forked from BilalY/Rasagar
650 lines
29 KiB
C#
650 lines
29 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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////TODO: have tooltips on each entry in the picker
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////TODO: find better way to present controls when filtering to specific devices
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////REVIEW: if there's only a single device in the picker, automatically go into it?
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namespace UnityEngine.InputSystem.Editor
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{
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internal class InputControlPickerDropdown : AdvancedDropdown, IDisposable
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{
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public InputControlPickerDropdown(
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InputControlPickerState state,
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Action<string> onPickCallback,
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InputControlPicker.Mode mode = InputControlPicker.Mode.PickControl)
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: base(state.advancedDropdownState)
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{
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m_Gui = new InputControlPickerGUI(this);
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minimumSize = new Vector2(275, 300);
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maximumSize = new Vector2(0, 300);
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m_OnPickCallback = onPickCallback;
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m_Mode = mode;
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}
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public void SetControlPathsToMatch(string[] controlPathsToMatch)
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{
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m_ControlPathsToMatch = controlPathsToMatch;
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Reload();
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}
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public void SetExpectedControlLayout(string expectedControlLayout)
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{
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m_ExpectedControlLayout = expectedControlLayout;
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if (string.Equals(expectedControlLayout, "InputDevice", StringComparison.InvariantCultureIgnoreCase))
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m_ExpectedControlType = typeof(InputDevice);
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else
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m_ExpectedControlType = !string.IsNullOrEmpty(expectedControlLayout)
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? InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(expectedControlLayout))
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: null;
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// If the layout is for a device, automatically switch to device
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// picking mode.
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if (m_ExpectedControlType != null && typeof(InputDevice).IsAssignableFrom(m_ExpectedControlType))
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m_Mode = InputControlPicker.Mode.PickDevice;
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Reload();
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}
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public void SetPickedCallback(Action<string> action)
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{
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m_OnPickCallback = action;
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}
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protected override void OnDestroy()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, false);
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#endif
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m_RebindingOperation?.Dispose();
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m_RebindingOperation = null;
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}
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public void Dispose()
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{
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m_RebindingOperation?.Dispose();
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}
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protected override AdvancedDropdownItem BuildRoot()
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{
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var root = new AdvancedDropdownItem(string.Empty);
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// Usages.
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if (m_Mode != InputControlPicker.Mode.PickDevice)
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{
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var usages = BuildTreeForControlUsages();
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if (usages.children.Any())
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{
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root.AddChild(usages);
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root.AddSeparator();
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}
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}
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// Devices.
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AddItemsForDevices(root);
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return root;
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}
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protected override AdvancedDropdownItem BuildCustomSearch(string searchString,
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IEnumerable<AdvancedDropdownItem> elements)
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{
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if (!isListening)
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return null;
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var root = new AdvancedDropdownItem(!string.IsNullOrEmpty(m_ExpectedControlLayout)
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? $"Listening for {m_ExpectedControlLayout}..."
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: "Listening for input...");
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if (searchString == "\u0017")
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return root;
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var paths = searchString.Substring(1).Split('\u0017');
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foreach (var element in elements)
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{
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if (element is ControlDropdownItem controlItem && paths.Any(x => controlItem.controlPathWithDevice == x))
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root.AddChild(element);
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}
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return root;
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}
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protected override void ItemSelected(AdvancedDropdownItem item)
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, true);
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#endif
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var path = ((InputControlDropdownItem)item).controlPathWithDevice;
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m_OnPickCallback(path);
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}
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private AdvancedDropdownItem BuildTreeForControlUsages(string device = "", string usage = "")
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{
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var usageRoot = new AdvancedDropdownItem("Usages");
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foreach (var usageAndLayouts in EditorInputControlLayoutCache.allUsages)
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{
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if (usageAndLayouts.Item2.Any(LayoutMatchesExpectedControlLayoutFilter))
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{
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var child = new ControlUsageDropdownItem(device, usage, usageAndLayouts.Item1);
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usageRoot.AddChild(child);
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}
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}
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return usageRoot;
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}
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private void AddItemsForDevices(AdvancedDropdownItem parent)
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{
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// Add devices that are marked as generic types of devices directly to the parent.
