forked from BilalY/Rasagar
1562 lines
73 KiB
C#
1562 lines
73 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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////REVIEW: should EvaluateMagnitude() be called EvaluateActuation() or something similar?
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////REVIEW: as soon as we gain the ability to have blittable type constraints, InputControl<TValue> should be constrained such
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////REVIEW: Reading and writing is asymmetric. Writing does not involve processors, reading does.
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////REVIEW: While the arrays used by controls are already nicely centralized on InputDevice, InputControls still
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//// hold a bunch of reference data that requires separate scanning. Can we move *all* reference data to arrays
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//// on InputDevice and make InputControls reference-free? Most challenging thing probably is getting rid of
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//// the InputDevice reference itself.
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////REVIEW: how do we do stuff like smoothing over time?
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////TODO: allow easier access to the default state such that you can easily create a state event containing only default state
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////TODO: come up with a way where we do ReadValue on the most common forms/setups of controls and not have any virtual method dispatch but
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//// rather go with minimal overhead directly to reading out memory
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//// (this should at least cover FLT, single BIT, and INT controls; and should be able to apply the common transformations
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//// as per AxisControl)
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A typed and named source of input values in a hierarchy of controls.
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/// </summary>
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/// <remarks>
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/// Controls can have children which in turn may have children. At the root of the child
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/// hierarchy is always an <see cref="InputDevice"/> (which themselves are InputControls).
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///
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/// Controls can be looked up by their <see cref="path"/> (see <see cref="InputControlPath.TryFindControl"/>).
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///
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/// Each control must have a unique <see cref="name"/> within the <see cref="children"/> of
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/// its <see cref="parent"/>. Multiple names can be assigned to controls using aliases (see
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/// <see cref="aliases"/>). Name lookup is case-insensitive.
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///
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/// For display purposes, a control may have a separate <see cref="displayName"/>. This name
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/// will usually correspond to what the control is caused on the actual underlying hardware.
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/// For example, on an Xbox gamepad, the control with the name "buttonSouth" will have a display
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/// name of "A". Controls that have very long display names may also have a <see cref="shortDisplayName"/>.
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/// This is the case for the "Left Button" on the <see cref="Mouse"/>, for example, which is
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/// commonly abbreviated "LMB".
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///
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/// In addition to names, a control may have usages associated with it (see <see cref="usages"/>).
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/// A usage indicates how a control is meant to be used. For example, a button can be assigned
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/// the "PrimaryAction" usage to indicate it is the primary action button the device. Within a
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/// device, usages have to be unique. See <see cref="CommonUsages"/> for a list of standardized usages.
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///
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/// Controls do not actually store values. Instead, every control receives an <see cref="InputStateBlock"/>
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/// which, after the control's device has been added to the system, is used to read out values
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/// from the device's backing store. This backing store is referred to as "state" in the API
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/// as opposed to "values" which represent the data resulting from reading state. The format that
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/// each control stores state in is specific to the control. It can vary not only between controls
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/// of different types but also between controls of the same type. An <see cref="AxisControl"/>,
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/// for example, can be stored as a float or as a byte or in a number of other formats. <see cref="stateBlock"/>
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/// identifies both where the control stores its state as well as the format it stores it in.
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///
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/// Controls are generally not created directly but are created internally by the input system
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/// from data known as "layouts" (see <see cref="InputControlLayout"/>). Each such layout describes
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/// the setup of a specific hierarchy of controls. The system internally maintains a registry of
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/// layouts and produces devices and controls from them as needed. The layout that a control has
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/// been created from can be queried using <see cref="layout"/>. For most purposes, the intricacies
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/// of the control layout mechanisms can be ignored and it is sufficient to know the names of a
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/// small set of common device layouts such as "Keyboard", "Mouse", "Gamepad", and "Touchscreen".
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///
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/// Each control has a single, fixed value type. The type can be queried at runtime using
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/// <see cref="valueType"/>. Most types of controls are derived from <see cref="InputControl{TValue}"/>
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/// which has APIs specific to the type of value of the control (e.g. <see cref="InputControl{TValue}.ReadValue()"/>.
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///
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/// The following example demonstrates various common operations performed on input controls:
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///
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/// <example>
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/// <code>
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/// // Look up dpad/up control on current gamepad.
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/// var dpadUpControl = Gamepad.current["dpad/up"];
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///
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/// // Look up the back button on the current gamepad.
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/// var backButton = Gamepad.current["{Back}"];
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///
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/// // Look up all dpad/up controls on all gamepads in the system.
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/// using (var controls = InputSystem.FindControls("<Gamepad>/dpad/up"))
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/// Debug.Log($"Found {controls.Count} controls");
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///
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/// // Display the value of all controls on the current gamepad.
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/// foreach (var control in Gamepad.current.allControls)
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/// Debug.Log(controls.ReadValueAsObject());
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///
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/// // Track the value of the left stick on the current gamepad over time.
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/// var leftStickHistory = new InputStateHistory(Gamepad.current.leftStick);
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/// leftStickHistory.Enable();
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/// </code>
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/// </example>
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/// <example>
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/// </example>
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/// </remarks>
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/// <see cref="InputControl{TValue}"/>
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/// <seealso cref="InputDevice"/>
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/// <seealso cref="InputControlPath"/>
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/// <seealso cref="InputStateBlock"/>
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[DebuggerDisplay("{DebuggerDisplay(),nq}")]
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public abstract class InputControl
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{
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/// <summary>
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/// The name of the control, i.e. the final name part in its path.
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/// </summary>
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/// <remarks>
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/// Names of controls must be unique within the context of their parent.
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///
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/// Note that this is the name of the control as assigned internally (like "buttonSouth")
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/// and not necessarily a good display name. Use <see cref="displayName"/> for
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/// getting more readable names for display purposes (where available).
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///
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/// Lookup of names is case-insensitive.
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///
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/// This is set from the name of the control in the layout.
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/// </remarks>
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/// <seealso cref="path"/>
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/// <seealso cref="aliases"/>
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/// <seealso cref="InputControlAttribute.name"/>
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/// <seealso cref="InputControlLayout.ControlItem.name"/>
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public string name => m_Name;
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////TODO: protect against empty strings
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/// <summary>
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/// The text to display as the name of the control.
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/// </summary>
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/// <remarks>
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/// Note that the display name of a control may change over time. For example, when changing
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/// from a QWERTY keyboard layout to an AZERTY keyboard layout, the "q" key (which will keep
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/// that <see cref="name"/>) will change its display name from "q" to "a".
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///
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/// By default, a control's display name will come from its layout. If it is not assigned
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/// a display name there, the display name will default to <see cref="name"/>. However, specific
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/// controls may override this behavior. <see cref="KeyControl"/>, for example, will set the
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/// display name to the actual key name corresponding to the current keyboard layout.
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///
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/// For nested controls, the display name will include the display names of all parent controls,
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/// i.e. the display name will fully identify the control on the device. For example, the display
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/// name for the left D-Pad button on a gamepad is "D-Pad Left" and not just "Left".
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/// </remarks>
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/// <seealso cref="shortDisplayName"/>
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public string displayName
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{
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get
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{
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RefreshConfigurationIfNeeded();
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if (m_DisplayName != null)
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return m_DisplayName;
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if (m_DisplayNameFromLayout != null)
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return m_DisplayNameFromLayout;
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return m_Name;
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}
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// This is not public as a domain reload will wipe the change. This should really
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// come from the control itself *if* the control wants to have a custom display name
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// not driven by its layout.
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protected set => m_DisplayName = value;
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}
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/// <summary>
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/// An alternate, abbreviated <see cref="displayName"/> (for example "LMB" instead of "Left Button").
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/// </summary>
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/// <remarks>
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/// If the control has no abbreviated version, this will be null. Note that this behavior is different
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/// from <see cref="displayName"/> which will fall back to <see cref="name"/> if no display name has
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/// been assigned to the control.
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///
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/// For nested controls, the short display name will include the short display names of all parent controls,
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/// that is, the display name will fully identify the control on the device. For example, the display
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/// name for the left D-Pad button on a gamepad is "D-Pad \u2190" and not just "\u2190". Note that if a parent
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/// control has no short name, its long name will be used instead.
