forked from BilalY/Rasagar
1193 lines
56 KiB
C#
1193 lines
56 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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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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////TODO: add ability to add to existing arrays rather than creating per-device arrays
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////TODO: the next step here is to write a code generator that generates code for a given layout that when
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//// executed, does what InputDeviceBuilder does but without the use of reflection and much more quickly
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////REVIEW: it probably makes sense to have an initial phase where we process the initial set of
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//// device discoveries from native and keep the layout cache around instead of throwing
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//// it away after the creation of every single device; best approach may be to just
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//// reuse the same InputDeviceBuilder instance over and over
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////TODO: ensure that things are aligned properly for ARM; should that be done on the reading side or in the state layouts?
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//// (make sure that alignment works the same on *all* platforms; otherwise editor will not be able to process events from players properly)
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namespace UnityEngine.InputSystem.Layouts
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{
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/// <summary>
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/// Turns a device layout into an actual <see cref="InputDevice"/> instance.
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/// </summary>
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/// <remarks>
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/// Ultimately produces a device but can also be used to query the control setup described
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/// by a layout.
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///
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/// Can be used both to create control hierarchies from scratch as well as to re-create or
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/// change existing hierarchies.
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///
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/// InputDeviceBuilder is the only way to create control hierarchies. InputControls cannot be
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/// <c>new</c>'d directly.
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///
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/// Also computes a final state layout when setup is finished.
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///
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/// Note that InputDeviceBuilders generate garbage. They are meant to be used for initialization only. Don't
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/// use them during normal gameplay.
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///
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/// Running an *existing* device through another control build is a *destructive* operation.
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/// Existing controls may be reused while at the same time the hierarchy and even the device instance
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/// itself may change.
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/// </remarks>
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internal struct InputDeviceBuilder : IDisposable
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{
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public void Setup(InternedString layout, InternedString variants,
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InputDeviceDescription deviceDescription = default)
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{
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m_LayoutCacheRef = InputControlLayout.CacheRef();
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InstantiateLayout(layout, variants, new InternedString(), null);
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FinalizeControlHierarchy();
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m_StateOffsetToControlMap.Sort();
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m_Device.m_Description = deviceDescription;
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m_Device.m_StateOffsetToControlMap = m_StateOffsetToControlMap.ToArray();
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m_Device.CallFinishSetupRecursive();
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}
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// Complete the setup and return the full control hierarchy setup
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// with its device root.
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public InputDevice Finish()
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{
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var device = m_Device;
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// Kill off our state.
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Reset();
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return device;
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}
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public void Dispose()
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{
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m_LayoutCacheRef.Dispose();
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}
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private InputDevice m_Device;
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// Make sure the global layout cache sticks around for at least as long
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// as the device builder so that we don't load layouts over and over.
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private InputControlLayout.CacheRefInstance m_LayoutCacheRef;
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// Table mapping (lower-cased) control paths to control layouts that contain
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// overrides for the control at the given path.
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private Dictionary<string, InputControlLayout.ControlItem> m_ChildControlOverrides;
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private List<uint> m_StateOffsetToControlMap;
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private StringBuilder m_StringBuilder;
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// Reset the setup in a way where it can be reused for another setup.
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// Should retain allocations that can be reused.
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private void Reset()
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{
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m_Device = null;
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m_ChildControlOverrides?.Clear();
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m_StateOffsetToControlMap?.Clear();
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// Leave the cache in place so we can reuse them in another setup path.
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}
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private InputControl InstantiateLayout(InternedString layout, InternedString variants, InternedString name, InputControl parent)
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{
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// Look up layout by name.
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var layoutInstance = FindOrLoadLayout(layout);
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// Create control hierarchy.
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return InstantiateLayout(layoutInstance, variants, name, parent);
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}
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private InputControl InstantiateLayout(InputControlLayout layout, InternedString variants, InternedString name,
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InputControl parent)
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{
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Debug.Assert(layout.type != null, "Layout has no type set on it");
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// No, so create a new control.
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var controlObject = Activator.CreateInstance(layout.type);
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if (!(controlObject is InputControl control))
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{
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throw new InvalidOperationException(
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$"Type '{layout.type.Name}' referenced by layout '{layout.name}' is not an InputControl");
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}
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// If it's a device, perform some extra work specific to the control
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// hierarchy root.
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if (control is InputDevice controlAsDevice)
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{
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if (parent != null)
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throw new InvalidOperationException(
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$"Cannot instantiate device layout '{layout.name}' as child of '{parent.path}'; devices must be added at root");
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m_Device = controlAsDevice;
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m_Device.m_StateBlock.byteOffset = 0;
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m_Device.m_StateBlock.bitOffset = 0;
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m_Device.m_StateBlock.format = layout.stateFormat;
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// If we have an existing device, we'll start the various control arrays
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// from scratch. Note that all the controls still refer to the existing
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// arrays and so we can iterate children, for example, just fine while
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// we are rebuilding the control hierarchy.
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m_Device.m_AliasesForEachControl = null;
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m_Device.m_ChildrenForEachControl = null;
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m_Device.m_UsagesForEachControl = null;
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m_Device.m_UsageToControl = null;
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if (layout.m_UpdateBeforeRender == true)
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m_Device.m_DeviceFlags |= InputDevice.DeviceFlags.UpdateBeforeRender;
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if (layout.canRunInBackground != null)
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{
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m_Device.m_DeviceFlags |= InputDevice.DeviceFlags.CanRunInBackgroundHasBeenQueried;
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if (layout.canRunInBackground == true)
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m_Device.m_DeviceFlags |= InputDevice.DeviceFlags.CanRunInBackground;
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}
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}
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else if (parent == null)
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{
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// Someone did "new InputDeviceBuilder(...)" with a control layout.
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// We don't support creating control hierarchies without a device at the root.
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throw new InvalidOperationException(
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$"Toplevel layout used with InputDeviceBuilder must be a device layout; '{layout.name}' is a control layout");
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}
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// Name defaults to name of layout.
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if (name.IsEmpty())
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{
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name = layout.name;
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// If there's a namespace in the layout name, snip it out.
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var indexOfLastColon = name.ToString().LastIndexOf(':');
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if (indexOfLastColon != -1)
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name = new InternedString(name.ToString().Substring(indexOfLastColon + 1));
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}
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// Make sure name does not contain any slashes.
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if (name.ToString().IndexOf(InputControlPath.Separator) != -1)
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name = new InternedString(name.ToString().CleanSlashes());
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// Variant defaults to variants of layout.
