forked from BilalY/Rasagar
472 lines
19 KiB
C#
472 lines
19 KiB
C#
#if UNITY_EDITOR
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine.InputSystem.Layouts;
|
|
using UnityEngine.InputSystem.DualShock;
|
|
using UnityEngine.InputSystem.Utilities;
|
|
|
|
namespace UnityEngine.InputSystem.Editor
|
|
{
|
|
/// <summary>
|
|
/// Caches <see cref="InputControlLayout"/> instances.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// In the editor we need access to the <see cref="InputControlLayout">InputControlLayouts</see>
|
|
/// registered with the system in order to facilitate various UI features. Instead of
|
|
/// constructing layout instances over and over, we keep them around in here.
|
|
///
|
|
/// This class is only available in the editor (when <c>UNITY_EDITOR</c> is true).
|
|
/// </remarks>
|
|
internal static class EditorInputControlLayoutCache
|
|
{
|
|
/// <summary>
|
|
/// Iterate over all control layouts in the system.
|
|
/// </summary>
|
|
public static IEnumerable<InputControlLayout> allLayouts
|
|
{
|
|
get
|
|
{
|
|
Refresh();
|
|
return InputControlLayout.cache.table.Values;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Iterate over all unique usages and their respective lists of layouts that use them.
|
|
/// </summary>
|
|
public static IEnumerable<Tuple<string, IEnumerable<string>>> allUsages
|
|
{
|
|
get
|
|
{
|
|
Refresh();
|
|
return s_Usages.Select(pair => new Tuple<string, IEnumerable<string>>(pair.Key, pair.Value.Select(x => x.ToString())));
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<InputControlLayout> allControlLayouts
|
|
{
|
|
get
|
|
{
|
|
Refresh();
|
|
foreach (var name in s_ControlLayouts)
|
|
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<InputControlLayout> allDeviceLayouts
|
|
{
|
|
get
|
|
{
|
|
Refresh();
|
|
foreach (var name in s_DeviceLayouts)
|
|
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<InputControlLayout> allProductLayouts
|
|
{
|
|
get
|
|
{
|
|
Refresh();
|
|
foreach (var name in s_ProductLayouts)
|
|
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
|
|
}
|
|
}
|
|
|
|
public static bool HasChildLayouts(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
Refresh();
|
|
|
|
var internedLayout = new InternedString(layoutName);
|
|
// return nothing is the layout does not have any derivations
|
|
return s_DeviceChildLayouts.TryGetValue(internedLayout, out var derivations) && derivations.Count > 0;
|
|
}
|
|
|
|
public static IEnumerable<InputControlLayout> TryGetChildLayouts(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
Refresh();
|
|
|
|
var internedLayout = new InternedString(layoutName);
|
|
// return nothing is the layout does not have any derivations
|
|
if (!s_DeviceChildLayouts.TryGetValue(internedLayout, out var derivations))
|
|
yield break;
|
|
else
|
|
{
|
|
foreach (var name in derivations)
|
|
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
|
|
}
|
|
}
|
|
|
|
public static InputControlLayout TryGetLayout(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
Refresh();
|
|
return InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
|
|
}
|
|
|
|
public static Type GetValueType(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
// Load layout.
|
|
var layout = TryGetLayout(layoutName);
|
|
if (layout == null)
|
|
return null;
|
|
|
|
// Grab type.
|
|
var type = layout.type;
|
|
Debug.Assert(type != null, "Layout should have associated type");
|
|
Debug.Assert(typeof(InputControl).IsAssignableFrom(type),
|
|
"Layout's associated type should be derived from InputControl");
|
|
|
|
return layout.GetValueType();
|
|
}
|
|
|
|
public static IEnumerable<InputDeviceMatcher> GetDeviceMatchers(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
Refresh();
|
|
s_DeviceMatchers.TryGetValue(new InternedString(layoutName), out var matchers);
|
|
return matchers;
|
|
}
|
|
|
|
public static string GetDisplayName(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
var layout = TryGetLayout(layoutName);
|
|
if (layout == null)
|
|
return layoutName;
|
|
|
|
if (!string.IsNullOrEmpty(layout.displayName))
|
|
return layout.displayName;
|
|
return layout.name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// List the controls that may be present on controls or devices of the given layout by virtue
|
|
/// of being defined in other layouts based on it.