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/// </remarks>
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/// <seealso cref="displayName"/>
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public string shortDisplayName
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{
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get
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{
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RefreshConfigurationIfNeeded();
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if (m_ShortDisplayName != null)
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return m_ShortDisplayName;
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if (m_ShortDisplayNameFromLayout != null)
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return m_ShortDisplayNameFromLayout;
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return null;
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}
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protected set => m_ShortDisplayName = value;
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}
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/// <summary>
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/// Full path all the way from the root.
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/// </summary>
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/// <remarks>
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/// This will always be the "effective" path of the control, i.e. it will not contain
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/// elements such as usages (<c>"{Back}"</c>) and other elements that can be part of
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/// control paths used for matching. Instead, this property will always be a simple
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/// linear ordering of names leading from the device at the top to the control with each
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/// element being separated by a forward slash (<c>/</c>).
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///
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/// Allocates on first hit. Paths are not created until someone asks for them.
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///
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/// <example>
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/// Example: "/gamepad/leftStick/x"
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlPath"/>
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public string path
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{
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get
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{
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if (m_Path == null)
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m_Path = InputControlPath.Combine(m_Parent, m_Name);
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return m_Path;
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}
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}
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/// <summary>
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/// Layout the control is based on.
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/// </summary>
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/// <remarks>
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/// This is the layout name rather than a reference to an <see cref="InputControlLayout"/> as
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/// we only create layout instances during device creation and treat them
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/// as temporaries in general so as to not waste heap space during normal operation.
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/// </remarks>
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public string layout => m_Layout;
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/// <summary>
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/// Semicolon-separated list of variants of the control layout or "default".
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/// </summary>
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/// <example>
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/// "Lefty" when using the "Lefty" gamepad layout.
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/// </example>
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public string variants => m_Variants;
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/// <summary>
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/// The device that this control is a part of.
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/// </summary>
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/// <remarks>
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/// This is the root of the control hierarchy. For the device at the root, this
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/// will point to itself.
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/// </remarks>
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/// <seealso cref="InputDevice.allControls"/>
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public InputDevice device => m_Device;
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/// <summary>
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/// The immediate parent of the control or null if the control has no parent
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/// (which, once fully constructed) will only be the case for InputDevices).
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/// </summary>
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/// <seealso cref="children"/>
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public InputControl parent => m_Parent;
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/// <summary>
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/// List of immediate children.
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/// </summary>
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/// <remarks>
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/// Does not allocate.
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/// </remarks>
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/// <seealso cref="parent"/>
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public ReadOnlyArray<InputControl> children =>
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new ReadOnlyArray<InputControl>(m_Device.m_ChildrenForEachControl, m_ChildStartIndex, m_ChildCount);
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/// <summary>
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/// List of usage tags associated with the control.
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/// </summary>
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/// <remarks>
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/// Usages apply "semantics" to a control. Whereas the name of a control identifies a particular
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/// "endpoint" within the control hierarchy, the usages of a control identify particular roles
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/// of specific control. A simple example is <see cref="CommonUsages.Back"/> which identifies a
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/// control generally used to move backwards in the navigation history of a UI. On a keyboard,
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/// it is the escape key that generally fulfills this role whereas on a gamepad, it is generally
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/// the "B" / "Circle" button. Some devices may not have a control that generally fulfills this
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/// function and thus may not have any control with the "Back" usage.
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///
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/// By looking up controls by usage rather than by name, it is possible to locate the correct
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/// control to use for certain standardized situation without having to know the particulars of
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/// the device or platform.
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///
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/// <example>
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/// <code>
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/// // Bind to any control which is tagged with the "Back" usage on any device.
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/// var backAction = new InputAction(binding: "*/{Back}");
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/// </code>
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/// </example>
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///
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/// Note that usages on devices work slightly differently than usages of controls on devices.
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/// They are also queried through this property but unlike the usages of controls, the set of
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/// usages of a device can be changed dynamically as the role of the device changes. For details,
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/// see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>. Controls, on the other hand,
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/// can currently only be assigned usages through layouts (<see cref="InputControlAttribute.usage"/>
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/// or <see cref="InputControlAttribute.usages"/>).
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/// </remarks>
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/// <seealso cref="InputControlAttribute.usage"/>
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/// <seealso cref="InputControlAttribute.usages"/>
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/// <seealso cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>
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/// <seealso cref="InputSystem.AddDeviceUsage(InputDevice,string)"/>
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/// <seealso cref="InputSystem.RemoveDeviceUsage(InputDevice,string)"/>
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/// <seealso cref="CommonUsages"/>
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public ReadOnlyArray<InternedString> usages =>
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new ReadOnlyArray<InternedString>(m_Device.m_UsagesForEachControl, m_UsageStartIndex, m_UsageCount);
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// List of alternate names for the control.
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public ReadOnlyArray<InternedString> aliases =>
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new ReadOnlyArray<InternedString>(m_Device.m_AliasesForEachControl, m_AliasStartIndex, m_AliasCount);
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// Information about where the control stores its state.
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public InputStateBlock stateBlock => m_StateBlock;
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/// <summary>
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/// Whether the control is considered noisy.
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/// </summary>
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/// <value>True if the control produces noisy input.</value>
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/// <remarks>
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/// A control is considered "noisy" if it produces different values without necessarily requiring user
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/// interaction. A good example are sensors (see <see cref="Sensor"/>). For example, the PS4 controller
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/// which has a gyroscope sensor built into the device. Whereas sticks and buttons on the device require
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/// user interaction to produce non-default values, the gyro will produce varying values even if the
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/// device just sits there without user interaction.
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///
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/// The value of this property is determined by the layout (<see cref="InputControlLayout"/>) that the
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/// control has been built from.
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///
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/// Note that for devices (<see cref="InputDevice"/>) this property is true if any control on the device
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/// is marked as noisy.
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///
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/// The primary effect of being noise is on <see cref="InputDevice.MakeCurrent"/> and
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/// on interactive rebinding (see <see cref="InputActionRebindingExtensions.RebindingOperation"/>).
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/// However, being noisy also affects automatic resetting of controls that happens when the application
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/// loses focus. While other controls are reset to their default value (except if <c>Application.runInBackground</c>
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/// is true and the device the control belongs to is marked as <see cref="InputDevice.canRunInBackground"/>),
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/// noisy controls will not be reset but rather remain at their current value. This is based on the assumption
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/// that noisy controls most often represent sensor values and snapping the last sampling value back to default
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/// will usually have undesirable effects on an application's simulation logic.
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.isNoisy"/>
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/// <seealso cref="InputControlAttribute.noisy"/>
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public bool noisy
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{
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get => (m_ControlFlags & ControlFlags.IsNoisy) != 0;
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internal set
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{
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if (value)
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{
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m_ControlFlags |= ControlFlags.IsNoisy;
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// Making a control noisy makes all its children noisy.
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var list = children;
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for (var i = 0; i < list.Count; ++i)
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{
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if (null != list[i])
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list[i].noisy = true;
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}
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}
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else
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m_ControlFlags &= ~ControlFlags.IsNoisy;
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}
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}
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/// <summary>
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/// Whether the control is considered synthetic.
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/// </summary>
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/// <value>True if the control does not represent an actual physical control on the device.</value>
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/// <remarks>
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/// A control is considered "synthetic" if it does not correspond to an actual, physical control on the
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/// device. An example for this is <see cref="Keyboard.anyKey"/> or the up/down/left/right buttons added
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/// by <see cref="StickControl"/>.
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///
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/// The value of this property is determined by the layout (<see cref="InputControlLayout"/>) that the
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/// control has been built from.
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///
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/// The primary effect of being synthetic is in interactive rebinding (see
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/// <see cref="InputActionRebindingExtensions.RebindingOperation"/>) where non-synthetic
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/// controls will be favored over synthetic ones. This means, for example, that if both
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/// <c>"<Gamepad>/leftStick/x"</c> and <c>"<Gamepad>/leftStick/left"</c> are
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/// suitable picks, <c>"<Gamepad>/leftStick/x"</c> will be favored as it represents
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/// input from an actual physical control whereas <c>"<Gamepad>/leftStick/left"</c>
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/// represents input from a made-up control. If, however, the "left" button is the only
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/// viable pick, it will be accepted.