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if (variants.IsEmpty())
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{
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variants = layout.variants;
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if (variants.IsEmpty())
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variants = InputControlLayout.DefaultVariant;
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}
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control.m_Name = name;
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control.m_DisplayNameFromLayout = layout.m_DisplayName; // No short display names at layout roots.
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control.m_Layout = layout.name;
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control.m_Variants = variants;
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control.m_Parent = parent;
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control.m_Device = m_Device;
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// this has to be done down here instead of in the device block above because the state for the
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// device needs to be set up before setting noisy or it will throw because the device's m_Device
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// hasn't been set yet. Yes, a device's m_Device is itself.
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if (control is InputDevice)
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control.noisy = layout.isNoisy;
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// Create children and configure their settings from our
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// layout values.
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var haveChildrenUsingStateFromOtherControl = false;
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try
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{
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// Pass list of existing control on to function as we may have decided to not
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// actually reuse the existing control (and thus control.m_ChildrenReadOnly will
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// now be blank) but still want crawling down the hierarchy to preserve existing
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// controls where possible.
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AddChildControls(layout, variants, control,
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ref haveChildrenUsingStateFromOtherControl);
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}
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catch
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{
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////TODO: remove control from collection and rethrow
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throw;
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}
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// Come up with a layout for our state.
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ComputeStateLayout(control);
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// Finally, if we have child controls that take their state blocks from other
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// controls, assign them their blocks now.
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if (haveChildrenUsingStateFromOtherControl)
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{
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var controls = layout.m_Controls;
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for (var i = 0; i < controls.Length; ++i)
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{
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ref var item = ref controls[i];
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if (string.IsNullOrEmpty(item.useStateFrom))
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continue;
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ApplyUseStateFrom(control, ref item, layout);
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}
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}
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return control;
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}
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private const uint kSizeForControlUsingStateFromOtherControl = InputStateBlock.InvalidOffset;
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private void AddChildControls(InputControlLayout layout, InternedString variants, InputControl parent,
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ref bool haveChildrenUsingStateFromOtherControls)
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{
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var controlLayouts = layout.m_Controls;
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if (controlLayouts == null)
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return;
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// Find out how many direct children we will add.
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var childCount = 0;
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var haveControlLayoutWithPath = false;
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for (var i = 0; i < controlLayouts.Length; ++i)
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{
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// Skip if variants don't match.
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if (!controlLayouts[i].variants.IsEmpty() &&
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!StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(controlLayouts[i].variants,
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variants, InputControlLayout.VariantSeparator[0]))
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continue;
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////REVIEW: I'm not sure this is good enough. ATM if you have a control layout with
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//// name "foo" and one with name "foo/bar", then the latter is taken as an override
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//// but the former isn't. However, whether it has a slash in the path or not shouldn't
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//// matter. If a control layout of the same name already exists, it should be
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//// considered an override, if not, it shouldn't.
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// Not a new child if it's a layout reaching in to the hierarchy to modify
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// an existing child.
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if (controlLayouts[i].isModifyingExistingControl)
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{
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if (controlLayouts[i].isArray)
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throw new NotSupportedException(
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$"Control '{controlLayouts[i].name}' in layout '{layout.name}' is modifying the child of another control but is marked as an array");
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haveControlLayoutWithPath = true;
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InsertChildControlOverride(parent, ref controlLayouts[i]);
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continue;
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}
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if (controlLayouts[i].isArray)
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childCount += controlLayouts[i].arraySize;
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else
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++childCount;
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}
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// Nothing to do if there's no children.
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if (childCount == 0)
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{
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parent.m_ChildCount = default;
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parent.m_ChildStartIndex = default;
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haveChildrenUsingStateFromOtherControls = false;
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return;
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}
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// Add room for us in the device's child array.
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var firstChildIndex = ArrayHelpers.GrowBy(ref m_Device.m_ChildrenForEachControl, childCount);
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// Add controls from all control layouts except the ones that have
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// paths in them.
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var childIndex = firstChildIndex;
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for (var i = 0; i < controlLayouts.Length; ++i)
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{
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var controlLayout = controlLayouts[i];
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// Skip control layouts that don't add controls but rather modify child
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// controls of other controls added by the layout. We do a second pass
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// to apply their settings.
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if (controlLayout.isModifyingExistingControl)
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continue;
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// If the control is part of a variant, skip it if it isn't in the variants we're
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// looking for.
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if (!controlLayout.variants.IsEmpty() &&
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!StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(controlLayout.variants,
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variants, InputControlLayout.VariantSeparator[0]))
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continue;
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// If it's an array, add a control for each array element.
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if (controlLayout.isArray)
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{
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for (var n = 0; n < controlLayout.arraySize; ++n)
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{
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var name = controlLayout.name + n;
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var control = AddChildControl(layout, variants, parent, ref haveChildrenUsingStateFromOtherControls,
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controlLayout, childIndex, nameOverride: name);
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++childIndex;
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// Adjust offset, if the control uses explicit offsets.
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if (control.m_StateBlock.byteOffset != InputStateBlock.InvalidOffset)
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control.m_StateBlock.byteOffset += (uint)n * control.m_StateBlock.alignedSizeInBytes;
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}
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}
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else
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{
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AddChildControl(layout, variants, parent, ref haveChildrenUsingStateFromOtherControls,
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controlLayout, childIndex);
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++childIndex;
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}
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}
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parent.m_ChildCount = childCount;
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parent.m_ChildStartIndex = firstChildIndex;
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////REVIEW: there's probably a better way to do this based on m_ChildControlOverrides
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// We apply all overrides through m_ChildControlOverrides. However, there may be a control item
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// that *adds* a child control to another existing control. This will look the same as overriding
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// properties on a child control just that in this case the child control doesn't exist.
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//
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// Go through all the controls and check for ones that need to be added.
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if (haveControlLayoutWithPath)
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{
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for (var i = 0; i < controlLayouts.Length; ++i)
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{
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var controlLayout = controlLayouts[i];
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if (!controlLayout.isModifyingExistingControl)
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continue;
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// If the control is part of a variants, skip it if it isn't the variants we're
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// looking for.
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if (!controlLayout.variants.IsEmpty() &&
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!StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(controlLayouts[i].variants,
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variants, InputControlLayout.VariantSeparator[0]))
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continue;
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AddChildControlIfMissing(layout, variants, parent, ref haveChildrenUsingStateFromOtherControls,
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ref controlLayout);
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}
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}
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}
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private InputControl AddChildControl(InputControlLayout layout, InternedString variants, InputControl parent,
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ref bool haveChildrenUsingStateFromOtherControls,
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InputControlLayout.ControlItem controlItem,
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int childIndex, string nameOverride = null)
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{
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var name = nameOverride != null ? new InternedString(nameOverride) : controlItem.name;
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////REVIEW: can we check this in InputControlLayout instead?