|
|
/// </summary>
|
|
/// <param name="layoutName"></param>
|
|
/// <returns></returns>
|
|
public static IEnumerable<OptionalControl> GetOptionalControlsForLayout(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
|
|
|
|
Refresh();
|
|
|
|
if (!s_OptionalControls.TryGetValue(new InternedString(layoutName), out var list))
|
|
return Enumerable.Empty<OptionalControl>();
|
|
|
|
return list;
|
|
}
|
|
|
|
public static Texture2D GetIconForLayout(string layoutName)
|
|
{
|
|
if (string.IsNullOrEmpty(layoutName))
|
|
throw new ArgumentNullException(nameof(layoutName));
|
|
|
|
Refresh();
|
|
|
|
// See if we already have it in the cache.
|
|
var internedName = new InternedString(layoutName);
|
|
if (s_Icons.TryGetValue(internedName, out var icon))
|
|
return icon;
|
|
|
|
// No, so see if we have an icon on disk for exactly the layout
|
|
// we're looking at (i.e. with the same name).
|
|
icon = GUIHelpers.LoadIcon(layoutName);
|
|
if (icon != null)
|
|
{
|
|
s_Icons.Add(internedName, icon);
|
|
return icon;
|
|
}
|
|
|
|
// No, not that either so start walking up the inheritance chain
|
|
// until we either bump against the ceiling or find an icon.
|
|
var layout = TryGetLayout(layoutName);
|
|
if (layout != null)
|
|
{
|
|
foreach (var baseLayoutName in layout.baseLayouts)
|
|
{
|
|
icon = GetIconForLayout(baseLayoutName);
|
|
if (icon != null)
|
|
return icon;
|
|
}
|
|
|
|
// If it's a control and there's no specific icon, return a generic one.
|
|
if (layout.isControlLayout)
|
|
{
|
|
var genericIcon = GUIHelpers.LoadIcon("InputControl");
|
|
if (genericIcon != null)
|
|
{
|
|
s_Icons.Add(internedName, genericIcon);
|
|
return genericIcon;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No icon for anything in this layout's chain.
|
|
return null;
|
|
}
|
|
|
|
public struct ControlSearchResult
|
|
{
|
|
public string controlPath;
|
|
public InputControlLayout layout;
|
|
public InputControlLayout.ControlItem item;
|
|
}
|
|
|
|
internal static void Clear()
|
|
{
|
|
s_LayoutRegistrationVersion = 0;
|
|
s_LayoutCacheRef.Dispose();
|
|
s_Usages.Clear();
|
|
s_ControlLayouts.Clear();
|
|
s_DeviceLayouts.Clear();
|
|
s_ProductLayouts.Clear();
|
|
s_DeviceMatchers.Clear();
|
|
s_Icons.Clear();
|
|
}
|
|
|
|
// If our layout data is outdated, rescan all the layouts in the system.
|
|
private static void Refresh()
|
|
{
|
|
var manager = InputSystem.s_Manager;
|
|
if (manager.m_LayoutRegistrationVersion == s_LayoutRegistrationVersion)
|
|
return;
|
|
|
|
Clear();
|
|
|
|
if (!s_LayoutCacheRef.valid)
|
|
{
|
|
// In the editor, we keep a permanent reference on the global layout
|
|
// cache. Means that in the editor, we always have all layouts loaded in full
|
|
// at all times whereas in the player, we load layouts only while we need
|
|
// them and then release them again.
|
|
s_LayoutCacheRef = InputControlLayout.CacheRef();
|
|
}
|
|
|
|
var layoutNames = manager.ListControlLayouts().ToArray();
|
|
|
|
// Remember which layout maps to which device matchers.
|
|
var layoutMatchers = InputControlLayout.s_Layouts.layoutMatchers;
|
|
foreach (var entry in layoutMatchers)
|
|
{
|
|
s_DeviceMatchers.TryGetValue(entry.layoutName, out var matchers);
|
|
|
|
matchers.Append(entry.deviceMatcher);
|
|
s_DeviceMatchers[entry.layoutName] = matchers;
|
|
}
|
|
|
|
// Load and store all layouts.
