using System;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////TODO: Rename all the xxxSyntax structs to xxxAccessor
////TODO: Replace all 'WithXXX' in the accessors with just 'SetXXX'; the 'WithXXX' reads too awkwardly
namespace UnityEngine.InputSystem
{
///
/// Methods to change the setup of , ,
/// and objects.
///
///
/// Unlike the methods in , the methods here are
/// generally destructive, i.e. they will rearrange the data for actions.
///
public static class InputActionSetupExtensions
{
///
/// Create an action map with the given name and add it to the asset.
///
/// Asset to add the action map to
/// Name to assign to the
/// The newly added action map.
/// is null or
/// An action map with the given
/// already exists in .
/// is null or empty.
public static InputActionMap AddActionMap(this InputActionAsset asset, string name)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
if (asset.FindActionMap(name) != null)
throw new InvalidOperationException(
$"An action map called '{name}' already exists in the asset");
var map = new InputActionMap(name);
map.GenerateId();
asset.AddActionMap(map);
return map;
}
///
/// Add an action map to the asset.
///
/// Asset to add the map to.
/// A named action map.
/// or is null.
/// has no name or asset already contains a
/// map with the same name -or- is currently enabled -or- is part of
/// an that has s that are enabled.
///
public static void AddActionMap(this InputActionAsset asset, InputActionMap map)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (map == null)
throw new ArgumentNullException(nameof(map));
if (string.IsNullOrEmpty(map.name))
throw new InvalidOperationException("Maps added to an input action asset must be named");
if (map.asset != null)
throw new InvalidOperationException(
$"Cannot add map '{map}' to asset '{asset}' as it has already been added to asset '{map.asset}'");
////REVIEW: some of the rules here seem stupid; just replace?
if (asset.FindActionMap(map.name) != null)
throw new InvalidOperationException(
$"An action map called '{map.name}' already exists in the asset");
map.OnWantToChangeSetup();
asset.OnWantToChangeSetup();
ArrayHelpers.Append(ref asset.m_ActionMaps, map);
map.m_Asset = asset;
asset.OnSetupChanged();
}
///
/// Remove the given action map from the asset.
///
/// Asset to add the action map to.
/// An action map. If the given map is not part of the asset, the method
/// does nothing.
/// or is null.
/// is currently enabled (see ) or is part of an that has s
/// that are currently enabled.
///
///
public static void RemoveActionMap(this InputActionAsset asset, InputActionMap map)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (map == null)
throw new ArgumentNullException(nameof(map));
map.OnWantToChangeSetup();
asset.OnWantToChangeSetup();
// Ignore if not part of this asset.
if (map.m_Asset != asset)
return;
ArrayHelpers.Erase(ref asset.m_ActionMaps, map);
map.m_Asset = null;
asset.OnSetupChanged();
}
///
/// Remove the action map with the given name or ID from the asset.
///
/// Asset to remove the action map from.
/// The name or ID (see ) of a map in the
/// asset. Note that lookup is case-insensitive. If no map with the given name or ID is found,
/// the method does nothing.
/// or is null.
/// The map referenced by is currently enabled
/// (see ).
///
///
public static void RemoveActionMap(this InputActionAsset asset, string nameOrId)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (nameOrId == null)
throw new ArgumentNullException(nameof(nameOrId));
var map = asset.FindActionMap(nameOrId);
if (map != null)
asset.RemoveActionMap(map);
}
////TODO: add method to add an existing InputAction to a map
///
/// Add a new to the given .
///
/// Action map to add the action to. The action will be appended to
/// of the map. The map must be disabled (see
/// ).
/// Name to give to the action. Must not be null or empty. Also,
/// no other action that already exists in must have this name already.
/// Action type. See .
/// If not null, a binding is automatically added to the newly created action
/// with the value of this parameter being used as the binding's .
/// If is not null, this string is used for
/// of the binding that is automatically added for the action.
/// If is not null, this string is used for
/// of the binding that is automatically added for the action.
/// If is not null, this string is used for
/// of the binding that is automatically added for the action.
/// Value for ; null
/// by default.
/// The newly added input action.
/// is null.
/// is null or empty.
/// is enabled (see )
/// or is part of an that has s that are
/// -or- already contains an action called (case-insensitive).
public static InputAction AddAction(this InputActionMap map, string name, InputActionType type = default, string binding = null,
string interactions = null, string processors = null, string groups = null, string expectedControlLayout = null)
{
if (map == null)
throw new ArgumentNullException(nameof(map));
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Action must have name", nameof(name));
map.OnWantToChangeSetup();
if (map.FindAction(name) != null)
throw new InvalidOperationException(
$"Cannot add action with duplicate name '{name}' to set '{map.name}'");
// Append action to array.
var action = new InputAction(name, type)
{
expectedControlType = expectedControlLayout
};
action.GenerateId();
ArrayHelpers.Append(ref map.m_Actions, action);
action.m_ActionMap = map;
// Add binding, if supplied.
if (!string.IsNullOrEmpty(binding))
{
// Will trigger OnSetupChanged.
action.AddBinding(binding, interactions: interactions, processors: processors, groups: groups);
}
else
{
if (!string.IsNullOrEmpty(groups))
throw new ArgumentException(
$"No binding path was specified for action '{action}' but groups was specified ('{groups}'); cannot apply groups without binding",
nameof(groups));
// If no binding has been supplied but there are interactions and processors, they go on the action itself.
action.m_Interactions = interactions;
action.m_Processors = processors;
map.OnSetupChanged();
}
return action;
}
///
/// Remove the given action from its .
///
/// An input action that is part of an .
/// is null.
/// is a standalone action
/// that is not part of an and thus cannot be removed from anything.
/// is part of an
/// or that has at least one enabled action.
///
/// After removal, the action's will be set to null
/// and the action will effectively become a standalone action that is not associated with
/// any action map. Bindings on the action will be preserved. On the action map, the bindings
/// for the action will be removed.
