forked from BilalY/Rasagar
915 lines
40 KiB
C#
915 lines
40 KiB
C#
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using System;
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using System.Linq;
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using System.Text;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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////REVIEW: do we really need overridable processors and interactions?
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// Downsides to the current approach:
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// - Being able to address entire batches of controls through a single control is awesome. Especially
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// when combining it type-kind of queries (e.g. "<MyDevice>/<Button>"). However, it complicates things
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// in quite a few areas. There's quite a few bits in InputActionState that could be simplified if a
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// binding simply maps to a control.
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A mapping of controls to an action.
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/// </summary>
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/// <remarks>
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/// Each binding represents a value received from controls (see <see cref="InputControl"/>).
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/// There are two main types of bindings: "normal" bindings and "composite" bindings.
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///
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/// Normal bindings directly bind to control(s) by means of <see cref="path"/> which is a "control path"
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/// (see <see cref="InputControlPath"/> for details about how to form paths). At runtime, the
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/// path of such a binding may match none, one, or multiple controls. Each control matched by the
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/// path will feed input into the binding.
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///
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/// Composite bindings do not bind to controls themselves. Instead, they receive their input
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/// from their "part" bindings and then return a value representing a "composition" of those
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/// inputs. What composition specifically is performed depends on the type of the composite.
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/// <see cref="Composites.AxisComposite"/>, for example, will return a floating-point axis value
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/// computed from the state of two buttons.
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///
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/// The action that is triggered by a binding is determined by its <see cref="action"/> property.
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/// The resolution to an <see cref="InputAction"/> depends on where the binding is used. For example,
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/// bindings that are part of <see cref="InputActionMap.bindings"/> will resolve action names to
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/// actions in the same <see cref="InputActionMap"/>.
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///
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/// A binding can also be used as a form of search mask or filter. In this use, <see cref="path"/>,
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/// <see cref="action"/>, and <see cref="groups"/> become search criteria that are matched
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/// against other bindings. See <see cref="Matches(InputBinding)"/> for details. This use
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/// is employed in places such as <see cref="InputActionRebindingExtensions"/> as well as in
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/// binding masks on actions (<see cref="InputAction.bindingMask"/>), action maps (<see
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/// cref="InputActionMap.bindingMask"/>), and assets (<see cref="InputActionAsset.bindingMask"/>).
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/// </remarks>
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[Serializable]
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public struct InputBinding : IEquatable<InputBinding>
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{
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/// <summary>
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/// Character that is used to separate elements in places such as <see cref="groups"/>,
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/// <see cref="interactions"/>, and <see cref="processors"/>.
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/// </summary>
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/// Some strings on bindings represent lists of elements. An example is <see cref="groups"/>
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/// which may associate a binding with several binding groups, each one delimited by the
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/// separator.
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///
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/// <remarks>
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/// <example>
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/// <code>
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/// // A binding that belongs to the "Keyboard&Mouse" and "Gamepad" group.
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// groups = "Keyboard&Mouse;Gamepad"
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/// };
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/// </code>
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/// </example>
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/// </remarks>
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public const char Separator = ';';
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internal const string kSeparatorString = ";";
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/// <summary>
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/// Optional name for the binding.
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/// </summary>
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/// <value>Name of the binding.</value>
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/// <remarks>
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/// For bindings that are part of composites (see <see cref="isPartOfComposite"/>), this is
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/// the name of the field on the binding composite object that should be initialized with
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/// the control target of the binding.
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/// </remarks>
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public string name
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{
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get => m_Name;
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set => m_Name = value;
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}
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/// <summary>
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/// Unique ID of the binding.
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/// </summary>
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/// <value>Unique ID of the binding.</value>
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/// <remarks>
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/// This can be used, for example, when storing binding overrides in local user configurations.
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/// Using the binding ID, an override can remain associated with one specific binding.
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/// </remarks>
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public Guid id
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{
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get
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{
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////REVIEW: this is inconsistent with InputActionMap and InputAction which generate IDs, if necessary
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if (string.IsNullOrEmpty(m_Id))
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return default;
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return new Guid(m_Id);
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}
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set => m_Id = value.ToString();
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}
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/// <summary>
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/// Control path being bound to.
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/// </summary>
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/// <value>Path of control(s) to source input from.</value>
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/// <remarks>
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/// Bindings reference <see cref="InputControl"/>s using a regular expression-like
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/// language. See <see cref="InputControlPath"/> for details.
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///
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/// If the binding is a composite (<see cref="isComposite"/>), the path is the composite
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/// string instead. For example, for a <see cref="Composites.Vector2Composite"/>, the
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/// path could be something like <c>"Vector2(normalize=false)"</c>.
