IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Actions/InputBinding.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

915 lines
40 KiB
C#

using System;
using System.Linq;
using System.Text;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////REVIEW: do we really need overridable processors and interactions?
// Downsides to the current approach:
// - Being able to address entire batches of controls through a single control is awesome. Especially
// when combining it type-kind of queries (e.g. "<MyDevice>/<Button>"). However, it complicates things
// in quite a few areas. There's quite a few bits in InputActionState that could be simplified if a
// binding simply maps to a control.
namespace UnityEngine.InputSystem
{
/// <summary>
/// A mapping of controls to an action.
/// </summary>
/// <remarks>
/// Each binding represents a value received from controls (see <see cref="InputControl"/>).
/// There are two main types of bindings: "normal" bindings and "composite" bindings.
///
/// Normal bindings directly bind to control(s) by means of <see cref="path"/> which is a "control path"
/// (see <see cref="InputControlPath"/> for details about how to form paths). At runtime, the
/// path of such a binding may match none, one, or multiple controls. Each control matched by the
/// path will feed input into the binding.
///
/// Composite bindings do not bind to controls themselves. Instead, they receive their input
/// from their "part" bindings and then return a value representing a "composition" of those
/// inputs. What composition specifically is performed depends on the type of the composite.
/// <see cref="Composites.AxisComposite"/>, for example, will return a floating-point axis value
/// computed from the state of two buttons.
///
/// The action that is triggered by a binding is determined by its <see cref="action"/> property.
/// The resolution to an <see cref="InputAction"/> depends on where the binding is used. For example,
/// bindings that are part of <see cref="InputActionMap.bindings"/> will resolve action names to
/// actions in the same <see cref="InputActionMap"/>.
///
/// A binding can also be used as a form of search mask or filter. In this use, <see cref="path"/>,
/// <see cref="action"/>, and <see cref="groups"/> become search criteria that are matched
/// against other bindings. See <see cref="Matches(InputBinding)"/> for details. This use
/// is employed in places such as <see cref="InputActionRebindingExtensions"/> as well as in
/// binding masks on actions (<see cref="InputAction.bindingMask"/>), action maps (<see
/// cref="InputActionMap.bindingMask"/>), and assets (<see cref="InputActionAsset.bindingMask"/>).
/// </remarks>
[Serializable]
public struct InputBinding : IEquatable<InputBinding>
{
/// <summary>
/// Character that is used to separate elements in places such as <see cref="groups"/>,
/// <see cref="interactions"/>, and <see cref="processors"/>.
/// </summary>
/// Some strings on bindings represent lists of elements. An example is <see cref="groups"/>
/// which may associate a binding with several binding groups, each one delimited by the
/// separator.
///
/// <remarks>
/// <example>
/// <code>
/// // A binding that belongs to the "Keyboard&amp;Mouse" and "Gamepad" group.
/// new InputBinding
/// {
/// path = "*/{PrimaryAction},
/// groups = "Keyboard&amp;Mouse;Gamepad"
/// };
/// </code>
/// </example>
/// </remarks>
public const char Separator = ';';
internal const string kSeparatorString = ";";
/// <summary>
/// Optional name for the binding.
/// </summary>
/// <value>Name of the binding.</value>
/// <remarks>
/// For bindings that are part of composites (see <see cref="isPartOfComposite"/>), this is
/// the name of the field on the binding composite object that should be initialized with
/// the control target of the binding.
/// </remarks>
public string name
{
get => m_Name;
set => m_Name = value;
}
/// <summary>
/// Unique ID of the binding.
/// </summary>
/// <value>Unique ID of the binding.</value>
/// <remarks>
/// This can be used, for example, when storing binding overrides in local user configurations.
/// Using the binding ID, an override can remain associated with one specific binding.