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.isSynthetic"/>
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/// <seealso cref="InputControlAttribute.synthetic"/>
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public bool synthetic
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{
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get => (m_ControlFlags & ControlFlags.IsSynthetic) != 0;
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internal set
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{
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if (value)
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m_ControlFlags |= ControlFlags.IsSynthetic;
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else
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m_ControlFlags &= ~ControlFlags.IsSynthetic;
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}
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}
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/// <summary>
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/// Fetch a control from the control's hierarchy by name.
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/// </summary>
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/// <remarks>
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/// Note that path matching is case-insensitive.
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/// </remarks>
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/// <example>
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/// <code>
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/// gamepad["leftStick"] // Returns Gamepad.leftStick
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/// gamepad["leftStick/x"] // Returns Gamepad.leftStick.x
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/// gamepad["{PrimaryAction}"] // Returns the control with PrimaryAction usage, that is, Gamepad.aButton
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/// </code>
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/// </example>
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/// <exception cref="KeyNotFoundException"><paramref name="path"/> cannot be found.</exception>
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/// <seealso cref="InputControlPath"/>
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/// <seealso cref="path"/>
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/// <seealso cref="TryGetChildControl"/>
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public InputControl this[string path]
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{
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get
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{
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var control = InputControlPath.TryFindChild(this, path);
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if (control == null)
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throw new KeyNotFoundException(
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$"Cannot find control '{path}' as child of '{this}'");
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return control;
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}
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}
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/// <summary>
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/// Returns the underlying value type of this control.
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/// </summary>
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/// <value>Type of values produced by the control.</value>
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/// <remarks>
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/// This is the type of values that are returned when reading the current value of a control
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/// or when reading a value of a control from an event.
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/// </remarks>
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/// <seealso cref="valueSizeInBytes"/>
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/// <seealso cref="ReadValueFromStateAsObject"/>
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|
public abstract Type valueType { get; }
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/// <summary>
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/// Size in bytes of values that the control returns.
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/// </summary>
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/// <seealso cref="valueType"/>
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public abstract int valueSizeInBytes { get; }
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|
/// <summary>
|
|
/// Compute an absolute, normalized magnitude value that indicates the extent to which the control
|
|
/// is actuated. Shortcut for <see cref="EvaluateMagnitude()"/>.
|
|
/// </summary>
|
|
/// <returns>Amount of actuation of the control or -1 if it cannot be determined.</returns>
|
|
/// <seealso cref="EvaluateMagnitude(void*)"/>
|
|
/// <seealso cref="EvaluateMagnitude()"/>
|
|
public float magnitude => EvaluateMagnitude();
|
|
|
|
/// <summary>
|
|
/// Return a string representation of the control useful for debugging.
|
|
/// </summary>
|
|
/// <returns>A string representation of the control.</returns>
|
|
public override string ToString()
|
|
{
|
|
return $"{layout}:{path}";
|
|
}
|
|
|
|
private string DebuggerDisplay()
|
|
{
|
|
// If the device hasn't been added, don't try to read the control's value.
|
|
if (!device.added)
|
|
return ToString();
|
|
|
|
// ReadValueAsObject might throw. Revert to just ToString() in that case.
|
|
try
|
|
{
|
|
return $"{layout}:{path}={this.ReadValueAsObject()}";
|
|
}
|
|
catch (Exception)
|
|
{
|
|
return ToString();
|
|
}
|
|
}
|
|
|
|
////REVIEW: The -1 behavior seems bad; probably better to just return 1 for controls that do not support finer levels of actuation
|
|
/// <summary>
|
|
/// Compute an absolute, normalized magnitude value that indicates the extent to which the control
|
|
/// is actuated.
|
|
/// </summary>
|
|
/// <returns>Amount of actuation of the control or -1 if it cannot be determined.</returns>
|
|
/// <remarks>
|
|
/// Magnitudes do not make sense for all types of controls. For example, for a control that represents
|
|
/// an enumeration of values (such as <see cref="TouchPhaseControl"/>), there is no meaningful
|
|
/// linear ordering of values (one could derive a linear ordering through the actual enum values but
|
|
/// their assignment may be entirely arbitrary; it is unclear whether a state of <see cref="TouchPhase.Canceled"/>
|
|
/// has a higher or lower "magnitude" as a state of <see cref="TouchPhase.Began"/>).
|
|
///
|
|
/// Controls that have no meaningful magnitude will return -1 when calling this method. Any negative
|
|
/// return value should be considered an invalid value.
|
|
/// </remarks>
|
|
/// <seealso cref="EvaluateMagnitude(void*)"/>
|
|
public unsafe float EvaluateMagnitude()
|
|
{
|
|
return EvaluateMagnitude(currentStatePtr);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compute an absolute, normalized magnitude value that indicates the extent to which the control
|
|
/// is actuated in the given state.
|
|
/// </summary>
|
|
/// <param name="statePtr">State containing the control's <see cref="stateBlock"/>.</param>
|
|
/// <returns>Amount of actuation of the control or -1 if it cannot be determined.</returns>
|
|
/// <seealso cref="EvaluateMagnitude()"/>
|
|
/// <seealso cref="stateBlock"/>
|
|
public virtual unsafe float EvaluateMagnitude(void* statePtr)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
public abstract unsafe object ReadValueFromBufferAsObject(void* buffer, int bufferSize);
|
|
|
|
/// <summary>
|
|
/// Read the control's final, processed value from the given state and return the value as an object.
|
|
/// </summary>
|
|
/// <param name="statePtr"></param>
|
|
/// <returns>The control's value as stored in <paramref name="statePtr"/>.</returns>
|
|
/// <remarks>
|
|
/// This method allocates GC memory and should not be used during normal gameplay operation.
|
|
/// </remarks>
|
|
/// <exception cref="ArgumentNullException"><paramref name="statePtr"/> is null.</exception>
|
|
/// <seealso cref="ReadValueFromStateIntoBuffer"/>
|
|
public abstract unsafe object ReadValueFromStateAsObject(void* statePtr);
|
|
|
|
/// <summary>
|
|
/// Read the control's final, processed value from the given state and store it in the given buffer.
|
|
/// </summary>
|
|
/// <param name="statePtr">State to read the value for the control from.</param>
|
|
/// <param name="bufferPtr">Buffer to store the value in.</param>
|
|
/// <param name="bufferSize">Size of <paramref name="bufferPtr"/> in bytes. Must be at least <see cref="valueSizeInBytes"/>.
|
|
/// If it is smaller, <see cref="ArgumentException"/> will be thrown.</param>
|
|
/// <exception cref="ArgumentNullException"><paramref name="statePtr"/> is null, or <paramref name="bufferPtr"/> is null.</exception>
|
|
/// <exception cref="ArgumentException"><paramref name="bufferSize"/> is smaller than <see cref="valueSizeInBytes"/>.</exception>
|
|
/// <seealso cref="ReadValueFromStateAsObject"/>
|
|
/// <seealso cref="WriteValueFromBufferIntoState"/>
|
|
public abstract unsafe void ReadValueFromStateIntoBuffer(void* statePtr, void* bufferPtr, int bufferSize);
|
|
|
|
/// <summary>
|
|
/// Read a value from the given memory and store it as state.
|
|
/// </summary>
|
|
/// <param name="bufferPtr">Memory containing value.</param>
|
|
/// <param name="bufferSize">Size of <paramref name="bufferPtr"/> in bytes. Must be at least <see cref="valueSizeInBytes"/>.</param>
|
|
/// <param name="statePtr">State containing the control's <see cref="stateBlock"/>. Will receive the state
|
|
/// as converted from the given value.</param>
|
|
/// <remarks>
|
|
/// Writing values will NOT apply processors to the given value. This can mean that when reading a value
|
|
/// from a control after it has been written to its state, the resulting value differs from what was
|
|
/// written.
|
|
/// </remarks>
|
|
/// <exception cref="NotSupportedException">The control does not support writing. This is the case, for
|
|
/// example, that compute values (such as the magnitude of a vector).</exception>
|
|
/// <seealso cref="ReadValueFromStateIntoBuffer"/>
|
|
/// <seealso cref="WriteValueFromObjectIntoState"/>
|
|
public virtual unsafe void WriteValueFromBufferIntoState(void* bufferPtr, int bufferSize, void* statePtr)
|
|
{
|
|
throw new NotSupportedException(
|
|
$"Control '{this}' does not support writing");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read a value object and store it as state in the given memory.