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if (string.IsNullOrEmpty(controlItem.layout))
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throw new InvalidOperationException($"Layout has not been set on control '{controlItem.name}' in '{layout.name}'");
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// See if there is an override for the control.
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if (m_ChildControlOverrides != null)
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{
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var pathLowerCase = ChildControlOverridePath(parent, name);
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if (m_ChildControlOverrides.TryGetValue(pathLowerCase, out var controlOverride))
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controlItem = controlOverride.Merge(controlItem);
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}
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// Get name of layout to use for control.
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var layoutName = controlItem.layout;
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// Create control.
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InputControl control;
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try
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{
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control = InstantiateLayout(layoutName, variants, name, parent);
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}
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catch (InputControlLayout.LayoutNotFoundException exception)
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{
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// Throw better exception that gives more info.
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throw new InputControlLayout.LayoutNotFoundException(
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$"Cannot find layout '{exception.layout}' used in control '{name}' of layout '{layout.name}'",
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exception);
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}
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// Add to array.
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// NOTE: AddChildControls and InstantiateLayout take care of growing the array and making
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// room for the immediate children of each control.
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m_Device.m_ChildrenForEachControl[childIndex] = control;
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// Set flags and misc things.
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control.noisy = controlItem.isNoisy;
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control.synthetic = controlItem.isSynthetic;
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control.usesStateFromOtherControl = !string.IsNullOrEmpty(controlItem.useStateFrom);
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control.dontReset = (control.noisy || controlItem.dontReset) && !control.usesStateFromOtherControl; // Imply dontReset for noisy controls.
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if (control.noisy)
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m_Device.noisy = true;
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control.isButton = control is ButtonControl;
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if (control.dontReset)
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m_Device.hasDontResetControls = true;
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// Remember the display names from the layout. We later do a proper pass once we have
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// the full hierarchy to set final names.
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control.m_DisplayNameFromLayout = controlItem.displayName;
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control.m_ShortDisplayNameFromLayout = controlItem.shortDisplayName;
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// Set default value.
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control.m_DefaultState = controlItem.defaultState;
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if (!control.m_DefaultState.isEmpty)
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m_Device.hasControlsWithDefaultState = true;
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// Set min and max value. Don't just overwrite here as the control's constructor may
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// have set a default value.
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if (!controlItem.minValue.isEmpty)
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control.m_MinValue = controlItem.minValue;
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if (!controlItem.maxValue.isEmpty)
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control.m_MaxValue = controlItem.maxValue;
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// Pass state block config on to control.
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if (!control.usesStateFromOtherControl)
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{
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control.m_StateBlock.byteOffset = controlItem.offset;
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control.m_StateBlock.bitOffset = controlItem.bit;
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if (controlItem.sizeInBits != 0)
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control.m_StateBlock.sizeInBits = controlItem.sizeInBits;
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if (controlItem.format != 0)
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SetFormat(control, controlItem);
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}
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else
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{
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// Mark controls that don't have state blocks of their own but rather get their
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// blocks from other controls by setting their state size to InvalidOffset.
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control.m_StateBlock.sizeInBits = kSizeForControlUsingStateFromOtherControl;
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haveChildrenUsingStateFromOtherControls = true;
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}
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////REVIEW: the constant appending to m_UsagesForEachControl and m_AliasesForEachControl may lead to a lot
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//// of successive re-allocations
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// Add usages.
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var usages = controlItem.usages;
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if (usages.Count > 0)
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{
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var usageCount = usages.Count;
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var usageIndex =
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ArrayHelpers.AppendToImmutable(ref m_Device.m_UsagesForEachControl, usages.m_Array);
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control.m_UsageStartIndex = usageIndex;
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control.m_UsageCount = usageCount;
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ArrayHelpers.GrowBy(ref m_Device.m_UsageToControl, usageCount);
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for (var n = 0; n < usageCount; ++n)
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m_Device.m_UsageToControl[usageIndex + n] = control;
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}
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// Add aliases.
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if (controlItem.aliases.Count > 0)
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{
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var aliasCount = controlItem.aliases.Count;
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var aliasIndex =
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ArrayHelpers.AppendToImmutable(ref m_Device.m_AliasesForEachControl, controlItem.aliases.m_Array);
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control.m_AliasStartIndex = aliasIndex;
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control.m_AliasCount = aliasCount;
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}
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// Set parameters.
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if (controlItem.parameters.Count > 0)
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NamedValue.ApplyAllToObject(control, controlItem.parameters);
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// Add processors.
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if (controlItem.processors.Count > 0)
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AddProcessors(control, ref controlItem, layout.name);
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return control;
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}
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private void InsertChildControlOverride(InputControl parent, ref InputControlLayout.ControlItem controlItem)
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{
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if (m_ChildControlOverrides == null)
|
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m_ChildControlOverrides = new Dictionary<string, InputControlLayout.ControlItem>();
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|
|
// See if there are existing overrides for the control.
|
|
var pathLowerCase = ChildControlOverridePath(parent, controlItem.name);
|
|
if (!m_ChildControlOverrides.TryGetValue(pathLowerCase, out var existingOverrides))
|
|
{
|
|
// So, so just insert our overrides and we're done.
|
|
m_ChildControlOverrides[pathLowerCase] = controlItem;
|
|
return;
|
|
}
|
|
|
|
// Yes, there's existing overrides so we have to merge.
|
|
// NOTE: The existing override's properties take precedence here. This is because
|
|
// the override has been established from higher up in the layout hierarchy.
|
|
existingOverrides = existingOverrides.Merge(controlItem);
|
|
m_ChildControlOverrides[pathLowerCase] = existingOverrides;
|
|
}
|
|
|
|
private string ChildControlOverridePath(InputControl parent, InternedString controlName)
|
|
{
|
|
var pathLowerCase = controlName.ToLower();
|
|
for (var current = parent; current != m_Device; current = current.m_Parent)
|
|
pathLowerCase = $"{current.m_Name.ToLower()}/{pathLowerCase}";
|
|
return pathLowerCase;
|
|
}
|
|
|
|
private void AddChildControlIfMissing(InputControlLayout layout, InternedString variants, InputControl parent,
|
|
ref bool haveChildrenUsingStateFromOtherControls,
|
|
ref InputControlLayout.ControlItem controlItem)
|
|
{
|
|
////TODO: support arrays (we may modify an entire array in bulk)
|
|
|
|
// Find the child control.
