using System;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////TODO: hide in UI
namespace UnityEngine.InputSystem.Controls
{
///
/// A button that is considered pressed if the underlying state has a value in the specific range.
///
///
/// This control is most useful for handling HID-style hat switches. Unlike ,
/// which by default is stored as a bitfield of four bits that each represent a direction on the pad,
/// these hat switches enumerate the possible directions that the switch can be moved in. For example,
/// the value 1 could indicate that the switch is moved to the left whereas 3 could indicate it is
/// moved up.
///
///
///
/// [StructLayout(LayoutKind.Explicit, Size = 32)]
/// internal struct DualShock4HIDInputReport : IInputStateTypeInfo
/// {
/// [FieldOffset(0)] public byte reportId;
///
/// [InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4, defaultState = 8)]
/// [InputControl(name = "dpad/up", format = "BIT", layout = "DiscreteButton", parameters = "minValue=7,maxValue=1,nullValue=8,wrapAtValue=7", bit = 0, sizeInBits = 4)]
/// [InputControl(name = "dpad/right", format = "BIT", layout = "DiscreteButton", parameters = "minValue=1,maxValue=3", bit = 0, sizeInBits = 4)]
/// [InputControl(name = "dpad/down", format = "BIT", layout = "DiscreteButton", parameters = "minValue=3,maxValue=5", bit = 0, sizeInBits = 4)]
/// [InputControl(name = "dpad/left", format = "BIT", layout = "DiscreteButton", parameters = "minValue=5, maxValue=7", bit = 0, sizeInBits = 4)]
/// [FieldOffset(5)] public byte buttons1;
/// }
///
///
///
public class DiscreteButtonControl : ButtonControl
{
///
/// Value (inclusive) at which to start considering the button to be pressed.
///
///
/// is allowed to be larger than . This indicates
/// a setup where the value wraps around beyond , skips ,
/// and then goes all the way up to .
///
/// For example, if the underlying state represents a circular D-pad and enumerates its
/// 9 possible positions (including null state) going clock-wise from 0 to 8 and with 1
/// indicating that the D-pad is pressed to the left, then 1, 2, and 8 would indicate
/// that the "left" button is held on the D-pad. To set this up, set
/// to 8, to 2, and to 0 (the default).
///
public int minValue;
///
/// Value (inclusive) beyond which to stop considering the button to be pressed.
///
public int maxValue;
///
/// Value (inclusive) at which the values cut off and wrap back around. Considered to not be set if equal to .
///
///
/// This is useful if, for example, an enumeration has more bits than are used for "on" states of controls. For example,
/// a bitfield of 4 bits where values 1-7 (i.e. 0001 to 0111) indicate "on" states of controls and value 8 indicating an
/// "off" state. In that case, set to 8 and to 7.
///
public int wrapAtValue;
///
/// Value at which the button is considered to not be pressed. Usually zero. Some devices, however,
/// use non-zero default states.
///
public int nullValue;
///
/// Determines the behavior of . By default, attempting to write a
/// will result in a NotSupportedException.
///
public WriteMode writeMode;
protected override void FinishSetup()
{
base.FinishSetup();
if (!stateBlock.format.IsIntegerFormat())
throw new NotSupportedException(
$"Non-integer format '{stateBlock.format}' is not supported for DiscreteButtonControl '{this}'");
}
public override unsafe float ReadUnprocessedValueFromState(void* statePtr)
{
var valuePtr = (byte*)statePtr + (int)m_StateBlock.byteOffset;
// Note that all signed data in state buffers is in excess-K format.
var intValue = MemoryHelpers.ReadTwosComplementMultipleBitsAsInt(valuePtr, m_StateBlock.bitOffset, m_StateBlock.sizeInBits);
var value = 0.0f;
if (minValue > maxValue)
{
// If no wrapping point is set, default to wrapping around exactly
// at the point of minValue.
if (wrapAtValue == nullValue)
wrapAtValue = minValue;
if ((intValue >= minValue && intValue <= wrapAtValue)
|| (intValue != nullValue && intValue <= maxValue))
value = 1.0f;
}
else
{
value = intValue >= minValue && intValue <= maxValue ? 1.0f : 0.0f;
}
return Preprocess(value);
}
public override unsafe void WriteValueIntoState(float value, void* statePtr)
{
if (writeMode == WriteMode.WriteNullAndMaxValue)
{
var valuePtr = (byte*)statePtr + (int)m_StateBlock.byteOffset;
var valueToWrite = value >= pressPointOrDefault ? maxValue : nullValue;
MemoryHelpers.WriteIntAsTwosComplementMultipleBits(valuePtr, m_StateBlock.bitOffset, m_StateBlock.sizeInBits, valueToWrite);
return;
}
// The way these controls are usually used, the state is shared between multiple DiscreteButtons. So writing one
// may have unpredictable effects on the value of other buttons.
throw new NotSupportedException("Writing value states for DiscreteButtonControl is not supported as a single value may correspond to multiple states");
}
///
/// How should behave.
///
public enum WriteMode
{
///
/// will throw NotSupportedException.
///
WriteDisabled = 0,
///
/// Write for when the button is considered not pressed and
/// write for when the button is considered pressed.
///
WriteNullAndMaxValue = 1,
}
}
}