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///
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/// The path of a binding may be non-destructively override at runtime using <see cref="overridePath"/>
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/// which unlike this property is not serialized. <see cref="effectivePath"/> represents the
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/// final, effective path.
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/// </remarks>
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/// <example>
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/// <code>
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/// // A binding that references the left mouse button.
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/// new InputBinding { path = "<Mouse>/leftButton" }
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/// </code>
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/// </example>
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/// <seealso cref="overridePath"/>
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/// <seealso cref="InputControlPath"/>
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/// <seealso cref="InputControlPath.Parse"/>
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/// <seealso cref="InputControl.path"/>
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/// <seealso cref="InputSystem.FindControl"/>
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public string path
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{
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get => m_Path;
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set => m_Path = value;
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}
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/// <summary>
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/// If the binding is overridden, this is the overriding path.
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/// Otherwise it is <c>null</c>.
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/// </summary>
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/// <value>Path to override the <see cref="path"/> property with.</value>
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/// <remarks>
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/// Unlike the <see cref="path"/> property, the value of the override path is not serialized.
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/// If set, it will take precedence and determine the result of <see cref="effectivePath"/>.
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///
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/// This property can be set to an empty string to disable the binding. During resolution,
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/// bindings with an empty <see cref="effectivePath"/> will get skipped.
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///
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/// To set the override on an existing binding, use the methods supplied by <see cref="InputActionRebindingExtensions"/>
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/// such as <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,string,string,string)"/>.
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///
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/// <example>
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/// <code>
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/// // Override the binding to <Gamepad>/buttonSouth on
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/// // myAction with a binding to <Gamepad>/buttonNorth.
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/// myAction.ApplyBindingOverride(
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/// new InputBinding
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/// {
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/// path = "<Gamepad>/buttonSouth",
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/// overridePath = "<Gamepad>/buttonNorth"
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/// });
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="path"/>
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/// <seealso cref="overrideInteractions"/>
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/// <seealso cref="overrideProcessors"/>
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/// <seealso cref="hasOverrides"/>
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/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
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/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
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public string overridePath
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{
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get => m_OverridePath;
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set => m_OverridePath = value;
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}
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/// <summary>
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/// Optional list of interactions and their parameters.
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/// </summary>
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/// <value>Interactions to put on the binding.</value>
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/// <remarks>
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/// Each element in the list is a name of an interaction (as registered with
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/// <see cref="InputSystem.RegisterInteraction{T}"/>) followed by an optional
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/// list of parameters.
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///
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/// For example, <c>"slowTap(duration=1.2,pressPoint=0.123)"</c> is one element
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/// that puts a <see cref="Interactions.SlowTapInteraction"/> on the binding and
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/// sets <see cref="Interactions.SlowTapInteraction.duration"/> to 1.2 and
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/// <see cref="Interactions.SlowTapInteraction.pressPoint"/> to 0.123.
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///
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/// Multiple interactions can be put on a binding by separating them with a comma.
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/// For example, <c>"tap,slowTap(duration=1.2)"</c> puts both a
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/// <see cref="Interactions.TapInteraction"/> and <see cref="Interactions.SlowTapInteraction"/>
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/// on the binding. See <see cref="IInputInteraction"/> for why the order matters.
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/// </remarks>
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/// <seealso cref="IInputInteraction"/>
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/// <seealso cref="overrideInteractions"/>
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/// <seealso cref="hasOverrides"/>
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/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
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/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
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public string interactions
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{
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get => m_Interactions;
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set => m_Interactions = value;
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}
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/// <summary>
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/// Interaction settings to override <see cref="interactions"/> with.
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/// </summary>
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/// <value>Override string for <see cref="interactions"/> or <c>null</c>.</value>
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/// <remarks>
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/// If this is not <c>null</c>, it replaces the value of <see cref="interactions"/>.
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/// </remarks>
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/// <seealso cref="effectiveInteractions"/>
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/// <seealso cref="interactions"/>
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/// <seealso cref="overridePath"/>
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/// <seealso cref="overrideProcessors"/>
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/// <seealso cref="hasOverrides"/>
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/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
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/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
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public string overrideInteractions
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{
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get => m_OverrideInteractions;
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set => m_OverrideInteractions = value;
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}
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/// <summary>
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/// Optional list of processors to apply to control values.
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/// </summary>
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/// <value>Value processors to apply to the binding.</value>
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/// <remarks>
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/// This string has the same format as <see cref="InputControlAttribute.processors"/>.
