forked from BilalY/Rasagar
138 lines
6.0 KiB
C#
138 lines
6.0 KiB
C#
using System.ComponentModel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: remove this once we can break the API
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namespace UnityEngine.InputSystem.Composites
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{
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/// <summary>
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/// A button with an additional modifier. The button only triggers when
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/// the modifier is pressed.
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/// </summary>
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/// <remarks>
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/// This composite can be used to require another button to be held while
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/// pressing the button that triggers the action. This is most commonly used
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/// on keyboards to require one of the modifier keys (shift, ctrl, or alt)
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/// to be held in combination with another key, e.g. "CTRL+1".
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///
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/// <example>
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/// <code>
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/// // Create a button action that triggers when CTRL+1
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/// // is pressed on the keyboard.
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/// var action = new InputAction(type: InputActionType.Button);
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/// action.AddCompositeBinding("ButtonWithOneModifier")
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/// .With("Modifier", "<Keyboard>/leftCtrl")
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/// .With("Modifier", "<Keyboard>/rightControl")
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/// .With("Button", "<Keyboard>/1")
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/// </code>
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/// </example>
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///
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/// Note that this is not restricted to the keyboard and will preserve
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/// the full value of the button.
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///
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/// <example>
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/// <code>
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/// // Create a button action that requires the A button on the
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/// // gamepad to be held and will then trigger from the gamepad's
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/// // left trigger button.
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/// var action = new InputAction(type: InputActionType.Button);
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/// action.AddCompositeBinding("ButtonWithOneModifier")
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/// .With("Modifier", "<Gamepad>/buttonSouth")
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/// .With("Button", "<Gamepad>/leftTrigger");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="ButtonWithTwoModifiers"/>
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[DesignTimeVisible(false)] // Obsoleted by OneModifierComposite
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[DisplayStringFormat("{modifier}+{button}")]
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public class ButtonWithOneModifier : InputBindingComposite<float>
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{
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/// <summary>
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/// Binding for the button that acts as a modifier, e.g. <c><Keyboard/leftCtrl</c>.
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/// </summary>
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/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once UnassignedField.Global
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[InputControl(layout = "Button")] public int modifier;
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/// <summary>
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/// Binding for the button that is gated by the modifier. The composite will assume the value
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/// of this button while the modifier is pressed.
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/// </summary>
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/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once UnassignedField.Global
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[InputControl(layout = "Button")] public int button;
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/// <summary>
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/// If set to <c>true</c>, <see cref="modifier"/> can be pressed after <see cref="button"/> and the composite will
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/// still trigger. Default is false.
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/// </summary>
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/// <remarks>
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/// By default, <see cref="modifier"/> is required to be in pressed state before or at the same time that <see cref="button"/>
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/// goes into pressed state for the composite as a whole to trigger. This means that binding to, for example, <c>Shift+B</c>,
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/// the <c>shift</c> key has to be pressed before pressing the <c>B</c> key. This is the behavior usually expected with
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/// keyboard shortcuts.
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///
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/// This parameter can be used to bypass this behavior and allow any timing between <see cref="modifier"/> and <see cref="button"/>.
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/// The only requirement is for them both to concurrently be in pressed state.
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/// </remarks>
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public bool overrideModifiersNeedToBePressedFirst;
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/// <summary>
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/// Return the value of the <see cref="button"/> part if <see cref="modifier"/> is pressed. Otherwise
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/// return 0.
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/// </summary>
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/// <param name="context">Evaluation context passed in from the input system.</param>
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/// <returns>The current value of the composite.</returns>
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public override float ReadValue(ref InputBindingCompositeContext context)
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{
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if (ModifierIsPressed(ref context))
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return context.ReadValue<float>(button);
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return default;
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}
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private bool ModifierIsPressed(ref InputBindingCompositeContext context)
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{
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var modifierDown = context.ReadValueAsButton(modifier);
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if (modifierDown && !overrideModifiersNeedToBePressedFirst)
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{
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var timestamp = context.GetPressTime(button);
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var timestamp1 = context.GetPressTime(modifier);
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return timestamp1 <= timestamp;
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}
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return modifierDown;
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}
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/// <summary>
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/// Same as <see cref="ReadValue"/> in this case.
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/// </summary>
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/// <param name="context">Evaluation context passed in from the input system.</param>
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/// <returns>A >0 value if the composite is currently actuated.</returns>
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public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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return ReadValue(ref context);
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}
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protected override void FinishSetup(ref InputBindingCompositeContext context)
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{
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if (!overrideModifiersNeedToBePressedFirst)
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overrideModifiersNeedToBePressedFirst = !InputSystem.settings.shortcutKeysConsumeInput;
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}
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}
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}
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