1174 lines
52 KiB
C#
1174 lines
52 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Unity.Collections;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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////TODO: introduce the concept of a "variation"
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//// - a variation is just a variant of a control scheme, not a full control scheme by itself
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//// - an individual variation can be toggled on and off independently
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//// - while a control is is active, all its variations that are toggled on are also active
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//// - assignment to variations works the same as assignment to control schemes
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//// use case: left/right stick toggles, left/right bumper toggles, etc
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////TODO: introduce concept of precedence where one control scheme will be preferred over another that is also a match
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//// (might be its enough to represent this simply through ordering by giving the user control over the ordering through the UI)
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////REVIEW: allow associating control schemes with platforms, too?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A named set of zero or more device requirements along with an associated binding group.
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/// </summary>
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/// <remarks>
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/// Control schemes provide an additional layer on top of binding groups. While binding
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/// groups allow differentiating sets of bindings (e.g. a "Keyboard&Mouse" group versus
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/// a "Gamepad" group), control schemes impose a set of devices requirements that must be
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/// met in order for a specific set of bindings to be usable.
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///
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/// Note that control schemes can only be defined at the <see cref="InputActionAsset"/> level.
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/// </remarks>
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/// <seealso cref="InputActionAsset.controlSchemes"/>
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/// <seealso cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
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[Serializable]
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public struct InputControlScheme : IEquatable<InputControlScheme>
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{
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/// <summary>
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/// Name of the control scheme. Not <c>null</c> or empty except if InputControlScheme
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/// instance is invalid (i.e. default-initialized).
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/// </summary>
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/// <value>Name of the scheme.</value>
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/// <remarks>
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/// May be empty or null except if the control scheme is part of an <see cref="InputActionAsset"/>.
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/// </remarks>
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/// <seealso cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
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public string name => m_Name;
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/// <summary>
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/// Binding group that is associated with the control scheme. Not <c>null</c> or empty
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/// except if InputControlScheme is invalid (i.e. default-initialized).
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/// </summary>
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/// <value>Binding group for the scheme.</value>
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/// <remarks>
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/// All bindings in this group are considered to be part of the control scheme.
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/// </remarks>
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/// <seealso cref="InputBinding.groups"/>
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public string bindingGroup
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{
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get => m_BindingGroup;
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set => m_BindingGroup = value;
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}
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/// <summary>
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/// Devices used by the control scheme.
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/// </summary>
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/// <value>Device requirements of the scheme.</value>
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/// <remarks>
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/// No two entries will be allowed to match the same control or device at runtime in order for the requirements
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/// of the control scheme to be considered satisfied. If, for example, one entry requires a "<Gamepad>" and
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/// another entry requires a "<Gamepad>", then at runtime two gamepads will be required even though a single
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/// one will match both requirements individually. However, if, for example, one entry requires "<Gamepad>/leftStick"
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/// and another requires "<Gamepad>, the same device can match both requirements as each one resolves to
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/// a different control.
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///
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/// It it allowed to define control schemes without device requirements, i.e. for which this
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/// property will be an empty array. Note, however, that features such as automatic control scheme
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/// switching in <see cref="PlayerInput"/> will not work with such control schemes.
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/// </remarks>
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public ReadOnlyArray<DeviceRequirement> deviceRequirements =>
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new ReadOnlyArray<DeviceRequirement>(m_DeviceRequirements);
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/// <summary>
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/// Initialize the control scheme with the given name, device requirements,
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/// and binding group.
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/// </summary>
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/// <param name="name">Name to use for the scheme. Required.</param>
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/// <param name="devices">List of device requirements.</param>
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/// <param name="bindingGroup">Name to use for the binding group (see <see cref="InputBinding.groups"/>)
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/// associated with the control scheme. If this is <c>null</c> or empty, <paramref name="name"/> is
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/// used instead (with <see cref="InputBinding.Separator"/> characters stripped from the name).</param>
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/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c> or empty.</exception>
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public InputControlScheme(string name, IEnumerable<DeviceRequirement> devices = null, string bindingGroup = null)
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: this()
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{
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if (string.IsNullOrEmpty(name))
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throw new ArgumentNullException(nameof(name));
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SetNameAndBindingGroup(name, bindingGroup);
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m_DeviceRequirements = null;
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if (devices != null)
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{
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m_DeviceRequirements = devices.ToArray();
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if (m_DeviceRequirements.Length == 0)
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m_DeviceRequirements = null;
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}
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}
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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_UI_TK_ASSET_EDITOR
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internal InputControlScheme(SerializedProperty sp)
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{
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var requirements = new List<DeviceRequirement>();
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var deviceRequirementsArray = sp.FindPropertyRelative(nameof(m_DeviceRequirements));
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if (deviceRequirementsArray == null)
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throw new ArgumentException("The serialized property does not contain an InputControlScheme object.");
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foreach (SerializedProperty deviceRequirement in deviceRequirementsArray)
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{
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requirements.Add(new DeviceRequirement
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{
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controlPath = deviceRequirement.FindPropertyRelative(nameof(DeviceRequirement.m_ControlPath)).stringValue,
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m_Flags = (DeviceRequirement.Flags)deviceRequirement.FindPropertyRelative(nameof(DeviceRequirement.m_Flags)).enumValueFlag
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});
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}
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m_Name = sp.FindPropertyRelative(nameof(m_Name)).stringValue;
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m_DeviceRequirements = requirements.ToArray();
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m_BindingGroup = sp.FindPropertyRelative(nameof(m_BindingGroup)).stringValue;
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}
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#endif
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internal void SetNameAndBindingGroup(string name, string bindingGroup = null)
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{
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m_Name = name;
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if (!string.IsNullOrEmpty(bindingGroup))
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m_BindingGroup = bindingGroup;
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else
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m_BindingGroup = name.Contains(InputBinding.Separator)
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? name.Replace(InputBinding.kSeparatorString, "")
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: name;
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}
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/// <summary>
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/// Given a list of devices and a list of control schemes, find the most suitable control
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/// scheme to use with the devices.