/// </remarks>
public Guid id
{
get
{
////REVIEW: this is inconsistent with InputActionMap and InputAction which generate IDs, if necessary
if (string.IsNullOrEmpty(m_Id))
return default;
return new Guid(m_Id);
}
set => m_Id = value.ToString();
}
/// <summary>
/// Control path being bound to.
/// </summary>
/// <value>Path of control(s) to source input from.</value>
/// <remarks>
/// Bindings reference <see cref="InputControl"/>s using a regular expression-like
/// language. See <see cref="InputControlPath"/> for details.
///
/// If the binding is a composite (<see cref="isComposite"/>), the path is the composite
/// string instead. For example, for a <see cref="Composites.Vector2Composite"/>, the
/// path could be something like <c>"Vector2(normalize=false)"</c>.
///
/// The path of a binding may be non-destructively override at runtime using <see cref="overridePath"/>
/// which unlike this property is not serialized. <see cref="effectivePath"/> represents the
/// final, effective path.
/// </remarks>
/// <example>
/// <code>
/// // A binding that references the left mouse button.
/// new InputBinding { path = "&lt;Mouse&gt;/leftButton" }
/// </code>
/// </example>
/// <seealso cref="overridePath"/>
/// <seealso cref="InputControlPath"/>
/// <seealso cref="InputControlPath.Parse"/>
/// <seealso cref="InputControl.path"/>
/// <seealso cref="InputSystem.FindControl"/>
public string path
{
get => m_Path;
set => m_Path = value;
}
/// <summary>
/// If the binding is overridden, this is the overriding path.
/// Otherwise it is <c>null</c>.
/// </summary>
/// <value>Path to override the <see cref="path"/> property with.</value>
/// <remarks>
/// Unlike the <see cref="path"/> property, the value of the override path is not serialized.
/// If set, it will take precedence and determine the result of <see cref="effectivePath"/>.
///
/// This property can be set to an empty string to disable the binding. During resolution,
/// bindings with an empty <see cref="effectivePath"/> will get skipped.
///
/// To set the override on an existing binding, use the methods supplied by <see cref="InputActionRebindingExtensions"/>
/// such as <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,string,string,string)"/>.
///
/// <example>
/// <code>
/// // Override the binding to &lt;Gamepad&gt;/buttonSouth on
/// // myAction with a binding to &lt;Gamepad&gt;/buttonNorth.
/// myAction.ApplyBindingOverride(
/// new InputBinding
/// {
/// path = "&lt;Gamepad&gt;/buttonSouth",
/// overridePath = "&lt;Gamepad&gt;/buttonNorth"
/// });
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="path"/>
/// <seealso cref="overrideInteractions"/>
/// <seealso cref="overrideProcessors"/>
/// <seealso cref="hasOverrides"/>
/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
public string overridePath
{
get => m_OverridePath;
set => m_OverridePath = value;
}
/// <summary>
/// Optional list of interactions and their parameters.
/// </summary>
/// <value>Interactions to put on the binding.</value>
/// <remarks>
/// Each element in the list is a name of an interaction (as registered with
/// <see cref="InputSystem.RegisterInteraction{T}"/>) followed by an optional
/// list of parameters.
///
/// For example, <c>"slowTap(duration=1.2,pressPoint=0.123)"</c> is one element
/// that puts a <see cref="Interactions.SlowTapInteraction"/> on the binding and
/// sets <see cref="Interactions.SlowTapInteraction.duration"/> to 1.2 and
/// <see cref="Interactions.SlowTapInteraction.pressPoint"/> to 0.123.
///
/// Multiple interactions can be put on a binding by separating them with a comma.
/// For example, <c>"tap,slowTap(duration=1.2)"</c> puts both a
/// <see cref="Interactions.TapInteraction"/> and <see cref="Interactions.SlowTapInteraction"/>
/// on the binding. See <see cref="IInputInteraction"/> for why the order matters.