///
///
public static void RemoveAction(this InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var actionMap = action.actionMap;
if (actionMap == null)
throw new ArgumentException(
$"Action '{action}' does not belong to an action map; nowhere to remove from", nameof(action));
actionMap.OnWantToChangeSetup();
var bindingsForAction = action.bindings.ToArray();
var index = actionMap.m_Actions.IndexOfReference(action);
Debug.Assert(index != -1, "Could not find action in map");
ArrayHelpers.EraseAt(ref actionMap.m_Actions, index);
action.m_ActionMap = null;
action.m_SingletonActionBindings = bindingsForAction;
// Remove bindings to action from map.
var newActionMapBindingCount = actionMap.m_Bindings.Length - bindingsForAction.Length;
if (newActionMapBindingCount == 0)
{
actionMap.m_Bindings = null;
}
else
{
var newActionMapBindings = new InputBinding[newActionMapBindingCount];
var oldActionMapBindings = actionMap.m_Bindings;
var bindingIndex = 0;
for (var i = 0; i < oldActionMapBindings.Length; ++i)
{
var binding = oldActionMapBindings[i];
if (bindingsForAction.IndexOf(b => b == binding) == -1)
newActionMapBindings[bindingIndex++] = binding;
}
actionMap.m_Bindings = newActionMapBindings;
}
actionMap.OnSetupChanged();
}
///
/// Remove the action with the given name from the asset.
///
/// Asset to remove the action from.
/// Name or ID of the action. See for
/// details.
/// is null -or-
/// is null or empty.
///
public static void RemoveAction(this InputActionAsset asset, string nameOrId)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (nameOrId == null)
throw new ArgumentNullException(nameof(nameOrId));
var action = asset.FindAction(nameOrId);
action?.RemoveAction();
}
///
/// Add a new binding to the given action.
///
/// Action to add the binding to. If the action is part of an ,
/// the newly added binding will be visible on .
/// Binding path string. See for details.
/// Optional list of interactions to apply to the binding. See for details.
/// Optional list of processors to apply to the binding. See for details.
/// Optional list of binding groups that should be assigned to the binding. See
/// for details.
/// Fluent-style syntax to further configure the binding.
public static BindingSyntax AddBinding(this InputAction action, string path, string interactions = null,
string processors = null, string groups = null)
{
return AddBinding(action, new InputBinding
{
path = path,
interactions = interactions,
processors = processors,
groups = groups
});
}
///
/// Add a binding that references the given and triggers
/// the given .
///
/// Action to trigger.
/// Control to bind to. The full of the control will
/// be used in the resulting binding.
/// Syntax to configure the binding further.
/// is null or is null.
///
public static BindingSyntax AddBinding(this InputAction action, InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
return AddBinding(action, control.path);
}
///
/// Add a new binding to the action.
///
/// An action to add the binding to.
/// Binding to add to the action or default. Binding can be further configured via
/// the struct returned by the method.
///
/// Returns a fluent-style syntax structure that allows performing additional modifications
/// based on the new binding.
///
///
/// This works both with actions that are part of an action set as well as with actions that aren't.
///
/// Note that actions must be disabled while altering their binding sets. Also, if the action belongs
/// to a set, all actions in the set must be disabled.
///
///
///
/// fireAction.AddBinding()
/// .WithPath("<Gamepad>/buttonSouth")
/// .WithGroup("Gamepad");
///
///
///
public static BindingSyntax AddBinding(this InputAction action, InputBinding binding = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
////REVIEW: should this reference actions by ID?
Debug.Assert(action.m_Name != null || action.isSingletonAction);
binding.action = action.name;
var actionMap = action.GetOrCreateActionMap();
var bindingIndex = AddBindingInternal(actionMap, binding);
return new BindingSyntax(actionMap, bindingIndex);
}
///
/// Add a new binding to the given action map.
///
/// Action map to add the binding to.
/// Path of the control(s) to bind to. See and
/// .
/// Names and parameters for interactions to apply to the
/// binding. See .
/// Optional list of groups to apply to the binding. See .
/// Action to trigger from the binding. See .
/// Optional list of processors to apply to the binding. See .
/// A write-accessor to the newly added binding.
/// is null.
///
///
///
/// // Add a binding for the A button the gamepad and make it trigger
/// // the "fire" action.
/// var gameplayActions = playerInput.actions.FindActionMap("gameplay");
/// gameplayActions.AddBinding("<Gamepad>/buttonSouth", action: "fire");
///
///
///
///
///
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path,
string interactions = null, string groups = null, string action = null, string processors = null)
{
if (path == null)
throw new ArgumentNullException(nameof(path), "Binding path cannot be null");
return AddBinding(actionMap,
new InputBinding
{
path = path,
interactions = interactions,
groups = groups,
action = action,
processors = processors,
});
}
///
/// Add a new binding that triggers the given action to the given action map.
///
/// Action map to add the binding to.
/// Action to trigger from the binding. See .
/// Must be part of .
/// Path of the control(s) to bind to. See and
/// .
/// Names and parameters for interactions to apply to the
/// binding. See .
/// Binding groups to apply to the binding. See .
/// A write-accessor to the newly added binding.
/// is not part of .
/// is null.
///
///
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, InputAction action,
string interactions = null, string groups = null)
{
if (action != null && action.actionMap != actionMap)
throw new ArgumentException(
$"Action '{action}' is not part of action map '{actionMap}'", nameof(action));
if (action == null)
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups);
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups,
action: action.id);
}
///
/// Add a new binding that triggers the action given by GUID .
///
/// Action map to add the binding to.
/// Path of the control(s) to bind to. See and .
/// ID of the action as per .
/// Optional list of names and parameters for interactions to apply to the
/// binding. See .
/// Optional list of groups to apply to the binding. See .
/// A write-accessor to the newly added binding.
/// is not part of .
/// is null.
///
///
///
/// Example of adding a binding to an action map that binds to a Gamepad device "leftStick" control and associates it with an action:
///
///
/// var map = new InputActionMap();
/// var action = map.AddAction("action");
/// map.AddBinding("<Gamepad>/leftStick", action: action.id);
///
///
///
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, Guid action,
string interactions = null, string groups = null)
{
if (action == Guid.Empty)
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups);
return AddBinding(actionMap, path: path, interactions: interactions, groups: groups,
action: action.ToString());
}
///
/// Add a binding to the given action map.
///
/// Action map to add the binding to.
/// Binding to add to the action map.
/// A write-accessor to the newly added binding.
/// is not part of .
/// is null.
