IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Controls/ButtonControl.cs

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2024-10-11 10:12:15 +08:00
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;
}
}