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/// </remarks>
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/// <seealso cref="InputProcessor{TValue}"/>
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/// <seealso cref="overrideProcessors"/>
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public string processors
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{
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get => m_Processors;
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set => m_Processors = value;
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}
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/// <summary>
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/// Processor settings to override <see cref="processors"/> with.
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/// </summary>
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/// <value>Override string for <see cref="processors"/> or <c>null</c>.</value>
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/// <remarks>
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/// If this is not <c>null</c>, it replaces the value of <see cref="processors"/>.
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/// </remarks>
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/// <seealso cref="effectiveProcessors"/>
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/// <seealso cref="processors"/>
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/// <seealso cref="overridePath"/>
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/// <seealso cref="overrideInteractions"/>
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/// <seealso cref="hasOverrides"/>
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public string overrideProcessors
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{
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get => m_OverrideProcessors;
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set => m_OverrideProcessors = value;
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}
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/// <summary>
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/// Optional list of binding groups that the binding belongs to.
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/// </summary>
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/// <value>List of binding groups or <c>null</c>.</value>
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/// <remarks>
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/// This is used, for example, to divide bindings into <see cref="InputControlScheme"/>s.
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/// Each control scheme is associated with a unique binding group through <see
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/// cref="InputControlScheme.bindingGroup"/>.
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///
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/// A binding may be associated with multiple groups by listing each group name
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/// separate by a semicolon (<see cref="Separator"/>).
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///
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/// <example>
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/// <code>
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// // Associate the binding both with the "KeyboardMouse" and
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/// // the "Gamepad" group.
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/// groups = "KeyboardMouse;Gamepad",
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/// }
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/// </code>
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/// </example>
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///
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/// Note that the system places no restriction on what binding groups are used
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/// for in practice. Their use by <see cref="InputControlScheme"/> is only one
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/// possible one, but which groups to apply and how to use them is ultimately
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/// up to you.
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/// </remarks>
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/// <seealso cref="InputControlScheme.bindingGroup"/>
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public string groups
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{
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get => m_Groups;
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set => m_Groups = value;
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}
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/// <summary>
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/// Name or ID of the action triggered by the binding.
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/// </summary>
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/// <remarks>
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/// This is null if the binding does not trigger an action.
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///
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/// For InputBindings that are used as masks, this can be a "mapName/actionName" combination
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/// or "mapName/*" to match all actions in the given map.
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/// </remarks>
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/// <seealso cref="InputAction.name"/>
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/// <seealso cref="InputAction.id"/>
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public string action
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{
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get => m_Action;
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set => m_Action = value;
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}
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/// <summary>
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/// Whether the binding is a composite.
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/// </summary>
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/// <value>True if the binding is a composite.</value>
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/// <remarks>
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/// Composite bindings to not bind to controls to themselves but rather source their
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/// input from one or more "part binding" (see <see cref="isPartOfComposite"/>).
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///
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/// See <see cref="InputBindingComposite{TValue}"/> for more details.
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/// </remarks>
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/// <seealso cref="InputBindingComposite{TValue}"/>
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public bool isComposite
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{
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get => (m_Flags & Flags.Composite) == Flags.Composite;
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set
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{
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if (value)
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m_Flags |= Flags.Composite;
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else
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m_Flags &= ~Flags.Composite;
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}
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}
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/// <summary>
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/// Whether the binding is a "part binding" of a composite.
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/// </summary>
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/// <value>True if the binding is part of a composite.</value>
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/// <remarks>
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/// The bindings that make up a composite are laid out sequentially in <see cref="InputActionMap.bindings"/>.
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/// First comes the composite itself which is flagged with <see cref="isComposite"/>. It mentions
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/// the composite and its parameters in its <see cref="path"/> property. After the composite itself come
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/// the part bindings. All subsequent bindings marked as <c>isPartOfComposite</c> will be associated
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/// with the composite.
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/// </remarks>
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/// <seealso cref="isComposite"/>
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/// <seealso cref="InputBindingComposite{TValue}"/>
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public bool isPartOfComposite
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{
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get => (m_Flags & Flags.PartOfComposite) == Flags.PartOfComposite;
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set
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{
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if (value)
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m_Flags |= Flags.PartOfComposite;
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else
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m_Flags &= ~Flags.PartOfComposite;
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}
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}
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/// <summary>
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/// True if any of the override properties, that is, <see cref="overridePath"/>, <see cref="overrideProcessors"/>,
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/// and/or <see cref="overrideInteractions"/>, are set (not <c>null</c>).
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/// </summary>
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public bool hasOverrides => overridePath != null || overrideProcessors != null || overrideInteractions != null;
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/// <summary>
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/// Initialize a new binding.
