forked from BilalY/Rasagar
145 lines
7.0 KiB
C#
145 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem.Utilities;
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////TODO: move indexer up here
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A collection of input actions (see <see cref="InputAction"/>).
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/// </summary>
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/// <seealso cref="InputActionMap"/>
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/// <seealso cref="InputActionAsset"/>
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public interface IInputActionCollection : IEnumerable<InputAction>
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{
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/// <summary>
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/// Optional mask applied to all bindings in the collection.
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/// </summary>
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/// <remarks>
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/// If this is not null, only bindings that match the mask will be used.
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///
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/// Modifying this property while any of the actions in the collection are enabled will
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/// lead to the actions getting disabled temporarily and then re-enabled.
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/// </remarks>
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InputBinding? bindingMask { get; set; }
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////REVIEW: should this allow restricting to a set of controls instead of confining it to just devices?
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/// <summary>
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/// Devices to use with the actions in this collection.
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/// </summary>
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/// <remarks>
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/// If this is set, actions in the collection will exclusively bind to devices
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/// in the given list. For example, if two gamepads are present in the system yet
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/// only one gamepad is listed here, then a "<Gamepad>/leftStick" binding will
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/// only bind to the gamepad in the list and not to the one that is only available
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/// globally.
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///
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/// Modifying this property after bindings in the collection have already been resolved,
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/// will lead to <see cref="InputAction.controls"/> getting refreshed. If any of the actions
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/// in the collection are currently in progress (see <see cref="InputAction.phase"/>),
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/// the actions will remain unaffected and in progress except if the controls currently
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/// driving them (see <see cref="InputAction.activeControl"/>) are no longer part of any
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/// of the selected devices. In that case, the action is <see cref="InputAction.canceled"/>.
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/// </remarks>
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ReadOnlyArray<InputDevice>? devices { get; set; }
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/// <summary>
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/// List of control schemes defined for the set of actions.
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/// </summary>
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/// <remarks>
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/// Control schemes are optional and the list may be empty.
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/// </remarks>
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ReadOnlyArray<InputControlScheme> controlSchemes { get; }
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/// <summary>
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/// Check whether the given action is contained in this collection.
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/// </summary>
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/// <param name="action">An arbitrary input action.</param>
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/// <returns>True if the given action is contained in the collection, false if not.</returns>
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/// <remarks>
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/// Calling this method will not allocate GC memory (unlike when iterating generically
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/// over the collection). Also, a collection may have a faster containment check rather than
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/// having to search through all its actions.
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/// </remarks>
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bool Contains(InputAction action);
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/// <summary>
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/// Enable all actions in the collection.
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/// </summary>
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/// <seealso cref="InputAction.Enable"/>
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/// <seealso cref="InputAction.enabled"/>
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void Enable();
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/// <summary>
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/// Disable all actions in the collection.
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/// </summary>
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/// <seealso cref="InputAction.Disable"/>
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/// <seealso cref="InputAction.enabled"/>
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void Disable();
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}
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/// <summary>
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/// An extended version of <see cref="IInputActionCollection"/>.
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/// </summary>
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/// <remarks>
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/// This interface will be merged into <see cref="IInputActionCollection"/> in a future (major) version.
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/// </remarks>
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public interface IInputActionCollection2 : IInputActionCollection
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{
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/// <summary>
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/// Iterate over all bindings in the collection of actions.
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/// </summary>
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/// <seealso cref="InputActionMap.bindings"/>
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/// <seealso cref="InputAction.bindings"/>
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/// <seealso cref="InputActionAsset.bindings"/>
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IEnumerable<InputBinding> bindings { get; }
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/// <summary>
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/// Find an <see cref="InputAction"/> in the collection by its <see cref="InputAction.name"/> or
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/// by its <see cref="InputAction.id"/> (in string form).
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/// </summary>
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/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
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/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
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/// a map with that name and the second part is used to find an action with that name inside the map. In the
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/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
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/// is returned. Note that name comparisons are case-insensitive.
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///
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/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
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/// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action
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/// cannot be found, throw <c>ArgumentException</c>.</param>
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/// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the
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/// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing
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/// either the action or the map name.</exception>
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InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
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/// <summary>
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/// Find the index of the first binding that matches the given mask.
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/// </summary>
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/// <param name="mask">A binding. See <see cref="InputBinding.Matches"/> for details.</param>
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/// <param name="action">Receives the action on which the binding was found. If none was found,
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/// will be set to <c>null</c>.</param>
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/// <returns>Index into <see cref="InputAction.bindings"/> of <paramref name="action"/> of the binding
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/// that matches <paramref name="mask"/>. If no binding matches, will return -1.</returns>
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/// <remarks>
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/// For details about matching bindings by a mask, see <see cref="InputBinding.Matches"/>.
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///
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/// <example>
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/// <code>
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/// var index = playerInput.actions.FindBinding(
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/// new InputBinding { path = "<Gamepad>/buttonSouth" },
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/// out var action);
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///
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/// if (index != -1)
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/// Debug.Log($"The A button is bound to {action}");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputBinding.Matches"/>
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/// <seealso cref="bindings"/>
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int FindBinding(InputBinding mask, out InputAction action);
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}
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}
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