forked from BilalY/Rasagar
395 lines
17 KiB
C#
395 lines
17 KiB
C#
#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.UIElements;
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////REVIEW: generalize this to something beyond just parameters?
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// A custom UI for editing parameter values on a <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>,
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/// or <see cref="IInputInteraction"/>.
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/// </summary>
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/// <remarks>
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/// When implementing a custom parameter editor, use <see cref="InputParameterEditor{TObject}"/> instead.
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/// </remarks>
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/// <seealso cref="InputActionRebindingExtensions.GetParameterValue(InputAction,string,InputBinding)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyParameterOverride(InputActionMap,string,PrimitiveValue,InputBinding)"/>
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public abstract class InputParameterEditor
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{
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/// <summary>
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/// The <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>
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/// being edited.
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/// </summary>
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public object target { get; internal set; }
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/// <summary>
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/// Callback for implementing a custom UI.
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/// </summary>
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public abstract void OnGUI();
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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/// <summary>
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/// Add visual elements for this parameter editor to a root VisualElement.
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/// </summary>
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/// <param name="root">The VisualElement that parameter editor elements should be added to.</param>
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/// <param name="onChangedCallback">A callback that will be called when any of the parameter editors
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/// changes value.</param>
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public abstract void OnDrawVisualElements(VisualElement root, Action onChangedCallback);
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#endif
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internal abstract void SetTarget(object target);
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internal static Type LookupEditorForType(Type type)
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{
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if (type == null)
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throw new ArgumentNullException(nameof(type));
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if (s_TypeLookupCache == null)
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{
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s_TypeLookupCache = new Dictionary<Type, Type>();
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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foreach (var typeInfo in assembly.DefinedTypes)
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{
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// Only looking for classes.
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if (!typeInfo.IsClass)
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continue;
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var definedType = typeInfo.AsType();
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if (definedType == null)
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continue;
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// Only looking for InputParameterEditors.
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if (!typeof(InputParameterEditor).IsAssignableFrom(definedType))
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continue;
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// Grab <TValue> parameter from InputParameterEditor<>.
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var objectType =
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TypeHelpers.GetGenericTypeArgumentFromHierarchy(definedType, typeof(InputParameterEditor<>),
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0);
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if (objectType == null)
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continue;
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s_TypeLookupCache[objectType] = definedType;
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}
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}
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}
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s_TypeLookupCache.TryGetValue(type, out var editorType);
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return editorType;
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}
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private static Dictionary<Type, Type> s_TypeLookupCache;
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}
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/// <summary>
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/// A custom UI for editing parameter values on a <see cref="InputProcessor"/>,
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/// <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>.
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/// </summary>
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/// <remarks>
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/// Custom parameter editors do not need to be registered explicitly. Say you have a custom
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/// <see cref="InputProcessor"/> called <c>QuantizeProcessor</c>. To define a custom editor
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/// UI for it, simply define a new class based on <c>InputParameterEditor<QuantizeProcessor></c>.
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///
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/// <example>
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/// <code>
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/// public class QuantizeProcessorEditor : InputParameterEditor<QuantizeProcessor>
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/// {
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/// // You can put initialization logic in OnEnable, if you need it.
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/// public override void OnEnable()
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/// {
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/// // Use the 'target' property to access the QuantizeProcessor instance.
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/// }
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///
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/// // In OnGUI, you can define custom UI elements. Use EditorGUILayout to lay
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/// // out the controls.
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/// public override void OnGUI()
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/// {
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/// // Say that QuantizeProcessor has a "stepping" property that determines
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/// // the stepping distance for discrete values returned by the processor.
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/// // We can expose it here as a float field. To apply the modification to
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/// // processor object, we just assign the value back to the field on it.
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/// target.stepping = EditorGUILayout.FloatField(
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/// m_SteppingLabel, target.stepping);
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/// }
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///
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/// private GUIContent m_SteppingLabel = new GUIContent("Stepping",
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/// "Discrete stepping with which input values will be quantized.");
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/// }
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/// </code>
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/// </example>
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///
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/// Note that a parameter editor takes over the entire editing UI for the object and
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/// not just the editing of specific parameters.
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///
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/// The default parameter editor will derive names from the names of the respective
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/// fields just like the Unity inspector does. Also, it will respect tooltips applied
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/// to these fields with Unity's <c>TooltipAttribute</c>.
