in the player so we don't need to look for existing
|
||
|
// instances.
|
||
|
s_Manager = new InputManager();
|
||
|
s_Manager.Initialize(runtime ?? NativeInputRuntime.instance, settings);
|
||
|
|
||
|
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
|
||
|
PerformDefaultPluginInitialization();
|
||
|
#endif
|
||
|
|
||
|
// Automatically enable remoting in development players.
|
||
|
#if DEVELOPMENT_BUILD
|
||
|
if (ShouldEnableRemoting())
|
||
|
SetUpRemoting();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS // && !UNITY_INCLUDE_TESTS
|
||
|
// This is the point where we initialise project-wide actions for the Player
|
||
|
EnableActions();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#endif // UNITY_EDITOR
|
||
|
|
||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||
|
private static void RunInitialUpdate()
|
||
|
{
|
||
|
// Request an initial Update so that user methods such as Start and Awake
|
||
|
// can access the input devices.
|
||
|
//
|
||
|
// NOTE: We use InputUpdateType.None here to run a "null" update. InputManager.OnBeforeUpdate()
|
||
|
// and InputManager.OnUpdate() will both early out when comparing this to their update
|
||
|
// mask but will still restore devices. This means we're not actually processing input,
|
||
|
// but we will force the runtime to push its devices.
|
||
|
Update(InputUpdateType.None);
|
||
|
}
|
||
|
|
||
|
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
|
||
|
private static void PerformDefaultPluginInitialization()
|
||
|
{
|
||
|
UISupport.Initialize();
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WSA || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
|
||
|
XInputSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_PS4 || UNITY_PS5 || UNITY_WSA || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
|
||
|
DualShockSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WSA
|
||
|
HIDSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_ANDROID
|
||
|
Android.AndroidSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
|
||
|
iOS.iOSSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE_OSX
|
||
|
OSX.OSXSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_WEBGL
|
||
|
WebGL.WebGLSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA
|
||
|
Switch.SwitchSupportHID.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF
|
||
|
XR.XRSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_STANDALONE_LINUX
|
||
|
Linux.LinuxSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_WSA || UNITY_VISIONOS
|
||
|
OnScreen.OnScreenSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if (UNITY_EDITOR || UNITY_STANDALONE) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
|
||
|
Steam.SteamSupport.Initialize();
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
UnityRemoteSupport.Initialize();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#endif // UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
|
||
|
|
||
|
// For testing, we want the ability to push/pop system state even in the player.
|
||
|
// However, we don't want it in release players.
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
/// <summary>
|
||
|
/// Return the input system to its default state.
|
||
|
/// </summary>
|
||
|
private static void Reset(bool enableRemoting = false, IInputRuntime runtime = null)
|
||
|
{
|
||
|
Profiler.BeginSample("InputSystem.Reset");
|
||
|
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
// Note that in a test setup we might enter reset with project-wide actions already enabled but the
|
||
|
// reset itself has pushed the action system state on the state stack. To avoid action state memory
|
||
|
// problems we disable actions here and also request asset to be marked dirty and reimported.
|
||
|
DisableActions(triggerSetupChanged: true);
|
||
|
if (s_Manager != null)
|
||
|
s_Manager.actions = null;
|
||
|
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
|
||
|
// Some devices keep globals. Get rid of them by pretending the devices
|
||
|
// are removed.
|
||
|
if (s_Manager != null)
|
||
|
{
|
||
|
foreach (var device in s_Manager.devices)
|
||
|
device.NotifyRemoved();
|
||
|
|
||
|
s_Manager.UninstallGlobals();
|
||
|
}
|
||
|
|
||
|
// Create temporary settings. In the tests, this is all we need. But outside of tests,d
|
||
|
// this should get replaced with an actual InputSettings asset.
|
||
|
var settings = ScriptableObject.CreateInstance<InputSettings>();
|
||
|
settings.hideFlags = HideFlags.HideAndDontSave;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
s_Manager = new InputManager();
|
||
|
s_Manager.Initialize(
|
||
|
runtime: runtime ?? NativeInputRuntime.instance,
|
||
|
settings: settings);
|
||
|
|
||
|
s_Manager.m_Runtime.onPlayModeChanged = OnPlayModeChange;
|
||
|
s_Manager.m_Runtime.onProjectChange = OnProjectChange;
|
||
|
|
||
|
InputEditorUserSettings.s_Settings = new InputEditorUserSettings.SerializedState();
|
||
|
|
||
|
if (enableRemoting)
|
||
|
SetUpRemoting();
|
||
|
|
||
|
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
|
||
|
PerformDefaultPluginInitialization();
|
||
|
#endif
|
||
|
|
||
|
#else
|
||
|
InitializeInPlayer(runtime, settings);
|
||
|
#endif
|
||
|
|
||
|
Mouse.s_PlatformMouseDevice = null;
|
||
|
|
||
|
InputEventListener.s_ObserverState = default;
|
||
|
InputUser.ResetGlobals();
|
||
|
EnhancedTouchSupport.Reset();
|
||
|
|
||
|
// This is the point where we initialise project-wide actions for the Editor, Editor Tests and Player Tests.
|
||
|
// Note this is too early for editor ! actions is not setup yet.
|
||
|
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
|
||
|
EnableActions();
|
||
|
#endif
|
||
|
|
||
|
Profiler.EndSample();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destroy the current setup of the input system.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// NOTE: This also de-allocates data we're keeping in unmanaged memory!
|
||
|
/// </remarks>
|
||
|
private static void Destroy()
|
||
|
{
|
||
|
// NOTE: Does not destroy InputSystemObject. We want to destroy input system
|
||
|
// state repeatedly during tests but we want to not create InputSystemObject
|
||
|
// over and over.
