472 lines
19 KiB
C#
472 lines
19 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.DualShock;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Caches <see cref="InputControlLayout"/> instances.
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/// </summary>
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/// <remarks>
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/// In the editor we need access to the <see cref="InputControlLayout">InputControlLayouts</see>
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/// registered with the system in order to facilitate various UI features. Instead of
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/// constructing layout instances over and over, we keep them around in here.
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///
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/// This class is only available in the editor (when <c>UNITY_EDITOR</c> is true).
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/// </remarks>
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internal static class EditorInputControlLayoutCache
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{
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/// <summary>
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/// Iterate over all control layouts in the system.
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/// </summary>
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public static IEnumerable<InputControlLayout> allLayouts
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{
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get
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{
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Refresh();
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return InputControlLayout.cache.table.Values;
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}
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}
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/// <summary>
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/// Iterate over all unique usages and their respective lists of layouts that use them.
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/// </summary>
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public static IEnumerable<Tuple<string, IEnumerable<string>>> allUsages
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{
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get
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{
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Refresh();
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return s_Usages.Select(pair => new Tuple<string, IEnumerable<string>>(pair.Key, pair.Value.Select(x => x.ToString())));
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}
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}
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public static IEnumerable<InputControlLayout> allControlLayouts
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{
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get
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{
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Refresh();
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foreach (var name in s_ControlLayouts)
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yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
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}
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}
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public static IEnumerable<InputControlLayout> allDeviceLayouts
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{
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get
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{
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Refresh();
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foreach (var name in s_DeviceLayouts)
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yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
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}
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}
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public static IEnumerable<InputControlLayout> allProductLayouts
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{
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get
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{
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Refresh();
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foreach (var name in s_ProductLayouts)
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yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
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}
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}
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public static bool HasChildLayouts(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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Refresh();
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var internedLayout = new InternedString(layoutName);
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// return nothing is the layout does not have any derivations
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return s_DeviceChildLayouts.TryGetValue(internedLayout, out var derivations) && derivations.Count > 0;
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}
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public static IEnumerable<InputControlLayout> TryGetChildLayouts(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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Refresh();
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var internedLayout = new InternedString(layoutName);
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// return nothing is the layout does not have any derivations
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if (!s_DeviceChildLayouts.TryGetValue(internedLayout, out var derivations))
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yield break;
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else
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{
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foreach (var name in derivations)
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yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
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}
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}
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public static InputControlLayout TryGetLayout(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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Refresh();
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return InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
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}
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public static Type GetValueType(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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// Load layout.
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var layout = TryGetLayout(layoutName);
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if (layout == null)
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return null;
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// Grab type.
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var type = layout.type;
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Debug.Assert(type != null, "Layout should have associated type");
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Debug.Assert(typeof(InputControl).IsAssignableFrom(type),
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"Layout's associated type should be derived from InputControl");
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return layout.GetValueType();
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}
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public static IEnumerable<InputDeviceMatcher> GetDeviceMatchers(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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Refresh();
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s_DeviceMatchers.TryGetValue(new InternedString(layoutName), out var matchers);
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return matchers;
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}
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public static string GetDisplayName(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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var layout = TryGetLayout(layoutName);
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if (layout == null)
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return layoutName;
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if (!string.IsNullOrEmpty(layout.displayName))
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return layout.displayName;
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return layout.name;
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}
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/// <summary>
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/// List the controls that may be present on controls or devices of the given layout by virtue
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/// of being defined in other layouts based on it.
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/// </summary>
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/// <param name="layoutName"></param>
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/// <returns></returns>
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public static IEnumerable<OptionalControl> GetOptionalControlsForLayout(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
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Refresh();
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if (!s_OptionalControls.TryGetValue(new InternedString(layoutName), out var list))
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return Enumerable.Empty<OptionalControl>();
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return list;
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}
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public static Texture2D GetIconForLayout(string layoutName)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentNullException(nameof(layoutName));
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Refresh();
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// See if we already have it in the cache.
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var internedName = new InternedString(layoutName);
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if (s_Icons.TryGetValue(internedName, out var icon))
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return icon;
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// No, so see if we have an icon on disk for exactly the layout
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// we're looking at (i.e. with the same name).
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icon = GUIHelpers.LoadIcon(layoutName);
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if (icon != null)
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{
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s_Icons.Add(internedName, icon);
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return icon;
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}
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// No, not that either so start walking up the inheritance chain
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// until we either bump against the ceiling or find an icon.
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var layout = TryGetLayout(layoutName);
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if (layout != null)
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{
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foreach (var baseLayoutName in layout.baseLayouts)
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{
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icon = GetIconForLayout(baseLayoutName);
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if (icon != null)
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return icon;
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}
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// If it's a control and there's no specific icon, return a generic one.