|
|
/// </summary>
|
|
/// <param name="value">Value for the control.</param>
|
|
/// <param name="statePtr">State containing the control's <see cref="stateBlock"/>. Will receive
|
|
/// the state state as converted from the given value.</param>
|
|
/// <remarks>
|
|
/// Writing values will NOT apply processors to the given value. This can mean that when reading a value
|
|
/// from a control after it has been written to its state, the resulting value differs from what was
|
|
/// written.
|
|
/// </remarks>
|
|
/// <exception cref="NotSupportedException">The control does not support writing. This is the case, for
|
|
/// example, that compute values (such as the magnitude of a vector).</exception>
|
|
/// <seealso cref="WriteValueFromBufferIntoState"/>
|
|
public virtual unsafe void WriteValueFromObjectIntoState(object value, void* statePtr)
|
|
{
|
|
throw new NotSupportedException(
|
|
$"Control '{this}' does not support writing");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compare the value of the control as read from <paramref name="firstStatePtr"/> to that read from
|
|
/// <paramref name="secondStatePtr"/> and return true if they are equal.
|
|
/// </summary>
|
|
/// <param name="firstStatePtr">Memory containing the control's <see cref="stateBlock"/>.</param>
|
|
/// <param name="secondStatePtr">Memory containing the control's <see cref="stateBlock"/></param>
|
|
/// <returns>True if the value of the control is equal in both <paramref name="firstStatePtr"/> and
|
|
/// <paramref name="secondStatePtr"/>.</returns>
|
|
/// <remarks>
|
|
/// Unlike <see cref="CompareValue"/>, this method will have to do more than just compare the memory
|
|
/// for the control in the two state buffers. It will have to read out state for the control and run
|
|
/// the full processing machinery for the control to turn the state into a final, processed value.
|
|
/// CompareValue is thus more costly than <see cref="CompareValue"/>.
|
|
///
|
|
/// This method will apply epsilons (<see cref="Mathf.Epsilon"/>) when comparing floats.
|
|
/// </remarks>
|
|
/// <seealso cref="CompareValue"/>
|
|
public abstract unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr);
|
|
|
|
/// <summary>
|
|
/// Try to find a child control matching the given path.
|
|
/// </summary>
|
|
/// <param name="path">A control path. See <see cref="InputControlPath"/>.</param>
|
|
/// <returns>The first direct or indirect child control that matches the given <paramref name="path"/>
|
|
/// or null if no control was found to match.</returns>
|
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
|
|
/// <remarks>
|
|
/// Note that if the given path matches multiple child controls, only the first control
|
|
/// encountered in the search will be returned.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // Returns the leftStick control of the current gamepad.
|
|
/// Gamepad.current.TryGetChildControl("leftStick");
|
|
///
|
|
/// // Returns the X axis control of the leftStick on the current gamepad.
|
|
/// Gamepad.current.TryGetChildControl("leftStick/x");
|
|
///
|
|
/// // Returns the first control ending with "stick" in its name. Note that it
|
|
/// // undetermined whether this is leftStick or rightStick (or even another stick
|
|
/// // added by the given gamepad).
|
|
/// Gamepad.current.TryGetChildControl("*stick");
|
|
/// </code>
|
|
/// </example>
|
|
///
|
|
/// This method is equivalent to calling <see cref="InputControlPath.TryFindChild"/>.
|
|
/// </remarks>
|
|
public InputControl TryGetChildControl(string path)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
throw new ArgumentNullException(nameof(path));
|
|
return InputControlPath.TryFindChild(this, path);
|
|
}
|
|
|
|
public TControl TryGetChildControl<TControl>(string path)
|
|
where TControl : InputControl
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
throw new ArgumentNullException(nameof(path));
|
|
|
|
var control = TryGetChildControl(path);
|
|
if (control == null)
|
|
return null;
|
|
|
|
var controlOfType = control as TControl;
|
|
if (controlOfType == null)
|
|
throw new InvalidOperationException(
|
|
$"Expected control '{path}' to be of type '{typeof(TControl).Name}' but is of type '{control.GetType().Name}' instead!");
|
|
|
|
return controlOfType;
|
|
}
|
|
|
|
public InputControl GetChildControl(string path)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
throw new ArgumentNullException(nameof(path));
|
|
|
|
var control = TryGetChildControl(path);
|
|
if (control == null)
|
|
throw new ArgumentException($"Cannot find input control '{MakeChildPath(path)}'", nameof(path));
|
|
|
|
return control;
|
|
}
|
|
|
|
public TControl GetChildControl<TControl>(string path)
|
|
where TControl : InputControl
|
|
{
|
|
var control = GetChildControl(path);
|
|
|
|
if (!(control is TControl controlOfType))
|
|
throw new ArgumentException(
|
|
$"Expected control '{path}' to be of type '{typeof(TControl).Name}' but is of type '{control.GetType().Name}' instead!", nameof(path));
|
|
|
|
return controlOfType;
|
|
}
|
|
|
|
protected InputControl()
|
|
{
|
|
// Set defaults for state block setup. Subclasses may override.
|
|
m_StateBlock.byteOffset = InputStateBlock.AutomaticOffset; // Request automatic layout by default.
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform final initialization tasks after the control hierarchy has been put into place.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method can be overridden to perform control- or device-specific setup work. The most
|
|
/// common use case is for looking up child controls and storing them in local getters.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// public class MyDevice : InputDevice
|
|
/// {
|
|
/// public ButtonControl button { get; private set; }
|
|
/// public AxisControl axis { get; private set; }
|
|
///
|
|
/// protected override void OnFinishSetup()
|
|
/// {
|
|
/// // Cache controls in getters.
|
|
/// button = GetChildControl("button");
|
|
/// axis = GetChildControl("axis");
|
|
/// }
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
protected virtual void FinishSetup()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Call <see cref="RefreshConfiguration"/> if the configuration has in the interim been invalidated
|
|
/// by a <see cref="DeviceConfigurationEvent"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method is only relevant if you are implementing your own devices or new
|
|
/// types of controls which are fetching configuration data from the devices (such
|
|
/// as <see cref="KeyControl"/> which is fetching display names for individual keys
|
|
/// from the underlying platform).
|
|
///
|
|
/// This method should be called if you are accessing cached data set up by
|
|
/// <see cref="RefreshConfiguration"/>.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // Let's say your device has an associated orientation which it can be held with
|
|
/// // and you want to surface both as a property and as a usage on the device.
|
|
/// // Whenever your backend code detects a change in orientation, it should send
|
|
/// // a DeviceConfigurationEvent to your device to signal that the configuration
|
|
/// // of the device has changed. You can then implement RefreshConfiguration() to
|
|
/// // read out and update the device orientation on the managed InputDevice instance.
|
|
/// public class MyDevice : InputDevice
|
|
/// {
|
|
/// public enum Orientation
|
|
/// {
|
|
/// Horizontal,
|
|
/// Vertical,
|
|
/// }
|
|
///
|
|
/// private Orientation m_Orientation;
|
|
/// public Orientation orientation
|
|
/// {
|
|
/// get
|
|
/// {
|
|
/// // Call RefreshOrientation if the configuration of the device has been
|
|
/// // invalidated since last time we initialized m_Orientation.
|
|
/// RefreshConfigurationIfNeeded();
|
|
/// return m_Orientation;
|
|
/// }
|
|
/// }
|
|
/// protected override void RefreshConfiguration()
|
|
/// {
|
|
/// // Fetch the current orientation from the backend. How you do this
|
|
/// // depends on your device. Using DeviceCommands is one way.
|
|
/// var fetchOrientationCommand = new FetchOrientationCommand();
|
|
/// ExecuteCommand(ref fetchOrientationCommand);
|
|
/// m_Orientation = fetchOrientation;
|
|
///
|
|
/// // Reflect the orientation on the device.
|
|
/// switch (m_Orientation)
|
|
/// {
|
|
/// case Orientation.Vertical:
|
|
/// InputSystem.RemoveDeviceUsage(this, s_Horizontal);
|
|
/// InputSystem.AddDeviceUsage(this, s_Vertical);
|
|
/// break;
|
|
///
|
|
/// case Orientation.Horizontal:
|
|
/// InputSystem.RemoveDeviceUsage(this, s_Vertical);
|
|
/// InputSystem.AddDeviceUsage(this, s_Horizontal);
|
|
/// break;
|
|
/// }
|
|
/// }
|
|
///
|
|
/// private static InternedString s_Vertical = new InternedString("Vertical");
|
|
/// private static InternedString s_Horizontal = new InternedString("Horizontal");
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="RefreshConfiguration"/>
|
|
protected void RefreshConfigurationIfNeeded()
|
|
{
|
|
if (!isConfigUpToDate)
|
|
{
|
|
RefreshConfiguration();
|
|
isConfigUpToDate = true;
|
|
}
|
|
}
|
|
|
|
protected virtual void RefreshConfiguration()
|
|
{
|
|
}
|
|
|
|
////TODO: drop protected access
|
|
protected internal InputStateBlock m_StateBlock;
|
|
|
|
////REVIEW: shouldn't these sit on the device?