///
///
public static BindingSyntax AddBinding(this InputActionMap actionMap, InputBinding binding)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (binding.path == null)
throw new ArgumentException("Binding path cannot be null", nameof(binding));
var bindingIndex = AddBindingInternal(actionMap, binding);
return new BindingSyntax(actionMap, bindingIndex);
}
///
/// Add a composite binding to the of .
///
/// Action to add the binding to.
/// Type of composite to add. This needs to be the name the composite
/// has been registered under using . Case-insensitive.
/// Interactions to add to the binding. See .
/// Processors to add to the binding. See .
/// A write accessor to the newly added composite binding.
/// is null.
/// is null or empty.
public static CompositeSyntax AddCompositeBinding(this InputAction action, string composite,
string interactions = null, string processors = null)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (string.IsNullOrEmpty(composite))
throw new ArgumentException("Composite name cannot be null or empty", nameof(composite));
var actionMap = action.GetOrCreateActionMap();
var binding = new InputBinding
{
name = NameAndParameters.ParseName(composite),
path = composite,
interactions = interactions,
processors = processors,
isComposite = true,
action = action.name
};
var bindingIndex = AddBindingInternal(actionMap, binding);
return new CompositeSyntax(actionMap, action, bindingIndex);
}
////TODO: AddCompositeBinding
private static int AddBindingInternal(InputActionMap map, InputBinding binding, int bindingIndex = -1)
{
Debug.Assert(map != null);
// Make sure the binding has an ID.
if (string.IsNullOrEmpty(binding.m_Id))
binding.GenerateId();
// Append to bindings in set.
if (bindingIndex < 0)
bindingIndex = ArrayHelpers.Append(ref map.m_Bindings, binding);
else
ArrayHelpers.InsertAt(ref map.m_Bindings, bindingIndex, binding);
// Make sure this asset is reloaded from disk when exiting play mode so it isn't inadvertently
// changed between play sessions. Only applies when running in the editor.
if (map.asset != null)
map.asset.MarkAsDirty();
// If we're looking at a singleton action, make sure m_Bindings is up to date just
// in case the action gets serialized.
if (map.m_SingletonAction != null)
map.m_SingletonAction.m_SingletonActionBindings = map.m_Bindings;
// NOTE: We treat this as a mere binding modification, even though we have added something.
// InputAction.RestoreActionStatesAfterReResolvingBindings() can deal with bindings
// having been removed or added.
map.OnBindingModified();
return bindingIndex;
}
///
/// Get write access to the binding in of
/// at the given .
///
/// Action whose bindings to change.
/// Index in 's of the binding to be changed.
/// A write accessor to the given binding.
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change its second binding to go to the left mouse button.
/// fireAction.ChangeBinding(1)
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// is out of range (as per
/// of ).
public static BindingSyntax ChangeBinding(this InputAction action, int index)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var indexOnMap = action.BindingIndexOnActionToBindingIndexOnMap(index);
return new BindingSyntax(action.GetOrCreateActionMap(), indexOnMap, action);
}
///
/// Get write access to the binding in of
/// with the given .
///
/// Action whose bindings to change.
/// Name of the binding to be changed .
/// A write accessor to the given binding.
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change its second binding to go to the left mouse button.
/// fireAction.ChangeBinding("fire")
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// is out of range (as per
/// of ).
public static BindingSyntax ChangeBinding(this InputAction action, string name)
{
return action.ChangeBinding(new InputBinding { name = name });
}
///
/// Get write access to the binding in of
/// at the given .
///
/// Action map whose bindings to change.
/// Index in 's of the binding to be changed.
/// A write accessor to the given binding.
///
///
///
/// // Grab "gameplay" actions from PlayerInput.
/// var gameplayActions = playerInput.actions.FindActionMap("gameplay");
///
/// // Change its second binding to go to the left mouse button.
/// gameplayActions.ChangeBinding(1)
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// is out of range (as per
/// of ).
public static BindingSyntax ChangeBinding(this InputActionMap actionMap, int index)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (index < 0 || index >= actionMap.m_Bindings.LengthSafe())
throw new ArgumentOutOfRangeException(nameof(index));
return new BindingSyntax(actionMap, index);
}
///
/// Get write access to the binding in of
/// that has the given .
///
/// Action whose bindings to change.
/// ID of the binding as per .
/// A write accessor to the binding with the given ID.
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change the binding with the given ID to go to the left mouse button.
/// fireAction.ChangeBindingWithId("c3de9215-31c3-4654-8562-854bf2f7864f")
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// No binding with the given exists
/// on .
public static BindingSyntax ChangeBindingWithId(this InputAction action, string id)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.ChangeBinding(new InputBinding {m_Id = id});
}
///
/// Get write access to the binding in of
/// that has the given .
///
/// Action whose bindings to change.
/// ID of the binding as per .
/// A write accessor to the binding with the given ID.
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change the binding with the given ID to go to the left mouse button.
/// fireAction.ChangeBindingWithId(new Guid("c3de9215-31c3-4654-8562-854bf2f7864f"))
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// No binding with the given exists
/// on .
public static BindingSyntax ChangeBindingWithId(this InputAction action, Guid id)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.ChangeBinding(new InputBinding {id = id});
}
///
/// Get write access to the first binding in of
/// that is assigned to the given binding .
///
/// Action whose bindings to change.
/// Name of the binding group as per .
/// A write accessor to the first binding on that is assigned to the
/// given binding .
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change the binding in the "Keyboard&Mouse" group to go to the left mouse button.
/// fireAction.ChangeBindingWithGroup("Keyboard&Mouse")
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// No binding on the is assigned
/// to the given binding .
public static BindingSyntax ChangeBindingWithGroup(this InputAction action, string group)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.ChangeBinding(new InputBinding {groups = group});
}
///
/// Get write access to the binding in of
/// that is bound to the given .
///
/// Action whose bindings to change.
/// Path of the binding as per .
/// A write accessor to the binding on that is assigned the
/// given .
///
///
///
/// // Grab "fire" action from PlayerInput.
/// var fireAction = playerInput.actions["fire"];
///
/// // Change the binding to the right mouse button to go to the left mouse button instead.
/// fireAction.ChangeBindingWithPath("<Mouse>/rightButton")
/// .WithPath("<Mouse>/leftButton");
///
///
///
/// is null.
