IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Actions/IInputActionCollection.cs

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2024-10-11 10:12:15 +08:00
using System;
using System.Collections.Generic;
using UnityEngine.InputSystem.Utilities;
////TODO: move indexer up here
namespace UnityEngine.InputSystem
{
/// <summary>
/// A collection of input actions (see <see cref="InputAction"/>).
/// </summary>
/// <seealso cref="InputActionMap"/>
/// <seealso cref="InputActionAsset"/>
public interface IInputActionCollection : IEnumerable<InputAction>
{
/// <summary>
/// Optional mask applied to all bindings in the collection.
/// </summary>
/// <remarks>
/// If this is not null, only bindings that match the mask will be used.
///
/// Modifying this property while any of the actions in the collection are enabled will
/// lead to the actions getting disabled temporarily and then re-enabled.
/// </remarks>
InputBinding? bindingMask { get; set; }
////REVIEW: should this allow restricting to a set of controls instead of confining it to just devices?
/// <summary>
/// Devices to use with the actions in this collection.
/// </summary>
/// <remarks>
/// If this is set, actions in the collection will exclusively bind to devices
/// in the given list. For example, if two gamepads are present in the system yet
/// only one gamepad is listed here, then a "&lt;Gamepad&gt;/leftStick" binding will
/// only bind to the gamepad in the list and not to the one that is only available
/// globally.
///
/// Modifying this property after bindings in the collection have already been resolved,
/// will lead to <see cref="InputAction.controls"/> getting refreshed. If any of the actions
/// in the collection are currently in progress (see <see cref="InputAction.phase"/>),
/// the actions will remain unaffected and in progress except if the controls currently
/// driving them (see <see cref="InputAction.activeControl"/>) are no longer part of any
/// of the selected devices. In that case, the action is <see cref="InputAction.canceled"/>.
/// </remarks>
ReadOnlyArray<InputDevice>? devices { get; set; }
/// <summary>
/// List of control schemes defined for the set of actions.
/// </summary>
/// <remarks>
/// Control schemes are optional and the list may be empty.
/// </remarks>
ReadOnlyArray<InputControlScheme> controlSchemes { get; }
/// <summary>
/// Check whether the given action is contained in this collection.
/// </summary>
/// <param name="action">An arbitrary input action.</param>
/// <returns>True if the given action is contained in the collection, false if not.</returns>
/// <remarks>
/// Calling this method will not allocate GC memory (unlike when iterating generically
/// over the collection). Also, a collection may have a faster containment check rather than
/// having to search through all its actions.
/// </remarks>
bool Contains(InputAction action);
/// <summary>
/// Enable all actions in the collection.
/// </summary>
/// <seealso cref="InputAction.Enable"/>
/// <seealso cref="InputAction.enabled"/>
void Enable();
/// <summary>
/// Disable all actions in the collection.
/// </summary>
/// <seealso cref="InputAction.Disable"/>
/// <seealso cref="InputAction.enabled"/>
void Disable();
}
/// <summary>
/// An extended version of <see cref="IInputActionCollection"/>.
/// </summary>
/// <remarks>
/// This interface will be merged into <see cref="IInputActionCollection"/> in a future (major) version.
/// </remarks>
public interface IInputActionCollection2 : IInputActionCollection
{
/// <summary>
/// Iterate over all bindings in the collection of actions.
/// </summary>
/// <seealso cref="InputActionMap.bindings"/>
/// <seealso cref="InputAction.bindings"/>
/// <seealso cref="InputActionAsset.bindings"/>
IEnumerable<InputBinding> bindings { get; }
/// <summary>
/// Find an <see cref="InputAction"/> in the collection by its <see cref="InputAction.name"/> or
/// by its <see cref="InputAction.id"/> (in string form).
/// </summary>
/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
/// a map with that name and the second part is used to find an action with that name inside the map. In the
/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
/// is returned. Note that name comparisons are case-insensitive.
///
/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
/// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action
/// cannot be found, throw <c>ArgumentException</c>.</param>
/// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns>
/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the
/// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing
/// either the action or the map name.</exception>
InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
/// <summary>
/// Find the index of the first binding that matches the given mask.
/// </summary>
/// <param name="mask">A binding. See <see cref="InputBinding.Matches"/> for details.</param>
/// <param name="action">Receives the action on which the binding was found. If none was found,
/// will be set to <c>null</c>.</param>
/// <returns>Index into <see cref="InputAction.bindings"/> of <paramref name="action"/> of the binding
/// that matches <paramref name="mask"/>. If no binding matches, will return -1.</returns>
/// <remarks>
/// For details about matching bindings by a mask, see <see cref="InputBinding.Matches"/>.
///
/// <example>
/// <code>
/// var index = playerInput.actions.FindBinding(
/// new InputBinding { path = "&lt;Gamepad&gt;/buttonSouth" },
/// out var action);
///
/// if (index != -1)
/// Debug.Log($"The A button is bound to {action}");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.Matches"/>
/// <seealso cref="bindings"/>
int FindBinding(InputBinding mask, out InputAction action);
}
}