forked from BilalY/Rasagar
1901 lines
95 KiB
C#
1901 lines
95 KiB
C#
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using System;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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////TODO: Rename all the xxxSyntax structs to xxxAccessor
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////TODO: Replace all 'WithXXX' in the accessors with just 'SetXXX'; the 'WithXXX' reads too awkwardly
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Methods to change the setup of <see cref="InputAction"/>, <see cref="InputActionMap"/>,
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/// and <see cref="InputActionAsset"/> objects.
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/// </summary>
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/// <remarks>
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/// Unlike the methods in <see cref="InputActionRebindingExtensions"/>, the methods here are
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/// generally destructive, i.e. they will rearrange the data for actions.
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/// </remarks>
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public static class InputActionSetupExtensions
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{
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/// <summary>
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/// Create an action map with the given name and add it to the asset.
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/// </summary>
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/// <param name="asset">Asset to add the action map to</param>
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/// <param name="name">Name to assign to the </param>
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/// <returns>The newly added action map.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> or
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/// <exception cref="InvalidOperationException">An action map with the given <paramref name="name"/>
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/// already exists in <paramref name="asset"/>.</exception>
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/// <paramref name="name"/> is <c>null</c> or empty.</exception>
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public static InputActionMap AddActionMap(this InputActionAsset asset, string name)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (string.IsNullOrEmpty(name))
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throw new ArgumentNullException(nameof(name));
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if (asset.FindActionMap(name) != null)
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throw new InvalidOperationException(
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$"An action map called '{name}' already exists in the asset");
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var map = new InputActionMap(name);
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map.GenerateId();
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asset.AddActionMap(map);
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return map;
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}
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/// <summary>
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/// Add an action map to the asset.
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/// </summary>
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/// <param name="asset">Asset to add the map to.</param>
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/// <param name="map">A named action map.</param>
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/// <exception cref="ArgumentNullException"><paramref name="map"/> or <paramref name="asset"/> is <c>null</c>.</exception>
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/// <exception cref="InvalidOperationException"><paramref name="map"/> has no name or asset already contains a
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/// map with the same name -or- <paramref name="map"/> is currently enabled -or- <paramref name="map"/> is part of
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/// an <see cref="InputActionAsset"/> that has <see cref="InputActionMap"/>s that are enabled.</exception>
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/// <seealso cref="InputActionAsset.actionMaps"/>
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public static void AddActionMap(this InputActionAsset asset, InputActionMap map)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (map == null)
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throw new ArgumentNullException(nameof(map));
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if (string.IsNullOrEmpty(map.name))
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throw new InvalidOperationException("Maps added to an input action asset must be named");
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if (map.asset != null)
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throw new InvalidOperationException(
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$"Cannot add map '{map}' to asset '{asset}' as it has already been added to asset '{map.asset}'");
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////REVIEW: some of the rules here seem stupid; just replace?
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if (asset.FindActionMap(map.name) != null)
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throw new InvalidOperationException(
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$"An action map called '{map.name}' already exists in the asset");
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map.OnWantToChangeSetup();
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asset.OnWantToChangeSetup();
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ArrayHelpers.Append(ref asset.m_ActionMaps, map);
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map.m_Asset = asset;
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asset.OnSetupChanged();
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}
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/// <summary>
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/// Remove the given action map from the asset.
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/// </summary>
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/// <param name="asset">Asset to add the action map to.</param>
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/// <param name="map">An action map. If the given map is not part of the asset, the method
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/// does nothing.</param>
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/// <exception cref="ArgumentNullException"><paramref name="asset"/> or <paramref name="map"/> is <c>null</c>.</exception>
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/// <exception cref="InvalidOperationException"><paramref name="map"/> is currently enabled (see <see
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/// cref="InputActionMap.enabled"/>) or is part of an <see cref="InputActionAsset"/> that has <see cref="InputActionMap"/>s
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/// that are currently enabled.</exception>
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/// <seealso cref="RemoveActionMap(InputActionAsset,string)"/>
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/// <seealso cref="InputActionAsset.actionMaps"/>
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public static void RemoveActionMap(this InputActionAsset asset, InputActionMap map)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (map == null)
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throw new ArgumentNullException(nameof(map));
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map.OnWantToChangeSetup();
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asset.OnWantToChangeSetup();
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// Ignore if not part of this asset.
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if (map.m_Asset != asset)
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return;
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ArrayHelpers.Erase(ref asset.m_ActionMaps, map);
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map.m_Asset = null;
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asset.OnSetupChanged();
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}
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/// <summary>
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/// Remove the action map with the given name or ID from the asset.
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/// </summary>
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/// <param name="asset">Asset to remove the action map from.</param>
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/// <param name="nameOrId">The name or ID (see <see cref="InputActionMap.id"/>) of a map in the
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/// asset. Note that lookup is case-insensitive. If no map with the given name or ID is found,
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/// the method does nothing.</param>
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/// <exception cref="ArgumentNullException"><paramref name="asset"/> or <paramref name="nameOrId"/> is <c>null</c>.</exception>
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/// <exception cref="InvalidOperationException">The map referenced by <paramref name="nameOrId"/> is currently enabled
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/// (see <see cref="InputActionMap.enabled"/>).</exception>
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/// <seealso cref="RemoveActionMap(InputActionAsset,string)"/>
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/// <seealso cref="InputActionAsset.actionMaps"/>
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public static void RemoveActionMap(this InputActionAsset asset, string nameOrId)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (nameOrId == null)
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throw new ArgumentNullException(nameof(nameOrId));
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var map = asset.FindActionMap(nameOrId);
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if (map != null)
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asset.RemoveActionMap(map);
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}
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////TODO: add method to add an existing InputAction to a map
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/// <summary>
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/// Add a new <see cref="InputAction"/> to the given <paramref name="map"/>.
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/// </summary>
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/// <param name="map">Action map to add the action to. The action will be appended to
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/// <see cref="InputActionMap.actions"/> of the map. The map must be disabled (see
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/// <see cref="InputActionMap.enabled"/>).</param>
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/// <param name="name">Name to give to the action. Must not be <c>null</c> or empty. Also,
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/// no other action that already exists in <paramref name="map"/> must have this name already.</param>
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/// <param name="type">Action type. See <see cref="InputAction.type"/>.</param>
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/// <param name="binding">If not <c>null</c>, a binding is automatically added to the newly created action
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/// with the value of this parameter being used as the binding's <see cref="InputBinding.path"/>.</param>
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/// <param name="interactions">If <paramref name="binding"/> is not <c>null</c>, this string is used for
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/// <see cref="InputBinding.interactions"/> of the binding that is automatically added for the action.</param>
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/// <param name="processors">If <paramref name="binding"/> is not <c>null</c>, this string is used for
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/// <see cref="InputBinding.processors"/> of the binding that is automatically added for the action.</param>
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/// <param name="groups">If <paramref name="binding"/> is not <c>null</c>, this string is used for
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/// <see cref="InputBinding.groups"/> of the binding that is automatically added for the action.</param>
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/// <param name="expectedControlLayout">Value for <see cref="InputAction.expectedControlType"/>; <c>null</c>
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/// by default.</param>
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/// <returns>The newly added input action.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="map"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException"><paramref name="name"/> is <c>null</c> or empty.</exception>
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/// <exception cref="InvalidOperationException"><paramref name="map"/> is enabled (see <see cref="InputActionMap.enabled"/>)
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/// or is part of an <see cref="InputActionAsset"/> that has <see cref="InputActionMap"/>s that are <see cref="InputActionMap.enabled"/>
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/// -or- <paramref name="map"/> already contains an action called <paramref name="name"/> (case-insensitive).</exception>
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public static InputAction AddAction(this InputActionMap map, string name, InputActionType type = default, string binding = null,
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string interactions = null, string processors = null, string groups = null, string expectedControlLayout = null)
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{
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if (map == null)
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throw new ArgumentNullException(nameof(map));
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if (string.IsNullOrEmpty(name))
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throw new ArgumentException("Action must have name", nameof(name));
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map.OnWantToChangeSetup();
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if (map.FindAction(name) != null)
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throw new InvalidOperationException(
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$"Cannot add action with duplicate name '{name}' to set '{map.name}'");
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// Append action to array.
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var action = new InputAction(name, type)
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{
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expectedControlType = expectedControlLayout
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};
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action.GenerateId();
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ArrayHelpers.Append(ref map.m_Actions, action);
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action.m_ActionMap = map;
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// Add binding, if supplied.
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if (!string.IsNullOrEmpty(binding))
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{
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// Will trigger OnSetupChanged.
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action.AddBinding(binding, interactions: interactions, processors: processors, groups: groups);
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}
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else
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{
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if (!string.IsNullOrEmpty(groups))
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throw new ArgumentException(
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$"No binding path was specified for action '{action}' but groups was specified ('{groups}'); cannot apply groups without binding",
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nameof(groups));
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// If no binding has been supplied but there are interactions and processors, they go on the action itself.
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action.m_Interactions = interactions;
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action.m_Processors = processors;
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map.OnSetupChanged();
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}
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return action;
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}
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/// <summary>
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/// Remove the given action from its <see cref="InputActionMap"/>.