/// </remarks>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="overrideInteractions"/>
/// <seealso cref="hasOverrides"/>
/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
public string interactions
{
get => m_Interactions;
set => m_Interactions = value;
}
/// <summary>
/// Interaction settings to override <see cref="interactions"/> with.
/// </summary>
/// <value>Override string for <see cref="interactions"/> or <c>null</c>.</value>
/// <remarks>
/// If this is not <c>null</c>, it replaces the value of <see cref="interactions"/>.
/// </remarks>
/// <seealso cref="effectiveInteractions"/>
/// <seealso cref="interactions"/>
/// <seealso cref="overridePath"/>
/// <seealso cref="overrideProcessors"/>
/// <seealso cref="hasOverrides"/>
/// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/>
/// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
/// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/>
public string overrideInteractions
{
get => m_OverrideInteractions;
set => m_OverrideInteractions = value;
}
/// <summary>
/// Optional list of processors to apply to control values.
/// </summary>
/// <value>Value processors to apply to the binding.</value>
/// <remarks>
/// This string has the same format as <see cref="InputControlAttribute.processors"/>.
/// </remarks>
/// <seealso cref="InputProcessor{TValue}"/>
/// <seealso cref="overrideProcessors"/>
public string processors
{
get => m_Processors;
set => m_Processors = value;
}
/// <summary>
/// Processor settings to override <see cref="processors"/> with.
/// </summary>
/// <value>Override string for <see cref="processors"/> or <c>null</c>.</value>
/// <remarks>
/// If this is not <c>null</c>, it replaces the value of <see cref="processors"/>.
/// </remarks>
/// <seealso cref="effectiveProcessors"/>
/// <seealso cref="processors"/>
/// <seealso cref="overridePath"/>
/// <seealso cref="overrideInteractions"/>
/// <seealso cref="hasOverrides"/>
public string overrideProcessors
{
get => m_OverrideProcessors;
set => m_OverrideProcessors = value;
}
/// <summary>
/// Optional list of binding groups that the binding belongs to.
/// </summary>
/// <value>List of binding groups or <c>null</c>.</value>
/// <remarks>
/// This is used, for example, to divide bindings into <see cref="InputControlScheme"/>s.
/// Each control scheme is associated with a unique binding group through <see
/// cref="InputControlScheme.bindingGroup"/>.
///
/// A binding may be associated with multiple groups by listing each group name
/// separate by a semicolon (<see cref="Separator"/>).
///
/// <example>
/// <code>
/// new InputBinding
/// {
/// path = "*/{PrimaryAction},
/// // Associate the binding both with the "KeyboardMouse" and
/// // the "Gamepad" group.
/// groups = "KeyboardMouse;Gamepad",
/// }
/// </code>
/// </example>
///
/// Note that the system places no restriction on what binding groups are used
/// for in practice. Their use by <see cref="InputControlScheme"/> is only one
/// possible one, but which groups to apply and how to use them is ultimately
/// up to you.
/// </remarks>
/// <seealso cref="InputControlScheme.bindingGroup"/>
public string groups
{
get => m_Groups;
set => m_Groups = value;
}
/// <summary>
/// Name or ID of the action triggered by the binding.
/// </summary>
/// <remarks>
/// This is null if the binding does not trigger an action.
///
/// For InputBindings that are used as masks, this can be a "mapName/actionName" combination
/// or "mapName/*" to match all actions in the given map.
/// </remarks>
/// <seealso cref="InputAction.name"/>
/// <seealso cref="InputAction.id"/>
public string action
{
get => m_Action;
set => m_Action = value;
}
/// <summary>
/// Whether the binding is a composite.
/// </summary>
/// <value>True if the binding is a composite.</value>
/// <remarks>
/// Composite bindings to not bind to controls to themselves but rather source their
/// input from one or more "part binding" (see <see cref="isPartOfComposite"/>).
///
/// See <see cref="InputBindingComposite{TValue}"/> for more details.
