forked from BilalY/Rasagar
135 lines
5.8 KiB
C#
135 lines
5.8 KiB
C#
using System.Runtime.CompilerServices;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.Scripting;
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////REVIEW: introduce separate base class for ButtonControl and AxisControl instead of deriving ButtonControl from AxisControl?
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// An axis that has a trigger point beyond which it is considered to be pressed.
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/// </summary>
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/// <remarks>
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/// By default stored as a single bit. In that format, buttons will only yield 0
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/// and 1 as values. However, buttons return are <see cref="AxisControl"/>s and
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/// yield full floating-point values and may thus have a range of values. See
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/// <see cref="pressPoint"/> for how button presses on such buttons are handled.
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/// </remarks>
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public class ButtonControl : AxisControl
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{
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////REVIEW: are per-control press points really necessary? can we just drop them?
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/// <summary>
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/// The minimum value the button has to reach for it to be considered pressed.
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/// </summary>
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/// <value>Button press threshold.</value>
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/// <remarks>
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/// The button is considered pressed, if it has a value equal to or greater than
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/// this value.
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///
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/// By default, this property is set to -1. If the value of the property is negative,
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/// <see cref="InputSettings.defaultButtonPressPoint"/> is used.
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///
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/// The value can be configured as a parameter in a layout.
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///
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/// <example>
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/// <code>
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/// public class MyDevice : InputDevice
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/// {
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/// [InputControl(parameters = "pressPoint=0.234")]
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/// public ButtonControl button { get; private set; }
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///
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/// //...
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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/// <seealso cref="pressPointOrDefault"/>
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/// <seealso cref="isPressed"/>
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public float pressPoint = -1;
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/// <summary>
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/// Return <see cref="pressPoint"/> if set, otherwise return <see cref="InputSettings.defaultButtonPressPoint"/>.
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/// </summary>
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/// <value>Effective value to use for press point thresholds.</value>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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public float pressPointOrDefault => pressPoint > 0 ? pressPoint : s_GlobalDefaultButtonPressPoint;
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/// <summary>
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/// Default-initialize the control.
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/// </summary>
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/// <remarks>
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/// The default format for the control is <see cref="InputStateBlock.FormatBit"/>.
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/// The control's minimum value is set to 0 and the maximum value to 1.
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/// </remarks>
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public ButtonControl()
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{
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m_StateBlock.format = InputStateBlock.FormatBit;
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m_MinValue = 0f;
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m_MaxValue = 1f;
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}
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/// <summary>
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/// Whether the given value would be considered pressed for this button.
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/// </summary>
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/// <param name="value">Value for the button.</param>
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/// <returns>True if <paramref name="value"/> crosses the threshold to be considered pressed.</returns>
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/// <seealso cref="pressPoint"/>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public new bool IsValueConsideredPressed(float value)
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{
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return value >= pressPointOrDefault;
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}
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/// <summary>
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/// Whether the button is currently pressed.
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/// </summary>
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/// <value>True if button is currently pressed.</value>
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/// <remarks>
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/// A button is considered press if it's value is equal to or greater
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/// than its button press threshold (<see cref="pressPointOrDefault"/>).
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/// </remarks>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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/// <seealso cref="pressPoint"/>
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/// <seealso cref="InputSystem.onAnyButtonPress"/>
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public bool isPressed => IsValueConsideredPressed(value);
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/// <summary>
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/// Whether the press started this frame.
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/// </summary>
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/// <value>True if the current press of the button started this frame.</value>
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/// <remarks>
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/// <example>
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/// <code>
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/// // An example showing the use of this property on a gamepad button and a keyboard key.
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///
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/// using UnityEngine;
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/// using UnityEngine.InputSystem;
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///
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/// public class ExampleScript : MonoBehaviour
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/// {
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/// void Update()
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/// {
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/// bool buttonPressed = Gamepad.current.aButton.wasPressedThisFrame;
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/// bool spaceKeyPressed = Keyboard.current.spaceKey.wasPressedThisFrame;
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public bool wasPressedThisFrame => device.wasUpdatedThisFrame && IsValueConsideredPressed(value) && !IsValueConsideredPressed(ReadValueFromPreviousFrame());
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public bool wasReleasedThisFrame => device.wasUpdatedThisFrame && !IsValueConsideredPressed(value) && IsValueConsideredPressed(ReadValueFromPreviousFrame());
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// We make the current global default button press point available as a static so that we don't have to
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// constantly make the hop from InputSystem.settings -> InputManager.m_Settings -> defaultButtonPressPoint.
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internal static float s_GlobalDefaultButtonPressPoint;
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internal static float s_GlobalDefaultButtonReleaseThreshold;
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// We clamp button press points to this value as allowing 0 as the press point causes all buttons
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// to implicitly be pressed all the time. Not useful.
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internal const float kMinButtonPressPoint = 0.0001f;
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}
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}
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