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/// </summary>
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/// <param name="action">An input action that is part of an <see cref="InputActionMap"/>.</param>
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/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException"><paramref name="action"/> is a standalone action
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/// that is not part of an <see cref="InputActionMap"/> and thus cannot be removed from anything.</exception>
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/// <exception cref="InvalidOperationException"><paramref name="action"/> is part of an <see cref="InputActionMap"/>
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/// or <see cref="InputActionAsset"/> that has at least one enabled action.</exception>
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/// <remarks>
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/// After removal, the action's <see cref="InputAction.actionMap"/> will be set to <c>null</c>
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/// and the action will effectively become a standalone action that is not associated with
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/// any action map. Bindings on the action will be preserved. On the action map, the bindings
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/// for the action will be removed.
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/// </remarks>
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/// <seealso cref="AddAction"/>
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public static void RemoveAction(this InputAction action)
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{
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if (action == null)
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throw new ArgumentNullException(nameof(action));
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var actionMap = action.actionMap;
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if (actionMap == null)
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throw new ArgumentException(
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$"Action '{action}' does not belong to an action map; nowhere to remove from", nameof(action));
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actionMap.OnWantToChangeSetup();
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var bindingsForAction = action.bindings.ToArray();
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var index = actionMap.m_Actions.IndexOfReference(action);
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Debug.Assert(index != -1, "Could not find action in map");
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ArrayHelpers.EraseAt(ref actionMap.m_Actions, index);
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action.m_ActionMap = null;
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action.m_SingletonActionBindings = bindingsForAction;
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// Remove bindings to action from map.
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var newActionMapBindingCount = actionMap.m_Bindings.Length - bindingsForAction.Length;
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if (newActionMapBindingCount == 0)
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{
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actionMap.m_Bindings = null;
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}
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else
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{
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var newActionMapBindings = new InputBinding[newActionMapBindingCount];
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var oldActionMapBindings = actionMap.m_Bindings;
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var bindingIndex = 0;
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for (var i = 0; i < oldActionMapBindings.Length; ++i)
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{
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var binding = oldActionMapBindings[i];
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if (bindingsForAction.IndexOf(b => b == binding) == -1)
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newActionMapBindings[bindingIndex++] = binding;
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}
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actionMap.m_Bindings = newActionMapBindings;
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}
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actionMap.OnSetupChanged();
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}
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/// <summary>
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/// Remove the action with the given name from the asset.
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/// </summary>
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/// <param name="asset">Asset to remove the action from.</param>
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/// <param name="nameOrId">Name or ID of the action. See <see cref="InputActionAsset.FindAction(string,bool)"/> for
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/// details.</param>
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/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> -or- <paramref name="nameOrId"/>
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/// is <c>null</c> or empty.</exception>
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/// <seealso cref="RemoveAction(InputAction)"/>
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public static void RemoveAction(this InputActionAsset asset, string nameOrId)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (nameOrId == null)
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throw new ArgumentNullException(nameof(nameOrId));
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var action = asset.FindAction(nameOrId);
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action?.RemoveAction();
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}
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/// <summary>
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/// Add a new binding to the given action.
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/// </summary>
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/// <param name="action">Action to add the binding to. If the action is part of an <see cref="InputActionMap"/>,
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/// the newly added binding will be visible on <see cref="InputActionMap.bindings"/>.</param>
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/// <param name="path">Binding path string. See <see cref="InputBinding.path"/> for details.</param>
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/// <param name="interactions">Optional list of interactions to apply to the binding. See <see
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/// cref="InputBinding.interactions"/> for details.</param>
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/// <param name="processors">Optional list of processors to apply to the binding. See <see
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/// cref="InputBinding.processors"/> for details.</param>
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/// <param name="groups">Optional list of binding groups that should be assigned to the binding. See
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/// <see cref="InputBinding.groups"/> for details.</param>
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/// <returns>Fluent-style syntax to further configure the binding.</returns>
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public static BindingSyntax AddBinding(this InputAction action, string path, string interactions = null,
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string processors = null, string groups = null)
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{
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return AddBinding(action, new InputBinding
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{
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path = path,
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interactions = interactions,
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processors = processors,
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groups = groups
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});
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}
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/// <summary>
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/// Add a binding that references the given <paramref name="control"/> and triggers
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/// the given <paramref cref="action"/>.
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/// </summary>
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/// <param name="action">Action to trigger.</param>
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/// <param name="control">Control to bind to. The full <see cref="InputControl.path"/> of the control will
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/// be used in the resulting <see cref="InputBinding">binding</see>.</param>
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/// <returns>Syntax to configure the binding further.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="action"/> is null or <paramref name="control"/> is null.</exception>
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/// <seealso cref="InputAction.bindings"/>
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public static BindingSyntax AddBinding(this InputAction action, InputControl control)
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{
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if (control == null)
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throw new ArgumentNullException(nameof(control));
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return AddBinding(action, control.path);
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}
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/// <summary>
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/// Add a new binding to the action.
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/// </summary>
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/// <param name="action">An action to add the binding to.</param>
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/// <param name="binding">Binding to add to the action or default. Binding can be further configured via
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/// the struct returned by the method.</param>
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/// <returns>
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/// Returns a fluent-style syntax structure that allows performing additional modifications
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/// based on the new binding.
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/// </returns>
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/// <remarks>
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/// This works both with actions that are part of an action set as well as with actions that aren't.
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///
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/// Note that actions must be disabled while altering their binding sets. Also, if the action belongs
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/// to a set, all actions in the set must be disabled.
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///
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/// <example>
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/// <code>
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/// fireAction.AddBinding()
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/// .WithPath("<Gamepad>/buttonSouth")
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/// .WithGroup("Gamepad");
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/// </code>
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/// </example>
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/// </remarks>
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public static BindingSyntax AddBinding(this InputAction action, InputBinding binding = default)
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{
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if (action == null)
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throw new ArgumentNullException(nameof(action));
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////REVIEW: should this reference actions by ID?
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Debug.Assert(action.m_Name != null || action.isSingletonAction);
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binding.action = action.name;
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var actionMap = action.GetOrCreateActionMap();
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var bindingIndex = AddBindingInternal(actionMap, binding);
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return new BindingSyntax(actionMap, bindingIndex);
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}
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/// <summary>
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/// Add a new binding to the given action map.
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/// </summary>
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/// <param name="actionMap">Action map to add the binding to.</param>
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/// <param name="path">Path of the control(s) to bind to. See <see cref="InputControlPath"/> and
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/// <see cref="InputBinding.path"/>.</param>
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/// <param name="interactions">Names and parameters for interactions to apply to the
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/// binding. See <see cref="InputBinding.interactions"/>.</param>
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||
|
/// <param name="groups">Optional list of groups to apply to the binding. See <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <param name="action">Action to trigger from the binding. See <see cref="InputBinding.action"/>.</param>
|
||
|
/// <param name="processors">Optional list of processors to apply to the binding. See <see cref="InputBinding.processors"/>.</param>
|
||
|
/// <returns>A write-accessor to the newly added binding.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c>.</exception>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Add a binding for the A button the gamepad and make it trigger
|
||
|
/// // the "fire" action.
|
||
|
/// var gameplayActions = playerInput.actions.FindActionMap("gameplay");
|
||
|
/// gameplayActions.AddBinding("<Gamepad>/buttonSouth", action: "fire");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputBinding"/>
|
||
|
/// <seealso cref="InputActionMap.bindings"/>
|
||
|
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path,
|
||
|
string interactions = null, string groups = null, string action = null, string processors = null)
|
||
|
{
|
||
|
if (path == null)
|
||
|
throw new ArgumentNullException(nameof(path), "Binding path cannot be null");
|
||
|
|
||
|
return AddBinding(actionMap,
|
||
|
new InputBinding
|
||
|
{
|
||
|
path = path,
|
||
|
interactions = interactions,
|
||
|
groups = groups,
|
||
|
action = action,
|
||
|
processors = processors,
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new binding that triggers the given action to the given action map.
|
||
|
/// </summary>
|
||
|
/// <param name="actionMap">Action map to add the binding to.</param>
|
||
|
/// <param name="action">Action to trigger from the binding. See <see cref="InputBinding.action"/>.