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/// </summary>
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/// <param name="devices">A list of devices. If the list is empty, only schemes with
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/// empty <see cref="deviceRequirements"/> lists will get matched.</param>
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/// <param name="schemes">A list of control schemes.</param>
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/// <param name="mustIncludeDevice">If not <c>null</c>, a successful match has to include the given device.</param>
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/// <param name="allowUnsuccesfulMatch">If true, then allow returning a match that has unsatisfied requirements but still
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/// matched at least some requirement. If there are several unsuccessful matches, the returned scheme is still the highest
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/// scoring one among those.</param>
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/// <typeparam name="TDevices">Collection type to use for the list of devices.</typeparam>
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/// <typeparam name="TSchemes">Collection type to use for the list of schemes.</typeparam>
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/// <returns>The control scheme that best matched the given devices or <c>null</c> if no
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/// scheme was found suitable.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="devices"/> is <c>null</c> -or-
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/// <paramref name="schemes"/> is <c>null</c>.</exception>
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/// <remarks>
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/// Any successful match (see <see cref="MatchResult.isSuccessfulMatch"/>) will be considered.
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/// The one that matches the most amount of devices (see <see cref="MatchResult.devices"/>)
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/// will be returned. If more than one schemes matches equally well, the first one encountered
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/// in the list is returned.
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///
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/// Note that schemes are not required to match all devices available in the list. The result
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/// will simply be the scheme that matched the most devices of what was devices. Use <see
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/// cref="PickDevicesFrom{TDevices}"/> to find the devices that a control scheme selects.
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///
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/// This method is parameterized over <typeparamref name="TDevices"/> and <typeparamref name="TSchemes"/>
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/// to allow avoiding GC heap allocations from boxing of structs such as <see cref="ReadOnlyArray{TValue}"/>.
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///
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/// <example>
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/// <code>
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/// // Create an .inputactions asset.
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/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
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///
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/// // Add some control schemes to the asset.
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/// asset.AddControlScheme("KeyboardMouse")
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/// .WithRequiredDevice<Keyboard>()
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/// .WithRequiredDevice<Mouse>());
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/// asset.AddControlScheme("Gamepad")
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/// .WithRequiredDevice<Gamepad>());
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/// asset.AddControlScheme("DualGamepad")
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/// .WithRequiredDevice<Gamepad>())
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/// .WithOptionalGamepad<Gamepad>());
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///
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/// // Add some devices that we can test with.
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/// var keyboard = InputSystem.AddDevice<Keyboard>();
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/// var mouse = InputSystem.AddDevice<Mouse>();
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/// var gamepad1 = InputSystem.AddDevice<Gamepad>();
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/// var gamepad2 = InputSystem.AddDevice<Gamepad>();
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///
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/// // Matching with just a keyboard won't match any scheme.
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/// InputControlScheme.FindControlSchemeForDevices(
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/// new InputDevice[] { keyboard }, asset.controlSchemes);
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///
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/// // Matching with a keyboard and mouse with match the "KeyboardMouse" scheme.
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/// InputControlScheme.FindControlSchemeForDevices(
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/// new InputDevice[] { keyboard, mouse }, asset.controlSchemes);
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///
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/// // Matching with a single gamepad will match the "Gamepad" scheme.
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/// // Note that since the second gamepad is optional in "DualGamepad" could
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/// // match the same set of devices but it doesn't match any better than
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/// // "Gamepad" and that one comes first in the list.
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/// InputControlScheme.FindControlSchemeForDevices(
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/// new InputDevice[] { gamepad1 }, asset.controlSchemes);
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///
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/// // Matching with two gamepads will match the "DualGamepad" scheme.
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/// // Note that "Gamepad" will match this device list as well. If "DualGamepad"
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/// // didn't exist, "Gamepad" would be the result here. However, "DualGamepad"
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/// // matches the list better than "Gamepad" so that's what gets returned here.
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/// InputControlScheme.FindControlSchemeForDevices(
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/// new InputDevice[] { gamepad1, gamepad2 }, asset.controlSchemes);
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/// </code>
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/// </example>
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/// </remarks>
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public static InputControlScheme? FindControlSchemeForDevices<TDevices, TSchemes>(TDevices devices, TSchemes schemes, InputDevice mustIncludeDevice = null, bool allowUnsuccesfulMatch = false)
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where TDevices : IReadOnlyList<InputDevice>
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where TSchemes : IEnumerable<InputControlScheme>
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{
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if (devices == null)
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throw new ArgumentNullException(nameof(devices));
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if (schemes == null)
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throw new ArgumentNullException(nameof(schemes));
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if (!FindControlSchemeForDevices(devices, schemes, out var controlScheme, out var matchResult, mustIncludeDevice, allowUnsuccesfulMatch))
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return null;
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matchResult.Dispose();
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return controlScheme;
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}
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public static bool FindControlSchemeForDevices<TDevices, TSchemes>(TDevices devices, TSchemes schemes,
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out InputControlScheme controlScheme, out MatchResult matchResult, InputDevice mustIncludeDevice = null, bool allowUnsuccessfulMatch = false)
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where TDevices : IReadOnlyList<InputDevice>
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where TSchemes : IEnumerable<InputControlScheme>
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{
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if (devices == null)
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throw new ArgumentNullException(nameof(devices));
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if (schemes == null)
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throw new ArgumentNullException(nameof(schemes));
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MatchResult? bestResult = null;
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InputControlScheme? bestScheme = null;
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foreach (var scheme in schemes)
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{
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var result = scheme.PickDevicesFrom(devices, favorDevice: mustIncludeDevice);
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// Ignore if scheme doesn't fit devices.