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// E.g. adds "Gamepad" and then underneath all the more specific types of gamepads.
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foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
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.Where(x => x.isDeviceLayout && !x.isOverride && x.isGenericTypeOfDevice && !x.hideInUI)
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.OrderBy(a => a.displayName))
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{
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AddDeviceTreeItemRecursive(deviceLayout, parent);
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}
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// We have devices that are based directly on InputDevice but are not marked as generic types
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// of devices (e.g. Vive Lighthouses). We do not want them to clutter the list at the root so we
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// put all of them in a group called "Other" at the end of the list.
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var otherGroup = new AdvancedDropdownItem("Other");
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foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
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.Where(x => x.isDeviceLayout && !x.isOverride && !x.isGenericTypeOfDevice &&
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(x.type.BaseType == typeof(InputDevice) || x.type == typeof(InputDevice)) &&
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!x.hideInUI && !x.baseLayouts.Any()).OrderBy(a => a.displayName))
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{
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AddDeviceTreeItemRecursive(deviceLayout, otherGroup);
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}
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if (otherGroup.children.Any())
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parent.AddChild(otherGroup);
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}
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private void AddDeviceTreeItemRecursive(InputControlLayout layout, AdvancedDropdownItem parent, bool searchable = true)
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{
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// Find all layouts directly based on this one (ignoring overrides).
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var childLayouts = EditorInputControlLayoutCache.allLayouts
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.Where(x => x.isDeviceLayout && !x.isOverride && !x.hideInUI && x.baseLayouts.Contains(layout.name)).OrderBy(x => x.displayName);
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// See if the entire tree should be excluded.
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var shouldIncludeDeviceLayout = ShouldIncludeDeviceLayout(layout);
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var shouldIncludeAtLeastOneChildLayout = childLayouts.Any(ShouldIncludeDeviceLayout);
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if (!shouldIncludeDeviceLayout && !shouldIncludeAtLeastOneChildLayout)
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return;
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// Add toplevel item for device.
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var deviceItem = new DeviceDropdownItem(layout, searchable: searchable);
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var defaultControlPickerLayout = new DefaultInputControlPickerLayout();
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// Add common usage variants of the device
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if (layout.commonUsages.Count > 0)
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{
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foreach (var usage in layout.commonUsages)
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{
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var usageItem = new DeviceDropdownItem(layout, usage);
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// Add control usages to the device variants
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var deviceVariantControlUsages = BuildTreeForControlUsages(layout.name, usage);
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if (deviceVariantControlUsages.children.Any())
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{
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usageItem.AddChild(deviceVariantControlUsages);
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usageItem.AddSeparator();
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}
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if (m_Mode == InputControlPicker.Mode.PickControl)
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AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, usageItem, layout.name, usage, searchable);
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deviceItem.AddChild(usageItem);
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}
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deviceItem.AddSeparator();
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}
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// Add control usages
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var deviceControlUsages = BuildTreeForControlUsages(layout.name);
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if (deviceControlUsages.children.Any())
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{
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deviceItem.AddChild(deviceControlUsages);
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deviceItem.AddSeparator();
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}
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// Add controls.
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if (m_Mode != InputControlPicker.Mode.PickDevice)
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{
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// The keyboard is special in that we want to allow binding by display name (i.e. character
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// generated by a key) instead of only by physical key location. Also, we want to give an indication
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// of which specific key an entry refers to by taking the current keyboard layout into account.
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//
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// So what we do is add an extra level to the keyboard where key's can be bound by character
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// according to the current layout. And in the top level of the keyboard we display keys with
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// both physical and logical names.