|
||
|
/// Must be part of <paramref name="actionMap"/>.</param>
|
||
|
/// <param name="path">Path of the control(s) to bind to. See <see cref="InputControlPath"/> and
|
||
|
/// <see cref="InputBinding.path"/>.</param>
|
||
|
/// <param name="interactions">Names and parameters for interactions to apply to the
|
||
|
/// binding. See <see cref="InputBinding.interactions"/>.</param>
|
||
|
/// <param name="groups">Binding groups to apply to the binding. See <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <returns>A write-accessor to the newly added binding.</returns>
|
||
|
/// <exception cref="ArgumentException"><paramref name="action"/> is not part of <paramref name="actionMap"/>.</exception>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c>.</exception>
|
||
|
/// <seealso cref="InputBinding"/>
|
||
|
/// <seealso cref="InputActionMap.bindings"/>
|
||
|
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, InputAction action,
|
||
|
string interactions = null, string groups = null)
|
||
|
{
|
||
|
if (action != null && action.actionMap != actionMap)
|
||
|
throw new ArgumentException(
|
||
|
$"Action '{action}' is not part of action map '{actionMap}'", nameof(action));
|
||
|
|
||
|
if (action == null)
|
||
|
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups);
|
||
|
|
||
|
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups,
|
||
|
action: action.id);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new binding that triggers the action given by GUID <paramref name="action"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="actionMap">Action map to add the binding to.</param>
|
||
|
/// <param name="path">Path of the control(s) to bind to. See <see cref="InputControlPath"/> and <see cref="InputBinding.path"/>.</param>
|
||
|
/// <param name="action">ID of the action as per <see cref="InputAction.id"/>.</param>
|
||
|
/// <param name="interactions">Optional list of names and parameters for interactions to apply to the
|
||
|
/// binding. See <see cref="InputBinding.interactions"/>.</param>
|
||
|
/// <param name="groups">Optional list of groups to apply to the binding. See <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <returns>A write-accessor to the newly added binding.</returns>
|
||
|
/// <exception cref="ArgumentException"><paramref name="action"/> is not part of <paramref name="actionMap"/>.</exception>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c>.</exception>
|
||
|
/// <seealso cref="InputBinding"/>
|
||
|
/// <seealso cref="InputActionMap.bindings"/>
|
||
|
/// <remarks>
|
||
|
/// Example of adding a binding to an action map that binds to a Gamepad device "leftStick" control and associates it with an action:
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var map = new InputActionMap();
|
||
|
/// var action = map.AddAction("action");
|
||
|
/// map.AddBinding("<Gamepad>/leftStick", action: action.id);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, Guid action,
|
||
|
string interactions = null, string groups = null)
|
||
|
{
|
||
|
if (action == Guid.Empty)
|
||
|
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups);
|
||
|
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups,
|
||
|
action: action.ToString());
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a binding to the given action map.
|
||
|
/// </summary>
|
||
|
/// <param name="actionMap">Action map to add the binding to.</param>
|
||
|
/// <param name="binding">Binding to add to the action map.</param>
|
||
|
/// <returns>A write-accessor to the newly added binding.</returns>
|
||
|
/// <exception cref="ArgumentException"><paramref name="action"/> is not part of <paramref name="actionMap"/>.</exception>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c>.</exception>
|
||
|
/// <seealso cref="InputBinding"/>
|
||
|
/// <seealso cref="InputActionMap.bindings"/>
|
||
|
public static BindingSyntax AddBinding(this InputActionMap actionMap, InputBinding binding)
|
||
|
{
|
||
|
if (actionMap == null)
|
||
|
throw new ArgumentNullException(nameof(actionMap));
|
||
|
if (binding.path == null)
|
||
|
throw new ArgumentException("Binding path cannot be null", nameof(binding));
|
||
|
|
||
|
var bindingIndex = AddBindingInternal(actionMap, binding);
|
||
|
return new BindingSyntax(actionMap, bindingIndex);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a composite binding to the <see cref="InputAction.bindings"/> of <paramref name="action"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action to add the binding to.</param>
|
||
|
/// <param name="composite">Type of composite to add. This needs to be the name the composite
|
||
|
/// has been registered under using <see cref="InputSystem.RegisterBindingComposite{T}"/>. Case-insensitive.</param>
|
||
|
/// <param name="interactions">Interactions to add to the binding. See <see cref="InputBinding.interactions"/>.</param>
|
||
|
/// <param name="processors">Processors to add to the binding. See <see cref="InputBinding.processors"/>.</param>
|
||
|
/// <returns>A write accessor to the newly added composite binding.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentException"><paramref name="composite"/> is <c>null</c> or empty.</exception>
|
||
|
public static CompositeSyntax AddCompositeBinding(this InputAction action, string composite,
|
||
|
string interactions = null, string processors = null)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
if (string.IsNullOrEmpty(composite))
|
||
|
throw new ArgumentException("Composite name cannot be null or empty", nameof(composite));
|
||
|
|
||
|
var actionMap = action.GetOrCreateActionMap();
|
||
|
|
||
|
var binding = new InputBinding
|
||
|
{
|
||
|
name = NameAndParameters.ParseName(composite),
|
||
|
path = composite,
|
||
|
interactions = interactions,
|
||
|
processors = processors,
|
||
|
isComposite = true,
|
||
|
action = action.name
|
||
|
};
|
||
|
|
||
|
var bindingIndex = AddBindingInternal(actionMap, binding);
|
||
|
return new CompositeSyntax(actionMap, action, bindingIndex);
|
||
|
}
|
||
|
|
||
|
////TODO: AddCompositeBinding<T>
|
||
|
|
||
|
private static int AddBindingInternal(InputActionMap map, InputBinding binding, int bindingIndex = -1)
|
||
|
{
|
||
|
Debug.Assert(map != null);
|
||
|
|
||
|
// Make sure the binding has an ID.
|
||
|
if (string.IsNullOrEmpty(binding.m_Id))
|
||
|
binding.GenerateId();
|
||
|
|
||
|
// Append to bindings in set.
|
||
|
if (bindingIndex < 0)
|
||
|
bindingIndex = ArrayHelpers.Append(ref map.m_Bindings, binding);
|
||
|
else
|
||
|
ArrayHelpers.InsertAt(ref map.m_Bindings, bindingIndex, binding);
|
||
|
|
||
|
// Make sure this asset is reloaded from disk when exiting play mode so it isn't inadvertently
|
||
|
// changed between play sessions. Only applies when running in the editor.
|
||
|
if (map.asset != null)
|
||
|
map.asset.MarkAsDirty();
|
||
|
|
||
|
// If we're looking at a singleton action, make sure m_Bindings is up to date just
|
||
|
// in case the action gets serialized.
|
||
|
if (map.m_SingletonAction != null)
|
||
|
map.m_SingletonAction.m_SingletonActionBindings = map.m_Bindings;
|
||
|
|
||
|
// NOTE: We treat this as a mere binding modification, even though we have added something.
|
||
|
// InputAction.RestoreActionStatesAfterReResolvingBindings() can deal with bindings
|
||
|
// having been removed or added.
|
||
|
map.OnBindingModified();
|
||
|
|
||
|
return bindingIndex;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// at the given <paramref name="index"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="index">Index in <paramref name="action"/>'s <see cref="InputAction.bindings"/> of the binding to be changed.</param>
|
||
|
/// <returns>A write accessor to the given binding.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change its second binding to go to the left mouse button.
|
||
|
/// fireAction.ChangeBinding(1)
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is out of range (as per <see cref="InputAction.bindings"/>
|
||
|
/// of <paramref name="action"/>).</exception>
|
||
|
public static BindingSyntax ChangeBinding(this InputAction action, int index)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
var indexOnMap = action.BindingIndexOnActionToBindingIndexOnMap(index);
|
||
|
return new BindingSyntax(action.GetOrCreateActionMap(), indexOnMap, action);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// with the given <paramref name="name"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="name">Name of the binding to be changed <see cref="InputAction.bindings"/>.</param>
|
||
|
/// <returns>A write accessor to the given binding.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change its second binding to go to the left mouse button.
|
||
|
/// fireAction.ChangeBinding("fire")
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is out of range (as per <see cref="InputAction.bindings"/>
|
||
|
/// of <paramref name="action"/>).</exception>
|
||
|
public static BindingSyntax ChangeBinding(this InputAction action, string name)
|
||
|
{
|
||
|
return action.ChangeBinding(new InputBinding { name = name });
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>
|
||
|
/// at the given <paramref name="index"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="actionMap">Action map whose bindings to change.</param>
|
||
|
/// <param name="index">Index in <paramref name="actionMap"/>'s <see cref="InputActionMap.bindings"/> of the binding to be changed.</param>
|
||
|
/// <returns>A write accessor to the given binding.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "gameplay" actions from PlayerInput.
|
||
|
/// var gameplayActions = playerInput.actions.FindActionMap("gameplay");
|
||
|
///
|
||
|
/// // Change its second binding to go to the left mouse button.
|
||
|
/// gameplayActions.ChangeBinding(1)
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is out of range (as per <see cref="InputActionMap.bindings"/>
|
||
|
/// of <paramref name="actionMap"/>).</exception>
|
||
|
public static BindingSyntax ChangeBinding(this InputActionMap actionMap, int index)
|
||
|
{
|
||
|
if (actionMap == null)
|
||
|
throw new ArgumentNullException(nameof(actionMap));
|
||
|
if (index < 0 || index >= actionMap.m_Bindings.LengthSafe())
|
||
|
throw new ArgumentOutOfRangeException(nameof(index));
|
||
|
|
||
|
return new BindingSyntax(actionMap, index);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// that has the given <paramref name="id"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="id">ID of the binding as per <see cref="InputBinding.id"/>.</param>
|
||
|
/// <returns>A write accessor to the binding with the given ID.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change the binding with the given ID to go to the left mouse button.
|
||
|
/// fireAction.ChangeBindingWithId("c3de9215-31c3-4654-8562-854bf2f7864f")
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentException">No binding with the given <paramref name="id"/> exists
|
||
|
/// on <paramref name="action"/>.</exception>
|
||
|
public static BindingSyntax ChangeBindingWithId(this InputAction action, string id)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
return action.ChangeBinding(new InputBinding {m_Id = id});
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// that has the given <paramref name="id"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="id">ID of the binding as per <see cref="InputBinding.id"/>.</param>
|
||
|
/// <returns>A write accessor to the binding with the given ID.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change the binding with the given ID to go to the left mouse button.
