135 lines
5.8 KiB
C#
135 lines
5.8 KiB
C#
|
using System.Runtime.CompilerServices;
|
||
|
using UnityEngine.InputSystem.LowLevel;
|
||
|
using UnityEngine.Scripting;
|
||
|
|
||
|
////REVIEW: introduce separate base class for ButtonControl and AxisControl instead of deriving ButtonControl from AxisControl?
|
||
|
|
||
|
namespace UnityEngine.InputSystem.Controls
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// An axis that has a trigger point beyond which it is considered to be pressed.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// By default stored as a single bit. In that format, buttons will only yield 0
|
||
|
/// and 1 as values. However, buttons return are <see cref="AxisControl"/>s and
|
||
|
/// yield full floating-point values and may thus have a range of values. See
|
||
|
/// <see cref="pressPoint"/> for how button presses on such buttons are handled.
|
||
|
/// </remarks>
|
||
|
public class ButtonControl : AxisControl
|
||
|
{
|
||
|
////REVIEW: are per-control press points really necessary? can we just drop them?
|
||
|
/// <summary>
|
||
|
/// The minimum value the button has to reach for it to be considered pressed.
|
||
|
/// </summary>
|
||
|
/// <value>Button press threshold.</value>
|
||
|
/// <remarks>
|
||
|
/// The button is considered pressed, if it has a value equal to or greater than
|
||
|
/// this value.
|
||
|
///
|
||
|
/// By default, this property is set to -1. If the value of the property is negative,
|
||
|
/// <see cref="InputSettings.defaultButtonPressPoint"/> is used.
|
||
|
///
|
||
|
/// The value can be configured as a parameter in a layout.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// public class MyDevice : InputDevice
|
||
|
/// {
|
||
|
/// [InputControl(parameters = "pressPoint=0.234")]
|
||
|
/// public ButtonControl button { get; private set; }
|
||
|
///
|
||
|
/// //...
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
|
||
|
/// <seealso cref="pressPointOrDefault"/>
|
||
|
/// <seealso cref="isPressed"/>
|
||
|
public float pressPoint = -1;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return <see cref="pressPoint"/> if set, otherwise return <see cref="InputSettings.defaultButtonPressPoint"/>.
|
||
|
/// </summary>
|
||
|
/// <value>Effective value to use for press point thresholds.</value>
|
||
|
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
|
||
|
public float pressPointOrDefault => pressPoint > 0 ? pressPoint : s_GlobalDefaultButtonPressPoint;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Default-initialize the control.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The default format for the control is <see cref="InputStateBlock.FormatBit"/>.
|
||
|
/// The control's minimum value is set to 0 and the maximum value to 1.
|
||
|
/// </remarks>
|
||
|
public ButtonControl()
|
||
|
{
|
||
|
m_StateBlock.format = InputStateBlock.FormatBit;
|
||
|
m_MinValue = 0f;
|
||
|
m_MaxValue = 1f;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the given value would be considered pressed for this button.
|
||
|
/// </summary>
|
||
|
/// <param name="value">Value for the button.</param>
|
||
|
/// <returns>True if <paramref name="value"/> crosses the threshold to be considered pressed.</returns>
|
||
|
/// <seealso cref="pressPoint"/>
|
||
|
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public new bool IsValueConsideredPressed(float value)
|
||
|
{
|
||
|
return value >= pressPointOrDefault;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the button is currently pressed.
|
||
|
/// </summary>
|
||
|
/// <value>True if button is currently pressed.</value>
|
||
|
/// <remarks>
|
||
|
/// A button is considered press if it's value is equal to or greater
|
||
|
/// than its button press threshold (<see cref="pressPointOrDefault"/>).
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
|
||
|
/// <seealso cref="pressPoint"/>
|
||
|
/// <seealso cref="InputSystem.onAnyButtonPress"/>
|
||
|
public bool isPressed => IsValueConsideredPressed(value);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the press started this frame.
|
||
|
/// </summary>
|
||
|
/// <value>True if the current press of the button started this frame.</value>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // An example showing the use of this property on a gamepad button and a keyboard key.
|
||
|
///
|
||
|
/// using UnityEngine;
|
||
|
/// using UnityEngine.InputSystem;
|
||
|
///
|
||
|
/// public class ExampleScript : MonoBehaviour
|
||
|
/// {
|
||
|
/// void Update()
|
||
|
/// {
|
||
|
/// bool buttonPressed = Gamepad.current.aButton.wasPressedThisFrame;
|
||
|
/// bool spaceKeyPressed = Keyboard.current.spaceKey.wasPressedThisFrame;
|
||
|
/// }
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public bool wasPressedThisFrame => device.wasUpdatedThisFrame && IsValueConsideredPressed(value) && !IsValueConsideredPressed(ReadValueFromPreviousFrame());
|
||
|
|
||
|
public bool wasReleasedThisFrame => device.wasUpdatedThisFrame && !IsValueConsideredPressed(value) && IsValueConsideredPressed(ReadValueFromPreviousFrame());
|
||
|
|
||
|
// We make the current global default button press point available as a static so that we don't have to
|
||
|
// constantly make the hop from InputSystem.settings -> InputManager.m_Settings -> defaultButtonPressPoint.
|
||
|
internal static float s_GlobalDefaultButtonPressPoint;
|
||
|
internal static float s_GlobalDefaultButtonReleaseThreshold;
|
||
|
|
||
|
// We clamp button press points to this value as allowing 0 as the press point causes all buttons
|
||
|
// to implicitly be pressed all the time. Not useful.
|
||
|
internal const float kMinButtonPressPoint = 0.0001f;
|
||
|
}
|
||
|
}
|