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if (!result.isSuccessfulMatch && (!allowUnsuccessfulMatch || result.score <= 0))
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{
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result.Dispose();
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continue;
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}
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// Ignore if we have a device we specifically want to be part of the result and
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// the current match doesn't have it.
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if (mustIncludeDevice != null && !result.devices.Contains(mustIncludeDevice))
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{
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result.Dispose();
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continue;
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}
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// Ignore if it does fit but we already have a better fit.
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if (bestResult != null && bestResult.Value.score >= result.score)
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{
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result.Dispose();
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continue;
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}
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bestResult?.Dispose();
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bestResult = result;
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bestScheme = scheme;
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}
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matchResult = bestResult ?? default;
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controlScheme = bestScheme ?? default;
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return bestResult.HasValue;
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}
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////FIXME: docs are wrong now
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/// <summary>
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/// Return the first control schemes from the given list that supports the given
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/// device (see <see cref="SupportsDevice"/>).
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/// </summary>
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/// <param name="device">An input device.</param>
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/// <param name="schemes">A list of control schemes. Can be empty.</param>
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/// <typeparam name="TSchemes">Collection type to use for the list of schemes.</typeparam>
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/// <returns>The first schemes from <paramref name="schemes"/> that supports <paramref name="device"/>
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/// or <c>null</c> if none of the schemes is usable with the device.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c> -or-
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/// <paramref name="schemes"/> is <c>null</c>.</exception>
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public static InputControlScheme? FindControlSchemeForDevice<TSchemes>(InputDevice device, TSchemes schemes)
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where TSchemes : IEnumerable<InputControlScheme>
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{
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if (schemes == null)
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throw new ArgumentNullException(nameof(schemes));
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if (device == null)
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throw new ArgumentNullException(nameof(device));
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return FindControlSchemeForDevices(new OneOrMore<InputDevice, ReadOnlyArray<InputDevice>>(device), schemes);
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}
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/// <summary>
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/// Whether the control scheme has a requirement in <see cref="deviceRequirements"/> that
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/// targets the given device.
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/// </summary>
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/// <param name="device">An input device.</param>
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/// <returns>True if the control scheme has a device requirement matching the device.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
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/// <remarks>
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/// Note that both optional (see <see cref="DeviceRequirement.isOptional"/>) and non-optional
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/// device requirements are taken into account.
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///
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/// </remarks>
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public bool SupportsDevice(InputDevice device)
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{
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if (device == null)
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throw new ArgumentNullException(nameof(device));
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////REVIEW: does this need to take AND and OR into account?
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for (var i = 0; i < m_DeviceRequirements.Length; ++i)
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{
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var control = InputControlPath.TryFindControl(device, m_DeviceRequirements[i].controlPath);
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if (control != null)
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return true;
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}
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return false;
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}
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////REVIEW: have mode where instead of matching only the first device that matches a requirement, we match as many
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//// as we can get? (could be useful for single-player)
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/// <summary>
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/// Based on a list of devices, make a selection that matches the <see cref="deviceRequirements">requirements</see>
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/// imposed by the control scheme.
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/// </summary>
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/// <param name="devices">A list of devices to choose from.</param>
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/// <param name="favorDevice">If not null, the device will be favored over other devices in <paramref name="devices"/>.
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/// Note that the device must be present in the list also.</param>
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/// <returns>A <see cref="MatchResult"/> structure containing the result of the pick. Note that this structure
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/// must be manually <see cref="MatchResult.Dispose">disposed</see> or unmanaged memory will be leaked.</returns>
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/// <remarks>
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/// Does not allocate managed memory.
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/// </remarks>
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public MatchResult PickDevicesFrom<TDevices>(TDevices devices, InputDevice favorDevice = null)
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where TDevices : IReadOnlyList<InputDevice>
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{
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// Empty device requirements match anything while not really picking anything.
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if (m_DeviceRequirements == null || m_DeviceRequirements.Length == 0)
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{
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return new MatchResult
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{
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m_Result = MatchResult.Result.AllSatisfied,
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// Prevent zero score on successful match but make less than one which would
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// result from having a single requirement.
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m_Score = 0.5f,
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};
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}
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// Go through each requirement and match it.
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||
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// NOTE: Even if `devices` is empty, we don't know yet whether we have a NoMatch.
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||
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// All our devices may be optional.
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||
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var haveAllRequired = true;
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var haveAllOptional = true;
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var requirementCount = m_DeviceRequirements.Length;
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||
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var score = 0f;
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var controls = new InputControlList<InputControl>(Allocator.Persistent, requirementCount);
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||
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try
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{
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var orChainIsSatisfied = false;
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||
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var orChainHasRequiredDevices = false;
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||
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for (var i = 0; i < requirementCount; ++i)
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||
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{
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||
|
var isOR = m_DeviceRequirements[i].isOR;
|
||
|
var isOptional = m_DeviceRequirements[i].isOptional;
|
||
|
|
||
|
// If this is an OR requirement and we already have a match in this OR chain,
|
||
|
// skip this requirement.
|
||
|
if (isOR && orChainIsSatisfied)
|
||
|
{
|
||
|
// Skill need to add an entry for this requirement.
|
||
|
controls.Add(null);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Null and empty paths shouldn't make it into the list but make double
|
||
|
// sure here. Simply ignore entries that don't have a path.
