100 lines
4.3 KiB
C#
100 lines
4.3 KiB
C#
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using System.Globalization;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.Scripting;
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A key on a <see cref="Keyboard"/>.
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/// </summary>
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/// <remarks>
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/// This is an extended button control which adds various features to account for the fact that keys
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/// have symbols associated with them which may change depending on keyboard layout as well as in combination
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/// with other keys.
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///
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/// Note:
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/// Unity input system key codes and input manager key codes are designed with game controls in mind.
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///
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/// This means the way they are assigned is intended to preserve the location of keys on keyboards,
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/// so that pressing a key in the same location on different keyboards should result in the same action
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/// regardless of what is printed on a key or what current system language is set.
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///
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/// This means, for example, that <see cref="Key.A"/> is always the key to the right of <see cref="Key.CapsLock"/>,
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/// regardless of which key (if any) produces the "a" character on the current keyboard layout.
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///
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/// Unity relies on physical hardware in the keyboards to report same USB HID "usage" for the keys in
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/// the same location.This puts a practical limit on what can be achieved, because different keyboards
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/// might report different data, and this is outside of Unity's control.
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///
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/// For this reason, you should not use key codes to read text input.
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/// Instead, you should use the <see cref="Keyboard.onTextInput"/> callback.
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/// The `onTextInput` callback provides you with the actual text characters which correspond
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/// to the symbols printed on a keyboard, based on the end user's current system language layout.
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///
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/// To find the text character (if any) generated by a key according to the currently active keyboard
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/// layout, use the <see cref="InputControl.displayName"/> property of <see cref="KeyControl"/>.
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/// </remarks>
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public class KeyControl : ButtonControl
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{
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/// <summary>
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/// The code used in Unity to identify the key.
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/// </summary>
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/// <remarks>
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/// This property must be initialized by <see cref="InputControl.FinishSetup"/> of
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/// the device owning the control.
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/// You should not use `keyCode` to read text input. For more information, <see cref="KeyControl"/>
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/// </remarks>
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public Key keyCode { get; set; }
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////REVIEW: rename this to something like platformKeyCode? We're not really dealing with scan code here.
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/// <summary>
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/// The code that the underlying platform uses to identify the key.
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/// </summary>
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public int scanCode
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{
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get
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{
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RefreshConfigurationIfNeeded();
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return m_ScanCode;
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}
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}
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protected override void RefreshConfiguration()
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{
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// Wipe our last cached set of data (if any).
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displayName = null;
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m_ScanCode = 0;
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var command = QueryKeyNameCommand.Create(keyCode);
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if (device.ExecuteCommand(ref command) > 0)
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{
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m_ScanCode = command.scanOrKeyCode;
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var rawKeyName = command.ReadKeyName();
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if (string.IsNullOrEmpty(rawKeyName))
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{
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displayName = rawKeyName;
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return;
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}
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var textInfo = CultureInfo.InvariantCulture.TextInfo;
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// We need to lower case first because ToTitleCase preserves upper casing.
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// For example on Swedish Windows layout right shift display name is "HÖGER SKIFT".
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// Just passing it to ToTitleCase won't change anything. But passing "höger skift" will return "Höger Skift".
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var keyNameLowerCase = textInfo.ToLower(rawKeyName);
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if (string.IsNullOrEmpty(keyNameLowerCase))
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{
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displayName = rawKeyName;
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return;
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}
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displayName = textInfo.ToTitleCase(keyNameLowerCase);
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}
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}
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// Cached configuration data for the key. We fetch this from the
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// device on demand.
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private int m_ScanCode;
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}
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}
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