|
||
|
s_Manager.Destroy();
|
||
|
if (s_RemoteConnection != null)
|
||
|
Object.DestroyImmediate(s_RemoteConnection);
|
||
|
#if UNITY_EDITOR
|
||
|
EditorInputControlLayoutCache.Clear();
|
||
|
InputDeviceDebuggerWindow.s_OnToolbarGUIActions.Clear();
|
||
|
InputEditorUserSettings.s_Settings = new InputEditorUserSettings.SerializedState();
|
||
|
#endif
|
||
|
|
||
|
s_Manager = null;
|
||
|
s_RemoteConnection = null;
|
||
|
s_Remote = null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Snapshot of the state used by the input system.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Can be taken across domain reloads.
|
||
|
/// </remarks>
|
||
|
[Serializable]
|
||
|
internal struct State
|
||
|
{
|
||
|
[NonSerialized] public InputManager manager;
|
||
|
[NonSerialized] public InputRemoting remote;
|
||
|
[SerializeField] public RemoteInputPlayerConnection remoteConnection;
|
||
|
[SerializeField] public InputManager.SerializedState managerState;
|
||
|
[SerializeField] public InputRemoting.SerializedState remotingState;
|
||
|
#if UNITY_EDITOR
|
||
|
[SerializeField] public InputEditorUserSettings.SerializedState userSettings;
|
||
|
[SerializeField] public string systemObject;
|
||
|
#endif
|
||
|
////TODO: make these saved states capable of surviving domain reloads
|
||
|
[NonSerialized] public ISavedState inputActionState;
|
||
|
[NonSerialized] public ISavedState touchState;
|
||
|
[NonSerialized] public ISavedState inputUserState;
|
||
|
}
|
||
|
|
||
|
private static Stack<State> s_SavedStateStack;
|
||
|
|
||
|
internal static State GetSavedState()
|
||
|
{
|
||
|
return s_SavedStateStack.Peek();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Push the current state of the input system onto a stack and
|
||
|
/// reset the system to its default state.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The save stack is not able to survive domain reloads. It is intended solely
|
||
|
/// for use in tests.
|
||
|
/// </remarks>
|
||
|
internal static void SaveAndReset(bool enableRemoting = false, IInputRuntime runtime = null)
|
||
|
{
|
||
|
if (s_SavedStateStack == null)
|
||
|
s_SavedStateStack = new Stack<State>();
|
||
|
|
||
|
////FIXME: does not preserve global state in InputActionState
|
||
|
////TODO: preserve InputUser state
|
||
|
////TODO: preserve EnhancedTouchSupport state
|
||
|
|
||
|
s_SavedStateStack.Push(new State
|
||
|
{
|
||
|
manager = s_Manager,
|
||
|
remote = s_Remote,
|
||
|
remoteConnection = s_RemoteConnection,
|
||
|
managerState = s_Manager.SaveState(),
|
||
|
remotingState = s_Remote?.SaveState() ?? new InputRemoting.SerializedState(),
|
||
|
#if UNITY_EDITOR
|
||
|
userSettings = InputEditorUserSettings.s_Settings,
|
||
|
systemObject = JsonUtility.ToJson(s_SystemObject),
|
||
|
#endif
|
||
|
inputActionState = InputActionState.SaveAndResetState(),
|
||
|
touchState = EnhancedTouch.Touch.SaveAndResetState(),
|
||
|
inputUserState = InputUser.SaveAndResetState()
|
||
|
});
|
||
|
|
||
|
Reset(enableRemoting, runtime ?? InputRuntime.s_Instance); // Keep current runtime.
|
||
|
}
|
||
|
|
||
|
////FIXME: this method doesn't restore things like InputDeviceDebuggerWindow.onToolbarGUI
|
||
|
/// <summary>
|
||
|
/// Restore the state of the system from the last state pushed with <see cref="SaveAndReset"/>.
|
||
|
/// </summary>
|
||
|
internal static void Restore()
|
||
|
{
|
||
|
Debug.Assert(s_SavedStateStack != null && s_SavedStateStack.Count > 0);
|
||
|
|
||
|
// Load back previous state.
|
||
|
var state = s_SavedStateStack.Pop();
|
||
|
|
||
|
state.inputUserState.StaticDisposeCurrentState();
|
||
|
state.touchState.StaticDisposeCurrentState();
|
||
|
state.inputActionState.StaticDisposeCurrentState();
|
||
|
|
||
|
// Nuke what we have.
|
||
|
Destroy();
|
||
|
|
||
|
state.inputUserState.RestoreSavedState();
|
||
|
state.touchState.RestoreSavedState();
|
||
|
state.inputActionState.RestoreSavedState();
|
||
|
|
||
|
s_Manager = state.manager;
|
||
|
s_Remote = state.remote;
|
||
|
s_RemoteConnection = state.remoteConnection;
|
||
|
|
||
|
InputUpdate.Restore(state.managerState.updateState);
|
||
|
|
||
|
s_Manager.InstallRuntime(s_Manager.m_Runtime);
|
||
|
s_Manager.InstallGlobals();
|
||
|
s_Manager.ApplySettings();
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
InputEditorUserSettings.s_Settings = state.userSettings;
|
||
|
JsonUtility.FromJsonOverwrite(state.systemObject, s_SystemObject);
|
||
|
#endif
|
||
|
|
||
|
// Get devices that keep global lists (like Gamepad) to re-initialize them
|
||
|
// by pretending the devices have been added.
|
||
|
foreach (var device in devices)
|
||
|
{
|
||
|
device.NotifyAdded();
|
||
|
device.MakeCurrent();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
}
|