/// </remarks>
/// <seealso cref="InputBindingComposite{TValue}"/>
public bool isComposite
{
get => (m_Flags & Flags.Composite) == Flags.Composite;
set
{
if (value)
m_Flags |= Flags.Composite;
else
m_Flags &= ~Flags.Composite;
}
}
/// <summary>
/// Whether the binding is a "part binding" of a composite.
/// </summary>
/// <value>True if the binding is part of a composite.</value>
/// <remarks>
/// The bindings that make up a composite are laid out sequentially in <see cref="InputActionMap.bindings"/>.
/// First comes the composite itself which is flagged with <see cref="isComposite"/>. It mentions
/// the composite and its parameters in its <see cref="path"/> property. After the composite itself come
/// the part bindings. All subsequent bindings marked as <c>isPartOfComposite</c> will be associated
/// with the composite.
/// </remarks>
/// <seealso cref="isComposite"/>
/// <seealso cref="InputBindingComposite{TValue}"/>
public bool isPartOfComposite
{
get => (m_Flags & Flags.PartOfComposite) == Flags.PartOfComposite;
set
{
if (value)
m_Flags |= Flags.PartOfComposite;
else
m_Flags &= ~Flags.PartOfComposite;
}
}
/// <summary>
/// True if any of the override properties, that is, <see cref="overridePath"/>, <see cref="overrideProcessors"/>,
/// and/or <see cref="overrideInteractions"/>, are set (not <c>null</c>).
/// </summary>
public bool hasOverrides => overridePath != null || overrideProcessors != null || overrideInteractions != null;
/// <summary>
/// Initialize a new binding.
/// </summary>
/// <param name="path">Path for the binding.</param>
/// <param name="action">Action to trigger from the binding.</param>
/// <param name="groups">Semicolon-separated list of binding <see cref="InputBinding.groups"/> the binding is associated with.</param>
/// <param name="processors">Comma-separated list of <see cref="InputBinding.processors"/> to apply to the binding.</param>
/// <param name="interactions">Comma-separated list of <see cref="InputBinding.interactions"/> to apply to the
/// binding.</param>
/// <param name="name">Optional name for the binding.</param>
public InputBinding(string path, string action = null, string groups = null, string processors = null,
string interactions = null, string name = null)
{
m_Path = path;
m_Action = action;
m_Groups = groups;
m_Processors = processors;
m_Interactions = interactions;
m_Name = name;
m_Id = default;
m_Flags = default;
m_OverridePath = default;
m_OverrideInteractions = default;
m_OverrideProcessors = default;
}
public string GetNameOfComposite()
{
if (!isComposite)
return null;
return NameAndParameters.Parse(effectivePath).name;
}
internal void GenerateId()
{
m_Id = Guid.NewGuid().ToString();
}
internal void RemoveOverrides()
{
m_OverridePath = null;
m_OverrideInteractions = null;
m_OverrideProcessors = null;
}
public static InputBinding MaskByGroup(string group)
{
return new InputBinding {groups = group};
}
public static InputBinding MaskByGroups(params string[] groups)
{
return new InputBinding {groups = string.Join(kSeparatorString, groups.Where(x => !string.IsNullOrEmpty(x)))};
}
[SerializeField] private string m_Name;
[SerializeField] internal string m_Id;
[Tooltip("Path of the control to bind to. Matched at runtime to controls from InputDevices present at the time.\n\nCan either be "
+ "graphically from the control picker dropdown UI or edited manually in text mode by clicking the 'T' button. Internally, both "
+ "methods result in control path strings that look like, for example, \"<Gamepad>/buttonSouth\".")]
[SerializeField] private string m_Path;
[SerializeField] private string m_Interactions;
[SerializeField] private string m_Processors;
[SerializeField] internal string m_Groups;
[SerializeField] private string m_Action;
[SerializeField] internal Flags m_Flags;
[NonSerialized] private string m_OverridePath;
[NonSerialized] private string m_OverrideInteractions;
[NonSerialized] private string m_OverrideProcessors;
/// <summary>
/// This is the bindings path which is effectively being used.