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/// </summary>
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/// <param name="path">Path for the binding.</param>
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/// <param name="action">Action to trigger from the binding.</param>
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/// <param name="groups">Semicolon-separated list of binding <see cref="InputBinding.groups"/> the binding is associated with.</param>
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/// <param name="processors">Comma-separated list of <see cref="InputBinding.processors"/> to apply to the binding.</param>
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/// <param name="interactions">Comma-separated list of <see cref="InputBinding.interactions"/> to apply to the
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/// binding.</param>
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/// <param name="name">Optional name for the binding.</param>
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public InputBinding(string path, string action = null, string groups = null, string processors = null,
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string interactions = null, string name = null)
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{
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m_Path = path;
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m_Action = action;
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m_Groups = groups;
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m_Processors = processors;
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m_Interactions = interactions;
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m_Name = name;
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m_Id = default;
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m_Flags = default;
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m_OverridePath = default;
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m_OverrideInteractions = default;
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|
m_OverrideProcessors = default;
|
||
|
}
|
||
|
|
||
|
public string GetNameOfComposite()
|
||
|
{
|
||
|
if (!isComposite)
|
||
|
return null;
|
||
|
return NameAndParameters.Parse(effectivePath).name;
|
||
|
}
|
||
|
|
||
|
internal void GenerateId()
|
||
|
{
|
||
|
m_Id = Guid.NewGuid().ToString();
|
||
|
}
|
||
|
|
||
|
internal void RemoveOverrides()
|
||
|
{
|
||
|
m_OverridePath = null;
|
||
|
m_OverrideInteractions = null;
|
||
|
m_OverrideProcessors = null;
|
||
|
}
|
||
|
|
||
|
public static InputBinding MaskByGroup(string group)
|
||
|
{
|
||
|
return new InputBinding {groups = group};
|
||
|
}
|
||
|
|
||
|
public static InputBinding MaskByGroups(params string[] groups)
|
||
|
{
|
||
|
return new InputBinding {groups = string.Join(kSeparatorString, groups.Where(x => !string.IsNullOrEmpty(x)))};
|
||
|
}
|
||
|
|
||
|
[SerializeField] private string m_Name;
|
||
|
[SerializeField] internal string m_Id;
|
||
|
[Tooltip("Path of the control to bind to. Matched at runtime to controls from InputDevices present at the time.\n\nCan either be "
|
||
|
+ "graphically from the control picker dropdown UI or edited manually in text mode by clicking the 'T' button. Internally, both "
|
||
|
+ "methods result in control path strings that look like, for example, \"<Gamepad>/buttonSouth\".")]
|
||
|
[SerializeField] private string m_Path;
|
||
|
[SerializeField] private string m_Interactions;
|
||
|
[SerializeField] private string m_Processors;
|
||
|
[SerializeField] internal string m_Groups;
|
||
|
[SerializeField] private string m_Action;
|
||
|
[SerializeField] internal Flags m_Flags;
|
||
|
|
||
|
[NonSerialized] private string m_OverridePath;
|
||
|
[NonSerialized] private string m_OverrideInteractions;
|
||
|
[NonSerialized] private string m_OverrideProcessors;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This is the bindings path which is effectively being used.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is either <see cref="overridePath"/> if that is set, or <see cref="path"/> otherwise.
|
||
|
/// </remarks>
|
||
|
public string effectivePath => overridePath ?? path;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This is the interaction config which is effectively being used.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is either <see cref="overrideInteractions"/> if that is set, or <see cref="interactions"/> otherwise.
|
||
|
/// </remarks>
|
||
|
public string effectiveInteractions => overrideInteractions ?? interactions;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This is the processor config which is effectively being used.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is either <see cref="overrideProcessors"/> if that is set, or <see cref="processors"/> otherwise.
|
||
|
/// </remarks>
|
||
|
public string effectiveProcessors => overrideProcessors ?? processors;
|
||
|
|
||
|
internal bool isEmpty =>
|
||
|
string.IsNullOrEmpty(effectivePath) && string.IsNullOrEmpty(action) &&
|
||
|
string.IsNullOrEmpty(groups);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Check whether the binding is equivalent to the given binding.
|
||
|
/// </summary>
|
||
|
/// <param name="other">Another binding.</param>
|
||
|
/// <returns>True if the two bindings are equivalent.</returns>
|
||
|
/// <remarks>
|
||
|
/// Bindings are equivalent if their <see cref="effectivePath"/>, <see cref="effectiveInteractions"/>,
|
||
|
/// and <see cref="effectiveProcessors"/>, plus their <see cref="action"/> and <see cref="groups"/>
|
||
|
/// properties are the same. Note that the string comparisons ignore both case and culture.