|
|
foreach (var layoutName in layoutNames)
|
|
{
|
|
////FIXME: does not protect against exceptions
|
|
var layout = InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
|
|
if (layout == null)
|
|
continue;
|
|
|
|
ScanLayout(layout);
|
|
|
|
if (layout.isOverride)
|
|
continue;
|
|
|
|
if (layout.isControlLayout)
|
|
s_ControlLayouts.Add(layout.name);
|
|
else if (s_DeviceMatchers.ContainsKey(layout.name))
|
|
s_ProductLayouts.Add(layout.name);
|
|
else
|
|
s_DeviceLayouts.Add(layout.name);
|
|
}
|
|
|
|
// Move all device layouts without a device description but derived from
|
|
// a layout that has one over to the product list.
|
|
foreach (var name in s_DeviceLayouts)
|
|
{
|
|
var layout = InputControlLayout.cache.FindOrLoadLayout(name);
|
|
|
|
if (layout.m_BaseLayouts.length > 1)
|
|
throw new NotImplementedException();
|
|
|
|
for (var baseLayoutName = layout.baseLayouts.FirstOrDefault(); !baseLayoutName.IsEmpty();)
|
|
{
|
|
if (s_ProductLayouts.Contains(baseLayoutName))
|
|
{
|
|
// Defer removing from s_DeviceLayouts to keep iteration stable.
|
|
s_ProductLayouts.Add(name);
|
|
break;
|
|
}
|
|
|
|
var baseLayout = InputControlLayout.cache.FindOrLoadLayout(baseLayoutName, throwIfNotFound: false);
|
|
if (baseLayout == null)
|
|
continue;
|
|
if (baseLayout.m_BaseLayouts.length > 1)
|
|
throw new NotImplementedException();
|
|
baseLayoutName = baseLayout.baseLayouts.FirstOrDefault();
|
|
}
|
|
}
|
|
|
|
// Remove every product device layout now.
|
|
s_DeviceLayouts.ExceptWith(s_ProductLayouts);
|
|
|
|
s_LayoutRegistrationVersion = manager.m_LayoutRegistrationVersion;
|
|
}
|
|
|
|
private static int s_LayoutRegistrationVersion;
|
|
private static InputControlLayout.CacheRefInstance s_LayoutCacheRef;
|
|
|
|
private static readonly HashSet<InternedString> s_ControlLayouts = new HashSet<InternedString>();
|
|
private static readonly HashSet<InternedString> s_DeviceLayouts = new HashSet<InternedString>();
|
|
private static readonly HashSet<InternedString> s_ProductLayouts = new HashSet<InternedString>();
|
|
private static readonly Dictionary<InternedString, List<OptionalControl>> s_OptionalControls =
|
|
new Dictionary<InternedString, List<OptionalControl>>();
|
|
private static readonly Dictionary<InternedString, InlinedArray<InputDeviceMatcher>> s_DeviceMatchers =
|
|
new Dictionary<InternedString, InlinedArray<InputDeviceMatcher>>();
|
|
private static Dictionary<InternedString, Texture2D> s_Icons =
|
|
new Dictionary<InternedString, Texture2D>();
|
|
|
|
// We keep a map of the devices which a derived from a base device.
|
|
private static readonly Dictionary<InternedString, HashSet<InternedString>> s_DeviceChildLayouts =
|
|
new Dictionary<InternedString, HashSet<InternedString>>();
|
|
|
|
|
|
// We keep a map of all unique usages we find in layouts and also
|
|
// retain a list of the layouts they are used with.
|
|
private static readonly SortedDictionary<InternedString, HashSet<InternedString>> s_Usages =
|
|
new SortedDictionary<InternedString, HashSet<InternedString>>();
|
|
|
|
private static void ScanLayout(InputControlLayout layout)
|
|
{
|
|
var controls = layout.controls;
|
|
for (var i = 0; i < controls.Count; ++i)
|
|
{
|
|
var control = controls[i];
|
|
|
|
// If it's not just a control modifying some inner child control, add control to all base
|
|
// layouts as an optional control.
|
|
//
|
|
// NOTE: We're looking at layouts post-merging here. Means we have already picked up all the
|
|
// controls present on the base.