|
||
|
/// fireAction.ChangeBindingWithId(new Guid("c3de9215-31c3-4654-8562-854bf2f7864f"))
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentException">No binding with the given <paramref name="id"/> exists
|
||
|
/// on <paramref name="action"/>.</exception>
|
||
|
public static BindingSyntax ChangeBindingWithId(this InputAction action, Guid id)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
return action.ChangeBinding(new InputBinding {id = id});
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the first binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// that is assigned to the given binding <paramref name="group"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="group">Name of the binding group as per <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <returns>A write accessor to the first binding on <paramref name="action"/> that is assigned to the
|
||
|
/// given binding <paramref name="group"/>.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change the binding in the "Keyboard&Mouse" group to go to the left mouse button.
|
||
|
/// fireAction.ChangeBindingWithGroup("Keyboard&Mouse")
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentException">No binding on the <paramref name="action"/> is assigned
|
||
|
/// to the given binding <paramref name="group"/>.</exception>
|
||
|
public static BindingSyntax ChangeBindingWithGroup(this InputAction action, string group)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
return action.ChangeBinding(new InputBinding {groups = group});
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding in <see cref="InputAction.bindings"/> of <paramref name="action"/>
|
||
|
/// that is bound to the given <paramref name="path"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to change.</param>
|
||
|
/// <param name="path">Path of the binding as per <see cref="InputBinding.path"/>.</param>
|
||
|
/// <returns>A write accessor to the binding on <paramref name="action"/> that is assigned the
|
||
|
/// given <paramref name="path"/>.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Grab "fire" action from PlayerInput.
|
||
|
/// var fireAction = playerInput.actions["fire"];
|
||
|
///
|
||
|
/// // Change the binding to the right mouse button to go to the left mouse button instead.
|
||
|
/// fireAction.ChangeBindingWithPath("<Mouse>/rightButton")
|
||
|
/// .WithPath("<Mouse>/leftButton");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="ArgumentException">No binding on the <paramref name="action"/> is assigned
|
||
|
/// the given <paramref name="path"/>.</exception>
|
||
|
public static BindingSyntax ChangeBindingWithPath(this InputAction action, string path)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
return action.ChangeBinding(new InputBinding {path = path});
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get write access to the binding on <paramref name="action"/> that matches the given
|
||
|
/// <paramref name="match"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action whose bindings to match against.</param>
|
||
|
/// <param name="match">A binding mask. See <see cref="InputBinding.Matches"/> for
|
||
|
/// details.</param>
|
||
|
/// <returns>A write-accessor to the first binding matching <paramref name="match"/> or
|
||
|
/// an invalid accessor (see <see cref="BindingSyntax.valid"/>) if no binding was found to
|
||
|
/// match the mask.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
|
||
|
public static BindingSyntax ChangeBinding(this InputAction action, InputBinding match)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
|
||
|
var actionMap = action.GetOrCreateActionMap();
|
||
|
|
||
|
int bindingIndexInMap = -1;
|
||
|
var id = action.idDontGenerate;
|
||
|
if (id != null)
|
||
|
{
|
||
|
// Prio1: Attempt to match action id (stronger)
|
||
|
match.action = action.id.ToString();
|
||
|
bindingIndexInMap = actionMap.FindBindingRelativeToMap(match);
|
||
|
}
|
||
|
if (bindingIndexInMap == -1)
|
||
|
{
|
||
|
// Prio2: Attempt to match action name (weaker)
|
||
|
match.action = action.name;
|
||
|
bindingIndexInMap = actionMap.FindBindingRelativeToMap(match);
|
||
|
}
|
||
|
if (bindingIndexInMap == -1)
|
||
|
return default;
|
||
|
|
||
|
return new BindingSyntax(actionMap, bindingIndexInMap, action);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get a write accessor to the binding of <paramref name="action"/> that is both a composite
|
||
|
/// (see <see cref="InputBinding.isComposite"/>) and has the given binding name or composite
|
||
|
/// type.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action to look up the binding on. All bindings in the action's
|
||
|
/// <see cref="InputAction.bindings"/> property will be considered.</param>
|
||
|
/// <param name="compositeName">Either the name of the composite binding (see <see cref="InputBinding.name"/>)
|
||
|
/// to look for or the name of the composite type used in the binding (such as "1DAxis"). Case-insensitive.</param>
|
||
|
/// <returns>A write accessor to the given composite binding or an invalid accessor if no composite
|
||
|
/// matching <paramref name="compositeName"/> could be found on <paramref name="action"/>.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Add arrow keys as alternatives to the WASD Vector2 composite.
|
||
|
/// playerInput.actions["move"]
|
||
|
/// .ChangeCompositeBinding("WASD")
|
||
|
/// .InsertPartBinding("Up", "<Keyboard>/upArrow")
|
||
|
/// .InsertPartBinding("Down", "<Keyboard>/downArrow")
|
||
|
/// .InsertPartBinding("Left", "<Keyboard>/leftArrow")
|
||
|
/// .InsertPartBinding("Right", "<Keyboard>/rightArrow");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="compositeName"/>
|
||
|
/// is <c>null</c> or empty.</exception>
|
||
|
/// <seealso cref="InputBinding.isComposite"/>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
public static BindingSyntax ChangeCompositeBinding(this InputAction action, string compositeName)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
if (string.IsNullOrEmpty(compositeName))
|
||
|
throw new ArgumentNullException(nameof(compositeName));
|
||
|
|
||
|
var actionMap = action.GetOrCreateActionMap();
|
||
|
var bindings = actionMap.m_Bindings;
|
||
|
var numBindings = bindings.LengthSafe();
|
||
|
|
||
|
for (var i = 0; i < numBindings; ++i)
|
||
|
{
|
||
|
ref var binding = ref bindings[i];
|
||
|
if (!binding.isComposite || !binding.TriggersAction(action))
|
||
|
continue;
|
||
|
|
||
|
////REVIEW: should this do a registration lookup to deal with aliases?
|
||
|
if (compositeName.Equals(binding.name, StringComparison.InvariantCultureIgnoreCase)
|
||
|
|| compositeName.Equals(NameAndParameters.ParseName(binding.path),
|
||
|
StringComparison.InvariantCultureIgnoreCase))
|
||
|
return new BindingSyntax(actionMap, i, action);
|
||
|
}
|
||
|
|
||
|
return default;
|
||
|
}
|
||
|
|
||
|
////TODO: update binding mask if necessary
|
||
|
/// <summary>
|
||
|
/// Rename an existing action.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action to assign a new name to. Can be singleton action or action that
|
||
|
/// is part of a map.</param>
|
||
|
/// <param name="newName">New name to assign to action. Cannot be empty.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="action"/> is null or <paramref name="newName"/> is
|
||
|
/// null or empty.</exception>
|
||
|
/// <exception cref="InvalidOperationException"><see cref="InputAction.actionMap"/> of <paramref name="action"/>
|
||
|
/// already contains an action called <paramref name="newName"/>.</exception>
|
||
|
/// <remarks>
|
||
|
/// Renaming an action will also update the bindings that refer to the action.
|
||
|
/// </remarks>
|
||
|
public static void Rename(this InputAction action, string newName)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
if (string.IsNullOrEmpty(newName))
|
||
|
throw new ArgumentNullException(nameof(newName));
|
||
|
|
||
|
if (action.name == newName)
|
||
|
return;
|
||
|
|
||
|
// Make sure name isn't already taken in map.
|
||
|
var actionMap = action.actionMap;
|
||
|
if (actionMap?.FindAction(newName) != null)
|
||
|
throw new InvalidOperationException(
|
||
|
$"Cannot rename '{action}' to '{newName}' in map '{actionMap}' as the map already contains an action with that name");
|
||
|
|
||
|
var oldName = action.m_Name;
|
||
|
action.m_Name = newName;
|
||
|
actionMap?.ClearActionLookupTable();
|
||
|
|
||
|
if (actionMap?.asset != null)
|
||
|
actionMap?.asset.MarkAsDirty();
|
||
|
|
||
|
// Update bindings.
|
||
|
var bindings = action.GetOrCreateActionMap().m_Bindings;
|
||
|
var bindingCount = bindings.LengthSafe();
|
||
|
for (var i = 0; i < bindingCount; ++i)
|
||
|
if (string.Compare(bindings[i].action, oldName, StringComparison.InvariantCultureIgnoreCase) == 0)
|
||
|
bindings[i].action = newName;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new control scheme to the asset.