|
||
|
/// </remarks>
|
||
|
public bool Equals(InputBinding other)
|
||
|
{
|
||
|
return string.Equals(effectivePath, other.effectivePath, StringComparison.InvariantCultureIgnoreCase) &&
|
||
|
string.Equals(effectiveInteractions, other.effectiveInteractions, StringComparison.InvariantCultureIgnoreCase) &&
|
||
|
string.Equals(effectiveProcessors, other.effectiveProcessors, StringComparison.InvariantCultureIgnoreCase) &&
|
||
|
string.Equals(groups, other.groups, StringComparison.InvariantCultureIgnoreCase) &&
|
||
|
string.Equals(action, other.action, StringComparison.InvariantCultureIgnoreCase);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Compare the binding to the given object.
|
||
|
/// </summary>
|
||
|
/// <param name="obj">An object. May be <c>null</c>.</param>
|
||
|
/// <returns>True if the given object is an <c>InputBinding</c> that equals this one.</returns>
|
||
|
/// <seealso cref="Equals(InputBinding)"/>
|
||
|
public override bool Equals(object obj)
|
||
|
{
|
||
|
if (ReferenceEquals(null, obj))
|
||
|
return false;
|
||
|
|
||
|
return obj is InputBinding binding && Equals(binding);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Compare the two bindings for equality.
|
||
|
/// </summary>
|
||
|
/// <param name="left">The first binding.</param>
|
||
|
/// <param name="right">The second binding.</param>
|
||
|
/// <returns>True if the two bindings are equal.</returns>
|
||
|
/// <seealso cref="Equals(InputBinding)"/>
|
||
|
public static bool operator==(InputBinding left, InputBinding right)
|
||
|
{
|
||
|
return left.Equals(right);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Compare the two bindings for inequality.
|
||
|
/// </summary>
|
||
|
/// <param name="left">The first binding.</param>
|
||
|
/// <param name="right">The second binding.</param>
|
||
|
/// <returns>True if the two bindings are not equal.</returns>
|
||
|
/// <seealso cref="Equals(InputBinding)"/>
|
||
|
public static bool operator!=(InputBinding left, InputBinding right)
|
||
|
{
|
||
|
return !(left == right);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Compute a hash code for the binding.
|
||
|
/// </summary>
|
||
|
/// <returns>A hash code.</returns>
|
||
|
public override int GetHashCode()
|
||
|
{
|
||
|
unchecked
|
||
|
{
|
||
|
var hashCode = (effectivePath != null ? effectivePath.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (effectiveInteractions != null ? effectiveInteractions.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (effectiveProcessors != null ? effectiveProcessors.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (groups != null ? groups.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (action != null ? action.GetHashCode() : 0);
|
||
|
return hashCode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return a string representation of the binding useful for debugging.
|
||
|
/// </summary>
|
||
|
/// <returns>A string representation of the binding.</returns>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var binding = new InputBinding
|
||
|
/// {
|
||
|
/// action = "fire",
|
||
|
/// path = "<Gamepad>/buttonSouth",
|
||
|
/// groups = "Gamepad"
|
||
|
/// };
|
||
|
///
|
||
|
/// // Returns "fire: <Gamepad>/buttonSouth [Gamepad]".
|
||
|
/// binding.ToString();
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public override string ToString()
|
||
|
{
|
||
|
var builder = new StringBuilder();
|
||
|
|
||
|
// Add action.
|
||
|
if (!string.IsNullOrEmpty(action))
|
||
|
{
|
||
|
builder.Append(action);
|
||
|
builder.Append(':');
|
||
|
}
|
||
|
|
||
|
// Add path.
|
||
|
var path = effectivePath;
|
||
|
if (!string.IsNullOrEmpty(path))
|
||
|
builder.Append(path);
|
||
|
|
||
|
// Add groups.
|
||
|
if (!string.IsNullOrEmpty(groups))
|
||
|
{
|
||
|
builder.Append('[');
|
||
|
builder.Append(groups);
|
||
|
builder.Append(']');
|
||
|
}
|
||
|
|
||
|
return builder.ToString();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// A set of flags to turn individual default behaviors of <see cref="InputBinding.ToDisplayString(DisplayStringOptions,InputControl)"/> off.
