106 lines
3.9 KiB
C#
106 lines
3.9 KiB
C#
using System;
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////WIP
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//how is it achieved that this applies on a per-device level rather than for all devices of a given type?
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//do we do this at the event-level?
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//where to do perform the input modification? pre-source or post-source?
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//pre-source:
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// + can be persisted such that the outcome is agnostic to user profile settings
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// - no longer possible to have input routed to multiple users from same device
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//
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//post-source:
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// + no need to modify device
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////REVIEW: add ability to have per-device (or device layout?) settings?
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namespace UnityEngine.InputSystem.Users
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{
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/// <summary>
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/// A user profile may alter select aspects of input behavior at runtime.
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/// </summary>
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/// <remarks>
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/// This class implements several user adjustable input behaviors commonly found in games, such
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/// as mouse sensitivity and axis inversion.
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///
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/// Note that the behaviors only work in combination with actions, that is, for users that have
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/// actions associated with them via <see cref="InputUser.AssociateActionsWithUser(IInputActionCollection)"/>.
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/// The behaviors do not alter the input as present directly on the devices. Meaning that, for example,
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/// <see cref="invertMouseX"/> will not impact <see cref="Vector2.x"/> of <see cref="Mouse.delta"/> but will
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/// rather impact the value read out with <see cref="InputAction.CallbackContext.ReadValue"/> from an action
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/// bound to mouse deltas.
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///
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/// In other words, all the input behaviors operate at the binding level and modify <see cref="InputBinding"/>s.
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/// ////REVIEW: does this really make sense?
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/// </remarks>
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[Serializable]
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internal class InputUserSettings
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{
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/// <summary>
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/// Customized bindings for the user.
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/// </summary>
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/// <remarks>
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/// This will only contain customizations explicitly applied to the user's bindings
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/// and will not contain default bindings. It is thus not a complete set of bindings
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/// but rather just a set of customizations.
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/// </remarks>
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public string customBindings { get; set; }
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////REVIEW: for this to impact position, too, we need to know the screen dimensions
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/// <summary>
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/// Invert X on <see cref="Mouse.position"/> and <see cref="Mouse.delta"/>.
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/// </summary>
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public bool invertMouseX { get; set; }
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/// <summary>
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/// Invert Y on <see cref="Mouse.position"/> and <see cref="Mouse.delta"/>.
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/// </summary>
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public bool invertMouseY { get; set; }
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/// <summary>
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/// Smooth mouse motion on both X and Y ...
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/// </summary>
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public float? mouseSmoothing { get; set; }
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public float? mouseSensitivity { get; set; }
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/// <summary>
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/// Invert X axis on <see cref="Gamepad.leftStick"/> and <see cref="Gamepad.rightStick"/>.
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/// </summary>
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public bool invertStickX { get; set; }
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/// <summary>
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/// Invert Y axis on <see cref="Gamepad.leftStick"/> and <see cref="Gamepad.rightStick"/>.
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/// </summary>
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public bool invertStickY { get; set; }
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/// <summary>
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/// If true, swap sides
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/// </summary>
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public bool swapSticks { get; set; }
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/// <summary>
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/// Swap <see cref="Gamepad.leftShoulder"/> and <see cref="Gamepad.rightShoulder"/> on gamepads.
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/// </summary>
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public bool swapBumpers { get; set; }
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/// <summary>
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/// Swap <see cref="Gamepad.leftTrigger"/> and <see cref="Gamepad.rightTrigger"/> on gamepads.
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/// </summary>
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public bool swapTriggers { get; set; }
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public bool swapDpadAndLeftStick { get; set; }
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public float vibrationStrength { get; set; }
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public virtual void Apply(IInputActionCollection actions)
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{
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//set overrideProcessors and redirectPaths on respective bindings
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}
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[SerializeField] private string m_CustomBindings;
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}
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}
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