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if (layout.type == typeof(Keyboard) && InputSystem.GetDevice<Keyboard>() != null)
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{
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var byLocationGroup = new AdvancedDropdownItem("By Location of Key (Using US Layout)");
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var byCharacterGroup = new AdvancedDropdownItem("By Character Mapped to Key");
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deviceItem.AddChild(byLocationGroup);
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deviceItem.AddChild(byCharacterGroup);
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var keyboard = InputSystem.GetDevice<Keyboard>();
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AddCharacterKeyBindingsTo(byCharacterGroup, keyboard);
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AddPhysicalKeyBindingsTo(byLocationGroup, keyboard, searchable);
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// AnyKey won't appear in either group. Add it explicitly.
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AddControlItem(defaultControlPickerLayout, deviceItem, null,
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layout.FindControl(new InternedString("anyKey")).Value, layout.name, null, searchable);
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}
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else if (layout.type == typeof(Touchscreen))
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{
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AddControlTreeItemsRecursive(new TouchscreenControlPickerLayout(), layout, deviceItem, layout.name, null, searchable);
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}
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else
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{
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AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, deviceItem, layout.name, null, searchable);
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}
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}
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// Add child items.
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var isFirstChild = true;
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foreach (var childLayout in childLayouts)
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{
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if (!ShouldIncludeDeviceLayout(childLayout))
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continue;
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if (isFirstChild)
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deviceItem.AddSeparator("More Specific " + deviceItem.name.GetPlural());
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isFirstChild = false;
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AddDeviceTreeItemRecursive(childLayout, deviceItem, searchable && !childLayout.isGenericTypeOfDevice);
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}
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// When picking devices, it must be possible to select a device that itself has more specific types
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// of devices underneath it. However in the dropdown, such a device will be a foldout and not itself
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// be selectable. We solve this problem by adding an entry for the device underneath the device
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// itself (e.g. "Gamepad >> Gamepad").
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if (m_Mode == InputControlPicker.Mode.PickDevice && deviceItem.m_Children.Count > 0)
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{
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var item = new DeviceDropdownItem(layout);
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deviceItem.m_Children.Insert(0, item);
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}
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if (deviceItem.m_Children.Count > 0 || m_Mode == InputControlPicker.Mode.PickDevice)
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parent.AddChild(deviceItem);
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}
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private void AddControlTreeItemsRecursive(IInputControlPickerLayout controlPickerLayout, InputControlLayout layout,
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DeviceDropdownItem parent, string device, string usage, bool searchable, ControlDropdownItem parentControl = null)
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{
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foreach (var control in layout.controls.OrderBy(a => a.name))
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{
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if (control.isModifyingExistingControl)
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continue;
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// Skip variants except the default variant and variants dictated by the layout itself.
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if (!control.variants.IsEmpty() && control.variants != InputControlLayout.DefaultVariant
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&& (layout.variants.IsEmpty() || !InputControlLayout.VariantsMatch(layout.variants, control.variants)))
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{
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continue;
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}
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controlPickerLayout.AddControlItem(this, parent, parentControl, control, device, usage, searchable);
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}
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// Add optional controls for devices.
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var optionalControls = EditorInputControlLayoutCache.GetOptionalControlsForLayout(layout.name);
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if (optionalControls.Any() && layout.isDeviceLayout)
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{
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var optionalGroup = new AdvancedDropdownItem("Optional Controls");
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foreach (var optionalControl in optionalControls)
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{
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////FIXME: this should list children, too
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////FIXME: this should handle arrays, too
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if (LayoutMatchesExpectedControlLayoutFilter(optionalControl.layout))
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{
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var child = new OptionalControlDropdownItem(optionalControl, device, usage);
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child.icon = EditorInputControlLayoutCache.GetIconForLayout(optionalControl.layout);
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optionalGroup.AddChild(child);
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}
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}
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if (optionalGroup.children.Any())
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{
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var deviceName = EditorInputControlLayoutCache.TryGetLayout(device).m_DisplayName ??
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ObjectNames.NicifyVariableName(device);
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parent.AddSeparator("Controls Present on More Specific " + deviceName.GetPlural());
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parent.AddChild(optionalGroup);
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}
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}
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}
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internal void AddControlItem(IInputControlPickerLayout controlPickerLayout,
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DeviceDropdownItem parent, ControlDropdownItem parentControl,
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InputControlLayout.ControlItem control, string device, string usage, bool searchable,
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string controlNameOverride = default)
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{
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var controlName = controlNameOverride ?? control.name;
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// If it's an array, generate a control entry for each array element.
