forked from BilalY/Rasagar
118 lines
3.7 KiB
C#
118 lines
3.7 KiB
C#
#if UNITY_EDITOR
|
|
using System;
|
|
using System.IO;
|
|
|
|
////TODO: event diagnostics should have a bool here
|
|
|
|
namespace UnityEngine.InputSystem.Editor
|
|
{
|
|
/// <summary>
|
|
/// Settings that are local to the current user and specific to the input system's use in the editor.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// These settings are not stored in assets in the project along with the other input settings.
|
|
/// Instead, they are serialized to JSON and stored in the project's Library/ folder.
|
|
/// </remarks>
|
|
internal static class InputEditorUserSettings
|
|
{
|
|
/// <summary>
|
|
/// Where the settings are stored in the user's project.
|
|
/// </summary>
|
|
private const string kSavePath = "Library/InputUserSettings.json";
|
|
|
|
public static bool simulateTouch
|
|
{
|
|
get => s_Settings.simulateTouch;
|
|
set
|
|
{
|
|
if (s_Settings.simulateTouch == value)
|
|
return;
|
|
s_Settings.simulateTouch = value;
|
|
OnChange();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If this is true, then if <see cref="InputSettings.supportedDevices"/> is not empty, do
|
|
/// not use it to prevent native devices
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This switch is useful to preserve use of devices in the editor regardless of whether they the
|
|
/// kind of devices used by the game at runtime. For example, a game may support only gamepads but
|
|
/// in the editor, the keyboard, mouse, and tablet should still be usable.
|
|
///
|
|
/// This switch is enabled by default.
|
|
/// </remarks>
|
|
public static bool addDevicesNotSupportedByProject
|
|
{
|
|
get => s_Settings.addDevicesNotSupportedByProject;
|
|
set
|
|
{
|
|
if (s_Settings.addDevicesNotSupportedByProject == value)
|
|
return;
|
|
s_Settings.addDevicesNotSupportedByProject = value;
|
|
OnChange();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If this is true, then instead of having an explicit save button in the .inputactions asset editor,
|
|
/// any changes will be saved automatically and immediately.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Disabled by default.
|
|
/// </remarks>
|
|
public static bool autoSaveInputActionAssets
|
|
{
|
|
get => s_Settings.autoSaveInputActionAssets;
|
|
set
|
|
{
|
|
if (s_Settings.autoSaveInputActionAssets == value)
|
|
return;
|
|
s_Settings.autoSaveInputActionAssets = value;
|
|
OnChange();
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
internal struct SerializedState
|
|
{
|
|
public bool addDevicesNotSupportedByProject;
|
|
public bool autoSaveInputActionAssets;
|
|
public bool simulateTouch;
|
|
}
|
|
|
|
internal static SerializedState s_Settings;
|
|
|
|
private static void OnChange()
|
|
{
|
|
Save();
|
|
InputSystem.s_Manager.ApplySettings();
|
|
}
|
|
|
|
internal static void Load()
|
|
{
|
|
s_Settings = new SerializedState();
|
|
if (!File.Exists(kSavePath))
|
|
return;
|
|
|
|
try
|
|
{
|
|
var json = File.ReadAllText(kSavePath);
|
|
s_Settings = JsonUtility.FromJson<SerializedState>(json);
|
|
}
|
|
catch
|
|
{
|
|
s_Settings = new SerializedState();
|
|
}
|
|
}
|
|
|
|
internal static void Save()
|
|
{
|
|
var json = JsonUtility.ToJson(s_Settings, prettyPrint: true);
|
|
File.WriteAllText(kSavePath, json);
|
|
}
|
|
}
|
|
}
|
|
#endif
|