|
|
var child = InputControlPath.TryFindChild(parent, controlItem.name);
|
|
if (child != null)
|
|
return;
|
|
|
|
// We're adding a child somewhere in the existing hierarchy. This is a tricky
|
|
// case as we have to potentially shift indices around in the hierarchy to make
|
|
// room for the new control.
|
|
|
|
////TODO: this path does not support recovering existing controls? does it matter?
|
|
|
|
child = InsertChildControl(layout, variants, parent,
|
|
ref haveChildrenUsingStateFromOtherControls, ref controlItem);
|
|
|
|
// Apply layout change.
|
|
if (!ReferenceEquals(child.parent, parent))
|
|
ComputeStateLayout(child.parent);
|
|
}
|
|
|
|
private InputControl InsertChildControl(InputControlLayout layout, InternedString variant, InputControl parent,
|
|
ref bool haveChildrenUsingStateFromOtherControls,
|
|
ref InputControlLayout.ControlItem controlItem)
|
|
{
|
|
var path = controlItem.name.ToString();
|
|
|
|
// First we need to find the immediate parent from the given path.
|
|
var indexOfSlash = path.LastIndexOf('/');
|
|
if (indexOfSlash == -1)
|
|
throw new InvalidOperationException("InsertChildControl has to be called with a slash-separated path");
|
|
Debug.Assert(indexOfSlash != 0, "Could not find slash in path");
|
|
var immediateParentPath = path.Substring(0, indexOfSlash);
|
|
var immediateParent = InputControlPath.TryFindChild(parent, immediateParentPath);
|
|
if (immediateParent == null)
|
|
throw new InvalidOperationException(
|
|
$"Cannot find parent '{immediateParentPath}' of control '{controlItem.name}' in layout '{layout.name}'");
|
|
|
|
var controlName = path.Substring(indexOfSlash + 1);
|
|
if (controlName.Length == 0)
|
|
throw new InvalidOperationException(
|
|
$"Path cannot end in '/' (control '{controlItem.name}' in layout '{layout.name}')");
|
|
|
|
// Make room in the device's child array.
|
|
var childStartIndex = immediateParent.m_ChildStartIndex;
|
|
if (childStartIndex == default)
|
|
{
|
|
// First child of parent.
|
|
childStartIndex = m_Device.m_ChildrenForEachControl.LengthSafe();
|
|
immediateParent.m_ChildStartIndex = childStartIndex;
|
|
}
|
|
var childIndex = childStartIndex + immediateParent.m_ChildCount;
|
|
ShiftChildIndicesInHierarchyOneUp(m_Device, childIndex, immediateParent);
|
|
ArrayHelpers.InsertAt(ref m_Device.m_ChildrenForEachControl, childIndex, null);
|
|
++immediateParent.m_ChildCount;
|
|
|
|
// Insert the child.
|
|
// NOTE: This may *add several* controls depending on the layout of the control we are inserting.
|
|
// The children will be appended to the child array.
|
|
var control = AddChildControl(layout, variant, immediateParent,
|
|
ref haveChildrenUsingStateFromOtherControls, controlItem, childIndex, controlName);
|
|
|
|
return control;
|
|
}
|
|
|
|
private static void ApplyUseStateFrom(InputControl parent, ref InputControlLayout.ControlItem controlItem, InputControlLayout layout)
|
|
{
|
|
var child = InputControlPath.TryFindChild(parent, controlItem.name);
|
|
Debug.Assert(child != null, "Could not find child control which should be present at this point");
|
|
|
|
// Find the referenced control.
|
|
var referencedControl = InputControlPath.TryFindChild(parent, controlItem.useStateFrom);
|
|
if (referencedControl == null)
|
|
throw new InvalidOperationException(
|
|
$"Cannot find control '{controlItem.useStateFrom}' referenced in 'useStateFrom' of control '{controlItem.name}' in layout '{layout.name}'");
|
|
|
|
// Copy its state settings.
|
|
child.m_StateBlock = referencedControl.m_StateBlock;
|
|
child.usesStateFromOtherControl = true;
|
|
child.dontReset = referencedControl.dontReset;
|
|
|
|
// At this point, all byteOffsets are relative to parents so we need to
|
|
// walk up the referenced control's parent chain and add offsets until
|
|
// we are at the same level that we are at.
|
|
if (child.parent != referencedControl.parent)
|
|
for (var parentInChain = referencedControl.parent; parentInChain != parent; parentInChain = parentInChain.parent)
|
|
child.m_StateBlock.byteOffset += parentInChain.m_StateBlock.byteOffset;
|
|
}
|
|
|
|
private static void ShiftChildIndicesInHierarchyOneUp(InputDevice device, int startIndex, InputControl exceptControl)
|
|
{
|
|
var controls = device.m_ChildrenForEachControl;
|
|
var count = controls.Length;
|
|
for (var i = 0; i < count; ++i)
|
|
{
|
|
var control = controls[i];
|
|
if (control != null && control != exceptControl && control.m_ChildStartIndex >= startIndex)
|
|
++control.m_ChildStartIndex;
|
|
}
|
|
}
|
|
|
|
// NOTE: We can only do this once we've initialized the names on the parent control. I.e. it has to be
|
|
// done in the second pass we do over the control hierarchy.
|
|
private void SetDisplayName(InputControl control, string longDisplayNameFromLayout, string shortDisplayNameFromLayout, bool shortName)
|
|
{
|
|
var displayNameFromLayout = shortName ? shortDisplayNameFromLayout : longDisplayNameFromLayout;
|
|
|
|
// Display name may not be set in layout.
|
|
if (string.IsNullOrEmpty(displayNameFromLayout))
|
|
{
|
|
// For short names, we leave it unassigned if there's nothing in the layout
|
|
// except if it's a nested control where the parent has a short name.
|
|
if (shortName)
|
|
{
|
|
if (control.parent != null && control.parent != control.device)
|
|
{
|
|
if (m_StringBuilder == null)
|
|
m_StringBuilder = new StringBuilder();
|
|
m_StringBuilder.Length = 0;
|
|
AddParentDisplayNameRecursive(control.parent, m_StringBuilder, true);
|
|
if (m_StringBuilder.Length == 0)
|
|
{
|
|
control.m_ShortDisplayNameFromLayout = null;
|
|
return;
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(longDisplayNameFromLayout))
|
|
m_StringBuilder.Append(longDisplayNameFromLayout);
|
|
else
|
|
m_StringBuilder.Append(control.name);
|
|
control.m_ShortDisplayNameFromLayout = m_StringBuilder.ToString();
|
|
return;
|
|
}
|
|
|
|
control.m_ShortDisplayNameFromLayout = null;
|
|
return;
|
|
}
|
|
|
|
////REVIEW: automatically uppercase or prettify this?