/// </summary>
/// <remarks>
/// This is either <see cref="overridePath"/> if that is set, or <see cref="path"/> otherwise.
/// </remarks>
public string effectivePath => overridePath ?? path;
/// <summary>
/// This is the interaction config which is effectively being used.
/// </summary>
/// <remarks>
/// This is either <see cref="overrideInteractions"/> if that is set, or <see cref="interactions"/> otherwise.
/// </remarks>
public string effectiveInteractions => overrideInteractions ?? interactions;
/// <summary>
/// This is the processor config which is effectively being used.
/// </summary>
/// <remarks>
/// This is either <see cref="overrideProcessors"/> if that is set, or <see cref="processors"/> otherwise.
/// </remarks>
public string effectiveProcessors => overrideProcessors ?? processors;
internal bool isEmpty =>
string.IsNullOrEmpty(effectivePath) && string.IsNullOrEmpty(action) &&
string.IsNullOrEmpty(groups);
/// <summary>
/// Check whether the binding is equivalent to the given binding.
/// </summary>
/// <param name="other">Another binding.</param>
/// <returns>True if the two bindings are equivalent.</returns>
/// <remarks>
/// Bindings are equivalent if their <see cref="effectivePath"/>, <see cref="effectiveInteractions"/>,
/// and <see cref="effectiveProcessors"/>, plus their <see cref="action"/> and <see cref="groups"/>
/// properties are the same. Note that the string comparisons ignore both case and culture.
/// </remarks>
public bool Equals(InputBinding other)
{
return string.Equals(effectivePath, other.effectivePath, StringComparison.InvariantCultureIgnoreCase) &&
string.Equals(effectiveInteractions, other.effectiveInteractions, StringComparison.InvariantCultureIgnoreCase) &&
string.Equals(effectiveProcessors, other.effectiveProcessors, StringComparison.InvariantCultureIgnoreCase) &&
string.Equals(groups, other.groups, StringComparison.InvariantCultureIgnoreCase) &&
string.Equals(action, other.action, StringComparison.InvariantCultureIgnoreCase);
}
/// <summary>
/// Compare the binding to the given object.
/// </summary>
/// <param name="obj">An object. May be <c>null</c>.</param>
/// <returns>True if the given object is an <c>InputBinding</c> that equals this one.</returns>
/// <seealso cref="Equals(InputBinding)"/>
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
return false;
return obj is InputBinding binding && Equals(binding);
}
/// <summary>
/// Compare the two bindings for equality.
/// </summary>
/// <param name="left">The first binding.</param>
/// <param name="right">The second binding.</param>
/// <returns>True if the two bindings are equal.</returns>
/// <seealso cref="Equals(InputBinding)"/>
public static bool operator==(InputBinding left, InputBinding right)
{
return left.Equals(right);
}
/// <summary>
/// Compare the two bindings for inequality.
/// </summary>
/// <param name="left">The first binding.</param>
/// <param name="right">The second binding.</param>
/// <returns>True if the two bindings are not equal.</returns>
/// <seealso cref="Equals(InputBinding)"/>
public static bool operator!=(InputBinding left, InputBinding right)
{
return !(left == right);
}
/// <summary>
/// Compute a hash code for the binding.
/// </summary>
/// <returns>A hash code.</returns>
public override int GetHashCode()
{
unchecked
{
var hashCode = (effectivePath != null ? effectivePath.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ (effectiveInteractions != null ? effectiveInteractions.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ (effectiveProcessors != null ? effectiveProcessors.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ (groups != null ? groups.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ (action != null ? action.GetHashCode() : 0);
return hashCode;
}
}
/// <summary>
/// Return a string representation of the binding useful for debugging.