|
||
|
/// </summary>
|
||
|
/// <param name="asset">Asset to add the control scheme to.</param>
|
||
|
/// <param name="controlScheme">Control scheme to add.</param>
|
||
|
/// <exception cref="ArgumentException"><paramref name="controlScheme"/> has no name.</exception>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c>.</exception>
|
||
|
/// <exception cref="InvalidOperationException">A control scheme with the same name as <paramref name="controlScheme"/>
|
||
|
/// already exists in the asset.</exception>
|
||
|
/// <remarks>
|
||
|
/// </remarks>
|
||
|
public static void AddControlScheme(this InputActionAsset asset, InputControlScheme controlScheme)
|
||
|
{
|
||
|
if (asset == null)
|
||
|
throw new ArgumentNullException(nameof(asset));
|
||
|
if (string.IsNullOrEmpty(controlScheme.name))
|
||
|
throw new ArgumentException("Cannot add control scheme without name to asset " + asset.name, nameof(controlScheme));
|
||
|
if (asset.FindControlScheme(controlScheme.name) != null)
|
||
|
throw new InvalidOperationException(
|
||
|
$"Asset '{asset.name}' already contains a control scheme called '{controlScheme.name}'");
|
||
|
|
||
|
ArrayHelpers.Append(ref asset.m_ControlSchemes, controlScheme);
|
||
|
|
||
|
asset.MarkAsDirty();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a new control scheme to the given <paramref name="asset"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="asset">Asset to add the control scheme to.</param>
|
||
|
/// <param name="name">Name to give to the control scheme. Must be unique within the control schemes of the
|
||
|
/// asset. Also used as default name of <see cref="InputControlScheme.bindingGroup">binding group</see> associated
|
||
|
/// with the control scheme.</param>
|
||
|
/// <returns>Syntax to allow providing additional configuration for the newly added control scheme.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> -or- <paramref name="name"/>
|
||
|
/// is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Create an .inputactions asset.
|
||
|
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
|
||
|
///
|
||
|
/// // Add an action map to it.
|
||
|
/// var actionMap = asset.AddActionMap("actions");
|
||
|
///
|
||
|
/// // Add an action to it and bind it to the A button on the gamepad.
|
||
|
/// // Also, associate that binding with the "Gamepad" control scheme.
|
||
|
/// var action = actionMap.AddAction("action");
|
||
|
/// action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
|
||
|
///
|
||
|
/// // Add a control scheme called "Gamepad" that requires a Gamepad device.
|
||
|
/// asset.AddControlScheme("Gamepad")
|
||
|
/// .WithRequiredDevice<Gamepad>();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static ControlSchemeSyntax AddControlScheme(this InputActionAsset asset, string name)
|
||
|
{
|
||
|
if (asset == null)
|
||
|
throw new ArgumentNullException(nameof(asset));
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
|
||
|
var index = asset.controlSchemes.Count;
|
||
|
asset.AddControlScheme(new InputControlScheme(name));
|
||
|
|
||
|
return new ControlSchemeSyntax(asset, index);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove the control scheme with the given name from the asset.
|
||
|
/// </summary>
|
||
|
/// <param name="asset">Asset to remove the control scheme from.</param>
|
||
|
/// <param name="name">Name of the control scheme. Matching is case-insensitive.</param>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is null -or- <paramref name="name"/>
|
||
|
/// is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// If no control scheme with the given name can be found, the method does nothing.
|
||
|
/// </remarks>
|
||
|
public static void RemoveControlScheme(this InputActionAsset asset, string name)
|
||
|
{
|
||
|
if (asset == null)
|
||
|
throw new ArgumentNullException(nameof(asset));
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
throw new ArgumentNullException(nameof(name));
|
||
|
|
||
|
var index = asset.FindControlSchemeIndex(name);
|
||
|
if (index != -1)
|
||
|
ArrayHelpers.EraseAt(ref asset.m_ControlSchemes, index);
|
||
|
|
||
|
asset.MarkAsDirty();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Associates the control scheme given by <paramref name="scheme"/> with the binding group given by <paramref name="bindingGroup"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="scheme">The control scheme to modify.</param>
|
||
|
/// <param name="bindingGroup">The binding group to be associated with the control scheme.</param>
|
||
|
/// <returns><paramref name="scheme"/></returns>
|
||
|
public static InputControlScheme WithBindingGroup(this InputControlScheme scheme, string bindingGroup)
|
||
|
{
|
||
|
return new ControlSchemeSyntax(scheme).WithBindingGroup(bindingGroup).Done();
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme WithDevice(this InputControlScheme scheme, string controlPath, bool required)
|
||
|
{
|
||
|
if (required)
|
||
|
return new ControlSchemeSyntax(scheme).WithRequiredDevice(controlPath).Done();
|
||
|
return new ControlSchemeSyntax(scheme).WithOptionalDevice(controlPath).Done();
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme WithRequiredDevice(this InputControlScheme scheme, string controlPath)
|
||
|
{
|
||
|
return new ControlSchemeSyntax(scheme).WithRequiredDevice(controlPath).Done();
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme WithOptionalDevice(this InputControlScheme scheme, string controlPath)
|
||
|
{
|
||
|
return new ControlSchemeSyntax(scheme).WithOptionalDevice(controlPath).Done();
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme OrWithRequiredDevice(this InputControlScheme scheme, string controlPath)
|
||
|
{
|
||
|
return new ControlSchemeSyntax(scheme).OrWithRequiredDevice(controlPath).Done();
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme OrWithOptionalDevice(this InputControlScheme scheme, string controlPath)
|
||
|
{
|
||
|
return new ControlSchemeSyntax(scheme).OrWithOptionalDevice(controlPath).Done();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Write accessor to a binding on either an <see cref="InputAction"/> or an
|
||
|
/// <see cref="InputActionMap"/>.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Both <see cref="InputAction.bindings"/> and <see cref="InputActionMap.bindings"/> are
|
||
|
/// read-only. To modify bindings (other than setting overrides which you can do
|
||
|
/// through <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>),
|
||
|
/// it is necessary to gain indirect write access through this structure.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// playerInput.actions["fire"]
|
||
|
/// .ChangeBinding(0)
|
||
|
/// .WithPath("<Keyboard>/space");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="AddBinding(InputAction,InputBinding)"/>
|
||
|
/// <seealso cref="ChangeBinding(InputAction,int)"/>
|
||
|
public struct BindingSyntax
|
||
|
{
|
||
|
private readonly InputActionMap m_ActionMap;
|
||
|
private readonly InputAction m_Action;
|
||
|
internal readonly int m_BindingIndexInMap;
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if the if binding accessor is valid.
|
||
|
/// </summary>
|
||
|
public bool valid => m_ActionMap != null && m_BindingIndexInMap >= 0 && m_BindingIndexInMap < m_ActionMap.m_Bindings.LengthSafe();
|
||
|
|
||
|
/// <summary>
|
||
|
/// Index of the binding that the accessor refers to.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// When accessing bindings on an <see cref="InputAction"/>, this is the index in
|
||
|
/// <see cref="InputAction.bindings"/> of the action. When accessing bindings on an
|
||
|
/// <see cref="InputActionMap"/>, it is the index <see cref="InputActionMap.bindings"/>
|
||
|
/// of the map.
|
||
|
/// </remarks>
|
||
|
public int bindingIndex
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (!valid)
|
||
|
return -1;
|
||
|
if (m_Action != null)
|
||
|
return m_Action.BindingIndexOnMapToBindingIndexOnAction(m_BindingIndexInMap);
|
||
|
return m_BindingIndexInMap;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current binding in entirety.
|
||
|
/// </summary>
|
||
|
/// <exception cref="InvalidOperationException">The accessor is not <see cref="valid"/>.</exception>
|
||
|
public InputBinding binding
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("BindingSyntax accessor is not valid");
|
||
|
return m_ActionMap.m_Bindings[m_BindingIndexInMap];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal BindingSyntax(InputActionMap map, int bindingIndexInMap, InputAction action = null)
|
||
|
{
|
||
|
m_ActionMap = map;
|
||
|
m_BindingIndexInMap = bindingIndexInMap;
|
||
|
m_Action = action;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Set the <see cref="InputBinding.name"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name for the binding.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is not <see cref="valid"/>.</exception>
|
||
|
/// <seealso cref="InputBinding.name"/>
|
||
|
public BindingSyntax WithName(string name)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].name = name;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Set the <see cref="InputBinding.path"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="path">Path for the binding.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is not <see cref="valid"/>.</exception>
|
||
|
/// <seealso cref="InputBinding.path"/>
|
||
|
public BindingSyntax WithPath(string path)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].path = path;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add <paramref name="group"/> to the list of <see cref="InputBinding.groups"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="group">Name of the binding group (such as "Gamepad").</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="ArgumentException"><paramref name="group"/> is <c>null</c> or empty -or- it contains
|
||
|
/// a <see cref="InputBinding.Separator"/> character.</exception>
|
||
|
public BindingSyntax WithGroup(string group)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(group))
|
||
|
throw new ArgumentException("Group name cannot be null or empty", nameof(group));
|
||
|
if (group.IndexOf(InputBinding.Separator) != -1)
|
||
|
throw new ArgumentException(
|
||
|
$"Group name cannot contain separator character '{InputBinding.Separator}'", nameof(group));
|
||
|
|
||
|
return WithGroups(group);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add all the groups specified in <paramref name="groups"/> to the list of <see cref="InputBinding.groups"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="groups">A semi-colon separated list of group names.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
public BindingSyntax WithGroups(string groups)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(groups))
|
||
|
return this;
|
||
|
|
||
|
// Join with existing group, if any.
|
||
|
var currentGroups = m_ActionMap.m_Bindings[m_BindingIndexInMap].groups;
|
||
|
if (!string.IsNullOrEmpty(currentGroups))
|
||
|
groups = string.Join(InputBinding.kSeparatorString, currentGroups, groups);
|
||
|
|
||
|
// Set groups on binding.