|
|
// For long names, we default to the control's name.
|
|
displayNameFromLayout = control.name;
|
|
}
|
|
|
|
// If it's a nested control, synthesize a path that includes parents.
|
|
if (control.parent != null && control.parent != control.device)
|
|
{
|
|
if (m_StringBuilder == null)
|
|
m_StringBuilder = new StringBuilder();
|
|
m_StringBuilder.Length = 0;
|
|
AddParentDisplayNameRecursive(control.parent, m_StringBuilder, shortName);
|
|
m_StringBuilder.Append(displayNameFromLayout);
|
|
displayNameFromLayout = m_StringBuilder.ToString();
|
|
}
|
|
|
|
// Assign.
|
|
if (shortName)
|
|
control.m_ShortDisplayNameFromLayout = displayNameFromLayout;
|
|
else
|
|
control.m_DisplayNameFromLayout = displayNameFromLayout;
|
|
}
|
|
|
|
private static void AddParentDisplayNameRecursive(InputControl control, StringBuilder stringBuilder,
|
|
bool shortName)
|
|
{
|
|
if (control.parent != null && control.parent != control.device)
|
|
AddParentDisplayNameRecursive(control.parent, stringBuilder, shortName);
|
|
|
|
if (shortName)
|
|
{
|
|
var text = control.shortDisplayName;
|
|
if (string.IsNullOrEmpty(text))
|
|
text = control.displayName;
|
|
|
|
stringBuilder.Append(text);
|
|
}
|
|
else
|
|
{
|
|
stringBuilder.Append(control.displayName);
|
|
}
|
|
stringBuilder.Append(' ');
|
|
}
|
|
|
|
private static void AddProcessors(InputControl control, ref InputControlLayout.ControlItem controlItem, string layoutName)
|
|
{
|
|
var processorCount = controlItem.processors.Count;
|
|
for (var n = 0; n < processorCount; ++n)
|
|
{
|
|
var name = controlItem.processors[n].name;
|
|
var type = InputProcessor.s_Processors.LookupTypeRegistration(name);
|
|
if (type == null)
|
|
throw new InvalidOperationException(
|
|
$"Cannot find processor '{name}' referenced by control '{controlItem.name}' in layout '{layoutName}'");
|
|
|
|
var processor = Activator.CreateInstance(type);
|
|
|
|
var parameters = controlItem.processors[n].parameters;
|
|
if (parameters.Count > 0)
|
|
NamedValue.ApplyAllToObject(processor, parameters);
|
|
|
|
control.AddProcessor(processor);
|
|
}
|
|
}
|
|
|
|
private static void SetFormat(InputControl control, InputControlLayout.ControlItem controlItem)
|
|
{
|
|
control.m_StateBlock.format = controlItem.format;
|
|
if (controlItem.sizeInBits == 0)
|
|
{
|
|
var primitiveFormatSize = InputStateBlock.GetSizeOfPrimitiveFormatInBits(controlItem.format);
|
|
if (primitiveFormatSize != -1)
|
|
control.m_StateBlock.sizeInBits = (uint)primitiveFormatSize;
|
|
}
|
|
}
|
|
|
|
private static InputControlLayout FindOrLoadLayout(string name)
|
|
{
|
|
Debug.Assert(InputControlLayout.s_CacheInstanceRef > 0, "Should have acquired layout cache reference");
|
|
return InputControlLayout.cache.FindOrLoadLayout(name);
|
|
}
|
|
|
|
private static void ComputeStateLayout(InputControl control)
|
|
{
|
|
var children = control.children;
|
|
|
|
// If the control has a format but no size specified and the format is a
|
|
// primitive format, just set the size automatically.
|
|
if (control.m_StateBlock.sizeInBits == 0 && control.m_StateBlock.format != 0)
|
|
{
|
|
var sizeInBits = InputStateBlock.GetSizeOfPrimitiveFormatInBits(control.m_StateBlock.format);
|
|
if (sizeInBits != -1)
|
|
control.m_StateBlock.sizeInBits = (uint)sizeInBits;
|
|
}
|
|
|
|
// If state size is not set, it means it's computed from the size of the
|
|
// children so make sure we actually have children.
|
|
if (control.m_StateBlock.sizeInBits == 0 && children.Count == 0)
|
|
{
|
|
throw new InvalidOperationException(
|
|
$"Control '{control.path}' with layout '{control.layout}' has no size set and has no children to compute size from");
|
|
}
|
|
|
|
// If there's no children, our job is done.
|
|
if (children.Count == 0)
|
|
return;
|
|
|
|
// First deal with children that want fixed offsets. All the other ones
|
|
// will get appended to the end.
|
|
var firstUnfixedByteOffset = 0u;
|
|
foreach (var child in children)
|
|
{
|
|
Debug.Assert(child.m_StateBlock.sizeInBits != 0, "Size of state block not set on child");
|
|
|
|
// Skip children using state from other controls.
|
|
if (child.m_StateBlock.sizeInBits == kSizeForControlUsingStateFromOtherControl)
|
|
continue;
|
|
|
|
// Make sure the child has a valid size set on it.
|
|
var childSizeInBits = child.m_StateBlock.sizeInBits;
|
|
if (childSizeInBits == 0 || childSizeInBits == InputStateBlock.InvalidOffset)
|
|
throw new InvalidOperationException(
|
|
$"Child '{child.name}' of '{control.name}' has no size set!");
|
|
|
|
// Skip children that don't have fixed offsets.
|
|
if (child.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset ||
|
|
child.m_StateBlock.byteOffset == InputStateBlock.AutomaticOffset)
|
|
continue;
|
|
|
|
// At this point, if the child has no valid bit offset, put it at #0 now.
|
|
if (child.m_StateBlock.bitOffset == InputStateBlock.InvalidOffset)
|
|
child.m_StateBlock.bitOffset = 0;
|
|
|
|
// See if the control bumps our fixed layout size.
|
|
var endOffset =
|
|
MemoryHelpers.ComputeFollowingByteOffset(child.m_StateBlock.byteOffset, child.m_StateBlock.bitOffset + childSizeInBits);
|
|
if (endOffset > firstUnfixedByteOffset)
|
|
firstUnfixedByteOffset = endOffset;
|
|
}
|
|
|
|
////TODO: this doesn't support mixed automatic and fixed layouting *within* bitfields;
|
|
//// I think it's okay not to support that but we should at least detect it
|
|
|
|
// Now assign an offset to every control that wants an
|
|
// automatic offset. For bitfields, we need to delay advancing byte
|
|
// offsets until we've seen all bits in the fields.
|
|
// NOTE: Bit addressing controls using automatic offsets *must* be consecutive.