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if (layout.isControlLayout)
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{
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var genericIcon = GUIHelpers.LoadIcon("InputControl");
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if (genericIcon != null)
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{
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s_Icons.Add(internedName, genericIcon);
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return genericIcon;
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}
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}
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}
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// No icon for anything in this layout's chain.
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return null;
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}
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public struct ControlSearchResult
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{
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public string controlPath;
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public InputControlLayout layout;
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public InputControlLayout.ControlItem item;
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}
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internal static void Clear()
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{
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s_LayoutRegistrationVersion = 0;
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s_LayoutCacheRef.Dispose();
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s_Usages.Clear();
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s_ControlLayouts.Clear();
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s_DeviceLayouts.Clear();
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s_ProductLayouts.Clear();
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s_DeviceMatchers.Clear();
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s_Icons.Clear();
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}
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// If our layout data is outdated, rescan all the layouts in the system.
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private static void Refresh()
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{
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var manager = InputSystem.s_Manager;
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if (manager.m_LayoutRegistrationVersion == s_LayoutRegistrationVersion)
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return;
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Clear();
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if (!s_LayoutCacheRef.valid)
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{
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// In the editor, we keep a permanent reference on the global layout
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// cache. Means that in the editor, we always have all layouts loaded in full
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// at all times whereas in the player, we load layouts only while we need
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// them and then release them again.
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s_LayoutCacheRef = InputControlLayout.CacheRef();
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}
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var layoutNames = manager.ListControlLayouts().ToArray();
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// Remember which layout maps to which device matchers.
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var layoutMatchers = InputControlLayout.s_Layouts.layoutMatchers;
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foreach (var entry in layoutMatchers)
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{
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s_DeviceMatchers.TryGetValue(entry.layoutName, out var matchers);
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matchers.Append(entry.deviceMatcher);
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s_DeviceMatchers[entry.layoutName] = matchers;
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}
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// Load and store all layouts.
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foreach (var layoutName in layoutNames)
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{
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////FIXME: does not protect against exceptions
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var layout = InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
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if (layout == null)
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continue;
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ScanLayout(layout);
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if (layout.isOverride)
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continue;
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if (layout.isControlLayout)
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s_ControlLayouts.Add(layout.name);
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else if (s_DeviceMatchers.ContainsKey(layout.name))
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s_ProductLayouts.Add(layout.name);
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else
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s_DeviceLayouts.Add(layout.name);
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}
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// Move all device layouts without a device description but derived from
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// a layout that has one over to the product list.
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foreach (var name in s_DeviceLayouts)
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{
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var layout = InputControlLayout.cache.FindOrLoadLayout(name);
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if (layout.m_BaseLayouts.length > 1)
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throw new NotImplementedException();
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for (var baseLayoutName = layout.baseLayouts.FirstOrDefault(); !baseLayoutName.IsEmpty();)
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{
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if (s_ProductLayouts.Contains(baseLayoutName))
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{
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// Defer removing from s_DeviceLayouts to keep iteration stable.
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s_ProductLayouts.Add(name);
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break;
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}
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var baseLayout = InputControlLayout.cache.FindOrLoadLayout(baseLayoutName, throwIfNotFound: false);
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if (baseLayout == null)
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continue;
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if (baseLayout.m_BaseLayouts.length > 1)
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throw new NotImplementedException();
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baseLayoutName = baseLayout.baseLayouts.FirstOrDefault();
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}
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}
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// Remove every product device layout now.
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s_DeviceLayouts.ExceptWith(s_ProductLayouts);
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s_LayoutRegistrationVersion = manager.m_LayoutRegistrationVersion;
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}
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private static int s_LayoutRegistrationVersion;
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private static InputControlLayout.CacheRefInstance s_LayoutCacheRef;
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private static readonly HashSet<InternedString> s_ControlLayouts = new HashSet<InternedString>();
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private static readonly HashSet<InternedString> s_DeviceLayouts = new HashSet<InternedString>();
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private static readonly HashSet<InternedString> s_ProductLayouts = new HashSet<InternedString>();
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private static readonly Dictionary<InternedString, List<OptionalControl>> s_OptionalControls =
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new Dictionary<InternedString, List<OptionalControl>>();
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private static readonly Dictionary<InternedString, InlinedArray<InputDeviceMatcher>> s_DeviceMatchers =
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new Dictionary<InternedString, InlinedArray<InputDeviceMatcher>>();
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private static Dictionary<InternedString, Texture2D> s_Icons =
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new Dictionary<InternedString, Texture2D>();
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// We keep a map of the devices which a derived from a base device.