|
||
|
var path = m_DeviceRequirements[i].controlPath;
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
{
|
||
|
score += 1;
|
||
|
controls.Add(null);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Find the first matching control among the devices we have.
|
||
|
InputControl match = null;
|
||
|
for (var n = 0; n < devices.Count; ++n)
|
||
|
{
|
||
|
var device = devices[n];
|
||
|
|
||
|
// If we should favor a device, we swap it in at index #0 regardless
|
||
|
// of where in the list the device occurs (it MUST, however, occur in the list).
|
||
|
if (favorDevice != null)
|
||
|
{
|
||
|
if (n == 0)
|
||
|
device = favorDevice;
|
||
|
else if (device == favorDevice)
|
||
|
device = devices[0];
|
||
|
}
|
||
|
|
||
|
// See if we have a match.
|
||
|
var matchedControl = InputControlPath.TryFindControl(device, path);
|
||
|
if (matchedControl == null)
|
||
|
continue; // No.
|
||
|
|
||
|
// We have a match but if we've already matched the same control through another requirement,
|
||
|
// we can't use the match.
|
||
|
if (controls.Contains(matchedControl))
|
||
|
continue;
|
||
|
|
||
|
match = matchedControl;
|
||
|
|
||
|
// Compute score for match.
|
||
|
var deviceLayoutOfControlPath = new InternedString(InputControlPath.TryGetDeviceLayout(path));
|
||
|
if (deviceLayoutOfControlPath.IsEmpty())
|
||
|
{
|
||
|
// Generic match adds 1 to score.
|
||
|
score += 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var deviceLayoutOfControl = matchedControl.device.m_Layout;
|
||
|
if (InputControlLayout.s_Layouts.ComputeDistanceInInheritanceHierarchy(deviceLayoutOfControlPath,
|
||
|
deviceLayoutOfControl, out var distance))
|
||
|
{
|
||
|
score += 1 + 1f / (Math.Abs(distance) + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Shouldn't really get here as for the control to be a match for the path, the device layouts
|
||
|
// would be expected to be related to each other. But just add 1 for a generic match and go on.
|
||
|
score += 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Check requirements in AND and OR chains. We look ahead here to find out whether
|
||
|
// the next requirement is starting an OR chain. As the OR combines with the previous
|
||
|
// requirement in the list, this affects our current requirement.
|
||
|
var nextIsOR = i + 1 < requirementCount && m_DeviceRequirements[i + 1].isOR;
|
||
|
if (nextIsOR)
|
||
|
{
|
||
|
// Shouldn't get here if the chain is already satisfied. Should be handled
|
||
|
// at beginning of loop and we shouldn't even be looking at finding controls
|
||
|
// in that case.
|
||
|
Debug.Assert(!orChainIsSatisfied);
|
||
|
|
||
|
// It's an OR with the next requirement. Depends on the outcome of other matches whether
|
||
|
// we're good or not.
|
||
|
|
||
|
if (match != null)
|
||
|
{
|
||
|
// First match in this chain.
|
||
|
orChainIsSatisfied = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Chain not satisfied yet.
|
||
|
|
||
|
if (!isOptional)
|
||
|
orChainHasRequiredDevices = true;
|
||
|
}
|
||
|
}
|
||
|
else if (isOR && i == requirementCount - 1)
|
||
|
{
|
||
|
// It's an OR at the very end of the requirements list. Terminate
|
||
|
// the OR chain.
|
||
|
|
||
|
if (match == null)
|
||
|
{
|
||
|
if (orChainHasRequiredDevices)
|
||
|
haveAllRequired = false;
|
||
|
else
|
||
|
haveAllOptional = false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// It's an AND.
|
||
|
|
||
|
if (match == null)
|
||
|
{
|
||
|
if (isOptional)
|
||
|
haveAllOptional = false;
|
||
|
else
|
||
|
haveAllRequired = false;
|
||
|
}
|
||
|
|
||
|
// Terminate ongoing OR chain.
|
||
|
if (i > 0 && m_DeviceRequirements[i - 1].isOR)
|
||
|
{
|
||
|
if (!orChainIsSatisfied)
|
||
|
{
|
||
|
if (orChainHasRequiredDevices)
|
||
|
haveAllRequired = false;
|
||
|
else
|
||
|
haveAllOptional = false;
|
||
|
}
|
||
|
orChainIsSatisfied = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Add match to list. Maybe null.
|
||
|
controls.Add(match);
|
||
|
}
|
||
|
|
||
|
// We should have matched each of our requirements.
|
||
|
Debug.Assert(controls.Count == requirementCount);
|
||
|
}
|
||
|
catch (Exception)
|
||
|
{
|
||
|
controls.Dispose();
|
||
|
throw;
|
||
|
}
|
||
|
|
||
|
return new MatchResult
|
||
|
{
|
||
|
m_Result = !haveAllRequired
|
||
|
? MatchResult.Result.MissingRequired
|
||
|
: !haveAllOptional
|
||
|
? MatchResult.Result.MissingOptional
|
||
|
: MatchResult.Result.AllSatisfied,
|
||
|
m_Controls = controls,
|
||
|
m_Requirements = m_DeviceRequirements,
|
||
|
m_Score = score,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
public bool Equals(InputControlScheme other)
|
||
|
{
|
||
|
if (!(string.Equals(m_Name, other.m_Name, StringComparison.InvariantCultureIgnoreCase) &&
|
||
|
string.Equals(m_BindingGroup, other.m_BindingGroup, StringComparison.InvariantCultureIgnoreCase)))
|
||
|
return false;
|
||
|
|
||
|
// Compare device requirements.