|
|
var runningByteOffset = firstUnfixedByteOffset;
|
|
InputControl firstBitAddressingChild = null;
|
|
var bitfieldSizeInBits = 0u;
|
|
foreach (var child in children)
|
|
{
|
|
// Skip children with fixed offsets.
|
|
if (child.m_StateBlock.byteOffset != InputStateBlock.InvalidOffset &&
|
|
child.m_StateBlock.byteOffset != InputStateBlock.AutomaticOffset)
|
|
continue;
|
|
|
|
// Skip children using state from other controls.
|
|
if (child.m_StateBlock.sizeInBits == kSizeForControlUsingStateFromOtherControl)
|
|
continue;
|
|
|
|
// See if it's a bit addressing control.
|
|
var isBitAddressingChild = (child.m_StateBlock.sizeInBits % 8) != 0;
|
|
if (isBitAddressingChild)
|
|
{
|
|
// Remember start of bitfield group.
|
|
if (firstBitAddressingChild == null)
|
|
firstBitAddressingChild = child;
|
|
|
|
// Keep a running count of the size of the bitfield.
|
|
if (child.m_StateBlock.bitOffset == InputStateBlock.InvalidOffset ||
|
|
child.m_StateBlock.bitOffset == InputStateBlock.AutomaticOffset)
|
|
{
|
|
// Put child at current bit offset.
|
|
child.m_StateBlock.bitOffset = bitfieldSizeInBits;
|
|
|
|
bitfieldSizeInBits += child.m_StateBlock.sizeInBits;
|
|
}
|
|
else
|
|
{
|
|
// Child already has bit offset. Keep it but make sure we're accounting for it
|
|
// in the bitfield size.
|
|
var lastBit = child.m_StateBlock.bitOffset + child.m_StateBlock.sizeInBits;
|
|
if (lastBit > bitfieldSizeInBits)
|
|
bitfieldSizeInBits = lastBit;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Terminate bitfield group (if there was one).
|
|
if (firstBitAddressingChild != null)
|
|
{
|
|
runningByteOffset = MemoryHelpers.ComputeFollowingByteOffset(runningByteOffset, bitfieldSizeInBits);
|
|
firstBitAddressingChild = null;
|
|
}
|
|
|
|
if (child.m_StateBlock.bitOffset == InputStateBlock.InvalidOffset)
|
|
child.m_StateBlock.bitOffset = 0;
|
|
|
|
// Conform to memory addressing constraints of CPU architecture. If we don't do
|
|
// this, ARMs will end up choking on misaligned memory accesses.
|
|
runningByteOffset = MemoryHelpers.AlignNatural(runningByteOffset, child.m_StateBlock.alignedSizeInBytes);
|
|
}
|
|
|
|
////FIXME: seems like this should take bitOffset into account
|
|
child.m_StateBlock.byteOffset = runningByteOffset;
|
|
|
|
if (!isBitAddressingChild)
|
|
runningByteOffset =
|
|
MemoryHelpers.ComputeFollowingByteOffset(runningByteOffset, child.m_StateBlock.sizeInBits);
|
|
}
|
|
|
|
// Compute total size.
|
|
// If we ended on a bitfield, account for its size.
|
|
if (firstBitAddressingChild != null)
|
|
runningByteOffset = MemoryHelpers.ComputeFollowingByteOffset(runningByteOffset, bitfieldSizeInBits);
|
|
var totalSizeInBytes = runningByteOffset;
|
|
|
|
// Set size. We force all parents to the combined size of their children.
|
|
control.m_StateBlock.sizeInBits = totalSizeInBytes * 8;
|
|
}
|
|
|
|
private void FinalizeControlHierarchy()
|
|
{
|
|
if (m_StateOffsetToControlMap == null)
|
|
m_StateOffsetToControlMap = new List<uint>();
|
|
|
|
if (m_Device.allControls.Count > (1U << InputDevice.kControlIndexBits))
|
|
throw new NotSupportedException($"Device '{m_Device}' exceeds maximum supported control count of {1U << InputDevice.kControlIndexBits} (has {m_Device.allControls.Count} controls)");
|
|
|
|
var rootNode = new InputDevice.ControlBitRangeNode((ushort)(m_Device.m_StateBlock.sizeInBits - 1));
|
|
m_Device.m_ControlTreeNodes = new InputDevice.ControlBitRangeNode[1];
|
|
m_Device.m_ControlTreeNodes[0] = rootNode;
|
|
|
|
var controlIndiciesNextFreeIndex = 0;
|
|
// Device is not in m_ChildrenForEachControl so use index -1.
|
|
FinalizeControlHierarchyRecursive(m_Device, -1, m_Device.m_ChildrenForEachControl, false, false, ref controlIndiciesNextFreeIndex);
|
|
}
|
|
|
|
private void FinalizeControlHierarchyRecursive(InputControl control, int controlIndex, InputControl[] allControls, bool noisy, bool dontReset, ref int controlIndiciesNextFreeIndex)
|
|
{
|
|
// Make sure we're staying within limits on state offsets and sizes.
|
|
if (control.m_ChildCount == 0)
|
|
{
|
|
if (control.m_StateBlock.effectiveBitOffset >= (1U << InputDevice.kStateOffsetBits))
|
|
throw new NotSupportedException($"Control '{control}' exceeds maximum supported state bit offset of {(1U << InputDevice.kStateOffsetBits) - 1} (bit offset {control.stateBlock.effectiveBitOffset})");
|
|
if (control.m_StateBlock.sizeInBits >= (1U << InputDevice.kStateSizeBits))
|
|
throw new NotSupportedException($"Control '{control}' exceeds maximum supported state bit size of {(1U << InputDevice.kStateSizeBits) - 1} (bit offset {control.stateBlock.sizeInBits})");
|
|
}
|
|
|
|
// Construct control bit range tree
|
|
if (control != m_Device)
|
|
InsertControlBitRangeNode(ref m_Device.m_ControlTreeNodes[0], control, ref controlIndiciesNextFreeIndex, 0);
|
|
|
|
// Add all leaf controls to state offset mapping.
|
|
if (control.m_ChildCount == 0)
|
|
m_StateOffsetToControlMap.Add(
|
|
InputDevice.EncodeStateOffsetToControlMapEntry((uint)controlIndex, control.m_StateBlock.effectiveBitOffset, control.m_StateBlock.sizeInBits));
|
|
|
|
// Set final display names. This may overwrite the ones supplied by the layout so temporarily
|
|
// store the values here.