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///
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/// So, let's say that <c>QuantizeProcessor</c> from our example was defined like
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/// below. In that case, the result would be equivalent to the custom parameter editor
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/// UI defined above.
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///
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/// <example>
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/// <code>
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/// public class QuantizeProcessor : InputProcessor<float>
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/// {
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/// [Tooltip("Discrete stepping with which input values will be quantized.")]
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/// public float stepping;
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///
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/// public override float Process(float value, InputControl control)
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/// {
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/// return value - value % stepping;
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public abstract class InputParameterEditor<TObject> : InputParameterEditor
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where TObject : class
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{
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/// <summary>
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/// The <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>
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/// being edited.
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/// </summary>
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public new TObject target { get; private set; }
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/// <summary>
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/// Called after the parameter editor has been initialized.
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/// </summary>
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protected virtual void OnEnable()
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{
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}
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internal override void SetTarget(object target)
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{
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if (target == null)
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throw new ArgumentNullException(nameof(target));
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if (!(target is TObject targetOfType))
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throw new ArgumentException(
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$"Expecting object of type '{typeof(TObject).Name}' but got object of type '{target.GetType().Name}' instead",
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nameof(target));
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this.target = targetOfType;
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base.target = targetOfType;
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OnEnable();
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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/// <summary>
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/// Default stub implementation of <see cref="InputParameterEditor.OnDrawVisualElements"/>.
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/// Should be overridden to create the desired UI.
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/// </summary>
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public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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}
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#endif
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/// <summary>
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/// Helper for parameters that have defaults (usually from <see cref="InputSettings"/>).
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/// </summary>
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/// <remarks>
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/// Has a bool toggle to switch between default and custom value.
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/// </remarks>
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internal class CustomOrDefaultSetting
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{
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public void Initialize(string label, string tooltip, string defaultName, Func<float> getValue,
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Action<float> setValue, Func<float> getDefaultValue, bool defaultComesFromInputSettings = true,
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float defaultInitializedValue = default)
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{
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m_GetValue = getValue;
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m_SetValue = setValue;
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m_GetDefaultValue = getDefaultValue;
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m_ToggleLabel = EditorGUIUtility.TrTextContent("Default",
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defaultComesFromInputSettings
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? $"If enabled, the default {label.ToLower()} configured globally in the input settings is used. See Edit >> Project Settings... >> Input (NEW)."
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: "If enabled, the default value is used.");
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m_ValueLabel = EditorGUIUtility.TrTextContent(label, tooltip);
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if (defaultComesFromInputSettings)
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m_OpenInputSettingsLabel = EditorGUIUtility.TrTextContent("Open Input Settings");
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m_DefaultInitializedValue = defaultInitializedValue;
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m_UseDefaultValue = Mathf.Approximately(getValue(), defaultInitializedValue);
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m_DefaultComesFromInputSettings = defaultComesFromInputSettings;
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m_HelpBoxText =
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EditorGUIUtility.TrTextContent(
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$"Uses \"{defaultName}\" set in project-wide input settings.");
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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public void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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var value = m_GetValue();
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if (m_UseDefaultValue)
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value = m_GetDefaultValue();
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// If previous value was an epsilon away from default value, it most likely means that value was set by our own code down in this method.
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// Revert it back to default to show a nice readable value in UI.
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if ((value - float.Epsilon) == m_DefaultInitializedValue)
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value = m_DefaultInitializedValue;
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var container = new VisualElement();
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var settingsContainer = new VisualElement { style = { flexDirection = FlexDirection.Row } };
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m_FloatField = new FloatField(m_ValueLabel.text) { value = value };
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m_FloatField.Q("unity-text-input").AddToClassList("float-field");
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m_FloatField.RegisterValueChangedCallback(ChangeSettingValue);
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m_FloatField.RegisterCallback<BlurEvent>(_ => OnEditEnd(onChangedCallback));
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m_FloatField.SetEnabled(!m_UseDefaultValue);
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m_HelpBox = new HelpBox(m_HelpBoxText.text, HelpBoxMessageType.None);
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m_DefaultToggle = new Toggle("Default") { value = m_UseDefaultValue };
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m_DefaultToggle.RegisterValueChangedCallback(evt => ToggleUseDefaultValue(evt, onChangedCallback));
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var buttonContainer = new VisualElement
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{
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style =
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{
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flexDirection = FlexDirection.RowReverse
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}
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};
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m_OpenInputSettingsButton = new Button(InputSettingsProvider.Open){text = m_OpenInputSettingsLabel.text};
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m_OpenInputSettingsButton.AddToClassList("open-settings-button");
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settingsContainer.Add(m_FloatField);
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settingsContainer.Add(m_DefaultToggle);
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container.Add(settingsContainer);
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if (m_UseDefaultValue)
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{
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buttonContainer.Add(m_OpenInputSettingsButton);
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container.Add(m_HelpBox);
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}
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container.Add(buttonContainer);
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root.Add(container);
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}
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private void ChangeSettingValue(ChangeEvent<float> evt)
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{
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if (m_UseDefaultValue) return;
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if (evt.newValue == m_DefaultInitializedValue)
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{
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// If user sets a value that is equal to default initialized, change value slightly so it doesn't pass potential default checks.