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].groups = groups;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an interaction via specified name in <paramref name="interaction"/> to the list of interactions.
|
||
|
/// </summary>
|
||
|
/// <param name="interaction">Interaction class name</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
/// <exception cref="ArgumentException">If interaction name is null or empty.</exception>
|
||
|
public BindingSyntax WithInteraction(string interaction)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(interaction))
|
||
|
throw new ArgumentException("Interaction cannot be null or empty", nameof(interaction));
|
||
|
if (interaction.IndexOf(InputBinding.Separator) != -1)
|
||
|
throw new ArgumentException(
|
||
|
$"Interaction string cannot contain separator character '{InputBinding.Separator}'", nameof(interaction));
|
||
|
|
||
|
return WithInteractions(interaction);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add the set of interactions specified in <paramref name="interactions"/> to the list of interactions.
|
||
|
/// </summary>
|
||
|
/// <param name="interactions">A semi-colon separated list of interaction names.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
public BindingSyntax WithInteractions(string interactions)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(interactions))
|
||
|
return this;
|
||
|
|
||
|
// Join with existing interaction string, if any.
|
||
|
var currentInteractions = m_ActionMap.m_Bindings[m_BindingIndexInMap].interactions;
|
||
|
if (!string.IsNullOrEmpty(currentInteractions))
|
||
|
interactions = string.Join(InputBinding.kSeparatorString, currentInteractions, interactions);
|
||
|
|
||
|
// Set interactions on binding.
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].interactions = interactions;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an interaction of type specified in <typeparamref name="TInteraction"/> to the list of interactions.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TInteraction"></typeparam>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
/// <exception cref="NotSupportedException">Interaction type has not been registered.</exception>
|
||
|
public BindingSyntax WithInteraction<TInteraction>()
|
||
|
where TInteraction : IInputInteraction
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
|
||
|
var interactionName = InputInteraction.s_Interactions.FindNameForType(typeof(TInteraction));
|
||
|
if (interactionName.IsEmpty())
|
||
|
throw new NotSupportedException($"Type '{typeof(TInteraction)}' has not been registered as a interaction");
|
||
|
|
||
|
return WithInteraction(interactionName);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a processor to the list of <see cref="InputBinding.processors"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="processor">Name of the processor, such as "Scale".</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
/// <exception cref="ArgumentException">The processor name is null or empty.</exception>
|
||
|
/// <exception cref="ArgumentException">The processor name contains a semi-colon.</exception>
|
||
|
public BindingSyntax WithProcessor(string processor)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(processor))
|
||
|
throw new ArgumentException("Processor cannot be null or empty", nameof(processor));
|
||
|
if (processor.IndexOf(InputBinding.Separator) != -1)
|
||
|
throw new ArgumentException(
|
||
|
$"Processor string cannot contain separator character '{InputBinding.Separator}'", nameof(processor));
|
||
|
|
||
|
return WithProcessors(processor);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add processors to the list of <see cref="InputBinding.processors"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <param name="processors">A semi-colon separated list of processor names.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
public BindingSyntax WithProcessors(string processors)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (string.IsNullOrEmpty(processors))
|
||
|
return this;
|
||
|
|
||
|
// Join with existing processor string, if any.
|
||
|
var currentProcessors = m_ActionMap.m_Bindings[m_BindingIndexInMap].processors;
|
||
|
if (!string.IsNullOrEmpty(currentProcessors))
|
||
|
processors = string.Join(InputBinding.kSeparatorString, currentProcessors, processors);
|
||
|
|
||
|
// Set processors on binding.
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].processors = processors;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a processor to the list of <see cref="InputBinding.processors"/> of the binding.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TProcessor">Type of processor.</typeparam>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
/// <exception cref="NotSupportedException">Processor type has not been registered.</exception>
|
||
|
public BindingSyntax WithProcessor<TProcessor>()
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
|
||
|
var processorName = InputProcessor.s_Processors.FindNameForType(typeof(TProcessor));
|
||
|
if (processorName.IsEmpty())
|
||
|
throw new NotSupportedException($"Type '{typeof(TProcessor)}' has not been registered as a processor");
|
||
|
|
||
|
return WithProcessor(processorName);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Specify which action to trigger.
|
||
|
/// </summary>
|
||
|
/// <param name="action">Action to trigger.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid.</exception>
|
||
|
/// <exception cref="ArgumentNullException">Provided action is null.</exception>
|
||
|
/// <exception cref="ArgumentException">Provided action is a singleton action (not part of any action maps).</exception>
|
||
|
public BindingSyntax Triggering(InputAction action)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException(nameof(action));
|
||
|
if (action.isSingletonAction)
|
||
|
throw new ArgumentException(
|
||
|
$"Cannot change the action a binding triggers on singleton action '{action}'", nameof(action));
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].action = action.name;
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Replace the current binding with the given one.
|
||
|
/// </summary>
|
||
|
/// <param name="binding">An input binding.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <remarks>
|
||
|
/// This method replaces the current binding wholesale, i.e. it will overwrite all fields.
|
||
|
/// Be aware that this has the potential of corrupting the binding data in case the given
|
||
|
/// binding is a composite.
|
||
|
/// </remarks>
|
||
|
public BindingSyntax To(InputBinding binding)
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Accessor is not valid");
|
||
|
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap] = binding;
|
||
|
|
||
|
// If it's a singleton action, we force the binding to stay with the action.
|
||
|
if (m_ActionMap.m_SingletonAction != null)
|
||
|
m_ActionMap.m_Bindings[m_BindingIndexInMap].action = m_ActionMap.m_SingletonAction.name;
|
||
|
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Switch to configuring the next binding.
|
||
|
/// </summary>
|
||
|
/// <returns>An instance configured to edit the next binding or an invalid (see <see cref="valid"/>) instance if
|
||
|
/// there is no next binding.</returns>
|
||
|
/// <remarks>If the BindingSyntax is restricted to a single action, the result will be invalid (see <see cref="valid"/>)
|
||
|
/// if there is no next binding on the action. If the BindingSyntax is restricted to an <see cref="InputActionMap"/>, the result will
|
||
|
/// be be invalid if there is no next binding in the map.</remarks>
|
||
|
public BindingSyntax NextBinding()
|
||
|
{
|
||
|
return Iterate(true);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Switch to configuring the previous binding.
|
||
|
/// </summary>
|
||
|
/// <returns>An instance configured to edit the previous binding or an invalid (see <see cref="valid"/>) instance if
|
||
|
/// there is no previous binding.</returns>
|
||
|
/// <remarks>If the BindingSyntax is restricted to a single action, the result will be invalid (see <see cref="valid"/>)
|
||
|
/// if there is no previous binding on the action. If the BindingSyntax is restricted to an <see cref="InputActionMap"/>, the result will
|
||
|
/// be be invalid if there is no previous binding in the map.</remarks>
|
||
|
public BindingSyntax PreviousBinding()
|
||
|
{
|
||
|
return Iterate(false);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Iterate to the next part binding of the current composite with the given part name.
|
||
|
/// </summary>
|
||
|
/// <param name="partName">Name of the part of the binding, such as <c>"Positive"</c>.</param>
|
||
|
/// <returns>An accessor to the next part binding with the given name or an invalid (see <see cref="valid"/>)
|
||
|
/// accessor if there is no such binding.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="partName"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// Each binding that is part of a composite is marked with <see cref="InputBinding.isPartOfComposite"/>
|
||
|
/// set to true. The name of the part is determined by <see cref="InputBinding.name"/> (comparison is
|
||
|
/// case-insensitive). Which parts are relevant to a specific composite is determined by the type of
|
||
|
/// composite. An <see cref="Composites.AxisComposite"/>, for example, has <c>"Negative"</c> and a
|
||
|
/// <c>"Positive"</c> part.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Delete first "Positive" part of "Axis" composite.
|
||
|
/// action.ChangeCompositeBinding("Axis")
|
||
|
/// .NextPartBinding("Positive").Erase();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputBinding.isPartOfComposite"/>
|
||
|
/// <seealso cref="InputBinding.isComposite"/>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
public BindingSyntax NextPartBinding(string partName)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(partName))
|
||
|
throw new ArgumentNullException(nameof(partName));
|
||
|
return IteratePartBinding(true, partName);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Iterate to the previous part binding of the current composite with the given part name.
|
||
|
/// </summary>
|
||
|
/// <param name="partName">Name of the part of the binding, such as <c>"Positive"</c>.</param>
|
||
|
/// <returns>An accessor to the previous part binding with the given name or an invalid (see <see cref="valid"/>)
|
||
|
/// accessor if there is no such binding.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="partName"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// Each binding that is part of a composite is marked with <see cref="InputBinding.isPartOfComposite"/>
|
||
|
/// set to true. The name of the part is determined by <see cref="InputBinding.name"/> (comparison is
|
||
|
/// case-insensitive). Which parts are relevant to a specific composite is determined by the type of
|
||
|
/// composite. An <see cref="Composites.AxisComposite"/>, for example, has <c>"Negative"</c> and a
|
||
|
/// <c>"Positive"</c> part.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputBinding.isPartOfComposite"/>
|
||
|
/// <seealso cref="InputBinding.isComposite"/>
|
||
|
/// <seealso cref="InputBindingComposite"/>
|
||
|
public BindingSyntax PreviousPartBinding(string partName)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(partName))
|
||
|
throw new ArgumentNullException(nameof(partName));
|
||
|
return IteratePartBinding(false, partName);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Iterate to the next composite binding.