/// No binding on the is assigned
/// the given .
public static BindingSyntax ChangeBindingWithPath(this InputAction action, string path)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.ChangeBinding(new InputBinding {path = path});
}
///
/// Get write access to the binding on that matches the given
/// .
///
/// Action whose bindings to match against.
/// A binding mask. See for
/// details.
/// A write-accessor to the first binding matching or
/// an invalid accessor (see ) if no binding was found to
/// match the mask.
/// is null.
public static BindingSyntax ChangeBinding(this InputAction action, InputBinding match)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var actionMap = action.GetOrCreateActionMap();
int bindingIndexInMap = -1;
var id = action.idDontGenerate;
if (id != null)
{
// Prio1: Attempt to match action id (stronger)
match.action = action.id.ToString();
bindingIndexInMap = actionMap.FindBindingRelativeToMap(match);
}
if (bindingIndexInMap == -1)
{
// Prio2: Attempt to match action name (weaker)
match.action = action.name;
bindingIndexInMap = actionMap.FindBindingRelativeToMap(match);
}
if (bindingIndexInMap == -1)
return default;
return new BindingSyntax(actionMap, bindingIndexInMap, action);
}
///
/// Get a write accessor to the binding of that is both a composite
/// (see ) and has the given binding name or composite
/// type.
///
/// Action to look up the binding on. All bindings in the action's
/// property will be considered.
/// Either the name of the composite binding (see )
/// to look for or the name of the composite type used in the binding (such as "1DAxis"). Case-insensitive.
/// A write accessor to the given composite binding or an invalid accessor if no composite
/// matching could be found on .
///
///
///
/// // Add arrow keys as alternatives to the WASD Vector2 composite.
/// playerInput.actions["move"]
/// .ChangeCompositeBinding("WASD")
/// .InsertPartBinding("Up", "<Keyboard>/upArrow")
/// .InsertPartBinding("Down", "<Keyboard>/downArrow")
/// .InsertPartBinding("Left", "<Keyboard>/leftArrow")
/// .InsertPartBinding("Right", "<Keyboard>/rightArrow");
///
///
///
/// is null -or-
/// is null or empty.
///
///
public static BindingSyntax ChangeCompositeBinding(this InputAction action, string compositeName)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (string.IsNullOrEmpty(compositeName))
throw new ArgumentNullException(nameof(compositeName));
var actionMap = action.GetOrCreateActionMap();
var bindings = actionMap.m_Bindings;
var numBindings = bindings.LengthSafe();
for (var i = 0; i < numBindings; ++i)
{
ref var binding = ref bindings[i];
if (!binding.isComposite || !binding.TriggersAction(action))
continue;
////REVIEW: should this do a registration lookup to deal with aliases?
if (compositeName.Equals(binding.name, StringComparison.InvariantCultureIgnoreCase)
|| compositeName.Equals(NameAndParameters.ParseName(binding.path),
StringComparison.InvariantCultureIgnoreCase))
return new BindingSyntax(actionMap, i, action);
}
return default;
}
////TODO: update binding mask if necessary
///
/// Rename an existing action.
///
/// Action to assign a new name to. Can be singleton action or action that
/// is part of a map.
/// New name to assign to action. Cannot be empty.
/// is null or is
/// null or empty.
/// of
/// already contains an action called .
///
/// Renaming an action will also update the bindings that refer to the action.
///
public static void Rename(this InputAction action, string newName)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (string.IsNullOrEmpty(newName))
throw new ArgumentNullException(nameof(newName));
if (action.name == newName)
return;
// Make sure name isn't already taken in map.
var actionMap = action.actionMap;
if (actionMap?.FindAction(newName) != null)
throw new InvalidOperationException(
$"Cannot rename '{action}' to '{newName}' in map '{actionMap}' as the map already contains an action with that name");
var oldName = action.m_Name;
action.m_Name = newName;
actionMap?.ClearActionLookupTable();
if (actionMap?.asset != null)
actionMap?.asset.MarkAsDirty();
// Update bindings.
var bindings = action.GetOrCreateActionMap().m_Bindings;
var bindingCount = bindings.LengthSafe();
for (var i = 0; i < bindingCount; ++i)
if (string.Compare(bindings[i].action, oldName, StringComparison.InvariantCultureIgnoreCase) == 0)
bindings[i].action = newName;
}
///
/// Add a new control scheme to the asset.
///
/// Asset to add the control scheme to.
/// Control scheme to add.
/// has no name.
/// is null.
/// A control scheme with the same name as
/// already exists in the asset.
///
///
public static void AddControlScheme(this InputActionAsset asset, InputControlScheme controlScheme)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(controlScheme.name))
throw new ArgumentException("Cannot add control scheme without name to asset " + asset.name, nameof(controlScheme));
if (asset.FindControlScheme(controlScheme.name) != null)
throw new InvalidOperationException(
$"Asset '{asset.name}' already contains a control scheme called '{controlScheme.name}'");
ArrayHelpers.Append(ref asset.m_ControlSchemes, controlScheme);
asset.MarkAsDirty();
}
///
/// Add a new control scheme to the given .
///
/// Asset to add the control scheme to.
/// Name to give to the control scheme. Must be unique within the control schemes of the
/// asset. Also used as default name of binding group associated
/// with the control scheme.
/// Syntax to allow providing additional configuration for the newly added control scheme.
/// is null -or-
/// is null or empty.
///
///
///
/// // Create an .inputactions asset.
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
///
/// // Add an action map to it.
/// var actionMap = asset.AddActionMap("actions");
///
/// // Add an action to it and bind it to the A button on the gamepad.
/// // Also, associate that binding with the "Gamepad" control scheme.
/// var action = actionMap.AddAction("action");
/// action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
///
/// // Add a control scheme called "Gamepad" that requires a Gamepad device.
/// asset.AddControlScheme("Gamepad")
/// .WithRequiredDevice<Gamepad>();
///
///
///
public static ControlSchemeSyntax AddControlScheme(this InputActionAsset asset, string name)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
var index = asset.controlSchemes.Count;
asset.AddControlScheme(new InputControlScheme(name));
return new ControlSchemeSyntax(asset, index);
}
///
/// Remove the control scheme with the given name from the asset.
///
/// Asset to remove the control scheme from.
