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
{
///
/// An axis that has a trigger point beyond which it is considered to be pressed.
///
///
/// By default stored as a single bit. In that format, buttons will only yield 0
/// and 1 as values. However, buttons return are s and
/// yield full floating-point values and may thus have a range of values. See
/// for how button presses on such buttons are handled.
///
public class ButtonControl : AxisControl
{
////REVIEW: are per-control press points really necessary? can we just drop them?
///
/// The minimum value the button has to reach for it to be considered pressed.
///
/// Button press threshold.
///
/// 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,
/// is used.
///
/// The value can be configured as a parameter in a layout.
///
///
///
/// public class MyDevice : InputDevice
/// {
/// [InputControl(parameters = "pressPoint=0.234")]
/// public ButtonControl button { get; private set; }
///
/// //...
/// }
///
///
///
///
///
///
public float pressPoint = -1;
///
/// Return if set, otherwise return .
///
/// Effective value to use for press point thresholds.
///
public float pressPointOrDefault => pressPoint > 0 ? pressPoint : s_GlobalDefaultButtonPressPoint;
///
/// Default-initialize the control.
///
///
/// The default format for the control is .
/// The control's minimum value is set to 0 and the maximum value to 1.
///
public ButtonControl()
{
m_StateBlock.format = InputStateBlock.FormatBit;
m_MinValue = 0f;
m_MaxValue = 1f;
}
///
/// Whether the given value would be considered pressed for this button.
///
/// Value for the button.
/// True if crosses the threshold to be considered pressed.
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public new bool IsValueConsideredPressed(float value)
{
return value >= pressPointOrDefault;
}
///
/// Whether the button is currently pressed.
///
/// True if button is currently pressed.
///
/// A button is considered press if it's value is equal to or greater
/// than its button press threshold ().
///
///
///
///
public bool isPressed => IsValueConsideredPressed(value);
///
/// Whether the press started this frame.
///
/// True if the current press of the button started this frame.
///
///
///
/// // 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;
/// }
/// }
///
///
///
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;
}
}