|
||
|
/// </summary>
|
||
|
/// <param name="compositeName">If <c>null</c> (default), an accessor to the next composite binding,
|
||
|
/// regardless of name or type, is returned. If it is not <c>null</c>, can be either the name of
|
||
|
/// the binding (see <see cref="InputBinding.name"/>) or the name of the composite used in the
|
||
|
/// binding (see <see cref="InputSystem.RegisterBindingComposite"/></param>).
|
||
|
/// <returns>A write accessor to the next composite binding or an invalid accessor (see
|
||
|
/// <see cref="valid"/>) if no such binding was found.</returns>
|
||
|
public BindingSyntax NextCompositeBinding(string compositeName = null)
|
||
|
{
|
||
|
return IterateCompositeBinding(true, compositeName);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Iterate to the previous composite binding.
|
||
|
/// </summary>
|
||
|
/// <param name="compositeName">If <c>null</c> (default), an accessor to the previous composite binding,
|
||
|
/// regardless of name or type, is returned. If it is not <c>null</c>, can be either the name of
|
||
|
/// the binding (see <see cref="InputBinding.name"/>) or the name of the composite used in the
|
||
|
/// binding (see <see cref="InputSystem.RegisterBindingComposite"/>).</param>
|
||
|
/// <returns>A write accessor to the previous composite binding or an invalid accessor (see
|
||
|
/// <see cref="valid"/>) if no such binding was found.</returns>
|
||
|
public BindingSyntax PreviousCompositeBinding(string compositeName = null)
|
||
|
{
|
||
|
return IterateCompositeBinding(false, compositeName);
|
||
|
}
|
||
|
|
||
|
private BindingSyntax Iterate(bool next)
|
||
|
{
|
||
|
if (m_ActionMap == null)
|
||
|
return default;
|
||
|
|
||
|
var bindings = m_ActionMap.m_Bindings;
|
||
|
if (bindings == null)
|
||
|
return default;
|
||
|
|
||
|
// To find the next binding for a specific action, we may have to jump
|
||
|
// over unrelated bindings in-between.
|
||
|
var index = m_BindingIndexInMap;
|
||
|
while (true)
|
||
|
{
|
||
|
index += next ? 1 : -1;
|
||
|
if (index < 0 || index >= bindings.Length)
|
||
|
return default;
|
||
|
|
||
|
if (m_Action == null || bindings[index].TriggersAction(m_Action))
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return new BindingSyntax(m_ActionMap, index, m_Action);
|
||
|
}
|
||
|
|
||
|
private BindingSyntax IterateCompositeBinding(bool next, string compositeName)
|
||
|
{
|
||
|
for (var accessor = Iterate(next); accessor.valid; accessor = accessor.Iterate(next))
|
||
|
{
|
||
|
if (!accessor.binding.isComposite)
|
||
|
continue;
|
||
|
|
||
|
if (compositeName == null)
|
||
|
return accessor;
|
||
|
|
||
|
// Try name of binding.
|
||
|
if (compositeName.Equals(accessor.binding.name, StringComparison.InvariantCultureIgnoreCase))
|
||
|
return accessor;
|
||
|
|
||
|
// Try composite type name.
|
||
|
var name = NameAndParameters.ParseName(accessor.binding.path);
|
||
|
if (compositeName.Equals(name, StringComparison.InvariantCultureIgnoreCase))
|
||
|
return accessor;
|
||
|
}
|
||
|
|
||
|
return default;
|
||
|
}
|
||
|
|
||
|
private BindingSyntax IteratePartBinding(bool next, string partName)
|
||
|
{
|
||
|
if (!valid)
|
||
|
return default;
|
||
|
|
||
|
if (binding.isComposite)
|
||
|
{
|
||
|
// If we're at the composite, only proceed if we're iterating down
|
||
|
// instead of up.
|
||
|
if (!next)
|
||
|
return default;
|
||
|
}
|
||
|
else if (!binding.isPartOfComposite)
|
||
|
return default;
|
||
|
|
||
|
for (var accessor = Iterate(next); accessor.valid; accessor = accessor.Iterate(next))
|
||
|
{
|
||
|
if (!accessor.binding.isPartOfComposite)
|
||
|
return default;
|
||
|
|
||
|
if (partName.Equals(accessor.binding.name, StringComparison.InvariantCultureIgnoreCase))
|
||
|
return accessor;
|
||
|
}
|
||
|
|
||
|
return default;
|
||
|
}
|
||
|
|
||
|
////TODO: allow setting overrides through this accessor
|
||
|
|
||
|
/// <summary>
|
||
|
/// Remove the binding.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// If the binding is a composite (see <see cref="InputBinding.isComposite"/>), part bindings of the
|
||
|
/// composite will be removed as well.
|
||
|
///
|
||
|
/// Note that the accessor will not necessarily be invalidated. Instead, it will point to what used
|
||
|
/// to be the next binding in the array (though that means the accessor will be invalid if the binding
|
||
|
/// that got erased was the last one in the array).
|
||
|
/// </remarks>
|
||
|
/// <exception cref="InvalidOperationException">The instance is not <see cref="valid"/>.</exception>
|
||
|
public void Erase()
|
||
|
{
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Instance not valid");
|
||
|
|
||
|
var isComposite = m_ActionMap.m_Bindings[m_BindingIndexInMap].isComposite;
|
||
|
ArrayHelpers.EraseAt(ref m_ActionMap.m_Bindings, m_BindingIndexInMap);
|
||
|
|
||
|
// If it's a composite, also erase part bindings.
|
||
|
if (isComposite)
|
||
|
{
|
||
|
while (m_BindingIndexInMap < m_ActionMap.m_Bindings.LengthSafe() && m_ActionMap.m_Bindings[m_BindingIndexInMap].isPartOfComposite)
|
||
|
{
|
||
|
ArrayHelpers.EraseAt(ref m_ActionMap.m_Bindings, m_BindingIndexInMap);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_Action.m_BindingsCount = m_ActionMap.m_Bindings.LengthSafe();
|
||
|
m_ActionMap.OnBindingModified();
|
||
|
|
||
|
// We have switched to a different binding array. For singleton actions, we need to
|
||
|
// sync up the reference that the action itself has.
|
||
|
if (m_ActionMap.m_SingletonAction != null)
|
||
|
m_ActionMap.m_SingletonAction.m_SingletonActionBindings = m_ActionMap.m_Bindings;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Insert a composite part into a composite binding.
|
||
|
/// </summary>
|
||
|
/// <param name="partName">Name of the part in composite binding.</param>
|
||
|
/// <param name="path">Control path to bind to.</param>
|
||
|
/// <returns>The same binding syntax for further configuration.</returns>
|
||
|
/// <exception cref="ArgumentNullException">Part name is null or empty.</exception>
|
||
|
/// <exception cref="InvalidOperationException">The binding accessor is invalid or the binding accessor is not pointing to composite or part binding.</exception>
|
||
|
public BindingSyntax InsertPartBinding(string partName, string path)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(partName))
|
||
|
throw new ArgumentNullException(nameof(partName));
|
||
|
if (!valid)
|
||
|
throw new InvalidOperationException("Binding accessor is not valid");
|
||
|
var binding = this.binding;
|
||
|
if (!binding.isPartOfComposite && !binding.isComposite)
|
||
|
throw new InvalidOperationException("Binding accessor must point to composite or part binding");
|
||
|
|
||
|
AddBindingInternal(m_ActionMap,
|
||
|
new InputBinding { path = path, isPartOfComposite = true, name = partName },
|
||
|
m_BindingIndexInMap + 1);
|
||
|
|
||
|
return new BindingSyntax(m_ActionMap, m_BindingIndexInMap + 1, m_Action);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////TODO: remove this and merge it into BindingSyntax
|
||
|
/// <summary>
|
||
|
/// Write accessor to a composite binding.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// To add a composite binding to an action, you must first call <see cref="InputActionSetupExtensions.AddCompositeBinding"/>
|
||
|
/// and then use the CompositeSyntax struct to add composite parts.