/// Name of the control scheme. Matching is case-insensitive.
/// is null -or-
/// is null or empty.
///
/// If no control scheme with the given name can be found, the method does nothing.
///
public static void RemoveControlScheme(this InputActionAsset asset, string name)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
var index = asset.FindControlSchemeIndex(name);
if (index != -1)
ArrayHelpers.EraseAt(ref asset.m_ControlSchemes, index);
asset.MarkAsDirty();
}
///
/// Associates the control scheme given by with the binding group given by .
///
/// The control scheme to modify.
/// The binding group to be associated with the control scheme.
///
public static InputControlScheme WithBindingGroup(this InputControlScheme scheme, string bindingGroup)
{
return new ControlSchemeSyntax(scheme).WithBindingGroup(bindingGroup).Done();
}
public static InputControlScheme WithDevice(this InputControlScheme scheme, string controlPath, bool required)
{
if (required)
return new ControlSchemeSyntax(scheme).WithRequiredDevice(controlPath).Done();
return new ControlSchemeSyntax(scheme).WithOptionalDevice(controlPath).Done();
}
public static InputControlScheme WithRequiredDevice(this InputControlScheme scheme, string controlPath)
{
return new ControlSchemeSyntax(scheme).WithRequiredDevice(controlPath).Done();
}
public static InputControlScheme WithOptionalDevice(this InputControlScheme scheme, string controlPath)
{
return new ControlSchemeSyntax(scheme).WithOptionalDevice(controlPath).Done();
}
public static InputControlScheme OrWithRequiredDevice(this InputControlScheme scheme, string controlPath)
{
return new ControlSchemeSyntax(scheme).OrWithRequiredDevice(controlPath).Done();
}
public static InputControlScheme OrWithOptionalDevice(this InputControlScheme scheme, string controlPath)
{
return new ControlSchemeSyntax(scheme).OrWithOptionalDevice(controlPath).Done();
}
///
/// Write accessor to a binding on either an or an
/// .
///
///
/// Both and are
/// read-only. To modify bindings (other than setting overrides which you can do
/// through ),
/// it is necessary to gain indirect write access through this structure.
///
///
///
/// playerInput.actions["fire"]
/// .ChangeBinding(0)
/// .WithPath("<Keyboard>/space");
///
///
///
///
///
public struct BindingSyntax
{
private readonly InputActionMap m_ActionMap;
private readonly InputAction m_Action;
internal readonly int m_BindingIndexInMap;
///
/// True if the if binding accessor is valid.
///
public bool valid => m_ActionMap != null && m_BindingIndexInMap >= 0 && m_BindingIndexInMap < m_ActionMap.m_Bindings.LengthSafe();
///
/// Index of the binding that the accessor refers to.
///
///
/// When accessing bindings on an , this is the index in
/// of the action. When accessing bindings on an
/// , it is the index
/// of the map.
///
public int bindingIndex
{
get
{
if (!valid)
return -1;
if (m_Action != null)
return m_Action.BindingIndexOnMapToBindingIndexOnAction(m_BindingIndexInMap);
return m_BindingIndexInMap;
}
}
///
/// The current binding in entirety.
///
/// The accessor is not .
public InputBinding binding
{
get
{
if (!valid)
throw new InvalidOperationException("BindingSyntax accessor is not valid");
return m_ActionMap.m_Bindings[m_BindingIndexInMap];
}
}
internal BindingSyntax(InputActionMap map, int bindingIndexInMap, InputAction action = null)
{
m_ActionMap = map;
m_BindingIndexInMap = bindingIndexInMap;
m_Action = action;
}
///
/// Set the of the binding.
///
/// Name for the binding.
/// The same binding syntax for further configuration.
/// The binding accessor is not .
///
public BindingSyntax WithName(string name)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
m_ActionMap.m_Bindings[m_BindingIndexInMap].name = name;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Set the of the binding.
///
/// Path for the binding.
/// The same binding syntax for further configuration.
/// The binding accessor is not .
///
public BindingSyntax WithPath(string path)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
m_ActionMap.m_Bindings[m_BindingIndexInMap].path = path;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Add to the list of of the binding.
///
/// Name of the binding group (such as "Gamepad").
/// The same binding syntax for further configuration.
/// is null or empty -or- it contains
/// a character.
public BindingSyntax WithGroup(string group)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(group))
throw new ArgumentException("Group name cannot be null or empty", nameof(group));
if (group.IndexOf(InputBinding.Separator) != -1)
throw new ArgumentException(
$"Group name cannot contain separator character '{InputBinding.Separator}'", nameof(group));
return WithGroups(group);
}
///
/// Add all the groups specified in to the list of of the binding.
///
/// A semi-colon separated list of group names.
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
public BindingSyntax WithGroups(string groups)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(groups))
return this;
// Join with existing group, if any.
var currentGroups = m_ActionMap.m_Bindings[m_BindingIndexInMap].groups;
if (!string.IsNullOrEmpty(currentGroups))
groups = string.Join(InputBinding.kSeparatorString, currentGroups, groups);
// Set groups on binding.
m_ActionMap.m_Bindings[m_BindingIndexInMap].groups = groups;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Add an interaction via specified name in to the list of interactions.
///
/// Interaction class name
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
/// If interaction name is null or empty.
public BindingSyntax WithInteraction(string interaction)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(interaction))
throw new ArgumentException("Interaction cannot be null or empty", nameof(interaction));
if (interaction.IndexOf(InputBinding.Separator) != -1)
throw new ArgumentException(
$"Interaction string cannot contain separator character '{InputBinding.Separator}'", nameof(interaction));
return WithInteractions(interaction);
}
///
/// Add the set of interactions specified in to the list of interactions.
///
/// A semi-colon separated list of interaction names.
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
public BindingSyntax WithInteractions(string interactions)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(interactions))
return this;
// Join with existing interaction string, if any.
var currentInteractions = m_ActionMap.m_Bindings[m_BindingIndexInMap].interactions;
if (!string.IsNullOrEmpty(currentInteractions))
interactions = string.Join(InputBinding.kSeparatorString, currentInteractions, interactions);
// Set interactions on binding.
m_ActionMap.m_Bindings[m_BindingIndexInMap].interactions = interactions;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Add an interaction of type specified in to the list of interactions.