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for (var i = 0; i < (control.isArray ? control.arraySize : 1); ++i)
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{
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var name = control.isArray ? controlName + i : controlName;
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var displayName = !string.IsNullOrEmpty(control.displayName)
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? (control.isArray ? $"{control.displayName} #{i}" : control.displayName)
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: name;
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var child = new ControlDropdownItem(parentControl, name, displayName,
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device, usage, searchable);
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child.icon = EditorInputControlLayoutCache.GetIconForLayout(control.layout);
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var controlLayout = EditorInputControlLayoutCache.TryGetLayout(control.layout);
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if (LayoutMatchesExpectedControlLayoutFilter(control.layout))
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parent.AddChild(child);
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else if (controlLayout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)))
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{
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child.enabled = false;
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parent.AddChild(child);
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}
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// Add children.
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if (controlLayout != null)
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AddControlTreeItemsRecursive(controlPickerLayout, controlLayout, parent, device, usage,
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searchable, child);
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}
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}
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private static void AddPhysicalKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard, bool searchable)
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{
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foreach (var key in keyboard.children.OfType<KeyControl>())
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{
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// If the key has a display name that differs from the key name, show it in the UI.
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var displayName = key.m_DisplayNameFromLayout;
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var keyDisplayName = key.displayName;
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if (keyDisplayName.All(x => x.IsPrintable()) && string.Compare(keyDisplayName, displayName,
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StringComparison.InvariantCultureIgnoreCase) != 0)
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displayName = $"{displayName} (Current Layout: {key.displayName})";
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// For left/right modifier keys, prepend artificial combined version.
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ButtonControl combinedVersion = null;
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if (key == keyboard.leftShiftKey)
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combinedVersion = keyboard.shiftKey;
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else if (key == keyboard.leftAltKey)
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combinedVersion = keyboard.altKey;
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else if (key == keyboard.leftCtrlKey)
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combinedVersion = keyboard.ctrlKey;
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if (combinedVersion != null)
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parent.AddChild(new ControlDropdownItem(null, combinedVersion.name, combinedVersion.displayName, keyboard.layout,
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"", searchable));
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var item = new ControlDropdownItem(null, key.name, displayName,
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keyboard.layout, "", searchable);
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parent.AddChild(item);
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}
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}
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private static void AddCharacterKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard)
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{
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foreach (var key in keyboard.children.OfType<KeyControl>())
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{
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if (!key.keyCode.IsTextInputKey())
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continue;
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// We can only bind to characters that can be printed.
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var displayName = key.displayName;
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if (!displayName.All(x => x.IsPrintable()))
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continue;
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if (displayName.Contains(')'))
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displayName = string.Join("", displayName.Select(x => "\\" + x));
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////TODO: should be searchable; when searching, needs different display name
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var item = new ControlDropdownItem(null, $"#({displayName})", "", keyboard.layout, "", false);
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item.name = key.displayName;
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parent.AddChild(item);
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}
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}
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private bool LayoutMatchesExpectedControlLayoutFilter(string layout)
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{
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if (m_ExpectedControlType == null)
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return true;
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var layoutType = InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(layout));
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return m_ExpectedControlType.IsAssignableFrom(layoutType);
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}
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private bool ShouldIncludeDeviceLayout(InputControlLayout layout)
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{
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if (layout.hideInUI)
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return false;
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// By default, if a device has no (usable) controls, we don't want it listed in the control picker
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// except if we're picking devices.
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if (!layout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)) && layout.controls.Any(x => true) &&
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m_Mode != InputControlPicker.Mode.PickDevice)
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return false;
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// If we have a device filter, see if we should ignore the device.
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if (m_ControlPathsToMatch != null && m_ControlPathsToMatch.Length > 0)
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{
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var matchesAnyInDeviceFilter = false;
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foreach (var entry in m_ControlPathsToMatch)
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{
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// Include the layout if it's in the inheritance hierarchy of the layout we expect (either below
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// or above it or, well, just right on it).