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private static readonly Dictionary<InternedString, HashSet<InternedString>> s_DeviceChildLayouts =
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new Dictionary<InternedString, HashSet<InternedString>>();
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// We keep a map of all unique usages we find in layouts and also
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// retain a list of the layouts they are used with.
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private static readonly SortedDictionary<InternedString, HashSet<InternedString>> s_Usages =
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new SortedDictionary<InternedString, HashSet<InternedString>>();
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private static void ScanLayout(InputControlLayout layout)
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{
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var controls = layout.controls;
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for (var i = 0; i < controls.Count; ++i)
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{
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var control = controls[i];
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// If it's not just a control modifying some inner child control, add control to all base
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// layouts as an optional control.
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//
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// NOTE: We're looking at layouts post-merging here. Means we have already picked up all the
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// controls present on the base.
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// Only controls which belong to UI-facing layouts are included, as optional controls are used solely by
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// the InputControlPickerDropdown UI
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if (control.isFirstDefinedInThisLayout && !control.isModifyingExistingControl && !control.layout.IsEmpty() && !layout.hideInUI)
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{
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foreach (var baseLayout in layout.baseLayouts)
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AddOptionalControlRecursive(baseLayout, ref control);
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}
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// Collect unique usages and the layouts used with them.
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foreach (var usage in control.usages)
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{
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// Empty usages can occur for controls that want to reset inherited usages.
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if (string.IsNullOrEmpty(usage))
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continue;
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var internedUsage = new InternedString(usage);
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var internedLayout = new InternedString(control.layout);
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if (!s_Usages.TryGetValue(internedUsage, out var layoutSet))
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{
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layoutSet = new HashSet<InternedString> { internedLayout };
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s_Usages[internedUsage] = layoutSet;
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}
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else
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{
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layoutSet.Add(internedLayout);
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}
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}
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// Create a dependency tree matching each concrete device layout exposed in the UI
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// to all of the layouts that are directly derived from it.
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if (layout.isDeviceLayout && !layout.hideInUI)
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{
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foreach (var baseLayoutName in layout.baseLayouts)
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{
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if (!s_DeviceChildLayouts.TryGetValue(baseLayoutName, out var derivedSet))
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{
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derivedSet = new HashSet<InternedString> { layout.name };
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s_DeviceChildLayouts[baseLayoutName] = derivedSet;
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}
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else
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{
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derivedSet.Add(layout.name);
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}
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}
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}
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}
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}
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private static void AddOptionalControlRecursive(InternedString layoutName, ref InputControlLayout.ControlItem controlItem)
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{
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Debug.Assert(!controlItem.isModifyingExistingControl);
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Debug.Assert(!controlItem.layout.IsEmpty());
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// Recurse into base.
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if (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(layoutName, out var baseLayoutName))
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AddOptionalControlRecursive(baseLayoutName, ref controlItem);
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// See if we already have this optional control.
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var alreadyPresent = false;
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if (!s_OptionalControls.TryGetValue(layoutName, out var list))
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{
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list = new List<OptionalControl>();
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s_OptionalControls[layoutName] = list;
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}
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else
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{
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// See if we already have this control.
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foreach (var item in list)
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{
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if (item.name == controlItem.name && item.layout == controlItem.layout)
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{
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alreadyPresent = true;
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break;
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}
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}
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}
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if (!alreadyPresent)
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list.Add(new OptionalControl {name = controlItem.name, layout = controlItem.layout});
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}
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/// <summary>
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/// An optional control is a control that is not defined on a layout but which is defined
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/// on a derived layout.
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/// </summary>
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/// <remarks>
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/// An example is the "acceleration" control defined by some layouts based on <see cref="Gamepad"/> (e.g.
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/// <see cref="DualShockGamepad.acceleration"/>. This means gamepads
|
||
|
/// MAY have a gyro and thus MAY have an "acceleration" control.
|
||
|
///
|
||
|
/// In bindings (<see cref="InputBinding"/>), it is perfectly valid to deal with this opportunistically
|
||
|
/// and create a binding to <c>"<Gamepad>/acceleration"</c> which will bind correctly IF the gamepad has
|
||
|
/// an acceleration control but will do nothing if it doesn't.
|
||
|
///
|
||
|
/// The concept of optional controls permits setting up such bindings in the UI by making controls that
|
||
|
/// are present on more specific layouts than the one currently looked at available directly on the
|
||
|
/// base layout.
|
||
|
/// </remarks>
|
||
|
public struct OptionalControl
|
||
|
{
|
||
|
public InternedString name;
|
||
|
public InternedString layout;
|
||
|
////REVIEW: do we want to have the list of layouts that define the control?
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif // UNITY_EDITOR
|