/// </summary>
/// <returns>A string representation of the binding.</returns>
/// <example>
/// <code>
/// var binding = new InputBinding
/// {
/// action = "fire",
/// path = "&lt;Gamepad&gt;/buttonSouth",
/// groups = "Gamepad"
/// };
///
/// // Returns "fire: &lt;Gamepad&gt;/buttonSouth [Gamepad]".
/// binding.ToString();
/// </code>
/// </example>
public override string ToString()
{
var builder = new StringBuilder();
// Add action.
if (!string.IsNullOrEmpty(action))
{
builder.Append(action);
builder.Append(':');
}
// Add path.
var path = effectivePath;
if (!string.IsNullOrEmpty(path))
builder.Append(path);
// Add groups.
if (!string.IsNullOrEmpty(groups))
{
builder.Append('[');
builder.Append(groups);
builder.Append(']');
}
return builder.ToString();
}
/// <summary>
/// A set of flags to turn individual default behaviors of <see cref="InputBinding.ToDisplayString(DisplayStringOptions,InputControl)"/> off.
/// </summary>
[Flags]
public enum DisplayStringOptions
{
/// <summary>
/// Do not use short names of controls as set up by <see cref="InputControlAttribute.shortDisplayName"/>
/// and the <c>"shortDisplayName"</c> property in JSON. This will, for example, not use LMB instead of "left Button"
/// on <see cref="Mouse.leftButton"/>.
/// </summary>
DontUseShortDisplayNames = 1 << 0,
/// <summary>
/// By default device names are omitted from display strings. With this option, they are included instead.
/// For example, <c>"A"</c> will be <c>"A [Gamepad]"</c> instead.
/// </summary>
DontOmitDevice = 1 << 1,
/// <summary>
/// By default, interactions on bindings are included in the resulting display string. For example, a binding to
/// the gamepad's A button that has a "Hold" interaction on it, would come out as "Hold A". This can be suppressed
/// with this option in which case the same setup would come out as just "A".
/// </summary>
DontIncludeInteractions = 1 << 2,
/// <summary>
/// By default, <see cref="effectivePath"/> is used for generating a display name. Using this option, the display
/// string can be forced to <see cref="path"/> instead.
/// </summary>
IgnoreBindingOverrides = 1 << 3,
}
/// <summary>
/// Turn the binding into a string suitable for display in a UI.
/// </summary>
/// <param name="options">Optional set of formatting options.</param>
/// <param name="control">Optional control to which the binding has been resolved. If this is supplied,
/// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific
/// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the
/// <see cref="Gamepad"/> layout).</param>
/// <returns>A string representation of the binding suitable for display in a UI.</returns>
/// <remarks>
/// This method works only for bindings that are not composites. If the method is called on a binding
/// that is a composite (<see cref="isComposite"/> is true), an empty string will be returned. To automatically
/// handle composites, use <see cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,DisplayStringOptions,string)"/>
/// instead.
///
/// <example>
/// <code>
/// var gamepadBinding = new InputBinding("&lt;Gamepad&gt;/buttonSouth");
/// var mouseBinding = new InputBinding("&lt;Mouse&gt;/leftButton");
/// var keyboardBinding = new InputBinding("&lt;Keyboard&gt;/a");
///
/// // Prints "A" except on PS4 where it prints "Cross".
/// Debug.Log(gamepadBinding.ToDisplayString());
///
/// // Prints "LMB".
/// Debug.Log(mouseBinding.ToDisplayString());
///
/// // Print "Left Button".
/// Debug.Log(mouseBinding.ToDisplayString(DisplayStringOptions.DontUseShortDisplayNames));
///
/// // Prints the character associated with the "A" key on the current keyboard layout.
/// Debug.Log(keyboardBinding, control: Keyboard.current);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
public string ToDisplayString(DisplayStringOptions options = default, InputControl control = default)
{
return ToDisplayString(out var _, out var _, options, control);
}
/// <summary>
/// Turn the binding into a string suitable for display in a UI.