///
///
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
/// Interaction type has not been registered.
public BindingSyntax WithInteraction()
where TInteraction : IInputInteraction
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
var interactionName = InputProcessor.s_Processors.FindNameForType(typeof(TInteraction));
if (interactionName.IsEmpty())
throw new NotSupportedException($"Type '{typeof(TInteraction)}' has not been registered as a processor");
return WithInteraction(interactionName);
}
///
/// Add a processor to the list of of the binding.
///
/// Name of the processor, such as "Scale".
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
/// The processor name is null or empty.
/// The processor name contains a semi-colon.
public BindingSyntax WithProcessor(string processor)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(processor))
throw new ArgumentException("Processor cannot be null or empty", nameof(processor));
if (processor.IndexOf(InputBinding.Separator) != -1)
throw new ArgumentException(
$"Processor string cannot contain separator character '{InputBinding.Separator}'", nameof(processor));
return WithProcessors(processor);
}
///
/// Add processors to the list of of the binding.
///
/// A semi-colon separated list of processor names.
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
public BindingSyntax WithProcessors(string processors)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (string.IsNullOrEmpty(processors))
return this;
// Join with existing processor string, if any.
var currentProcessors = m_ActionMap.m_Bindings[m_BindingIndexInMap].processors;
if (!string.IsNullOrEmpty(currentProcessors))
processors = string.Join(InputBinding.kSeparatorString, currentProcessors, processors);
// Set processors on binding.
m_ActionMap.m_Bindings[m_BindingIndexInMap].processors = processors;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Add a processor to the list of of the binding.
///
/// Type of processor.
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
/// Processor type has not been registered.
public BindingSyntax WithProcessor()
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
var processorName = InputProcessor.s_Processors.FindNameForType(typeof(TProcessor));
if (processorName.IsEmpty())
throw new NotSupportedException($"Type '{typeof(TProcessor)}' has not been registered as a processor");
return WithProcessor(processorName);
}
///
/// Specify which action to trigger.
///
/// Action to trigger.
/// The same binding syntax for further configuration.
/// The binding accessor is invalid.
/// Provided action is null.
/// Provided action is a singleton action (not part of any action maps).
public BindingSyntax Triggering(InputAction action)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
if (action == null)
throw new ArgumentNullException(nameof(action));
if (action.isSingletonAction)
throw new ArgumentException(
$"Cannot change the action a binding triggers on singleton action '{action}'", nameof(action));
m_ActionMap.m_Bindings[m_BindingIndexInMap].action = action.name;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Replace the current binding with the given one.
///
/// An input binding.
/// The same binding syntax for further configuration.
///
/// This method replaces the current binding wholesale, i.e. it will overwrite all fields.
/// Be aware that this has the potential of corrupting the binding data in case the given
/// binding is a composite.
///
public BindingSyntax To(InputBinding binding)
{
if (!valid)
throw new InvalidOperationException("Accessor is not valid");
m_ActionMap.m_Bindings[m_BindingIndexInMap] = binding;
// If it's a singleton action, we force the binding to stay with the action.
if (m_ActionMap.m_SingletonAction != null)
m_ActionMap.m_Bindings[m_BindingIndexInMap].action = m_ActionMap.m_SingletonAction.name;
m_ActionMap.OnBindingModified();
return this;
}
///
/// Switch to configuring the next binding.
///
/// An instance configured to edit the next binding or an invalid (see ) instance if
/// there is no next binding.
/// If the BindingSyntax is restricted to a single action, the result will be invalid (see )
/// if there is no next binding on the action. If the BindingSyntax is restricted to an , the result will
/// be be invalid if there is no next binding in the map.
public BindingSyntax NextBinding()
{
return Iterate(true);
}
///
/// Switch to configuring the previous binding.
///
/// An instance configured to edit the previous binding or an invalid (see ) instance if
/// there is no previous binding.
/// If the BindingSyntax is restricted to a single action, the result will be invalid (see )
/// if there is no previous binding on the action. If the BindingSyntax is restricted to an , the result will
/// be be invalid if there is no previous binding in the map.
public BindingSyntax PreviousBinding()
{
return Iterate(false);
}
///
/// Iterate to the next part binding of the current composite with the given part name.
///
/// Name of the part of the binding, such as "Positive".
/// An accessor to the next part binding with the given name or an invalid (see )
/// accessor if there is no such binding.
/// is null or empty.
///
/// Each binding that is part of a composite is marked with
/// set to true. The name of the part is determined by (comparison is
/// case-insensitive). Which parts are relevant to a specific composite is determined by the type of
/// composite. An , for example, has "Negative" and a
/// "Positive" part.
///
///
///
/// // Delete first "Positive" part of "Axis" composite.
/// action.ChangeCompositeBinding("Axis")
/// .NextPartBinding("Positive").Erase();
///
///
///
///
///
///
public BindingSyntax NextPartBinding(string partName)
{
if (string.IsNullOrEmpty(partName))
throw new ArgumentNullException(nameof(partName));
return IteratePartBinding(true, partName);
}
///
/// Iterate to the previous part binding of the current composite with the given part name.
///
/// Name of the part of the binding, such as "Positive".
/// An accessor to the previous part binding with the given name or an invalid (see )
/// accessor if there is no such binding.
/// is null or empty.
///
/// Each binding that is part of a composite is marked with
/// set to true. The name of the part is determined by (comparison is
/// case-insensitive). Which parts are relevant to a specific composite is determined by the type of
/// composite. An , for example, has "Negative" and a
/// "Positive" part.
///
///
///
///
public BindingSyntax PreviousPartBinding(string partName)
{
if (string.IsNullOrEmpty(partName))
throw new ArgumentNullException(nameof(partName));
return IteratePartBinding(false, partName);
}
///
/// Iterate to the next composite binding.
///
/// If null (default), an accessor to the next composite binding,
/// regardless of name or type, is returned. If it is not null, can be either the name of
/// the binding (see ) or the name of the composite used in the
/// binding (see ).
/// A write accessor to the next composite binding or an invalid accessor (see
/// ) if no such binding was found.
public BindingSyntax NextCompositeBinding(string compositeName = null)
{
return IterateCompositeBinding(true, compositeName);
}
///
/// Iterate to the previous composite binding.