|
|
// Only controls which belong to UI-facing layouts are included, as optional controls are used solely by
|
|
// the InputControlPickerDropdown UI
|
|
if (control.isFirstDefinedInThisLayout && !control.isModifyingExistingControl && !control.layout.IsEmpty() && !layout.hideInUI)
|
|
{
|
|
foreach (var baseLayout in layout.baseLayouts)
|
|
AddOptionalControlRecursive(baseLayout, ref control);
|
|
}
|
|
|
|
// Collect unique usages and the layouts used with them.
|
|
foreach (var usage in control.usages)
|
|
{
|
|
// Empty usages can occur for controls that want to reset inherited usages.
|
|
if (string.IsNullOrEmpty(usage))
|
|
continue;
|
|
|
|
var internedUsage = new InternedString(usage);
|
|
var internedLayout = new InternedString(control.layout);
|
|
|
|
if (!s_Usages.TryGetValue(internedUsage, out var layoutSet))
|
|
{
|
|
layoutSet = new HashSet<InternedString> { internedLayout };
|
|
s_Usages[internedUsage] = layoutSet;
|
|
}
|
|
else
|
|
{
|
|
layoutSet.Add(internedLayout);
|
|
}
|
|
}
|
|
|
|
// Create a dependency tree matching each concrete device layout exposed in the UI
|
|
// to all of the layouts that are directly derived from it.
|
|
if (layout.isDeviceLayout && !layout.hideInUI)
|
|
{
|
|
foreach (var baseLayoutName in layout.baseLayouts)
|
|
{
|
|
if (!s_DeviceChildLayouts.TryGetValue(baseLayoutName, out var derivedSet))
|
|
{
|
|
derivedSet = new HashSet<InternedString> { layout.name };
|
|
s_DeviceChildLayouts[baseLayoutName] = derivedSet;
|
|
}
|
|
else
|
|
{
|
|
derivedSet.Add(layout.name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void AddOptionalControlRecursive(InternedString layoutName, ref InputControlLayout.ControlItem controlItem)
|
|
{
|
|
Debug.Assert(!controlItem.isModifyingExistingControl);
|
|
Debug.Assert(!controlItem.layout.IsEmpty());
|
|
|
|
// Recurse into base.
|
|
if (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(layoutName, out var baseLayoutName))
|
|
AddOptionalControlRecursive(baseLayoutName, ref controlItem);
|
|
|
|
// See if we already have this optional control.
|
|
var alreadyPresent = false;
|
|
if (!s_OptionalControls.TryGetValue(layoutName, out var list))
|
|
{
|
|
list = new List<OptionalControl>();
|
|
s_OptionalControls[layoutName] = list;
|
|
}
|
|
else
|
|
{
|
|
// See if we already have this control.
|
|
foreach (var item in list)
|
|
{
|
|
if (item.name == controlItem.name && item.layout == controlItem.layout)
|
|
{
|
|
alreadyPresent = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!alreadyPresent)
|
|
list.Add(new OptionalControl {name = controlItem.name, layout = controlItem.layout});
|
|
}
|
|
|
|
/// <summary>
|
|
/// An optional control is a control that is not defined on a layout but which is defined
|
|
/// on a derived layout.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// An example is the "acceleration" control defined by some layouts based on <see cref="Gamepad"/> (e.g.
|
|
/// <see cref="DualShockGamepad.acceleration"/>. This means gamepads
|
|
/// MAY have a gyro and thus MAY have an "acceleration" control.
|
|
///
|
|
/// In bindings (<see cref="InputBinding"/>), it is perfectly valid to deal with this opportunistically
|
|
/// and create a binding to <c>"<Gamepad>/acceleration"</c> which will bind correctly IF the gamepad has
|
|
/// an acceleration control but will do nothing if it doesn't.
|
|
///
|
|
/// The concept of optional controls permits setting up such bindings in the UI by making controls that
|
|
/// are present on more specific layouts than the one currently looked at available directly on the
|
|
/// base layout.
|
|
/// </remarks>
|
|
public struct OptionalControl
|
|
{
|
|
public InternedString name;
|
|
public InternedString layout;
|
|
////REVIEW: do we want to have the list of layouts that define the control?
|
|
}
|
|
}
|
|
}
|
|
#endif // UNITY_EDITOR
|