using System;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
////REVIEW: should this *not* be inherited? inheritance can lead to surprises
namespace UnityEngine.InputSystem.Layouts
{
///
/// Attribute to control layout settings of a type used to generate an .
///
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class InputControlLayoutAttribute : Attribute
{
///
/// Associates a state representation with an input device and drives
/// the control layout generated for the device from its state rather
/// than from the device class.
///
/// This is *only* useful if you have a state struct dictating a specific
/// state layout and you want the device layout to automatically take offsets from
/// the fields annotated with .
///
///
///
/// public struct MyStateStruct : IInputStateTypeInfo
/// {
/// public FourCC format => new FourCC('M', 'Y', 'D', 'V');
///
/// [InputControl(name = "button1", layout = "Button", bit = 0)]
/// [InputControl(name = "button2", layout = "Button", bit = 0)]
/// public int buttons;
/// }
///
/// [InputControlLayout(stateType = typeof(MyStateStruct)]
/// public class MyDevice : InputDevice
/// {
/// }
///
///
///
///
///
public Type stateType { get; set; }
///
/// identifier for the memory format associated with the layout.
///
///
public string stateFormat { get; set; }
////TODO: rename this to just "usages"; "commonUsages" is such a weird name
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1819:PropertiesShouldNotReturnArrays", Justification = "According to MSDN, this message can be ignored for attribute parameters, as there are no better alternatives.")]
public string[] commonUsages { get; set; }
public string variants { get; set; }
///
/// Allows marking a device as noisy regardless of control layout.
///
///
/// Controls can be individually marked as noisy using the
/// attribute, but this property can be used to mark a device as noisy even when no control has been
/// marked as such. This can be useful when a device state layout has only been partially implemented
/// i.e. some data in the state memory has not been mapped to a control, and the unimplemented controls
/// are noisy. Without doing this, the device will constantly be made current as the system has no way
/// to know that the event data contains only noise.
///
public bool isNoisy { get; set; }
internal bool? canRunInBackgroundInternal;
public bool canRunInBackground
{
get => canRunInBackgroundInternal.Value;
set => canRunInBackgroundInternal = value;
}
internal bool? updateBeforeRenderInternal;
///
/// Whether the device should receive events in updates.
///
///
public bool updateBeforeRender
{
get => updateBeforeRenderInternal.Value;
set => updateBeforeRenderInternal = value;
}
///
/// If true, the layout describes a generic class of devices such as "gamepads" or "mice".
///
///
/// This property also determines how the layout is presented in the UI. All the device layouts
/// that are marked as generic kinds of devices are displayed with their own entry at the root level of
/// the control picker (), for example.
///
public bool isGenericTypeOfDevice { get; set; }
///
/// Gives a name to display in the UI. By default, the name is the same as the class the attribute
/// is applied to.
///
public string displayName { get; set; }
public string description { get; set; }
///
/// If true, don't include the layout when presenting picking options in the UI.
///
///
/// This will keep device layouts out of the control picker and will keep control layouts out of
/// action type dropdowns.
///
public bool hideInUI { get; set; }
}
}