///
/// If null (default), an accessor to the previous composite binding,
/// regardless of name or type, is returned. If it is not null, can be either the name of
/// the binding (see ) or the name of the composite used in the
/// binding (see ).
/// A write accessor to the previous composite binding or an invalid accessor (see
/// ) if no such binding was found.
public BindingSyntax PreviousCompositeBinding(string compositeName = null)
{
return IterateCompositeBinding(false, compositeName);
}
private BindingSyntax Iterate(bool next)
{
if (m_ActionMap == null)
return default;
var bindings = m_ActionMap.m_Bindings;
if (bindings == null)
return default;
// To find the next binding for a specific action, we may have to jump
// over unrelated bindings in-between.
var index = m_BindingIndexInMap;
while (true)
{
index += next ? 1 : -1;
if (index < 0 || index >= bindings.Length)
return default;
if (m_Action == null || bindings[index].TriggersAction(m_Action))
break;
}
return new BindingSyntax(m_ActionMap, index, m_Action);
}
private BindingSyntax IterateCompositeBinding(bool next, string compositeName)
{
for (var accessor = Iterate(next); accessor.valid; accessor = accessor.Iterate(next))
{
if (!accessor.binding.isComposite)
continue;
if (compositeName == null)
return accessor;
// Try name of binding.
if (compositeName.Equals(accessor.binding.name, StringComparison.InvariantCultureIgnoreCase))
return accessor;
// Try composite type name.
var name = NameAndParameters.ParseName(accessor.binding.path);
if (compositeName.Equals(name, StringComparison.InvariantCultureIgnoreCase))
return accessor;
}
return default;
}
private BindingSyntax IteratePartBinding(bool next, string partName)
{
if (!valid)
return default;
if (binding.isComposite)
{
// If we're at the composite, only proceed if we're iterating down
// instead of up.
if (!next)
return default;
}
else if (!binding.isPartOfComposite)
return default;
for (var accessor = Iterate(next); accessor.valid; accessor = accessor.Iterate(next))
{
if (!accessor.binding.isPartOfComposite)
return default;
if (partName.Equals(accessor.binding.name, StringComparison.InvariantCultureIgnoreCase))
return accessor;
}
return default;
}
////TODO: allow setting overrides through this accessor
///
/// Remove the binding.
///
///
/// If the binding is a composite (see ), part bindings of the
/// composite will be removed as well.
///
/// Note that the accessor will not necessarily be invalidated. Instead, it will point to what used
/// to be the next binding in the array (though that means the accessor will be invalid if the binding
/// that got erased was the last one in the array).
///
/// The instance is not .
public void Erase()
{
if (!valid)
throw new InvalidOperationException("Instance not valid");
var isComposite = m_ActionMap.m_Bindings[m_BindingIndexInMap].isComposite;
ArrayHelpers.EraseAt(ref m_ActionMap.m_Bindings, m_BindingIndexInMap);
// If it's a composite, also erase part bindings.
if (isComposite)
{
while (m_BindingIndexInMap < m_ActionMap.m_Bindings.LengthSafe() && m_ActionMap.m_Bindings[m_BindingIndexInMap].isPartOfComposite)
{
ArrayHelpers.EraseAt(ref m_ActionMap.m_Bindings, m_BindingIndexInMap);
}
}
m_Action.m_BindingsCount = m_ActionMap.m_Bindings.LengthSafe();
m_ActionMap.OnBindingModified();
// We have switched to a different binding array. For singleton actions, we need to
// sync up the reference that the action itself has.
if (m_ActionMap.m_SingletonAction != null)
m_ActionMap.m_SingletonAction.m_SingletonActionBindings = m_ActionMap.m_Bindings;
}
///
/// Insert a composite part into a composite binding.
///
/// Name of the part in composite binding.
/// Control path to bind to.
/// The same binding syntax for further configuration.
/// Part name is null or empty.
/// The binding accessor is invalid or the binding accessor is not pointing to composite or part binding.
public BindingSyntax InsertPartBinding(string partName, string path)
{
if (string.IsNullOrEmpty(partName))
throw new ArgumentNullException(nameof(partName));
if (!valid)
throw new InvalidOperationException("Binding accessor is not valid");
var binding = this.binding;
if (!binding.isPartOfComposite && !binding.isComposite)
throw new InvalidOperationException("Binding accessor must point to composite or part binding");
AddBindingInternal(m_ActionMap,
new InputBinding { path = path, isPartOfComposite = true, name = partName },
m_BindingIndexInMap + 1);
return new BindingSyntax(m_ActionMap, m_BindingIndexInMap + 1, m_Action);
}
}
////TODO: remove this and merge it into BindingSyntax
///
/// Write accessor to a composite binding.
///
///
/// To add a composite binding to an action, you must first call
/// and then use the CompositeSyntax struct to add composite parts.
///
///
/// playerInput.actions["fire"]
/// .ChangeBinding(0)
/// .AddCompositeBinding("2DVector")
/// .With("Up", "<Keyboard>/w")
/// .With("Down", "<Keyboard>/s")
/// .With("Left", "<Keyboard>/a")
/// .With("Right", "<Keyboard>/d");
///
///
///
///
///
public struct CompositeSyntax
{
private readonly InputAction m_Action;
private readonly InputActionMap m_ActionMap;
private int m_BindingIndexInMap;
///
/// Index of the binding that the accessor refers to.
///
///
/// When accessing bindings on an , this is the index in
/// of the action. When accessing bindings on an
/// , it is the index
/// of the map.
///
public int bindingIndex
{
get
{
if (m_ActionMap == null)
return -1;
if (m_Action != null)
return m_Action.BindingIndexOnMapToBindingIndexOnAction(m_BindingIndexInMap);
return m_BindingIndexInMap;
}
}
internal CompositeSyntax(InputActionMap map, InputAction action, int compositeIndex)
{
m_Action = action;
m_ActionMap = map;
m_BindingIndexInMap = compositeIndex;
}
///
/// Add a part binding to the composite.
///
/// Name of the part. This is dependent on the type of composite. For
/// , for example, the valid parts are "Up", "Down",
/// "Left", and "Right".
/// Control path to binding to. See .
/// Binding groups to assign to the part binding. See .
/// Optional list of processors to apply to the binding. See .