/// </summary>
/// <param name="options">Optional set of formatting options.</param>
/// <param name="control">Optional control to which the binding has been resolved. If this is supplied,
/// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific
/// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the
/// <see cref="Gamepad"/> layout).</param>
/// <returns>A string representation of the binding suitable for display in a UI.</returns>
/// <remarks>
/// This method is the same as <see cref="ToDisplayString(DisplayStringOptions,InputControl)"/> except that it
/// will also return the name of the device layout and path of the control, if applicable to the binding. This is
/// useful when needing more context on the resulting display string, for example to decide on an icon to display
/// instead of the textual display string.
///
/// <example>
/// <code>
/// var displayString = new InputBinding("&lt;Gamepad&gt;/dpad/up")
/// .ToDisplayString(out deviceLayout, out controlPath);
///
/// // Will print "D-Pad Up".
/// Debug.Log(displayString);
///
/// // Will print "Gamepad".
/// Debug.Log(deviceLayout);
///
/// // Will print "dpad/up".
/// Debug.Log(controlPath);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,out string,out string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,out string,out string,InputBinding.DisplayStringOptions)"/>
public string ToDisplayString(out string deviceLayoutName, out string controlPath, DisplayStringOptions options = default,
InputControl control = default)
{
if (isComposite)
{
deviceLayoutName = null;
controlPath = null;
return string.Empty;
}
var readableStringOptions = default(InputControlPath.HumanReadableStringOptions);
if ((options & DisplayStringOptions.DontOmitDevice) == 0)
readableStringOptions |= InputControlPath.HumanReadableStringOptions.OmitDevice;
if ((options & DisplayStringOptions.DontUseShortDisplayNames) == 0)
readableStringOptions |= InputControlPath.HumanReadableStringOptions.UseShortNames;
var pathToUse = (options & DisplayStringOptions.IgnoreBindingOverrides) != 0
? path
: effectivePath;
var result = InputControlPath.ToHumanReadableString(pathToUse, out deviceLayoutName, out controlPath, readableStringOptions, control);
if (!string.IsNullOrEmpty(effectiveInteractions) && (options & DisplayStringOptions.DontIncludeInteractions) == 0)
{
var interactionString = string.Empty;
var parsedInteractions = NameAndParameters.ParseMultiple(effectiveInteractions);
foreach (var element in parsedInteractions)
{
var interaction = element.name;
var interactionDisplayName = InputInteraction.GetDisplayName(interaction);
// An interaction can avoid being mentioned explicitly by just setting its display
// name to an empty string.
if (string.IsNullOrEmpty(interactionDisplayName))
continue;
////TODO: this will need support for localization
if (!string.IsNullOrEmpty(interactionString))
interactionString = $"{interactionString} or {interactionDisplayName}";
else
interactionString = interactionDisplayName;
}
if (!string.IsNullOrEmpty(interactionString))
result = $"{interactionString} {result}";
}
return result;
}
internal bool TriggersAction(InputAction action)
{
// Match both name and ID on binding.
return string.Compare(action.name, this.action, StringComparison.InvariantCultureIgnoreCase) == 0
|| this.action == action.m_Id;
}
////TODO: also support matching by name (taking the binding tree into account so that components
//// of composites can be referenced through their parent)
/// <summary>
/// Check whether <paramref name="binding"/> matches the mask
/// represented by the current binding.
/// </summary>
/// <param name="binding">An input binding.</param>
/// <returns>True if <paramref name="binding"/> is matched by the mask represented
/// by <c>this</c>.</returns>
/// <remarks>
/// In this method, the current binding acts as a "mask". When used this way, only
/// three properties of the binding are taken into account: <see cref="path"/>,
/// <see cref="groups"/>, and <see cref="action"/>.