|
||
|
/// </summary>
|
||
|
[Flags]
|
||
|
public enum DisplayStringOptions
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Do not use short names of controls as set up by <see cref="InputControlAttribute.shortDisplayName"/>
|
||
|
/// and the <c>"shortDisplayName"</c> property in JSON. This will, for example, not use LMB instead of "left Button"
|
||
|
/// on <see cref="Mouse.leftButton"/>.
|
||
|
/// </summary>
|
||
|
DontUseShortDisplayNames = 1 << 0,
|
||
|
|
||
|
/// <summary>
|
||
|
/// By default device names are omitted from display strings. With this option, they are included instead.
|
||
|
/// For example, <c>"A"</c> will be <c>"A [Gamepad]"</c> instead.
|
||
|
/// </summary>
|
||
|
DontOmitDevice = 1 << 1,
|
||
|
|
||
|
/// <summary>
|
||
|
/// By default, interactions on bindings are included in the resulting display string. For example, a binding to
|
||
|
/// the gamepad's A button that has a "Hold" interaction on it, would come out as "Hold A". This can be suppressed
|
||
|
/// with this option in which case the same setup would come out as just "A".
|
||
|
/// </summary>
|
||
|
DontIncludeInteractions = 1 << 2,
|
||
|
|
||
|
/// <summary>
|
||
|
/// By default, <see cref="effectivePath"/> is used for generating a display name. Using this option, the display
|
||
|
/// string can be forced to <see cref="path"/> instead.
|
||
|
/// </summary>
|
||
|
IgnoreBindingOverrides = 1 << 3,
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Turn the binding into a string suitable for display in a UI.
|
||
|
/// </summary>
|
||
|
/// <param name="options">Optional set of formatting options.</param>
|
||
|
/// <param name="control">Optional control to which the binding has been resolved. If this is supplied,
|
||
|
/// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific
|
||
|
/// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the
|
||
|
/// <see cref="Gamepad"/> layout).</param>
|
||
|
/// <returns>A string representation of the binding suitable for display in a UI.</returns>
|
||
|
/// <remarks>
|
||
|
/// This method works only for bindings that are not composites. If the method is called on a binding
|
||
|
/// that is a composite (<see cref="isComposite"/> is true), an empty string will be returned. To automatically
|
||
|
/// handle composites, use <see cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,DisplayStringOptions,string)"/>
|
||
|
/// instead.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var gamepadBinding = new InputBinding("<Gamepad>/buttonSouth");
|
||
|
/// var mouseBinding = new InputBinding("<Mouse>/leftButton");
|
||
|
/// var keyboardBinding = new InputBinding("<Keyboard>/a");
|
||
|
///
|
||
|
/// // Prints "A" except on PS4 where it prints "Cross".
|
||
|
/// Debug.Log(gamepadBinding.ToDisplayString());
|
||
|
///
|
||
|
/// // Prints "LMB".
|
||
|
/// Debug.Log(mouseBinding.ToDisplayString());
|
||
|
///
|
||
|
/// // Print "Left Button".
|
||
|
/// Debug.Log(mouseBinding.ToDisplayString(DisplayStringOptions.DontUseShortDisplayNames));
|
||
|
///
|
||
|
/// // Prints the character associated with the "A" key on the current keyboard layout.
|
||
|
/// Debug.Log(keyboardBinding, control: Keyboard.current);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
|
||
|
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
|
||
|
public string ToDisplayString(DisplayStringOptions options = default, InputControl control = default)
|
||
|
{
|
||
|
return ToDisplayString(out var _, out var _, options, control);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Turn the binding into a string suitable for display in a UI.
|
||
|
/// </summary>
|
||
|
/// <param name="options">Optional set of formatting options.</param>
|
||
|
/// <param name="control">Optional control to which the binding has been resolved. If this is supplied,
|
||
|
/// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific
|
||
|
/// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the
|
||
|
/// <see cref="Gamepad"/> layout).</param>
|
||
|
/// <returns>A string representation of the binding suitable for display in a UI.</returns>
|
||
|
/// <remarks>
|
||
|
/// This method is the same as <see cref="ToDisplayString(DisplayStringOptions,InputControl)"/> except that it
|
||
|
/// will also return the name of the device layout and path of the control, if applicable to the binding. This is
|
||
|
/// useful when needing more context on the resulting display string, for example to decide on an icon to display
|
||
|
/// instead of the textual display string.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var displayString = new InputBinding("<Gamepad>/dpad/up")
|
||
|
/// .ToDisplayString(out deviceLayout, out controlPath);
|
||
|
///
|
||
|
/// // Will print "D-Pad Up".
|
||
|
/// Debug.Log(displayString);
|
||
|
///
|
||
|
/// // Will print "Gamepad".