|
|
var displayNameFromLayout = control.m_DisplayNameFromLayout;
|
|
var shortDisplayNameFromLayout = control.m_ShortDisplayNameFromLayout;
|
|
SetDisplayName(control, displayNameFromLayout, shortDisplayNameFromLayout, false);
|
|
SetDisplayName(control, displayNameFromLayout, shortDisplayNameFromLayout, true);
|
|
|
|
if (control != control.device)
|
|
{
|
|
if (noisy)
|
|
control.noisy = true;
|
|
else
|
|
noisy = control.noisy;
|
|
|
|
if (dontReset)
|
|
control.dontReset = true;
|
|
else
|
|
dontReset = control.dontReset;
|
|
}
|
|
|
|
// Recurse into children. Also bake our state offset into our children.
|
|
var ourOffset = control.m_StateBlock.byteOffset;
|
|
var childCount = control.m_ChildCount;
|
|
var childStartIndex = control.m_ChildStartIndex;
|
|
for (var i = 0; i < childCount; ++i)
|
|
{
|
|
var childIndex = childStartIndex + i;
|
|
var child = allControls[childIndex];
|
|
child.m_StateBlock.byteOffset += ourOffset;
|
|
|
|
FinalizeControlHierarchyRecursive(child, childIndex, allControls, noisy, dontReset, ref controlIndiciesNextFreeIndex);
|
|
}
|
|
|
|
control.isSetupFinished = true;
|
|
}
|
|
|
|
private void InsertControlBitRangeNode(ref InputDevice.ControlBitRangeNode parent, InputControl control, ref int controlIndiciesNextFreeIndex, ushort startOffset)
|
|
{
|
|
InputDevice.ControlBitRangeNode leftNode;
|
|
InputDevice.ControlBitRangeNode rightNode;
|
|
|
|
// we don't recalculate mid-points for nodes that have already been created
|
|
if (parent.leftChildIndex == -1)
|
|
{
|
|
var midPoint = GetBestMidPoint(parent, startOffset);
|
|
leftNode = new InputDevice.ControlBitRangeNode(midPoint);
|
|
rightNode = new InputDevice.ControlBitRangeNode(parent.endBitOffset);
|
|
AddChildren(ref parent, leftNode, rightNode);
|
|
}
|
|
else
|
|
{
|
|
leftNode = m_Device.m_ControlTreeNodes[parent.leftChildIndex];
|
|
rightNode = m_Device.m_ControlTreeNodes[parent.leftChildIndex + 1];
|
|
}
|
|
|
|
|
|
// if the control starts in the left node and ends in the right, add a pointer to both nodes and return
|
|
if (control.m_StateBlock.effectiveBitOffset < leftNode.endBitOffset &&
|
|
control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits > leftNode.endBitOffset)
|
|
{
|
|
AddControlToNode(control, ref controlIndiciesNextFreeIndex, parent.leftChildIndex);
|
|
AddControlToNode(control, ref controlIndiciesNextFreeIndex, parent.leftChildIndex + 1);
|
|
return;
|
|
}
|
|
|
|
// if it exactly fits one of the nodes, add a pointer to just that node and return
|
|
if (control.m_StateBlock.effectiveBitOffset == startOffset &&
|
|
control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits == leftNode.endBitOffset)
|
|
{
|
|
AddControlToNode(control, ref controlIndiciesNextFreeIndex, parent.leftChildIndex);
|
|
return;
|
|
}
|
|
|
|
if (control.m_StateBlock.effectiveBitOffset == leftNode.endBitOffset &&
|
|
control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits == rightNode.endBitOffset)
|
|
{
|
|
AddControlToNode(control, ref controlIndiciesNextFreeIndex, parent.leftChildIndex + 1);
|
|
return;
|
|
}
|
|
|
|
// otherwise, if the node ends in the left node, recurse left
|
|
if (control.m_StateBlock.effectiveBitOffset < leftNode.endBitOffset)
|
|
InsertControlBitRangeNode(ref m_Device.m_ControlTreeNodes[parent.leftChildIndex], control,
|
|
ref controlIndiciesNextFreeIndex, startOffset);
|
|
else
|
|
InsertControlBitRangeNode(ref m_Device.m_ControlTreeNodes[parent.leftChildIndex + 1], control,
|
|
ref controlIndiciesNextFreeIndex, leftNode.endBitOffset);
|
|
}
|
|
|
|
private ushort GetBestMidPoint(InputDevice.ControlBitRangeNode parent, ushort startOffset)
|
|
{
|
|
// find the absolute mid-point, rounded up
|
|
var absoluteMidPoint = (ushort)(startOffset + ((parent.endBitOffset - startOffset - 1) / 2 + 1));
|
|
var closestControlEndPointToMidPoint = ushort.MaxValue;
|
|
var closestControlStartPointToMidPoint = ushort.MaxValue;
|
|
|
|
// go through all controls and find the start and end offsets that are closest to the absolute mid-point
|
|
foreach (var control in m_Device.m_ChildrenForEachControl)
|
|
{
|
|
var stateBlock = control.m_StateBlock;
|
|
|
|
// don't consider controls that end before the start of the parent range, or start after
|
|
// the end of the parent range
|
|
if (stateBlock.effectiveBitOffset + stateBlock.sizeInBits - 1 < startOffset ||
|
|
stateBlock.effectiveBitOffset >= parent.endBitOffset)
|
|
continue;
|
|
|
|
// don't consider controls that are larger than the parent range
|
|
if (stateBlock.sizeInBits > parent.endBitOffset - startOffset)
|
|
continue;
|
|
|
|
// don't consider controls that start or end on the same boundary as the parent
|
|
if (stateBlock.effectiveBitOffset == startOffset ||
|
|
stateBlock.effectiveBitOffset + stateBlock.sizeInBits == parent.endBitOffset)
|
|
continue;
|
|
|
|
if (Math.Abs(stateBlock.effectiveBitOffset + stateBlock.sizeInBits - (int)absoluteMidPoint) <
|
|
Math.Abs(closestControlEndPointToMidPoint - absoluteMidPoint) &&
|
|
stateBlock.effectiveBitOffset + stateBlock.sizeInBits < parent.endBitOffset)
|
|
{
|
|
closestControlEndPointToMidPoint = (ushort)(stateBlock.effectiveBitOffset + stateBlock.sizeInBits);
|
|
}
|
|
|
|
if (Math.Abs(stateBlock.effectiveBitOffset - (int)absoluteMidPoint) <
|
|
Math.Abs(closestControlStartPointToMidPoint - absoluteMidPoint) &&
|
|
stateBlock.effectiveBitOffset >= startOffset)
|
|
{
|
|
closestControlStartPointToMidPoint = (ushort)stateBlock.effectiveBitOffset;
|
|
}
|
|
}
|
|
|
|
var absoluteMidPointCollisions = 0;
|
|
var controlStartMidPointCollisions = 0;
|
|
var controlEndMidPointCollisions = 0;
|
|
|
|
// figure out which of the possible midpoints intersects the fewest controls. The one with the fewest
|
|
// is the best one because it means fewer controls will be added to this node.