///
/// For each of these properties, the method checks whether they are set on the current
/// binding and, if so, matches them against the respective property in <paramref name="binding"/>.
///
/// The way this matching works is that the value of the property in the current binding is
/// allowed to be a semicolon-separated list where each element specifies one possible value
/// that will produce a match.
///
/// Note that all comparisons are case-insensitive.
///
/// <example>
/// <code>
/// // Create a couple bindings which we can test against.
/// var keyboardBinding = new InputBinding
/// {
/// path = "&lt;Keyboard&gt;/space",
/// groups = "Keyboard",
/// action = "Fire"
/// };
/// var gamepadBinding = new InputBinding
/// {
/// path = "&lt;Gamepad&gt;/buttonSouth",
/// groups = "Gamepad",
/// action = "Jump"
/// };
/// var touchBinding = new InputBinding
/// {
/// path = "&lt;Touchscreen&gt;/*/tap",
/// groups = "Touch",
/// action = "Jump"
/// };
///
/// // Example 1: Match any binding in the "Keyboard" or "Gamepad" group.
/// var mask1 = new InputBinding
/// {
/// // We put two elements in the list here and separate them with a semicolon.
/// groups = "Keyboard;Gamepad"
/// };
///
/// mask1.Matches(keyboardBinding); // True
/// mask1.Matches(gamepadBinding); // True
/// mask1.Matches(touchBinding); // False
///
/// // Example 2: Match any binding to the "Jump" or the "Roll" action
/// // (the latter we don't actually have a binding for)
/// var mask2 = new InputBinding
/// {
/// action = "Jump;Roll"
/// };
///
/// mask2.Matches(keyboardBinding); // False
/// mask2.Matches(gamepadBinding); // True
/// mask2.Matches(touchBinding); // True
///
/// // Example: Match any binding to the space or enter key in the
/// // "Keyboard" group.
/// var mask3 = new InputBinding
/// {
/// path = "&lt;Keyboard&gt;/space;&lt;Keyboard&gt;/enter",
/// groups = "Keyboard"
/// };
///
/// mask3.Matches(keyboardBinding); // True
/// mask3.Matches(gamepadBinding); // False
/// mask3.Matches(touchBinding); // False
/// </code>
/// </example>
/// </remarks>
public bool Matches(InputBinding binding)
{
return Matches(ref binding);
}
// Internally we pass by reference to not unnecessarily copy the struct.
internal bool Matches(ref InputBinding binding, MatchOptions options = default)
{
// Match name.
if (name != null)
{
if (binding.name == null
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(name, binding.name, Separator))
return false;
}
// Match path.
if (path != null)
{
////REVIEW: should this use binding.effectivePath?
////REVIEW: should this support matching by prefix only? should this use control path matching instead of just string comparisons?
////TODO: handle things like ignoring leading '/'
if (binding.path == null
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(path, binding.path, Separator))
return false;
}
// Match action.
if (action != null)
{
////TODO: handle "map/action" format
////TODO: handle "map/*" format
////REVIEW: this will not be able to handle cases where one binding references an action by ID and the other by name but both do mean the same action
if (binding.action == null
|| !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(action, binding.action, Separator))
return false;
}
// Match groups.
if (groups != null)
{
var haveGroupsOnBinding = !string.IsNullOrEmpty(binding.groups);
if (!haveGroupsOnBinding && (options & MatchOptions.EmptyGroupMatchesAny) == 0)
return false;
if (haveGroupsOnBinding
&& !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(groups, binding.groups, Separator))
return false;
}
// Match ID.
if (!string.IsNullOrEmpty(m_Id))
{
if (binding.id != id)
return false;
}
return true;
}
[Flags]
internal enum MatchOptions
{
EmptyGroupMatchesAny = 1 << 0,
}
[Flags]
internal enum Flags
{
None = 0,
Composite = 1 << 2,
PartOfComposite = 1 << 3,
}
}
}