|
|
protected internal unsafe void* currentStatePtr => InputStateBuffers.GetFrontBufferForDevice(GetDeviceIndex());
|
|
|
|
protected internal unsafe void* previousFrameStatePtr => InputStateBuffers.GetBackBufferForDevice(GetDeviceIndex());
|
|
|
|
protected internal unsafe void* defaultStatePtr => InputStateBuffers.s_DefaultStateBuffer;
|
|
|
|
/// <summary>
|
|
/// Return the memory that holds the noise mask for the control.
|
|
/// </summary>
|
|
/// <value>Noise bit mask for the control.</value>
|
|
/// <remarks>
|
|
/// Like with all state blocks, the specific memory block for the control is found at the memory
|
|
/// region specified by <see cref="stateBlock"/>.
|
|
///
|
|
/// The noise mask can be overlaid as a bit mask over the state for the control. When doing so, all state
|
|
/// that is noise will be masked out whereas all state that isn't will come through unmodified. In other words,
|
|
/// any bit that is set in the noise mask indicates that the corresponding bit in the control's state memory
|
|
/// is noise.
|
|
/// </remarks>
|
|
/// <seealso cref="noisy"/>
|
|
protected internal unsafe void* noiseMaskPtr => InputStateBuffers.s_NoiseMaskBuffer;
|
|
|
|
/// <summary>
|
|
/// The offset of this control's state relative to its device root.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Once a device has been added to the system, its state block will get allocated
|
|
/// in the global state buffers and the offset of the device's state block will
|
|
/// get baked into all of the controls on the device. This property always returns
|
|
/// the "unbaked" offset.
|
|
/// </remarks>
|
|
protected internal uint stateOffsetRelativeToDeviceRoot
|
|
{
|
|
get
|
|
{
|
|
var deviceStateOffset = device.m_StateBlock.byteOffset;
|
|
Debug.Assert(deviceStateOffset <= m_StateBlock.byteOffset);
|
|
return m_StateBlock.byteOffset - deviceStateOffset;
|
|
}
|
|
}
|
|
|
|
// This data is initialized by InputDeviceBuilder.
|
|
internal InternedString m_Name;
|
|
internal string m_Path;
|
|
internal string m_DisplayName; // Display name set by the control itself (may be null).
|
|
internal string m_DisplayNameFromLayout; // Display name coming from layout (may be null).
|
|
internal string m_ShortDisplayName; // Short display name set by the control itself (may be null).
|
|
internal string m_ShortDisplayNameFromLayout; // Short display name coming from layout (may be null).
|
|
internal InternedString m_Layout;
|
|
internal InternedString m_Variants;
|
|
internal InputDevice m_Device;
|
|
internal InputControl m_Parent;
|
|
internal int m_UsageCount;
|
|
internal int m_UsageStartIndex;
|
|
internal int m_AliasCount;
|
|
internal int m_AliasStartIndex;
|
|
internal int m_ChildCount;
|
|
internal int m_ChildStartIndex;
|
|
internal ControlFlags m_ControlFlags;
|
|
|
|
// Value caching
|
|
// These values will be set to true during state updates if the control has actually changed value.
|
|
// Set to true initially so default state will be returned on the first call
|
|
internal bool m_CachedValueIsStale = true;
|
|
internal bool m_UnprocessedCachedValueIsStale = true;
|
|
|
|
////REVIEW: store these in arrays in InputDevice instead?
|
|
internal PrimitiveValue m_DefaultState;
|
|
internal PrimitiveValue m_MinValue;
|
|
internal PrimitiveValue m_MaxValue;
|
|
|
|
internal FourCC m_OptimizedControlDataType;
|
|
|
|
/// <summary>
|
|
/// For some types of control you can safely read/write state memory directly
|
|
/// which is much faster than calling ReadUnprocessedValueFromState/WriteValueIntoState.
|
|
/// This method returns a type that you can use for reading/writing the control directly,
|
|
/// or it returns InputStateBlock.kFormatInvalid if it's not possible for this type of control.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For example, AxisControl might be a "float" in state memory, and if no processing is applied during reading (e.g. no invert/scale/etc),
|
|
/// then you could read it as float in memory directly without calling ReadUnprocessedValueFromState, which is faster.
|
|
/// Additionally, if you have a Vector3Control which uses 3 AxisControls as consecutive floats in memory,
|
|
/// you can cast the Vector3Control state memory directly to Vector3 without calling ReadUnprocessedValueFromState on x/y/z axes.
|
|
///
|
|
/// The value returned for any given control is computed automatically by the Input System, when the control's setup configuration changes. <see cref="InputControl.CalculateOptimizedControlDataType"/>
|
|
/// There are some parameter changes which don't trigger a configuration change (such as the clamp, invert, normalize, and scale parameters on AxisControl),
|
|
/// so if you modify these, the optimized data type is not automatically updated. In this situation, you should manually update it by calling <see cref="InputControl.ApplyParameterChanges"/>.
|
|
/// </remarks>
|
|
public FourCC optimizedControlDataType => m_OptimizedControlDataType;
|
|
|
|
/// <summary>
|
|
/// Calculates and returns a optimized data type that can represent a control's value in memory directly.
|
|
/// The value then is cached in <see cref="InputControl.optimizedControlDataType"/>.
|
|
/// This method is for internal use only, you should not call this from your own code.
|
|
/// </summary>
|
|
protected virtual FourCC CalculateOptimizedControlDataType()
|
|
{
|
|
return InputStateBlock.kFormatInvalid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply built-in parameters changes (e.g. <see cref="AxisControl.invert"/>, others), recompute <see cref="InputControl.optimizedControlDataType"/> for impacted controls and clear cached value.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// </remarks>
|
|
public void ApplyParameterChanges()
|
|
{
|
|
// First we go through all children of our own hierarchy
|
|
SetOptimizedControlDataTypeRecursively();
|
|
|
|
// Then we go through all parents up to the root, because our own change might influence their optimization status
|
|
// e.g. let's say we have a tree where root is Vector3 and children are three AxisControl
|
|
// And user is calling this method on AxisControl which goes from Float to NotOptimized.
|
|
// Then we need to also transition Vector3 to NotOptimized as well.
|
|
|
|
var currentParent = parent;
|
|
while (currentParent != null)
|
|
{
|
|
currentParent.SetOptimizedControlDataType();
|
|
currentParent = currentParent.parent;
|
|
}
|
|
|
|
// Also use this method to mark cached values as stale
|
|
MarkAsStaleRecursively();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void SetOptimizedControlDataType()
|
|
{
|
|
// setting check need to be inline so we clear optimizations if setting is disabled after the fact
|
|
m_OptimizedControlDataType = InputSettings.optimizedControlsFeatureEnabled
|
|
? CalculateOptimizedControlDataType()
|
|
: (FourCC)InputStateBlock.kFormatInvalid;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal void SetOptimizedControlDataTypeRecursively()
|
|
{
|
|
// Need to go depth-first because CalculateOptimizedControlDataType might depend on computed values of children
|
|
if (m_ChildCount > 0)
|
|
{
|
|
foreach (var inputControl in children)
|
|
inputControl.SetOptimizedControlDataTypeRecursively();
|
|
}
|
|
|
|
SetOptimizedControlDataType();
|
|
}
|
|
|
|
// This function exists to warn users to start using ApplyParameterChanges for edge cases that were previously not intentionally supported,
|
|
// where control properties suddenly change underneath us without us anticipating that.
|
|
// This is mainly to AxisControl fields being public and capable of changing at any time even if we were not anticipated such a usage pattern.
|
|
// Also it's not clear if InputControl.stateBlock.format can potentially change at any time, likely not.
