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

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2024-10-11 10:12:15 +08:00
using System;
using System.ComponentModel;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
////TODO: allow making modifier optional; maybe alter the value (e.g. 0=unpressed, 0.5=pressed without modifier, 1=pressed with modifier)
namespace UnityEngine.InputSystem.Composites
{
/// <summary>
/// A binding with an additional modifier. The bound controls only trigger when
/// the modifier is pressed.
/// </summary>
/// <remarks>
/// This composite can be used to require a button to be held in order to "activate"
/// another binding. This is most commonly used on keyboards to require one of the
/// modifier keys (shift, ctrl, or alt) to be held in combination with another control,
/// e.g. "CTRL+1".
///
/// <example>
/// <code>
/// // Create a button action that triggers when CTRL+1
/// // is pressed on the keyboard.
/// var action = new InputAction(type: InputActionType.Button);
/// action.AddCompositeBinding("OneModifier")
/// .With("Modifier", "&lt;Keyboard&gt;/ctrl")
/// .With("Binding", "&lt;Keyboard&gt;/1")
/// </code>
/// </example>
///
/// However, this can also be used to "gate" other types of controls. For example, a "look"
/// action could be bound to mouse <see cref="Pointer.delta"/> such that the <see cref="Keyboard.altKey"/> on the
/// keyboard has to be pressed in order for the player to be able to look around.
///
/// <example>
/// <code>
/// lookAction.AddCompositeBinding("OneModifier")
/// .With("Modifier", "&lt;Keyboard&gt;/alt")
/// .With("Binding", "&lt;Mouse&gt;/delta")
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="TwoModifiersComposite"/>
[DisplayStringFormat("{modifier}+{binding}")]
[DisplayName("Binding With One Modifier")]
public class OneModifierComposite : InputBindingComposite
{
/// <summary>
/// Binding for the button that acts as a modifier, e.g. <c>&lt;Keyboard/ctrl</c>.
/// </summary>
/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl(layout = "Button")] public int modifier;
/// <summary>
/// Binding for the control that is gated by the modifier. The composite will assume the value
/// of this control while the modifier is considered pressed (that is, has a magnitude equal to or
/// greater than the button press point).
/// </summary>
/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl] public int binding;
/// <summary>
/// Type of values read from controls bound to <see cref="binding"/>.
/// </summary>
public override Type valueType => m_ValueType;
/// <summary>
/// Size of the largest value that may be read from the controls bound to <see cref="binding"/>.
/// </summary>
public override int valueSizeInBytes => m_ValueSizeInBytes;
/// <summary>
/// If set to <c>true</c>, the built-in logic to determine if modifiers need to be pressed first is overridden.
/// Default value is <c>false</c>.
/// </summary>
/// <remarks>
/// By default, if <see cref="binding"/> is bound to only <see cref="Controls.ButtonControl"/>s, then the composite requires
/// <see cref="modifier"/> to be pressed <em>before</em> pressing <see cref="binding"/>. This means that binding to, for example,
/// <c>Ctrl+B</c>, the <c>ctrl</c> keys have to be pressed before pressing the <c>B</c> key. This is the behavior usually expected
/// with keyboard shortcuts.
///
/// However, when binding, for example, <c>Ctrl+MouseDelta</c>, it should be possible to press <c>ctrl</c> at any time. The default
/// logic will automatically detect the difference between this binding and the button binding in the example above and behave
/// accordingly.
///
/// This field allows you to explicitly override this default inference and make it so that regardless of what <see cref="binding"/>
/// is bound to, any press sequence is acceptable. For the example binding to <c>Ctrl+B</c>, it would mean that pressing <c>B</c> and
/// only then pressing <c>Ctrl</c> will still trigger the binding.
/// </remarks>
public bool overrideModifiersNeedToBePressedFirst;
private int m_ValueSizeInBytes;
private Type m_ValueType;
private bool m_BindingIsButton;
public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
{
if (ModifierIsPressed(ref context))
return context.EvaluateMagnitude(binding);
return default;
}
/// <inheritdoc/>
public override unsafe void ReadValue(ref InputBindingCompositeContext context, void* buffer, int bufferSize)
{
if (ModifierIsPressed(ref context))
context.ReadValue(binding, buffer, bufferSize);
else
UnsafeUtility.MemClear(buffer, m_ValueSizeInBytes);
}
private bool ModifierIsPressed(ref InputBindingCompositeContext context)
{
var modifierDown = context.ReadValueAsButton(modifier);
// When the modifiers are gating a button, we require the modifiers to be pressed *first*.
if (modifierDown && m_BindingIsButton && !overrideModifiersNeedToBePressedFirst)
{
var timestamp = context.GetPressTime(binding);
var timestamp1 = context.GetPressTime(modifier);
return timestamp1 <= timestamp;
}
return modifierDown;
}
/// <inheritdoc/>
protected override void FinishSetup(ref InputBindingCompositeContext context)
{
DetermineValueTypeAndSize(ref context, binding, out m_ValueType, out m_ValueSizeInBytes, out m_BindingIsButton);
if (!overrideModifiersNeedToBePressedFirst)
overrideModifiersNeedToBePressedFirst = !InputSystem.settings.shortcutKeysConsumeInput;
}
public override object ReadValueAsObject(ref InputBindingCompositeContext context)
{
if (context.ReadValueAsButton(modifier))
return context.ReadValueAsObject(binding);
return null;
}
internal static void DetermineValueTypeAndSize(ref InputBindingCompositeContext context, int part, out Type valueType, out int valueSizeInBytes, out bool isButton)
{
valueSizeInBytes = 0;
isButton = true;
Type type = null;
foreach (var control in context.controls)
{
if (control.part != part)
continue;
var controlType = control.control.valueType;
if (type == null || controlType.IsAssignableFrom(type))
type = controlType;
else if (!type.IsAssignableFrom(controlType))
type = typeof(Object);
valueSizeInBytes = Math.Max(control.control.valueSizeInBytes, valueSizeInBytes);
// *All* bound controls need to be buttons for us to classify this part as a "Button" part.
isButton &= control.control.isButton;
}
valueType = type;
}
}
}