|
||
|
/// Debug.Log(deviceLayout);
|
||
|
///
|
||
|
/// // Will print "dpad/up".
|
||
|
/// Debug.Log(controlPath);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlPath.ToHumanReadableString(string,out string,out string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
|
||
|
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,out string,out string,InputBinding.DisplayStringOptions)"/>
|
||
|
public string ToDisplayString(out string deviceLayoutName, out string controlPath, DisplayStringOptions options = default,
|
||
|
InputControl control = default)
|
||
|
{
|
||
|
if (isComposite)
|
||
|
{
|
||
|
deviceLayoutName = null;
|
||
|
controlPath = null;
|
||
|
return string.Empty;
|
||
|
}
|
||
|
|
||
|
var readableStringOptions = default(InputControlPath.HumanReadableStringOptions);
|
||
|
if ((options & DisplayStringOptions.DontOmitDevice) == 0)
|
||
|
readableStringOptions |= InputControlPath.HumanReadableStringOptions.OmitDevice;
|
||
|
if ((options & DisplayStringOptions.DontUseShortDisplayNames) == 0)
|
||
|
readableStringOptions |= InputControlPath.HumanReadableStringOptions.UseShortNames;
|
||
|
|
||
|
var pathToUse = (options & DisplayStringOptions.IgnoreBindingOverrides) != 0
|
||
|
? path
|
||
|
: effectivePath;
|
||
|
|
||
|
var result = InputControlPath.ToHumanReadableString(pathToUse, out deviceLayoutName, out controlPath, readableStringOptions, control);
|
||
|
|
||
|
if (!string.IsNullOrEmpty(effectiveInteractions) && (options & DisplayStringOptions.DontIncludeInteractions) == 0)
|
||
|
{
|
||
|
var interactionString = string.Empty;
|
||
|
var parsedInteractions = NameAndParameters.ParseMultiple(effectiveInteractions);
|
||
|
|
||
|
foreach (var element in parsedInteractions)
|
||
|
{
|
||
|
var interaction = element.name;
|
||
|
var interactionDisplayName = InputInteraction.GetDisplayName(interaction);
|
||
|
|
||
|
// An interaction can avoid being mentioned explicitly by just setting its display
|
||
|
// name to an empty string.
|
||
|
if (string.IsNullOrEmpty(interactionDisplayName))
|
||
|
continue;
|
||
|
|
||
|
////TODO: this will need support for localization
|
||
|
if (!string.IsNullOrEmpty(interactionString))
|
||
|
interactionString = $"{interactionString} or {interactionDisplayName}";
|
||
|
else
|
||
|
interactionString = interactionDisplayName;
|
||
|
}
|
||
|
|
||
|
if (!string.IsNullOrEmpty(interactionString))
|
||
|
result = $"{interactionString} {result}";
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
internal bool TriggersAction(InputAction action)
|
||
|
{
|
||
|
// Match both name and ID on binding.
|
||
|
return string.Compare(action.name, this.action, StringComparison.InvariantCultureIgnoreCase) == 0
|
||
|
|| this.action == action.m_Id;
|
||
|
}
|
||
|
|
||
|
////TODO: also support matching by name (taking the binding tree into account so that components
|
||
|
//// of composites can be referenced through their parent)
|
||
|
|
||
|
/// <summary>
|
||
|
/// Check whether <paramref name="binding"/> matches the mask
|
||
|
/// represented by the current binding.
|
||
|
/// </summary>
|
||
|
/// <param name="binding">An input binding.</param>
|
||
|
/// <returns>True if <paramref name="binding"/> is matched by the mask represented
|
||
|
/// by <c>this</c>.</returns>
|
||
|
/// <remarks>
|
||
|
/// In this method, the current binding acts as a "mask". When used this way, only
|
||
|
/// three properties of the binding are taken into account: <see cref="path"/>,
|
||
|
/// <see cref="groups"/>, and <see cref="action"/>.
|
||
|
///
|
||
|
/// For each of these properties, the method checks whether they are set on the current
|
||
|
/// binding and, if so, matches them against the respective property in <paramref name="binding"/>.
|
||
|
///
|
||
|
/// The way this matching works is that the value of the property in the current binding is
|
||
|
/// allowed to be a semicolon-separated list where each element specifies one possible value
|
||
|
/// that will produce a match.
|
||
|
///
|
||
|
/// Note that all comparisons are case-insensitive.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Create a couple bindings which we can test against.