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
// Only do this check in development builds and editor in hope that it will be sufficient to catch any misuse during development.
|
|
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
|
internal void EnsureOptimizationTypeHasNotChanged()
|
|
{
|
|
if (!InputSettings.optimizedControlsFeatureEnabled)
|
|
return;
|
|
|
|
var currentOptimizedControlDataType = CalculateOptimizedControlDataType();
|
|
if (currentOptimizedControlDataType != optimizedControlDataType)
|
|
{
|
|
Debug.LogError(
|
|
$"Control '{name}' / '{path}' suddenly changed optimization state due to either format " +
|
|
$"change or control parameters change (was '{optimizedControlDataType}' but became '{currentOptimizedControlDataType}'), " +
|
|
"this hinders control hot path optimization, please call control.ApplyParameterChanges() " +
|
|
"after the changes to the control to fix this error.");
|
|
|
|
// Automatically fix the issue
|
|
// Note this function is only executed in editor and development builds
|
|
m_OptimizedControlDataType = currentOptimizedControlDataType;
|
|
}
|
|
|
|
if (m_ChildCount > 0)
|
|
{
|
|
foreach (var inputControl in children)
|
|
inputControl.EnsureOptimizationTypeHasNotChanged();
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
internal enum ControlFlags
|
|
{
|
|
ConfigUpToDate = 1 << 0,
|
|
IsNoisy = 1 << 1,
|
|
IsSynthetic = 1 << 2,
|
|
IsButton = 1 << 3,
|
|
DontReset = 1 << 4,
|
|
SetupFinished = 1 << 5, // Can't be modified once this is set.
|
|
UsesStateFromOtherControl = 1 << 6,
|
|
}
|
|
|
|
internal bool isSetupFinished
|
|
{
|
|
get => (m_ControlFlags & ControlFlags.SetupFinished) == ControlFlags.SetupFinished;
|
|
set
|
|
{
|
|
if (value)
|
|
m_ControlFlags |= ControlFlags.SetupFinished;
|
|
else
|
|
m_ControlFlags &= ~ControlFlags.SetupFinished;
|
|
}
|
|
}
|
|
|
|
internal bool isButton
|
|
{
|
|
get => (m_ControlFlags & ControlFlags.IsButton) == ControlFlags.IsButton;
|
|
set
|
|
{
|
|
if (value)
|
|
m_ControlFlags |= ControlFlags.IsButton;
|
|
else
|
|
m_ControlFlags &= ~ControlFlags.IsButton;
|
|
}
|
|
}
|
|
|
|
internal bool isConfigUpToDate
|
|
{
|
|
get => (m_ControlFlags & ControlFlags.ConfigUpToDate) == ControlFlags.ConfigUpToDate;
|
|
set
|
|
{
|
|
if (value)
|
|
m_ControlFlags |= ControlFlags.ConfigUpToDate;
|
|
else
|
|
m_ControlFlags &= ~ControlFlags.ConfigUpToDate;
|
|
}
|
|
}
|
|
|
|
internal bool dontReset
|
|
{
|
|
get => (m_ControlFlags & ControlFlags.DontReset) == ControlFlags.DontReset;
|
|
set
|
|
{
|
|
if (value)
|
|
m_ControlFlags |= ControlFlags.DontReset;
|
|
else
|
|
m_ControlFlags &= ~ControlFlags.DontReset;
|
|
}
|
|
}
|
|
|
|
internal bool usesStateFromOtherControl
|
|
{
|
|
get => (m_ControlFlags & ControlFlags.UsesStateFromOtherControl) == ControlFlags.UsesStateFromOtherControl;
|
|
set
|
|
{
|
|
if (value)
|
|
m_ControlFlags |= ControlFlags.UsesStateFromOtherControl;
|
|
else
|
|
m_ControlFlags &= ~ControlFlags.UsesStateFromOtherControl;
|
|
}
|
|
}
|
|
|
|
internal bool hasDefaultState => !m_DefaultState.isEmpty;
|
|
|
|
// This method exists only to not slap the internal interaction on all overrides of
|
|
// FinishSetup().
|
|
internal void CallFinishSetupRecursive()
|
|
{
|
|
var list = children;
|
|
for (var i = 0; i < list.Count; ++i)
|
|
list[i].CallFinishSetupRecursive();
|
|
FinishSetup();
|
|
SetOptimizedControlDataTypeRecursively();
|
|
}
|
|
|
|
internal string MakeChildPath(string path)
|
|
{
|
|
if (this is InputDevice)
|
|
return path;
|
|
return $"{this.path}/{path}";
|
|
}
|
|
|
|
internal void BakeOffsetIntoStateBlockRecursive(uint offset)
|
|
{
|
|
m_StateBlock.byteOffset += offset;
|
|
|
|
var list = children;
|
|
for (var i = 0; i < list.Count; ++i)
|
|
list[i].BakeOffsetIntoStateBlockRecursive(offset);
|
|
}
|
|
|
|
internal int GetDeviceIndex()
|
|
{
|
|
var deviceIndex = m_Device.m_DeviceIndex;
|
|
if (deviceIndex == InputDevice.kInvalidDeviceIndex)
|
|
throw new InvalidOperationException(
|
|
$"Cannot query value of control '{path}' before '{device.name}' has been added to system!");
|
|
return deviceIndex;
|
|
}
|
|
|
|
internal bool IsValueConsideredPressed(float value)
|
|
{
|
|
if (isButton)
|
|
return ((ButtonControl)this).IsValueConsideredPressed(value);
|
|
return value >= ButtonControl.s_GlobalDefaultButtonPressPoint;
|
|
}
|
|
|
|
internal virtual void AddProcessor(object first)
|
|
{
|
|
}
|
|
|
|
internal void MarkAsStale()
|
|
{
|
|
m_CachedValueIsStale = true;
|
|
m_UnprocessedCachedValueIsStale = true;
|
|
}
|
|
|
|
internal void MarkAsStaleRecursively()
|
|
{
|
|
MarkAsStale();
|
|
|
|
foreach (var inputControl in children)
|
|
inputControl.MarkAsStale();
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
internal virtual IEnumerable<object> GetProcessors()
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Base class for input controls with a specific value type.
|
|
/// </summary>
|
|
/// <typeparam name="TValue">Type of value captured by the control. Note that this does not mean
|
|
/// that the control has to store data in the given value format. A control that captures float
|
|
/// values, for example, may be stored in state as byte values instead.</typeparam>
|
|
public abstract class InputControl<TValue> : InputControl
|
|
where TValue : struct
|
|
{
|
|
public override Type valueType => typeof(TValue);
|
|
|
|
public override int valueSizeInBytes => UnsafeUtility.SizeOf<TValue>();
|
|
|
|
/// <summary>
|
|
/// Returns the current value of the control after processors have been applied.
|
|
/// </summary>
|
|
/// <returns>The controls current value.</returns>
|
|
/// <remarks>
|
|
/// This can only be called on devices that have been added to the system (<see cref="InputDevice.added"/>).
|
|
///
|
|
/// If internal feature "USE_READ_VALUE_CACHING" is enabled, then this property implements caching
|
|
/// to avoid applying processors when the underlying control has not changed.
|
|
/// With this in mind, be aware of processors that use global state, such as the <see cref="Processors.AxisDeadzoneProcessor"/>.
|
|
/// Unless the control unprocessed value has been changed, input system settings changed or <see cref="InputControl.ApplyParameterChanges()"/> invoked,
|
|
/// the processors will not run and calls to <see cref="value"/> will return the same result as previous calls.
|
|
///
|
|
/// If a processor requires to be run on every read, override <see cref="InputProcessor.cachingPolicy"/> property
|
|
/// in the processor and set it to <see cref="InputProcessor.CachingPolicy.EvaluateOnEveryRead"/>.
|
|
///
|
|
/// To improve debugging try setting "PARANOID_READ_VALUE_CACHING_CHECKS" internal feature flag to check if cache value is still consistent.
|
|
///
|
|
/// Also note that this property returns the result as ref readonly. If custom control states are in use, i.e.