|
||
|
if (m_DeviceRequirements == null || m_DeviceRequirements.Length == 0)
|
||
|
return other.m_DeviceRequirements == null || other.m_DeviceRequirements.Length == 0;
|
||
|
if (other.m_DeviceRequirements == null || m_DeviceRequirements.Length != other.m_DeviceRequirements.Length)
|
||
|
return false;
|
||
|
|
||
|
var deviceCount = m_DeviceRequirements.Length;
|
||
|
for (var i = 0; i < deviceCount; ++i)
|
||
|
{
|
||
|
var device = m_DeviceRequirements[i];
|
||
|
var haveMatch = false;
|
||
|
for (var n = 0; n < deviceCount; ++n)
|
||
|
{
|
||
|
if (other.m_DeviceRequirements[n] == device)
|
||
|
{
|
||
|
haveMatch = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!haveMatch)
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public override bool Equals(object obj)
|
||
|
{
|
||
|
if (ReferenceEquals(null, obj))
|
||
|
return false;
|
||
|
|
||
|
return obj is InputControlScheme && Equals((InputControlScheme)obj);
|
||
|
}
|
||
|
|
||
|
public override int GetHashCode()
|
||
|
{
|
||
|
unchecked
|
||
|
{
|
||
|
var hashCode = (m_Name != null ? m_Name.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (m_BindingGroup != null ? m_BindingGroup.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ (m_DeviceRequirements != null ? m_DeviceRequirements.GetHashCode() : 0);
|
||
|
return hashCode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override string ToString()
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(m_Name))
|
||
|
return base.ToString();
|
||
|
|
||
|
if (m_DeviceRequirements == null)
|
||
|
return m_Name;
|
||
|
|
||
|
var builder = new StringBuilder();
|
||
|
builder.Append(m_Name);
|
||
|
builder.Append('(');
|
||
|
|
||
|
var isFirst = true;
|
||
|
foreach (var device in m_DeviceRequirements)
|
||
|
{
|
||
|
if (!isFirst)
|
||
|
builder.Append(',');
|
||
|
|
||
|
builder.Append(device.controlPath);
|
||
|
isFirst = false;
|
||
|
}
|
||
|
|
||
|
builder.Append(')');
|
||
|
return builder.ToString();
|
||
|
}
|
||
|
|
||
|
public static bool operator==(InputControlScheme left, InputControlScheme right)
|
||
|
{
|
||
|
return left.Equals(right);
|
||
|
}
|
||
|
|
||
|
public static bool operator!=(InputControlScheme left, InputControlScheme right)
|
||
|
{
|
||
|
return !left.Equals(right);
|
||
|
}
|
||
|
|
||
|
[SerializeField] internal string m_Name;
|
||
|
[SerializeField] internal string m_BindingGroup;
|
||
|
[SerializeField] internal DeviceRequirement[] m_DeviceRequirements;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The result of matching a list of <see cref="InputDevice">devices</see> against a list of
|
||
|
/// <see cref="DeviceRequirement">requirements</see> in an <see cref="InputControlScheme"/>.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This struct uses <see cref="InputControlList{TControl}"/> which allocates unmanaged memory
|
||
|
/// and thus must be disposed in order to not leak unmanaged heap memory.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlScheme.PickDevicesFrom{TDevices}"/>
|
||
|
public struct MatchResult : IEnumerable<MatchResult.Match>, IDisposable
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Overall, relative measure for how well the control scheme matches.
|
||
|
/// </summary>
|
||
|
/// <value>Scoring value for the control scheme match.</value>
|
||
|
/// <remarks>
|
||
|
/// Two control schemes may, for example, both support gamepads but one may be tailored to a specific
|
||
|
/// gamepad whereas the other one is a generic gamepad control scheme. To differentiate the two, we need
|
||
|
/// to know not only that a control schemes but how well it matches relative to other schemes. This is
|
||
|
/// what the score value is used for.
|
||
|
///
|
||
|
/// Scores are computed primarily based on layouts referenced from device requirements. To start with, each
|
||
|
/// matching device requirement (whether optional or mandatory) will add 1 to the score. This the base
|
||
|
/// score of a match. Then, for each requirement a delta is computed from the device layout referenced by
|
||
|
/// the requirement to the device layout used by the matching control. For example, if the requirement is
|
||
|
/// <c>"<Gamepad></c> and the matching control uses the <see cref="DualShock.DualShock4GamepadHID"/>
|
||
|
/// layout, the delta is 2 as the latter layout is derived from <see cref="Gamepad"/> via the intermediate
|
||
|
/// <see cref="DualShock.DualShockGamepad"/> layout, i.e. two steps in the inheritance hierarchy. The
|
||
|
/// <em>inverse</em> of the delta plus one, i.e. <c>1/(delta+1)</c> is then added to the score. This means
|
||
|
/// that an exact match will add an additional 1 to the score and less exact matches will add progressively
|
||
|
/// smaller values to the score (proportional to the distance of the actual layout to the one used in the
|
||
|
/// requirement).
|
||
|
///
|
||
|
/// What this leads to is that, for example, a control scheme with a <c>"<Gamepad>"</c> requirement
|
||
|
/// will match a <see cref="DualShock.DualShock4GamepadHID"/> with a <em>lower</em> score than a control
|
||
|
/// scheme with a <c>"<DualShockGamepad>"</c> requirement as the <see cref="Gamepad"/> layout is
|
||
|
/// further removed (i.e. smaller inverse delta) from <see cref="DualShock.DualShock4GamepadHID"/> than
|
||
|
/// <see cref="DualShock.DualShockGamepad"/>.