/// The same composite syntax for further configuration.
public CompositeSyntax With(string name, string binding, string groups = null, string processors = null)
{
////TODO: check whether non-composite bindings have been added in-between
using (InputActionRebindingExtensions.DeferBindingResolution())
{
int bindingIndex;
if (m_Action != null)
bindingIndex = m_Action.AddBinding(path: binding, groups: groups, processors: processors)
.m_BindingIndexInMap;
else
bindingIndex = m_ActionMap.AddBinding(path: binding, groups: groups, processors: processors)
.m_BindingIndexInMap;
m_ActionMap.m_Bindings[bindingIndex].name = name;
m_ActionMap.m_Bindings[bindingIndex].isPartOfComposite = true;
}
return this;
}
}
///
/// Write accessor to a control scheme.
///
public struct ControlSchemeSyntax
{
// REVIEW: Consider removing this for major revision, e.g. v2 or let functionality used by it be internal to reduce API surface.
private readonly InputActionAsset m_Asset;
private readonly int m_ControlSchemeIndex;
private InputControlScheme m_ControlScheme;
internal ControlSchemeSyntax(InputActionAsset asset, int index)
{
m_Asset = asset;
m_ControlSchemeIndex = index;
m_ControlScheme = new InputControlScheme();
}
internal ControlSchemeSyntax(InputControlScheme controlScheme)
{
m_Asset = null;
m_ControlSchemeIndex = -1;
m_ControlScheme = controlScheme;
}
///
/// Sets or overwrite the binding group for control scheme.
///
/// A binding group. See .
/// The same control scheme syntax for further configuration.
/// If provided name is null or empty.
public ControlSchemeSyntax WithBindingGroup(string bindingGroup)
{
if (string.IsNullOrEmpty(bindingGroup))
throw new ArgumentNullException(nameof(bindingGroup));
if (m_Asset == null)
m_ControlScheme.m_BindingGroup = bindingGroup;
else
m_Asset.m_ControlSchemes[m_ControlSchemeIndex].bindingGroup = bindingGroup;
return this;
}
///
/// Adds a required device to control scheme.
///
/// Type of device.
/// The same control scheme syntax for further configuration.
public ControlSchemeSyntax WithRequiredDevice()
where TDevice : InputDevice
{
return WithRequiredDevice(DeviceTypeToControlPath());
}
///
/// Adds an optional device to control scheme.
///
/// Type of device.
/// The same control scheme syntax for further configuration.
///
public ControlSchemeSyntax WithOptionalDevice()
where TDevice : InputDevice
{
return WithOptionalDevice(DeviceTypeToControlPath());
}
///
/// Combines another required device with the previous device using boolean OR
/// logic such that either the previous device or this device are required to be present.
///
/// Type of device.
/// The same control scheme syntax for further configuration.
///
///
///
/// // Create an .inputactions asset.
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
///
/// asset.AddControlScheme("KeyboardAndMouseOrPen")
/// .WithRequiredDevice("<Keyboard>")
/// .WithRequiredDevice("<Mouse>")
/// .OrWithRequiredDevice("<Pen>")
///
///
///
///
public ControlSchemeSyntax OrWithRequiredDevice()
where TDevice : InputDevice
{
return OrWithRequiredDevice(DeviceTypeToControlPath());
}
///
/// Combines another optional device with the previous device using boolean OR
/// logic such that either the previous device or this device are required to be present.
/// If this is the last device in a chain of OR'd devices, the entire chain of
/// devices becomes optional.
///
/// Type of device.
/// The same control scheme syntax for further configuration.
///
public ControlSchemeSyntax OrWithOptionalDevice()
where TDevice : InputDevice
{
return OrWithOptionalDevice(DeviceTypeToControlPath());
}
///
/// Adds a required device to control scheme.
///
/// Device path, like <Gamepad>.
/// The same control scheme syntax for further configuration.
public ControlSchemeSyntax WithRequiredDevice(string controlPath)
{
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.None);
return this;
}
///
/// Add an optional device to the control scheme.
///
/// The device path, like <Gamepad>.
/// The same control scheme syntax for further configuration.
public ControlSchemeSyntax WithOptionalDevice(string controlPath)
{
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.Optional);
return this;
}
///
/// Adds another possible required device to the control scheme.
///
/// Device path, like <Gamepad>.
/// The same control scheme syntax for further configuration.
public ControlSchemeSyntax OrWithRequiredDevice(string controlPath)
{
AddDeviceEntry(controlPath, InputControlScheme.DeviceRequirement.Flags.Or);
return this;
}
///
/// Adds another possible optional device to control scheme.
///
/// Device path, like <Gamepad>.
/// The same control scheme syntax for further configuration.
public ControlSchemeSyntax OrWithOptionalDevice(string controlPath)
{
AddDeviceEntry(controlPath,
InputControlScheme.DeviceRequirement.Flags.Optional |
InputControlScheme.DeviceRequirement.Flags.Or);
return this;
}
private string DeviceTypeToControlPath()
where TDevice : InputDevice
{
var layoutName = InputControlLayout.s_Layouts.TryFindLayoutForType(typeof(TDevice)).ToString();
if (string.IsNullOrEmpty(layoutName))
layoutName = typeof(TDevice).Name;
return $"<{layoutName}>";
}
///
/// Call this method when done building out the control scheme to return the associated instance.
///
/// The associated control scheme
public InputControlScheme Done()
{
if (m_Asset != null)
return m_Asset.m_ControlSchemes[m_ControlSchemeIndex];
return m_ControlScheme;
}
private void AddDeviceEntry(string controlPath, InputControlScheme.DeviceRequirement.Flags flags)
{
if (string.IsNullOrEmpty(controlPath))
throw new ArgumentNullException(nameof(controlPath));
var scheme = m_Asset != null ? m_Asset.m_ControlSchemes[m_ControlSchemeIndex] : m_ControlScheme;
ArrayHelpers.Append(ref scheme.m_DeviceRequirements,
new InputControlScheme.DeviceRequirement
{
m_ControlPath = controlPath,
m_Flags = flags,
});
if (m_Asset == null)
m_ControlScheme = scheme;
else
m_Asset.m_ControlSchemes[m_ControlSchemeIndex] = scheme;
}
}
}
}