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var expectedLayout = InputControlPath.TryGetDeviceLayout(entry);
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if (!string.IsNullOrEmpty(expectedLayout) &&
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(expectedLayout == layout.name ||
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InputControlLayout.s_Layouts.IsBasedOn(layout.name, new InternedString(expectedLayout)) ||
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InputControlLayout.s_Layouts.IsBasedOn(new InternedString(expectedLayout), layout.name)))
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{
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matchesAnyInDeviceFilter = true;
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break;
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}
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}
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if (!matchesAnyInDeviceFilter)
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return false;
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}
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return true;
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}
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private void StartListening()
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{
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if (m_RebindingOperation == null)
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m_RebindingOperation = new InputActionRebindingExtensions.RebindingOperation();
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////TODO: for keyboard, generate both possible paths (physical and by display name)
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m_RebindingOperation.Reset();
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m_RebindingOperation
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.WithExpectedControlType(m_ExpectedControlLayout)
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// Require minimum actuation of 0.15f. This is after deadzoning has been applied.
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.WithMagnitudeHavingToBeGreaterThan(0.15f)
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////REVIEW: should we exclude only the system's active pointing device?
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// With the mouse operating the UI, its cursor control is too fickle a thing to
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// bind to. Ignore mouse position and delta and clicks.
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// NOTE: We go for all types of pointers here, not just mice.
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.WithControlsExcluding("<Pointer>/position")
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.WithControlsExcluding("<Pointer>/delta")
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.WithControlsExcluding("<Pointer>/press")
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.WithControlsExcluding("<Pointer>/clickCount")
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.WithControlsExcluding("<Pointer>/{PrimaryAction}")
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.WithControlsExcluding("<Mouse>/scroll")
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.OnPotentialMatch(
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operation =>
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{
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// We never really complete the pick but keep listening for as long as the "Interactive"
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// button is toggled on.
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Repaint();
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})
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.OnCancel(
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operation =>
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{
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Repaint();
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})
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.OnApplyBinding(
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(operation, newPath) =>
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{
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// This is never invoked (because we don't complete the pick) but we need it nevertheless
|
|
// as RebindingOperation requires the callback if we don't supply an action to apply the binding to.
|
|
});
|
|
|
|
// If we have control paths to match, pass them on.
|
|
if (m_ControlPathsToMatch.LengthSafe() > 0)
|
|
m_ControlPathsToMatch.Select(x => m_RebindingOperation.WithControlsHavingToMatchPath(x));
|
|
|
|
m_RebindingOperation.Start();
|
|
}
|
|
|
|
private void StopListening()
|
|
{
|
|
m_RebindingOperation?.Cancel();
|
|
}
|
|
|
|
// This differs from RebindingOperation.GeneratePathForControl in that it cycles through all
|
|
// layouts in the inheritance chain and generates a path for each one that contains the given control.
|
|
private static IEnumerable<string> GeneratePossiblePathsForControl(InputControl control)
|
|
{
|
|
var builder = new StringBuilder();
|
|
var deviceLayoutName = control.device.m_Layout;
|
|
do
|
|
{
|
|
// Skip layout if it is supposed to be hidden in the UI.