|
||
|
/// </remarks>
|
||
|
public float score => m_Score;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the device requirements got successfully matched.
|
||
|
/// </summary>
|
||
|
/// <value>True if the scheme's device requirements were satisfied.</value>
|
||
|
public bool isSuccessfulMatch => m_Result != Result.MissingRequired;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether there are missing required devices.
|
||
|
/// </summary>
|
||
|
/// <value>True if there are missing, non-optional devices.</value>
|
||
|
/// <seealso cref="DeviceRequirement.isOptional"/>
|
||
|
public bool hasMissingRequiredDevices => m_Result == Result.MissingRequired;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether there are missing optional devices. This does not prevent
|
||
|
/// a successful match.
|
||
|
/// </summary>
|
||
|
/// <value>True if there are missing optional devices.</value>
|
||
|
/// <seealso cref="DeviceRequirement.isOptional"/>
|
||
|
public bool hasMissingOptionalDevices => m_Result == Result.MissingOptional;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The devices that got picked from the available devices.
|
||
|
/// </summary>
|
||
|
public InputControlList<InputDevice> devices
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
// Lazily construct the device list. If we have missing required
|
||
|
// devices, though, always return an empty list. The user can still see
|
||
|
// the individual matches on each of the requirement entries but we
|
||
|
// consider the device picking itself failed.
|
||
|
if (m_Devices.Count == 0 && !hasMissingRequiredDevices)
|
||
|
{
|
||
|
var controlCount = m_Controls.Count;
|
||
|
if (controlCount != 0)
|
||
|
{
|
||
|
m_Devices.Capacity = controlCount;
|
||
|
for (var i = 0; i < controlCount; ++i)
|
||
|
{
|
||
|
var control = m_Controls[i];
|
||
|
if (control == null)
|
||
|
continue;
|
||
|
|
||
|
var device = control.device;
|
||
|
if (m_Devices.Contains(device))
|
||
|
continue; // Duplicate match of same device.
|
||
|
|
||
|
m_Devices.Add(device);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return m_Devices;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Match this[int index]
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (index < 0 || m_Requirements == null || index >= m_Requirements.Length)
|
||
|
throw new ArgumentOutOfRangeException("index");
|
||
|
return new Match
|
||
|
{
|
||
|
m_RequirementIndex = index,
|
||
|
m_Requirements = m_Requirements,
|
||
|
m_Controls = m_Controls,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Enumerate the match for each individual <see cref="DeviceRequirement"/> in the control scheme.
|
||
|
/// </summary>
|
||
|
/// <returns>An enumerate going over each individual match.</returns>
|
||
|
public IEnumerator<Match> GetEnumerator()
|
||
|
{
|
||
|
return new Enumerator
|
||
|
{
|
||
|
m_Index = -1,
|
||
|
m_Requirements = m_Requirements,
|
||
|
m_Controls = m_Controls,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Enumerate the match for each individual <see cref="DeviceRequirement"/> in the control scheme.
|
||
|
/// </summary>
|
||
|
/// <returns>An enumerate going over each individual match.</returns>
|
||
|
IEnumerator IEnumerable.GetEnumerator()
|
||
|
{
|
||
|
return GetEnumerator();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Discard the list of devices.
|
||
|
/// </summary>
|
||
|
public void Dispose()
|
||
|
{
|
||
|
m_Controls.Dispose();
|
||
|
m_Devices.Dispose();
|
||
|
}
|
||
|
|
||
|
internal Result m_Result;
|
||
|
internal float m_Score;
|
||
|
internal InputControlList<InputDevice> m_Devices;
|
||
|
internal InputControlList<InputControl> m_Controls;
|
||
|
internal DeviceRequirement[] m_Requirements;
|
||
|
|
||
|
internal enum Result
|
||
|
{
|
||
|
AllSatisfied,
|
||
|
MissingRequired,
|
||
|
MissingOptional,
|
||
|
}
|
||
|
|
||
|
////REVIEW: would be great to not have to repeatedly copy InputControlLists around
|
||
|
|
||
|
/// <summary>
|
||
|
/// A single matched <see cref="DeviceRequirement"/>.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Links the control that was matched with the respective device requirement.
|
||
|
/// </remarks>
|
||
|
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1724:TypeNamesShouldNotMatchNamespaces", Justification = "Conflicts with UnityEngine.Networking.Match, which is deprecated and will go away.")]
|
||
|
public struct Match
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// The control that was match from the requirement's <see cref="DeviceRequirement.controlPath"/>
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is the same as <see cref="device"/> if the <see cref="DeviceRequirement.controlPath">control
|
||
|
/// path</see> matches the device directly rather than matching a control on the device.
|
||
|
///
|
||
|
/// Note that while a control path can match arbitrary many controls, only the first matched control
|
||
|
/// will be returned here. To get all controls that were matched by a specific requirement, a
|
||
|
/// manual query must be performed using <see cref="InputControlPath"/>.
|
||
|
///
|
||
|
/// If the match failed, this will be null.
|
||
|
/// </remarks>
|
||
|
public InputControl control => m_Controls[m_RequirementIndex];
|
||
|
|
||
|
/// <summary>
|
||
|
/// The device that got matched.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// If a specific control on the device was matched, this will be <see cref="InputControl.device"/> or
|
||
|
/// <see cref="control"/>. If a device was matched directly, this will be the same as <see cref="control"/>.
|
||
|
/// </remarks>
|
||
|
public InputDevice device
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
var control = this.control;
|
||
|
return control?.device;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Index of the requirement in <see cref="InputControlScheme.deviceRequirements"/>.
|
||
|
/// </summary>
|
||
|
public int requirementIndex => m_RequirementIndex;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The device requirement that got matched.