|
|
foreach (var control in m_Device.m_ChildrenForEachControl)
|
|
{
|
|
if (closestControlStartPointToMidPoint != ushort.MaxValue &&
|
|
closestControlStartPointToMidPoint > control.m_StateBlock.effectiveBitOffset &&
|
|
closestControlStartPointToMidPoint < control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits)
|
|
controlStartMidPointCollisions++;
|
|
|
|
if (closestControlEndPointToMidPoint != ushort.MaxValue &&
|
|
closestControlEndPointToMidPoint > control.m_StateBlock.effectiveBitOffset &&
|
|
closestControlEndPointToMidPoint < control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits)
|
|
controlEndMidPointCollisions++;
|
|
|
|
if (absoluteMidPoint > control.m_StateBlock.effectiveBitOffset &&
|
|
absoluteMidPoint < control.m_StateBlock.effectiveBitOffset + control.m_StateBlock.sizeInBits)
|
|
absoluteMidPointCollisions++;
|
|
}
|
|
|
|
if (closestControlEndPointToMidPoint != ushort.MaxValue &&
|
|
controlEndMidPointCollisions <= controlStartMidPointCollisions &&
|
|
controlEndMidPointCollisions <= absoluteMidPointCollisions)
|
|
{
|
|
Debug.Assert(closestControlEndPointToMidPoint >= startOffset && closestControlEndPointToMidPoint <= startOffset + parent.endBitOffset);
|
|
return closestControlEndPointToMidPoint;
|
|
}
|
|
|
|
if (closestControlStartPointToMidPoint != ushort.MaxValue &&
|
|
controlStartMidPointCollisions <= controlEndMidPointCollisions &&
|
|
controlStartMidPointCollisions <= absoluteMidPointCollisions)
|
|
{
|
|
Debug.Assert(closestControlStartPointToMidPoint >= startOffset && closestControlStartPointToMidPoint <= startOffset + parent.endBitOffset);
|
|
return closestControlStartPointToMidPoint;
|
|
}
|
|
|
|
Debug.Assert(absoluteMidPoint >= startOffset && absoluteMidPoint <= startOffset + parent.endBitOffset);
|
|
return absoluteMidPoint;
|
|
}
|
|
|
|
private void AddControlToNode(InputControl control, ref int controlIndiciesNextFreeIndex, int nodeIndex)
|
|
{
|
|
Debug.Assert(m_Device.m_ControlTreeNodes[nodeIndex].controlCount < 255,
|
|
"Control bit range nodes can address maximum of 255 controls.");
|
|
|
|
ref var node = ref m_Device.m_ControlTreeNodes[nodeIndex];
|
|
var leafControlStartIndex = node.controlStartIndex;
|
|
if (node.controlCount == 0)
|
|
{
|
|
node.controlStartIndex = (ushort)controlIndiciesNextFreeIndex;
|
|
leafControlStartIndex = node.controlStartIndex;
|
|
}
|
|
|
|
ArrayHelpers.InsertAt(ref m_Device.m_ControlTreeIndices,
|
|
node.controlStartIndex + node.controlCount,
|
|
GetControlIndex(control));
|
|
++node.controlCount;
|
|
++controlIndiciesNextFreeIndex;
|
|
|
|
// bump up all the start indicies for nodes that have a start index larger than the one we just inserted into
|
|
for (var i = 0; i < m_Device.m_ControlTreeNodes.Length; i++)
|
|
{
|
|
if (m_Device.m_ControlTreeNodes[i].controlCount == 0 ||
|
|
m_Device.m_ControlTreeNodes[i].controlStartIndex <= leafControlStartIndex)
|
|
continue;
|
|
|
|
++m_Device.m_ControlTreeNodes[i].controlStartIndex;
|
|
}
|
|
}
|
|
|
|
private void AddChildren(ref InputDevice.ControlBitRangeNode parent, InputDevice.ControlBitRangeNode left, InputDevice.ControlBitRangeNode right)
|
|
{
|
|
// if this node has a child start index, its already in the tree
|
|
if (parent.leftChildIndex != -1)
|
|
return;
|
|
|
|
var startIndex = m_Device.m_ControlTreeNodes.Length;
|
|
parent.leftChildIndex = (short)startIndex;
|
|
Array.Resize(ref m_Device.m_ControlTreeNodes, startIndex + 2);
|
|
m_Device.m_ControlTreeNodes[startIndex] = left;
|
|
m_Device.m_ControlTreeNodes[startIndex + 1] = right;
|
|
}
|
|
|
|
private ushort GetControlIndex(InputControl control)
|
|
{
|
|
for (var i = 0; i < m_Device.m_ChildrenForEachControl.Length; i++)
|
|
{
|
|
if (control == m_Device.m_ChildrenForEachControl[i])
|
|
return (ushort)i;
|
|
}
|
|
|
|
throw new InvalidOperationException($"InputDeviceBuilder error. Couldn't find control {control}.");
|
|
}
|
|
|
|
private static InputDeviceBuilder s_Instance;
|
|
private static int s_InstanceRef;
|
|
|
|
internal static ref InputDeviceBuilder instance
|
|
{
|
|
get
|
|
{
|
|
Debug.Assert(s_InstanceRef > 0, "Must hold an instance reference");
|
|
return ref s_Instance;
|
|
}
|
|
}
|
|
|
|
internal static RefInstance Ref()
|
|
{
|
|
Debug.Assert(s_Instance.m_Device == null,
|
|
"InputDeviceBuilder is already in use! Cannot use the builder recursively");
|
|
++s_InstanceRef;
|
|
return new RefInstance();
|
|
}
|
|
|
|
// Helper that allows setting up an InputDeviceBuilder such that it will either be created
|
|
// locally and temporarily or, if one already exists globally, reused.
|
|
internal struct RefInstance : IDisposable
|
|
{
|
|
public void Dispose()
|
|
{
|
|
--s_InstanceRef;
|
|
if (s_InstanceRef <= 0)
|
|
{
|
|
s_Instance.Dispose();
|
|
s_Instance = default;
|
|
s_InstanceRef = 0;
|
|
}
|
|
else
|
|
// Make sure we reset when there is an exception.
|
|
s_Instance.Reset();
|
|
}
|
|
}
|
|
}
|
|
}
|