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// playerInput.actions["fire"]
|
||
|
/// .ChangeBinding(0)
|
||
|
/// .AddCompositeBinding("2DVector")
|
||
|
/// .With("Up", "<Keyboard>/w")
|
||
|
/// .With("Down", "<Keyboard>/s")
|
||
|
/// .With("Left", "<Keyboard>/a")
|
||
|
/// .With("Right", "<Keyboard>/d");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="AddBinding(InputAction,InputBinding)"/>
|
||
|
/// <seealso cref="ChangeBinding(InputAction,int)"/>
|
||
|
public struct CompositeSyntax
|
||
|
{
|
||
|
private readonly InputAction m_Action;
|
||
|
private readonly InputActionMap m_ActionMap;
|
||
|
private int m_BindingIndexInMap;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Index of the binding that the accessor refers to.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// When accessing bindings on an <see cref="InputAction"/>, this is the index in
|
||
|
/// <see cref="InputAction.bindings"/> of the action. When accessing bindings on an
|
||
|
/// <see cref="InputActionMap"/>, it is the index <see cref="InputActionMap.bindings"/>
|
||
|
/// of the map.
|
||
|
/// </remarks>
|
||
|
public int bindingIndex
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (m_ActionMap == null)
|
||
|
return -1;
|
||
|
if (m_Action != null)
|
||
|
return m_Action.BindingIndexOnMapToBindingIndexOnAction(m_BindingIndexInMap);
|
||
|
return m_BindingIndexInMap;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal CompositeSyntax(InputActionMap map, InputAction action, int compositeIndex)
|
||
|
{
|
||
|
m_Action = action;
|
||
|
m_ActionMap = map;
|
||
|
m_BindingIndexInMap = compositeIndex;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add a part binding to the composite.
|
||
|
/// </summary>
|
||
|
/// <param name="name">Name of the part. This is dependent on the type of composite. For
|
||
|
/// <see cref="Composites.Vector2Composite"/>, for example, the valid parts are <c>"Up"</c>, <c>"Down"</c>,
|
||
|
/// <c>"Left"</c>, and <c>"Right"</c>.</param>
|
||
|
/// <param name="binding">Control path to binding to. See <see cref="InputBinding.path"/>.</param>
|
||
|
/// <param name="groups">Binding groups to assign to the part binding. See <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <param name="processors">Optional list of processors to apply to the binding. See <see cref="InputBinding.processors"/>.</param>
|
||
|
/// <returns>The same composite syntax for further configuration.</returns>
|
||
|
public CompositeSyntax With(string name, string binding, string groups = null, string processors = null)
|
||
|
{
|
||
|
////TODO: check whether non-composite bindings have been added in-between
|
||
|
|
||
|
using (InputActionRebindingExtensions.DeferBindingResolution())
|
||
|
{
|
||
|
int bindingIndex;
|
||
|
if (m_Action != null)
|
||
|
bindingIndex = m_Action.AddBinding(path: binding, groups: groups, processors: processors)
|
||
|
.m_BindingIndexInMap;
|
||
|
else
|
||
|
bindingIndex = m_ActionMap.AddBinding(path: binding, groups: groups, processors: processors)
|
||
|
.m_BindingIndexInMap;
|
||
|
|
||
|
m_ActionMap.m_Bindings[bindingIndex].name = name;
|
||
|
m_ActionMap.m_Bindings[bindingIndex].isPartOfComposite = true;
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Write accessor to a control scheme.
|
||
|
/// </summary>
|
||
|
public struct ControlSchemeSyntax
|
||
|
{
|
||
|
// REVIEW: Consider removing this for major revision, e.g. v2 or let functionality used by it be internal to reduce API surface.
|
||
|
|
||
|
private readonly InputActionAsset m_Asset;
|
||
|
private readonly int m_ControlSchemeIndex;
|
||
|
private InputControlScheme m_ControlScheme;
|
||
|
|
||
|
internal ControlSchemeSyntax(InputActionAsset asset, int index)
|
||
|
{
|
||
|
m_Asset = asset;
|
||
|
m_ControlSchemeIndex = index;
|
||
|
m_ControlScheme = new InputControlScheme();
|
||
|
}
|
||
|
|
||
|
internal ControlSchemeSyntax(InputControlScheme controlScheme)
|
||
|
{
|
||
|
m_Asset = null;
|
||
|
m_ControlSchemeIndex = -1;
|
||
|
m_ControlScheme = controlScheme;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets or overwrite the binding group for control scheme.
|
||
|
/// </summary>
|
||
|
/// <param name="bindingGroup">A binding group. See <see cref="InputBinding.groups"/>.</param>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
/// <exception cref="ArgumentNullException">If provided name is null or empty.</exception>
|
||
|
public ControlSchemeSyntax WithBindingGroup(string bindingGroup)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(bindingGroup))
|
||
|
throw new ArgumentNullException(nameof(bindingGroup));
|
||
|
|
||
|
if (m_Asset == null)
|
||
|
m_ControlScheme.m_BindingGroup = bindingGroup;
|
||
|
else
|
||
|
m_Asset.m_ControlSchemes[m_ControlSchemeIndex].bindingGroup = bindingGroup;
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds a required device to control scheme.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">Type of device.</typeparam>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
public ControlSchemeSyntax WithRequiredDevice<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return WithRequiredDevice(DeviceTypeToControlPath<TDevice>());
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds an optional device to control scheme.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">Type of device.</typeparam>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
/// <see cref="InputControlScheme.DeviceRequirement.isOptional"/>
|
||
|
public ControlSchemeSyntax WithOptionalDevice<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return WithOptionalDevice(DeviceTypeToControlPath<TDevice>());
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Combines another required device with the previous device using boolean OR
|
||
|
/// logic such that either the previous device or this device are required to be present.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">Type of device.</typeparam>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Create an .inputactions asset.
|
||
|
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
|
||
|
///
|
||
|
/// asset.AddControlScheme("KeyboardAndMouseOrPen")
|
||
|
/// .WithRequiredDevice("<Keyboard>")
|
||
|
/// .WithRequiredDevice("<Mouse>")
|
||
|
/// .OrWithRequiredDevice("<Pen>")
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <see cref="InputControlScheme.DeviceRequirement.isOR"/>
|
||
|
public ControlSchemeSyntax OrWithRequiredDevice<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return OrWithRequiredDevice(DeviceTypeToControlPath<TDevice>());
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Combines another optional device with the previous device using boolean OR
|
||
|
/// logic such that either the previous device or this device are required to be present.
|
||
|
/// If this is the last device in a chain of OR'd devices, the entire chain of
|
||
|
/// devices becomes optional.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TDevice">Type of device.</typeparam>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
/// <see cref="InputControlScheme.DeviceRequirement.isOR"/>
|
||
|
public ControlSchemeSyntax OrWithOptionalDevice<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
return OrWithOptionalDevice(DeviceTypeToControlPath<TDevice>());
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds a required device to control scheme.
|
||
|
/// </summary>
|
||
|
/// <param name="controlPath">Device path, like <Gamepad>.</param>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
public ControlSchemeSyntax WithRequiredDevice(string controlPath)
|
||
|
{
|
||
|
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.None);
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Add an optional device to the control scheme.
|
||
|
/// </summary>
|
||
|
/// <param name="controlPath">The device path, like <Gamepad>.</param>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
public ControlSchemeSyntax WithOptionalDevice(string controlPath)
|
||
|
{
|
||
|
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.Optional);
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds another possible required device to the control scheme.
|
||
|
/// </summary>
|
||
|
/// <param name="controlPath">Device path, like <Gamepad>.</param>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
public ControlSchemeSyntax OrWithRequiredDevice(string controlPath)
|
||
|
{
|
||
|
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.Or);
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds another possible optional device to control scheme.
|
||
|
/// </summary>
|
||
|
/// <param name="controlPath">Device path, like <Gamepad>.</param>
|
||
|
/// <returns>The same control scheme syntax for further configuration.</returns>
|
||
|
public ControlSchemeSyntax OrWithOptionalDevice(string controlPath)
|
||
|
{
|
||
|
AddDeviceEntry(controlPath,
|
||
|
InputControlScheme.DeviceRequirement.Flags.Optional |
|
||
|
InputControlScheme.DeviceRequirement.Flags.Or);
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
private string DeviceTypeToControlPath<TDevice>()
|
||
|
where TDevice : InputDevice
|
||
|
{
|
||
|
var layoutName = InputControlLayout.s_Layouts.TryFindLayoutForType(typeof(TDevice)).ToString();
|
||
|
if (string.IsNullOrEmpty(layoutName))
|
||
|
layoutName = typeof(TDevice).Name;
|
||
|
return $"<{layoutName}>";
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Call this method when done building out the control scheme to return the associated instance.
|
||
|
/// </summary>
|
||
|
/// <returns>The associated control scheme</returns>
|
||
|
public InputControlScheme Done()
|
||
|
{
|
||
|
if (m_Asset != null)
|
||
|
return m_Asset.m_ControlSchemes[m_ControlSchemeIndex];
|
||
|
return m_ControlScheme;
|
||
|
}
|
||
|
|
||
|
private void AddDeviceEntry(string controlPath, InputControlScheme.DeviceRequirement.Flags flags)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(controlPath))
|
||
|
throw new ArgumentNullException(nameof(controlPath));
|
||
|
|
||
|
var scheme = m_Asset != null ? m_Asset.m_ControlSchemes[m_ControlSchemeIndex] : m_ControlScheme;
|
||
|
ArrayHelpers.Append(ref scheme.m_DeviceRequirements,
|
||
|
new InputControlScheme.DeviceRequirement
|
||
|
{
|
||
|
m_ControlPath = controlPath,
|
||
|
m_Flags = flags,
|
||
|
});
|
||
|
|
||
|
if (m_Asset == null)
|
||
|
m_ControlScheme = scheme;
|
||
|
else
|
||
|
m_Asset.m_ControlSchemes[m_ControlSchemeIndex] = scheme;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|