|
||
|
/// </summary>
|
||
|
public DeviceRequirement requirement => m_Requirements[m_RequirementIndex];
|
||
|
|
||
|
public bool isOptional => requirement.isOptional;
|
||
|
|
||
|
internal int m_RequirementIndex;
|
||
|
internal DeviceRequirement[] m_Requirements;
|
||
|
internal InputControlList<InputControl> m_Controls;
|
||
|
}
|
||
|
|
||
|
private struct Enumerator : IEnumerator<Match>
|
||
|
{
|
||
|
public bool MoveNext()
|
||
|
{
|
||
|
++m_Index;
|
||
|
return m_Requirements != null && m_Index < m_Requirements.Length;
|
||
|
}
|
||
|
|
||
|
public void Reset()
|
||
|
{
|
||
|
m_Index = -1;
|
||
|
}
|
||
|
|
||
|
public Match Current
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (m_Requirements == null || m_Index < 0 || m_Index >= m_Requirements.Length)
|
||
|
throw new InvalidOperationException("Enumerator is not valid");
|
||
|
|
||
|
return new Match
|
||
|
{
|
||
|
m_RequirementIndex = m_Index,
|
||
|
m_Requirements = m_Requirements,
|
||
|
m_Controls = m_Controls,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
object IEnumerator.Current => Current;
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
internal int m_Index;
|
||
|
internal DeviceRequirement[] m_Requirements;
|
||
|
internal InputControlList<InputControl> m_Controls;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Note that device requirements may require specific controls to be present rather than only requiring
|
||
|
/// the presence of a certain type of device. For example, a requirement with a <see cref="controlPath"/>
|
||
|
/// of "*/{PrimaryAction}" will be satisfied by any device that has a control marked as <see cref="CommonUsages.PrimaryAction"/>.
|
||
|
///
|
||
|
/// Requirements are ordered in a list and can combine with their previous requirement in either <see cref="isAND">
|
||
|
/// AND</see> or in <see cref="isOR">OR</see> fashion. The default is for requirements to combine with AND.
|
||
|
///
|
||
|
/// Note that it is not possible to express nested constraints like <c>(a AND b) OR (c AND d)</c>. Also note that
|
||
|
/// operator precedence is the opposite of C#, meaning that OR has *higher* precedence than AND. This means
|
||
|
/// that <c>a OR b AND c OR d</c> reads as <c>(a OR b) AND (c OR d)</c> (in C# it would read as <c>a OR
|
||
|
/// (b AND c) OR d</c>.
|
||
|
///
|
||
|
/// More complex expressions can often be expressed differently. For example, <c>(a AND b) OR (c AND d)</c>
|
||
|
/// can be expressed as <c>a OR c AND b OR d</c>.
|
||
|
/// </remarks>
|
||
|
[Serializable]
|
||
|
public struct DeviceRequirement : IEquatable<DeviceRequirement>
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// <see cref="InputControlPath">Control path</see> that is matched against a device to determine
|
||
|
/// whether it qualifies for the control scheme.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// </remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // A left-hand XR controller.
|
||
|
/// "<XRController>{LeftHand}"
|
||
|
///
|
||
|
/// // A gamepad.
|
||
|
/// "<Gamepad>"
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public string controlPath
|
||
|
{
|
||
|
get => m_ControlPath;
|
||
|
set => m_ControlPath = value;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, a device with the given <see cref="controlPath">device path</see> is employed by the
|
||
|
/// control scheme if one is available. If none is available, the control scheme is still
|
||
|
/// functional.
|
||
|
/// </summary>
|
||
|
public bool isOptional
|
||
|
{
|
||
|
get => (m_Flags & Flags.Optional) != 0;
|
||
|
set
|
||
|
{
|
||
|
if (value)
|
||
|
m_Flags |= Flags.Optional;
|
||
|
else
|
||
|
m_Flags &= ~Flags.Optional;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the requirement combines with the previous requirement (if any) as a boolean AND.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is the default. For example, to require both a left hand and a right XR controller,
|
||
|
/// the first requirement would be for "<XRController>{LeftHand}" and the second
|
||
|
/// requirement would be for ">XRController>{RightHand}" and would return true for this
|
||
|
/// property.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="isOR"/>
|
||
|
public bool isAND
|
||
|
{
|
||
|
get => !isOR;
|
||
|
set => isOR = !value;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the requirement combines with the previous requirement (if any) as a boolean OR.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This allows designing control schemes that flexibly work with combinations of devices such that
|
||
|
/// if one specific device isn't present, another device can substitute for it.
|
||
|
///
|
||
|
/// For example, to design a mouse+keyboard control scheme that can alternatively work with a pen
|
||
|
/// instead of a mouse, the first requirement could be for "<Keyboard>", the second one
|
||
|
/// could be for "<Mouse>" and the third one could be for "<Pen>" and return true
|
||
|
/// for this property. Both the mouse and the pen would be marked as required (i.e. not <see cref="isOptional"/>)
|
||
|
/// but the device requirements are satisfied even if either device is present.
|
||
|
///
|
||
|
/// Note that if both a pen and a mouse are present at the same time, still only one device is
|
||
|
/// picked. In this case, the mouse "wins" as it comes first in the list of requirements.
