using System; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; namespace UnityEngine.InputSystem.Controls { /// /// A control made up of four discrete, directional buttons. Forms a vector /// but can also be addressed as individual buttons. /// /// /// Is stored as four bits by default. /// /// The vector that is aggregated from the button states is normalized. I.e. /// even if pressing diagonally, the vector will have a length of 1 (instead /// of reading something like (1,1) for example). /// public class DpadControl : Vector2Control { [InputControlLayout(hideInUI = true)] public class DpadAxisControl : AxisControl { public int component { get; set; } protected override void FinishSetup() { base.FinishSetup(); component = name == "x" ? 0 : 1; // Set the state block to be the parent's state block. We don't use that to read // the axis directly (we call the parent control to do that), but we need to set // it up the actions know to monitor this memory for changes to the control. m_StateBlock = m_Parent.m_StateBlock; } public override unsafe float ReadUnprocessedValueFromState(void* statePtr) { var value = ((DpadControl)m_Parent).ReadUnprocessedValueFromState(statePtr); return value[component]; } } // The DpadAxisControl has it's own logic to read state from the parent dpad. // The useStateFrom argument here is not actually used by that. The only reason // it is set up here is to avoid any state bytes being reserved for the DpadAxisControl. [InputControl(name = "x", layout = "DpadAxis", useStateFrom = "right", synthetic = true)] [InputControl(name = "y", layout = "DpadAxis", useStateFrom = "up", synthetic = true)] /// /// The button representing the vertical upwards state of the D-Pad. /// [InputControl(bit = (int)ButtonBits.Up, displayName = "Up")] public ButtonControl up { get; set; } /// /// The button representing the vertical downwards state of the D-Pad. /// [InputControl(bit = (int)ButtonBits.Down, displayName = "Down")] public ButtonControl down { get; set; } /// /// The button representing the horizontal left state of the D-Pad. /// [InputControl(bit = (int)ButtonBits.Left, displayName = "Left")] public ButtonControl left { get; set; } /// /// The button representing the horizontal right state of the D-Pad. /// [InputControl(bit = (int)ButtonBits.Right, displayName = "Right")] public ButtonControl right { get; set; } ////TODO: should have X and Y child controls as well public DpadControl() { m_StateBlock.sizeInBits = 4; m_StateBlock.format = InputStateBlock.FormatBit; } protected override void FinishSetup() { up = GetChildControl("up"); down = GetChildControl("down"); left = GetChildControl("left"); right = GetChildControl("right"); base.FinishSetup(); } public override unsafe Vector2 ReadUnprocessedValueFromState(void* statePtr) { var upIsPressed = up.ReadValueFromStateWithCaching(statePtr) >= up.pressPointOrDefault; var downIsPressed = down.ReadValueFromStateWithCaching(statePtr) >= down.pressPointOrDefault; var leftIsPressed = left.ReadValueFromStateWithCaching(statePtr) >= left.pressPointOrDefault; var rightIsPressed = right.ReadValueFromStateWithCaching(statePtr) >= right.pressPointOrDefault; return MakeDpadVector(upIsPressed, downIsPressed, leftIsPressed, rightIsPressed); } public override unsafe void WriteValueIntoState(Vector2 value, void* statePtr) { var upIsPressed = up.IsValueConsideredPressed(value.y); var downIsPressed = down.IsValueConsideredPressed(value.y * -1f); var leftIsPressed = left.IsValueConsideredPressed(value.x * -1f); var rightIsPressed = right.IsValueConsideredPressed(value.x); up.WriteValueIntoState(upIsPressed && !downIsPressed ? value.y : 0f, statePtr); down.WriteValueIntoState(downIsPressed && !upIsPressed ? value.y * -1f : 0f, statePtr); left.WriteValueIntoState(leftIsPressed && !rightIsPressed ? value.x * -1f : 0f, statePtr); right.WriteValueIntoState(rightIsPressed && !leftIsPressed ? value.x : 0f, statePtr); } /// /// Create a direction vector from the given four button states. /// /// Whether button representing the up direction is pressed. /// Whether button representing the down direction is pressed. /// Whether button representing the left direction is pressed. /// Whether button representing the right direction is pressed. /// Whether to normalize the resulting vector. If this is false, vectors in the diagonal /// directions will have a magnitude of greater than 1. For example, up-left will be (-1,1). /// A 2D direction vector. public static Vector2 MakeDpadVector(bool up, bool down, bool left, bool right, bool normalize = true) { var upValue = up ? 1.0f : 0.0f; var downValue = down ? -1.0f : 0.0f; var leftValue = left ? -1.0f : 0.0f; var rightValue = right ? 1.0f : 0.0f; var result = new Vector2(leftValue + rightValue, upValue + downValue); if (normalize) { // If press is diagonal, adjust coordinates to produce vector of length 1. // pow(0.707107) is roughly 0.5 so sqrt(pow(0.707107)+pow(0.707107)) is ~1. const float diagonal = 0.707107f; if (result.x != 0 && result.y != 0) result = new Vector2(result.x * diagonal, result.y * diagonal); } return result; } /// /// Create a direction vector from the given axis states. /// /// Axis value representing the up direction. /// Axis value representing the down direction. /// Axis value representing the left direction. /// Axis value representing the right direction. /// A 2D direction vector. public static Vector2 MakeDpadVector(float up, float down, float left, float right) { return new Vector2(-left + right, up - down); } internal enum ButtonBits { Up, Down, Left, Right, } } }