|
|
/// any controls not shipped with the Input System package, be careful of accidental defensive copies
|
|
/// <see href="https://docs.microsoft.com/en-us/dotnet/csharp/write-safe-efficient-code#avoid-defensive-copies"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="ReadValue"/>
|
|
public ref readonly TValue value
|
|
{
|
|
get
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (InputUpdate.s_LatestUpdateType.IsEditorUpdate())
|
|
return ref ReadStateInEditor();
|
|
#endif
|
|
|
|
if (
|
|
// if feature is disabled we re-evaluate every call
|
|
!InputSettings.readValueCachingFeatureEnabled
|
|
// if cached value is stale we re-evaluate and clear the flag
|
|
|| m_CachedValueIsStale
|
|
// if a processor in stack needs to be re-evaluated, but unprocessedValue is still can be cached
|
|
|| evaluateProcessorsEveryRead
|
|
)
|
|
{
|
|
m_CachedValue = ProcessValue(unprocessedValue);
|
|
m_CachedValueIsStale = false;
|
|
}
|
|
#if DEBUG
|
|
else if (InputSettings.paranoidReadValueCachingChecksEnabled)
|
|
{
|
|
var oldUnprocessedValue = m_UnprocessedCachedValue;
|
|
var newUnprocessedValue = unprocessedValue;
|
|
var currentProcessedValue = ProcessValue(newUnprocessedValue);
|
|
|
|
if (CompareValue(ref newUnprocessedValue, ref oldUnprocessedValue))
|
|
{
|
|
// don't warn if unprocessedValue caching failed
|
|
m_CachedValue = currentProcessedValue;
|
|
}
|
|
else if (CompareValue(ref currentProcessedValue, ref m_CachedValue))
|
|
{
|
|
// processors are not behaving as expected if unprocessedValue stays the same but processedValue changed
|
|
var namesList = new List<string>();
|
|
foreach (var inputProcessor in m_ProcessorStack)
|
|
namesList.Add(inputProcessor.ToString());
|
|
var names = string.Join(", ", namesList);
|
|
Debug.LogError(
|
|
"Cached processed value unexpectedly became outdated due to InputProcessor's returning a different value, " +
|
|
$"new value '{currentProcessedValue}' old value '{m_CachedValue}', current processors are: {names}. " +
|
|
"If your processor need to be recomputed on every read please add \"public override CachingPolicy cachingPolicy => CachingPolicy.EvaluateOnEveryRead;\" to the processor.");
|
|
m_CachedValue = currentProcessedValue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return ref m_CachedValue;
|
|
}
|
|
}
|
|
|
|
internal unsafe ref readonly TValue unprocessedValue
|
|
{
|
|
get
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (InputUpdate.s_LatestUpdateType.IsEditorUpdate())
|
|
return ref ReadUnprocessedStateInEditor();
|
|
#endif
|
|
|
|
if (
|
|
// if feature is disabled we re-evaluate every call
|
|
!InputSettings.readValueCachingFeatureEnabled
|
|
// if cached value is stale we re-evaluate and clear the flag
|
|
|| m_UnprocessedCachedValueIsStale
|
|
)
|
|
{
|
|
m_UnprocessedCachedValue = ReadUnprocessedValueFromState(currentStatePtr);
|
|
m_UnprocessedCachedValueIsStale = false;
|
|
}
|
|
#if DEBUG
|
|
else if (InputSettings.paranoidReadValueCachingChecksEnabled)
|
|
{
|
|
var currentUnprocessedValue = ReadUnprocessedValueFromState(currentStatePtr);
|
|
if (CompareValue(ref currentUnprocessedValue, ref m_UnprocessedCachedValue))
|
|
{
|
|
Debug.LogError($"Cached unprocessed value unexpectedly became outdated for unknown reason, new value '{currentUnprocessedValue}' old value '{m_UnprocessedCachedValue}'.");
|
|
m_UnprocessedCachedValue = currentUnprocessedValue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return ref m_UnprocessedCachedValue;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the current value of the control after processors have been applied.
|
|
/// </summary>
|
|
/// <returns>The controls current value.</returns>
|
|
/// <remarks>
|
|
/// This can only be called on devices that have been added to the system (<see cref="InputDevice.added"/>).
|
|
///
|
|
/// If internal feature "USE_READ_VALUE_CACHING" is enabled, then this property implements caching
|
|
/// to avoid applying processors when the underlying control has not changed.
|
|
/// With this in mind, be aware of processors that use global state, such as the <see cref="Processors.AxisDeadzoneProcessor"/>.
|
|
/// Unless the control unprocessed value has been changed, input system settings changed or <see cref="InputControl.ApplyParameterChanges()"/> invoked,
|
|
/// the processors will not run and calls to <see cref="value"/> will return the same result as previous calls.
|
|
///
|
|
/// If a processor requires to be run on every read, override <see cref="InputProcessor.cachingPolicy"/> property
|
|
/// in the processor and set it to <see cref="InputProcessor.CachingPolicy.EvaluateOnEveryRead"/>.
|
|
///
|
|
/// To improve debugging try setting "PARANOID_READ_VALUE_CACHING_CHECKS" internal feature flag to check if cache value is still consistent.
|
|
/// <see href="https://docs.microsoft.com/en-us/dotnet/csharp/write-safe-efficient-code#avoid-defensive-copies"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="value"/>
|
|
public TValue ReadValue()
|
|
{
|
|
return value;
|
|
}
|
|
|
|
////REVIEW: is 'frame' really the best wording here?
|
|
/// <summary>
|
|
/// Get the control's value from the previous frame (<see cref="InputControl.previousFrameStatePtr"/>).
|
|
/// </summary>
|
|
/// <returns>The control's value in the previous frame.</returns>
|
|
public TValue ReadValueFromPreviousFrame()
|
|
{
|
|
unsafe
|
|
{
|
|
return ReadValueFromState(previousFrameStatePtr);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the control's default value.
|
|
/// </summary>
|
|
/// <returns>The control's default value.</returns>
|
|
/// <remarks>
|
|
/// This is not necessarily equivalent to <c>default(TValue)</c>. A control's default value is determined
|
|
/// by reading its value from the default state (<see cref="InputControl.defaultStatePtr"/>) which in turn
|
|
/// is determined from settings in the control's registered layout (<see cref="InputControlLayout.ControlItem.defaultState"/>).
|
|
/// </remarks>
|
|
public TValue ReadDefaultValue()
|
|
{
|
|
unsafe
|
|
{
|
|
return ReadValueFromState(defaultStatePtr);
|
|
}
|
|
}
|
|
|
|
public unsafe TValue ReadValueFromState(void* statePtr)
|
|
{
|
|
if (statePtr == null)
|
|
throw new ArgumentNullException(nameof(statePtr));
|
|
return ProcessValue(ReadUnprocessedValueFromState(statePtr));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read value from provided <paramref name="statePtr"/> and apply processors. Try cache result if possible.
|
|
/// </summary>
|
|
/// <param name="statePtr">State pointer to read from.</param>
|
|
/// <returns>The controls current value.</returns>
|
|
/// <remarks>
|
|
/// If <paramref name="statePtr"/> is "currentStatePtr", then read will be done via <see cref="value"/> property to improve performance.
|
|
/// </remarks>
|
|
/// <seealso cref="value"/>
|
|
public unsafe TValue ReadValueFromStateWithCaching(void* statePtr)
|
|
{
|
|
return statePtr == currentStatePtr ? value : ReadValueFromState(statePtr);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read value from provided <paramref name="statePtr"/>. Try cache result if possible.
|
|
/// </summary>
|
|
/// <param name="statePtr">State pointer to read from.</param>
|
|
/// <returns>The controls current value.</returns>
|
|
/// <remarks>
|
|
/// If <paramref name="statePtr"/> is "currentStatePtr", then read will be done via <see cref="unprocessedValue"/> property to improve performance.