|
||
|
/// </remarks>
|
||
|
public bool isOR
|
||
|
{
|
||
|
get => (m_Flags & Flags.Or) != 0;
|
||
|
set
|
||
|
{
|
||
|
if (value)
|
||
|
m_Flags |= Flags.Or;
|
||
|
else
|
||
|
m_Flags &= ~Flags.Or;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[SerializeField] internal string m_ControlPath;
|
||
|
[SerializeField] internal Flags m_Flags;
|
||
|
|
||
|
[Flags]
|
||
|
internal enum Flags
|
||
|
{
|
||
|
None = 0,
|
||
|
Optional = 1 << 0,
|
||
|
Or = 1 << 1,
|
||
|
}
|
||
|
|
||
|
public override string ToString()
|
||
|
{
|
||
|
if (!string.IsNullOrEmpty(controlPath))
|
||
|
{
|
||
|
if (isOptional)
|
||
|
return controlPath + " (Optional)";
|
||
|
return controlPath + " (Required)";
|
||
|
}
|
||
|
|
||
|
return base.ToString();
|
||
|
}
|
||
|
|
||
|
public bool Equals(DeviceRequirement other)
|
||
|
{
|
||
|
return string.Equals(m_ControlPath, other.m_ControlPath) && m_Flags == other.m_Flags &&
|
||
|
string.Equals(controlPath, other.controlPath) && isOptional == other.isOptional;
|
||
|
}
|
||
|
|
||
|
public override bool Equals(object obj)
|
||
|
{
|
||
|
if (ReferenceEquals(null, obj))
|
||
|
return false;
|
||
|
|
||
|
return obj is DeviceRequirement && Equals((DeviceRequirement)obj);
|
||
|
}
|
||
|
|
||
|
public override int GetHashCode()
|
||
|
{
|
||
|
unchecked
|
||
|
{
|
||
|
var hashCode = (m_ControlPath != null ? m_ControlPath.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ m_Flags.GetHashCode();
|
||
|
hashCode = (hashCode * 397) ^ (controlPath != null ? controlPath.GetHashCode() : 0);
|
||
|
hashCode = (hashCode * 397) ^ isOptional.GetHashCode();
|
||
|
return hashCode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static bool operator==(DeviceRequirement left, DeviceRequirement right)
|
||
|
{
|
||
|
return left.Equals(right);
|
||
|
}
|
||
|
|
||
|
public static bool operator!=(DeviceRequirement left, DeviceRequirement right)
|
||
|
{
|
||
|
return !left.Equals(right);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// JSON-serialized form of a control scheme.
|
||
|
/// </summary>
|
||
|
[Serializable]
|
||
|
internal struct SchemeJson
|
||
|
{
|
||
|
public string name;
|
||
|
public string bindingGroup;
|
||
|
public DeviceJson[] devices;
|
||
|
|
||
|
[Serializable]
|
||
|
public struct DeviceJson
|
||
|
{
|
||
|
public string devicePath;
|
||
|
public bool isOptional;
|
||
|
public bool isOR;
|
||
|
|
||
|
public DeviceRequirement ToDeviceEntry()
|
||
|
{
|
||
|
return new DeviceRequirement
|
||
|
{
|
||
|
controlPath = devicePath,
|
||
|
isOptional = isOptional,
|
||
|
isOR = isOR,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
public static DeviceJson From(DeviceRequirement requirement)
|
||
|
{
|
||
|
return new DeviceJson
|
||
|
{
|
||
|
devicePath = requirement.controlPath,
|
||
|
isOptional = requirement.isOptional,
|
||
|
isOR = requirement.isOR,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public InputControlScheme ToScheme()
|
||
|
{
|
||
|
DeviceRequirement[] deviceRequirements = null;
|
||
|
if (devices != null && devices.Length > 0)
|
||
|
{
|
||
|
var count = devices.Length;
|
||
|
deviceRequirements = new DeviceRequirement[count];
|
||
|
for (var i = 0; i < count; ++i)
|
||
|
deviceRequirements[i] = devices[i].ToDeviceEntry();
|
||
|
}
|
||
|
|
||
|
return new InputControlScheme
|
||
|
{
|
||
|
m_Name = string.IsNullOrEmpty(name) ? null : name,
|
||
|
m_BindingGroup = string.IsNullOrEmpty(bindingGroup) ? null : bindingGroup,
|
||
|
m_DeviceRequirements = deviceRequirements,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
public static SchemeJson ToJson(InputControlScheme scheme)
|
||
|
{
|
||
|
DeviceJson[] devices = null;
|
||
|
if (scheme.m_DeviceRequirements != null && scheme.m_DeviceRequirements.Length > 0)
|
||
|
{
|
||
|
var count = scheme.m_DeviceRequirements.Length;
|
||
|
devices = new DeviceJson[count];
|
||
|
for (var i = 0; i < count; ++i)
|
||
|
devices[i] = DeviceJson.From(scheme.m_DeviceRequirements[i]);
|
||
|
}
|
||
|
|
||
|
return new SchemeJson
|
||
|
{
|
||
|
name = scheme.m_Name,
|
||
|
bindingGroup = scheme.m_BindingGroup,
|
||
|
devices = devices,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
public static SchemeJson[] ToJson(InputControlScheme[] schemes)
|
||
|
{
|
||
|
if (schemes == null || schemes.Length == 0)
|
||
|
return null;
|
||
|
|
||
|
var count = schemes.Length;
|
||
|
var result = new SchemeJson[count];
|
||
|
|
||
|
for (var i = 0; i < count; ++i)
|
||
|
result[i] = ToJson(schemes[i]);
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static InputControlScheme[] ToSchemes(SchemeJson[] schemes)
|
||
|
{
|
||
|
if (schemes == null || schemes.Length == 0)
|
||
|
return null;
|
||
|
|
||
|
var count = schemes.Length;
|
||
|
var result = new InputControlScheme[count];
|
||
|
|
||
|
for (var i = 0; i < count; ++i)
|
||
|
result[i] = schemes[i].ToScheme();
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|