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////TODO: refactor all of this to use tri-state values instead, there is no obvious float value that we can use as default (well maybe NaN),
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////so instead it would be better to have a separate bool to show if value is present or not.
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m_SetValue(evt.newValue + float.Epsilon);
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}
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else
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{
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m_SetValue(evt.newValue);
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}
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}
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private void OnEditEnd(Action onChangedCallback)
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{
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onChangedCallback.Invoke();
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}
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private void ToggleUseDefaultValue(ChangeEvent<bool> evt, Action onChangedCallback)
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{
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if (evt.newValue != m_UseDefaultValue)
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{
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m_SetValue(!evt.newValue ? m_GetDefaultValue() : m_DefaultInitializedValue);
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onChangedCallback.Invoke();
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}
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m_UseDefaultValue = evt.newValue;
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m_FloatField?.SetEnabled(!m_UseDefaultValue);
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}
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#endif
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public void OnGUI()
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginDisabledGroup(m_UseDefaultValue);
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var value = m_GetValue();
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if (m_UseDefaultValue)
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value = m_GetDefaultValue();
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// If previous value was an epsilon away from default value, it most likely means that value was set by our own code down in this method.
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// Revert it back to default to show a nice readable value in UI.
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if ((value - float.Epsilon) == m_DefaultInitializedValue)
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value = m_DefaultInitializedValue;
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////TODO: use slider rather than float field
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var newValue = EditorGUILayout.FloatField(m_ValueLabel, value, GUILayout.ExpandWidth(false));
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if (!m_UseDefaultValue)
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{
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if (newValue == m_DefaultInitializedValue)
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// If user sets a value that is equal to default initialized, change value slightly so it doesn't pass potential default checks.
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////TODO: refactor all of this to use tri-state values instead, there is no obvious float value that we can use as default (well maybe NaN),
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////so instead it would be better to have a separate bool to show if value is present or not.
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m_SetValue(newValue + float.Epsilon);
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else
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m_SetValue(newValue);
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}
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EditorGUI.EndDisabledGroup();
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var newUseDefault = GUILayout.Toggle(m_UseDefaultValue, m_ToggleLabel, GUILayout.ExpandWidth(false));
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if (newUseDefault != m_UseDefaultValue)
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{
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if (!newUseDefault)
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m_SetValue(m_GetDefaultValue());
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else
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m_SetValue(m_DefaultInitializedValue);
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}
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m_UseDefaultValue = newUseDefault;
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EditorGUILayout.EndHorizontal();
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// If we're using a default from global InputSettings, show info text for that and provide
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// button to open input settings.
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if (m_UseDefaultValue && m_DefaultComesFromInputSettings)
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{
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EditorGUILayout.HelpBox(m_HelpBoxText);
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(m_OpenInputSettingsLabel, EditorStyles.miniButton))
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InputSettingsProvider.Open();
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EditorGUILayout.EndHorizontal();
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}
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}
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private Func<float> m_GetValue;
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private Action<float> m_SetValue;
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private Func<float> m_GetDefaultValue;
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private bool m_UseDefaultValue;
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private bool m_DefaultComesFromInputSettings;
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private float m_DefaultInitializedValue;
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private GUIContent m_ToggleLabel;
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private GUIContent m_ValueLabel;
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private GUIContent m_OpenInputSettingsLabel;
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private GUIContent m_HelpBoxText;
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private FloatField m_FloatField;
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private Button m_OpenInputSettingsButton;
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private Toggle m_DefaultToggle;
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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private HelpBox m_HelpBox;
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#endif
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}
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}
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}
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#endif // UNITY_EDITOR
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