|
|
/// </remarks>
|
|
/// <seealso cref="value"/>
|
|
public unsafe TValue ReadUnprocessedValueFromStateWithCaching(void* statePtr)
|
|
{
|
|
return statePtr == currentStatePtr ? unprocessedValue : ReadUnprocessedValueFromState(statePtr);
|
|
}
|
|
|
|
public TValue ReadUnprocessedValue()
|
|
{
|
|
return unprocessedValue;
|
|
}
|
|
|
|
public abstract unsafe TValue ReadUnprocessedValueFromState(void* statePtr);
|
|
|
|
/// <inheritdoc />
|
|
public override unsafe object ReadValueFromStateAsObject(void* statePtr)
|
|
{
|
|
return ReadValueFromState(statePtr);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override unsafe void ReadValueFromStateIntoBuffer(void* statePtr, void* bufferPtr, int bufferSize)
|
|
{
|
|
if (statePtr == null)
|
|
throw new ArgumentNullException(nameof(statePtr));
|
|
if (bufferPtr == null)
|
|
throw new ArgumentNullException(nameof(bufferPtr));
|
|
|
|
var numBytes = UnsafeUtility.SizeOf<TValue>();
|
|
if (bufferSize < numBytes)
|
|
throw new ArgumentException(
|
|
$"bufferSize={bufferSize} < sizeof(TValue)={numBytes}", nameof(bufferSize));
|
|
|
|
var value = ReadValueFromState(statePtr);
|
|
var valuePtr = UnsafeUtility.AddressOf(ref value);
|
|
|
|
UnsafeUtility.MemCpy(bufferPtr, valuePtr, numBytes);
|
|
}
|
|
|
|
public override unsafe void WriteValueFromBufferIntoState(void* bufferPtr, int bufferSize, void* statePtr)
|
|
{
|
|
if (bufferPtr == null)
|
|
throw new ArgumentNullException(nameof(bufferPtr));
|
|
if (statePtr == null)
|
|
throw new ArgumentNullException(nameof(statePtr));
|
|
|
|
var numBytes = UnsafeUtility.SizeOf<TValue>();
|
|
if (bufferSize < numBytes)
|
|
throw new ArgumentException(
|
|
$"bufferSize={bufferSize} < sizeof(TValue)={numBytes}", nameof(bufferSize));
|
|
|
|
// C# won't let us use a pointer to a generically defined type. Work
|
|
// around this by using UnsafeUtility.
|
|
var value = default(TValue);
|
|
var valuePtr = UnsafeUtility.AddressOf(ref value);
|
|
UnsafeUtility.MemCpy(valuePtr, bufferPtr, numBytes);
|
|
|
|
WriteValueIntoState(value, statePtr);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override unsafe void WriteValueFromObjectIntoState(object value, void* statePtr)
|
|
{
|
|
if (statePtr == null)
|
|
throw new ArgumentNullException(nameof(statePtr));
|
|
if (value == null)
|
|
throw new ArgumentNullException(nameof(value));
|
|
|
|
// If value is not of expected type, try to convert.
|
|
if (!(value is TValue))
|
|
value = Convert.ChangeType(value, typeof(TValue));
|
|
|
|
var valueOfType = (TValue)value;
|
|
WriteValueIntoState(valueOfType, statePtr);
|
|
}
|
|
|
|
public virtual unsafe void WriteValueIntoState(TValue value, void* statePtr)
|
|
{
|
|
////REVIEW: should we be able to even tell from layouts which controls support writing and which don't?
|
|
|
|
throw new NotSupportedException(
|
|
$"Control '{this}' does not support writing");
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override unsafe object ReadValueFromBufferAsObject(void* buffer, int bufferSize)
|
|
{
|
|
if (buffer == null)
|
|
throw new ArgumentNullException(nameof(buffer));
|
|
|
|
var valueSize = UnsafeUtility.SizeOf<TValue>();
|
|
if (bufferSize < valueSize)
|
|
throw new ArgumentException(
|
|
$"Expecting buffer of at least {valueSize} bytes for value of type {typeof(TValue).Name} but got buffer of only {bufferSize} bytes instead",
|
|
nameof(bufferSize));
|
|
|
|
var value = default(TValue);
|
|
var valuePtr = UnsafeUtility.AddressOf(ref value);
|
|
UnsafeUtility.MemCpy(valuePtr, buffer, valueSize);
|
|
|
|
return value;
|
|
}
|
|
|
|
private static unsafe bool CompareValue(ref TValue firstValue, ref TValue secondValue)
|
|
{
|
|
var firstValuePtr = UnsafeUtility.AddressOf(ref firstValue);
|
|
var secondValuePtr = UnsafeUtility.AddressOf(ref secondValue);
|
|
|
|
// NOTE: We're comparing raw memory of processed values here (which are guaranteed to be structs or
|
|
// primitives), not state. Means we don't have to take bits into account here.
|
|
|
|
return UnsafeUtility.MemCmp(firstValuePtr, secondValuePtr, UnsafeUtility.SizeOf<TValue>()) != 0;
|
|
}
|
|
|
|
public override unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr)
|
|
{
|
|
////REVIEW: should we first compare state here? if there's no change in state, there can be no change in value and we can skip the rest
|
|
|
|
var firstValue = ReadValueFromState(firstStatePtr);
|
|
var secondValue = ReadValueFromState(secondStatePtr);
|
|
|
|
return CompareValue(ref firstValue, ref secondValue);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public TValue ProcessValue(TValue value)
|
|
{
|
|
ProcessValue(ref value);
|
|
return value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies all control processors to the passed value.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
/// <remarks>
|
|
/// Use this overload when your state struct is large to avoid creating copies of the state.
|
|
/// </remarks>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void ProcessValue(ref TValue value)
|
|
{
|
|
if (m_ProcessorStack.length <= 0)
|
|
return;
|
|
|
|
value = m_ProcessorStack.firstValue.Process(value, this);
|
|
if (m_ProcessorStack.additionalValues == null)
|
|
return;
|
|
|
|
for (var i = 0; i < m_ProcessorStack.length - 1; ++i)
|
|
value = m_ProcessorStack.additionalValues[i].Process(value, this);
|
|
}
|
|
|
|
internal InlinedArray<InputProcessor<TValue>> m_ProcessorStack;
|
|
|
|
private TValue m_CachedValue;
|
|
private TValue m_UnprocessedCachedValue;
|
|
|
|
#if UNITY_EDITOR
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private unsafe ref readonly TValue ReadStateInEditor()
|
|
{
|
|
// we don't use cached values during editor updates because editor updates cause controls to look at a
|
|
// different block of state memory, and since the cached values are from the play mode memory, we'd
|
|
// end up returning the wrong values.
|
|
m_EditorValue = ReadValueFromState(currentStatePtr);
|
|
return ref m_EditorValue;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private unsafe ref readonly TValue ReadUnprocessedStateInEditor()
|
|
{
|
|
m_UnprocessedEditorValue = ReadUnprocessedValueFromState(currentStatePtr);
|
|
return ref m_UnprocessedEditorValue;
|
|
}
|
|
|
|
// these fields are just to work with the fact that the 'value' property is ref readonly, so we
|
|
// need somewhere with a known lifetime to store these so they can be returned by ref.
|
|
private TValue m_EditorValue;
|
|
private TValue m_UnprocessedEditorValue;
|
|
#endif
|
|
|
|
// Only layouts are allowed to modify the processor stack.
|
|
internal TProcessor TryGetProcessor<TProcessor>()
|
|
where TProcessor : InputProcessor<TValue>
|
|
{
|
|
if (m_ProcessorStack.length > 0)
|
|
{
|
|
if (m_ProcessorStack.firstValue is TProcessor processor)
|
|
return processor;
|
|
if (m_ProcessorStack.additionalValues != null)
|
|
for (var i = 0; i < m_ProcessorStack.length - 1; ++i)
|
|
if (m_ProcessorStack.additionalValues[i] is TProcessor result)
|
|
return result;
|
|
}
|
|
return default;
|
|
}
|
|
|
|
internal override void AddProcessor(object processor)
|
|
{
|
|
if (!(processor is InputProcessor<TValue> processorOfType))
|
|
throw new ArgumentException(
|
|
$"Cannot add processor of type '{processor.GetType().Name}' to control of type '{GetType().Name}'", nameof(processor));
|
|
m_ProcessorStack.Append(processorOfType);
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
internal override IEnumerable<object> GetProcessors()
|
|
{
|
|
foreach (var processor in m_ProcessorStack)
|
|
yield return processor;
|
|
}
|
|
|
|
#endif
|
|
|
|
internal bool evaluateProcessorsEveryRead = false;
|
|
|
|
protected override void FinishSetup()
|
|
{
|
|
foreach (var processor in m_ProcessorStack)
|
|
if (processor.cachingPolicy == InputProcessor.CachingPolicy.EvaluateOnEveryRead)
|
|
evaluateProcessorsEveryRead = true;
|
|
|
|
base.FinishSetup();
|
|
}
|
|
|
|
internal InputProcessor<TValue>[] processors => m_ProcessorStack.ToArray();
|
|
}
|
|
}
|