|
|
var layout = EditorInputControlLayoutCache.TryGetLayout(deviceLayoutName);
|
|
if (layout.hideInUI)
|
|
continue;
|
|
|
|
builder.Length = 0;
|
|
yield return control.BuildPath(deviceLayoutName, builder);
|
|
}
|
|
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(deviceLayoutName, out deviceLayoutName));
|
|
}
|
|
|
|
private Action<string> m_OnPickCallback;
|
|
private InputControlPicker.Mode m_Mode;
|
|
private string[] m_ControlPathsToMatch;
|
|
private string m_ExpectedControlLayout;
|
|
private Type m_ExpectedControlType;
|
|
private InputActionRebindingExtensions.RebindingOperation m_RebindingOperation;
|
|
|
|
private bool isListening => m_RebindingOperation != null && m_RebindingOperation.started;
|
|
|
|
private class InputControlPickerGUI : AdvancedDropdownGUI
|
|
{
|
|
private readonly InputControlPickerDropdown m_Owner;
|
|
|
|
public InputControlPickerGUI(InputControlPickerDropdown owner)
|
|
{
|
|
m_Owner = owner;
|
|
}
|
|
|
|
internal override void BeginDraw(EditorWindow window)
|
|
{
|
|
if (Event.current.isKey && Event.current.keyCode == KeyCode.Escape)
|
|
{
|
|
window.Close();
|
|
return;
|
|
}
|
|
|
|
if (m_Owner.isListening)
|
|
{
|
|
// Eat key events to suppress the editor from passing them to the OS
|
|
// (causing beeps or menu commands being triggered).
|
|
if (Event.current.isKey)
|
|
Event.current.Use();
|
|
}
|
|
}
|
|
|
|
internal override string DrawSearchFieldControl(string searchString)
|
|
{
|
|
using (new EditorGUILayout.HorizontalScope())
|
|
{
|
|
var isListening = false;
|
|
|
|
// When picking controls, have a "Listen" button that allows listening for input.
|
|
if (m_Owner.m_Mode == InputControlPicker.Mode.PickControl)
|
|
{
|
|
using (new EditorGUILayout.VerticalScope(GUILayout.MaxWidth(50)))
|
|
{
|
|
GUILayout.Space(4);
|
|
var isListeningOld = m_Owner.isListening;
|
|
var isListeningNew = GUILayout.Toggle(isListeningOld, "Listen",
|
|
EditorStyles.miniButton, GUILayout.MaxWidth(50));
|
|
|
|
if (isListeningOld != isListeningNew)
|
|
{
|
|
if (isListeningNew)
|
|
{
|
|
m_Owner.StartListening();
|
|
}
|
|
else
|
|
{
|
|
m_Owner.StopListening();
|
|
searchString = string.Empty;
|
|
}
|
|
}
|
|
|
|
isListening = isListeningNew;
|
|
}
|
|
}
|
|
|
|
////FIXME: the search box doesn't clear out when listening; no idea why the new string isn't taking effect
|
|
EditorGUI.BeginDisabledGroup(isListening);
|
|
var newSearchString = base.DrawSearchFieldControl(isListening ? string.Empty : searchString);
|
|
EditorGUI.EndDisabledGroup();
|
|
|
|
if (isListening)
|
|
{
|
|
var rebind = m_Owner.m_RebindingOperation;
|
|
return "\u0017" + string.Join("\u0017",
|
|
rebind.candidates.SelectMany(x => GeneratePossiblePathsForControl(x).Reverse()));
|
|
}
|
|
|
|
return newSearchString;
|
|
}
|
|
}
|
|
|
|
internal override void DrawItem(AdvancedDropdownItem item, string name, Texture2D icon, bool enabled,
|
|
bool drawArrow, bool selected, bool hasSearch, bool richText = false)
|
|
{
|
|
if (hasSearch && item is InputControlDropdownItem viewItem)
|
|
name = viewItem.searchableName;
|
|
|
|
base.DrawItem(item, name, icon, enabled, drawArrow, selected, hasSearch);
|
|
}
|
|
|
|
internal override void DrawFooter(AdvancedDropdownItem selectedItem)
|
|
{
|
|
//dun work because there is no selection
|
|
if (selectedItem is ControlDropdownItem controlItem)
|
|
{
|
|
var content = new GUIContent(controlItem.controlPath);
|
|
var rect = GUILayoutUtility.GetRect(content, headerStyle, GUILayout.ExpandWidth(true));
|
|
EditorGUI.TextField(rect, controlItem.controlPath, headerStyle);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static class Styles
|
|
{
|
|
public static readonly GUIStyle waitingForInputLabel = new GUIStyle("WhiteBoldLabel").WithFontSize(22);
|
|
}
|
|
}
|
|
}
|
|
#endif // UNITY_EDITOR
|