|
||
|
/// var keyboardBinding = new InputBinding
|
||
|
/// {
|
||
|
/// path = "<Keyboard>/space",
|
||
|
/// groups = "Keyboard",
|
||
|
/// action = "Fire"
|
||
|
/// };
|
||
|
/// var gamepadBinding = new InputBinding
|
||
|
/// {
|
||
|
/// path = "<Gamepad>/buttonSouth",
|
||
|
/// groups = "Gamepad",
|
||
|
/// action = "Jump"
|
||
|
/// };
|
||
|
/// var touchBinding = new InputBinding
|
||
|
/// {
|
||
|
/// path = "<Touchscreen>/*/tap",
|
||
|
/// groups = "Touch",
|
||
|
/// action = "Jump"
|
||
|
/// };
|
||
|
///
|
||
|
/// // Example 1: Match any binding in the "Keyboard" or "Gamepad" group.
|
||
|
/// var mask1 = new InputBinding
|
||
|
/// {
|
||
|
/// // We put two elements in the list here and separate them with a semicolon.
|
||
|
/// groups = "Keyboard;Gamepad"
|
||
|
/// };
|
||
|
///
|
||
|
/// mask1.Matches(keyboardBinding); // True
|
||
|
/// mask1.Matches(gamepadBinding); // True
|
||
|
/// mask1.Matches(touchBinding); // False
|
||
|
///
|
||
|
/// // Example 2: Match any binding to the "Jump" or the "Roll" action
|
||
|
/// // (the latter we don't actually have a binding for)
|
||
|
/// var mask2 = new InputBinding
|
||
|
/// {
|
||
|
/// action = "Jump;Roll"
|
||
|
/// };
|
||
|
///
|
||
|
/// mask2.Matches(keyboardBinding); // False
|
||
|
/// mask2.Matches(gamepadBinding); // True
|
||
|
/// mask2.Matches(touchBinding); // True
|
||
|
///
|
||
|
/// // Example: Match any binding to the space or enter key in the
|
||
|
/// // "Keyboard" group.
|
||
|
/// var mask3 = new InputBinding
|
||
|
/// {
|
||
|
/// path = "<Keyboard>/space;<Keyboard>/enter",
|
||
|
/// groups = "Keyboard"
|
||
|
/// };
|
||
|
///
|
||
|
/// mask3.Matches(keyboardBinding); // True
|
||
|
/// mask3.Matches(gamepadBinding); // False
|
||
|
/// mask3.Matches(touchBinding); // False
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public bool Matches(InputBinding binding)
|
||
|
{
|
||
|
return Matches(ref binding);
|
||
|
}
|
||
|
|
||
|
// Internally we pass by reference to not unnecessarily copy the struct.
|
||
|
internal bool Matches(ref InputBinding binding, MatchOptions options = default)
|
||
|
{
|
||
|
// Match name.
|
||
|
if (name != null)
|
||
|
{
|
||
|
if (binding.name == null
|
||
|
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(name, binding.name, Separator))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match path.
|
||
|
if (path != null)
|
||
|
{
|
||
|
////REVIEW: should this use binding.effectivePath?
|
||
|
////REVIEW: should this support matching by prefix only? should this use control path matching instead of just string comparisons?
|
||
|
////TODO: handle things like ignoring leading '/'
|
||
|
if (binding.path == null
|
||
|
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(path, binding.path, Separator))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match action.
|
||
|
if (action != null)
|
||
|
{
|
||
|
////TODO: handle "map/action" format
|
||
|
////TODO: handle "map/*" format
|
||
|
////REVIEW: this will not be able to handle cases where one binding references an action by ID and the other by name but both do mean the same action
|
||
|
if (binding.action == null
|
||
|
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(action, binding.action, Separator))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match groups.
|
||
|
if (groups != null)
|
||
|
{
|
||
|
var haveGroupsOnBinding = !string.IsNullOrEmpty(binding.groups);
|
||
|
if (!haveGroupsOnBinding && (options & MatchOptions.EmptyGroupMatchesAny) == 0)
|
||
|
return false;
|
||
|
|
||
|
if (haveGroupsOnBinding
|
||
|
&& !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(groups, binding.groups, Separator))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match ID.
|
||
|
if (!string.IsNullOrEmpty(m_Id))
|
||
|
{
|
||
|
if (binding.id != id)
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
[Flags]
|
||
|
internal enum MatchOptions
|
||
|
{
|
||
|
EmptyGroupMatchesAny = 1 << 0,
|
||
|
}
|
||
|
|
||
|
[Flags]
|
||
|
internal enum Flags
|
||
|
{
|
||
|
None = 0,
|
||
|
Composite = 1 << 2,
|
||
|
PartOfComposite = 1 << 3,
|
||
|
}
|
||
|
}
|
||
|
}
|