367 lines
17 KiB
C#
367 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: support nested composites
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////REVIEW: composites probably need a reset method, too (like interactions), so that they can be stateful
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////REVIEW: isn't this about arbitrary value processing? can we open this up more and make it
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//// not just be about composing multiple bindings?
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////REVIEW: when we get blittable type constraints, we can probably do away with the pointer-based ReadValue version
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namespace UnityEngine.InputSystem
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{
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////TODO: clarify whether this can have state or not
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/// <summary>
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/// A binding that synthesizes a value from from several component bindings.
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/// </summary>
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/// <remarks>
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/// This is the base class for composite bindings. See <see cref="InputBindingComposite{TValue}"/>
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/// for more details about composites and for how to define custom composites.
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/// </remarks>
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/// <seealso cref="InputSystem.RegisterBindingComposite{T}"/>
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/// <seealso cref="InputActionRebindingExtensions.GetParameterValue(InputAction,string,InputBinding)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyParameterOverride(InputActionMap,string,PrimitiveValue,InputBinding)"/>
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/// <seealso cref="InputBinding.isComposite"/>
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public abstract class InputBindingComposite
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{
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/// <summary>
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/// The type of value returned by the composite.
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/// </summary>
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/// <value>Type of value returned by the composite.</value>
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/// <remarks>
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/// Just like each <see cref="InputControl"/> has a specific type of value it
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/// will return, each composite has a specific type of value it will return.
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/// This is usually implicitly defined by the type parameter of <see
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/// cref="InputBindingComposite{TValue}"/>.
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/// </remarks>
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/// <seealso cref="InputControl.valueType"/>
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/// <seealso cref="InputAction.CallbackContext.valueType"/>
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public abstract Type valueType { get; }
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/// <summary>
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/// Size of a value read by <see cref="ReadValue"/>.
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/// </summary>
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/// <value>Size of values stored in memory buffers by <see cref="ReadValue"/>.</value>
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/// <remarks>
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/// This is usually implicitly defined by the size of values derived
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/// from the type argument to <see cref="InputBindingComposite{TValue}"/>. E.g.
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/// if the type argument is <c>Vector2</c>, this property will be 8.
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/// </remarks>
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/// <seealso cref="InputControl.valueSizeInBytes"/>
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/// <seealso cref="InputAction.CallbackContext.valueSizeInBytes"/>
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public abstract int valueSizeInBytes { get; }
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/// <summary>
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/// Read a value from the composite without having to know the value type (unlike
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/// <see cref="InputBindingComposite{TValue}.ReadValue(ref InputBindingCompositeContext)"/> and
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/// without allocating GC heap memory (unlike <see cref="ReadValueAsObject"/>).
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/// </summary>
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/// <param name="context">Callback context for the binding composite. Use this
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/// to access the values supplied by part bindings.</param>
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/// <param name="buffer">Buffer that receives the value read for the composite.</param>
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/// <param name="bufferSize">Size of the buffer allocated at <paramref name="buffer"/>.</param>
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/// <exception cref="ArgumentException"><paramref name="bufferSize"/> is smaller than
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/// <see cref="valueSizeInBytes"/>.</exception>
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/// <exception cref="ArgumentNullException"><paramref name="buffer"/> is <c>null</c>.</exception>
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/// <remarks>
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/// This API will be used if someone calls <see cref="InputAction.CallbackContext.ReadValue(void*,int)"/>
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/// with the action leading to the composite.
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///
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/// By deriving from <see cref="InputBindingComposite{TValue}"/>, this will automatically
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/// be implemented for you.
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/// </remarks>
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/// <seealso cref="InputAction.CallbackContext.ReadValue"/>
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public abstract unsafe void ReadValue(ref InputBindingCompositeContext context, void* buffer, int bufferSize);
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/// <summary>
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/// Read the value of the composite as a boxed object. This allows reading the value
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/// without having to know the value type and without having to deal with raw byte buffers.
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/// </summary>
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/// <param name="context">Callback context for the binding composite. Use this
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/// to access the values supplied by part bindings.</param>
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/// <returns>The current value of the composite according to the state passed in through
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/// <paramref name="context"/>.</returns>
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/// <remarks>
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/// This API will be used if someone calls <see cref="InputAction.CallbackContext.ReadValueAsObject"/>
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/// with the action leading to the composite.
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///
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/// By deriving from <see cref="InputBindingComposite{TValue}"/>, this will automatically
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/// be implemented for you.
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/// </remarks>
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public abstract object ReadValueAsObject(ref InputBindingCompositeContext context);
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/// <summary>
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/// Determine the current level of actuation of the composite.
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/// </summary>
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/// <param name="context">Callback context for the binding composite. Use this
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/// to access the values supplied by part bindings.</param>
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/// <returns></returns>
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/// <remarks>
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/// This method by default returns -1, meaning that the composite does not support
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/// magnitudes. You can override the method to add support for magnitudes.
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///
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/// See <see cref="InputControl.EvaluateMagnitude()"/> for details of how magnitudes
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/// work.
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/// </remarks>
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/// <seealso cref="InputControl.EvaluateMagnitude()"/>
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public virtual float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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return -1;
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}
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/// <summary>
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/// Called after binding resolution for an <see cref="InputActionMap"/> is complete.
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/// </summary>
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/// <remarks>
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/// Some composites do not have predetermine value types. Two examples of this are
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/// <see cref="Composites.OneModifierComposite"/> and <see cref="Composites.TwoModifiersComposite"/>, which
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/// both have a <c>"binding"</c> part that can be bound to arbitrary controls. This means that the
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/// value type of these bindings can only be determined at runtime.
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///
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/// Overriding this method allows accessing the actual controls bound to each part
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/// at runtime.
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///
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/// <example>
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/// <code>
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/// [InputControl] public int binding;
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///
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/// protected override void FinishSetup(ref InputBindingContext context)
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/// {
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/// // Get all controls bound to the 'binding' part.
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/// var controls = context.controls
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/// .Where(x => x.part == binding)
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/// .Select(x => x.control);
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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protected virtual void FinishSetup(ref InputBindingCompositeContext context)
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{
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}
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// Avoid having to expose internal modifier.
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internal void CallFinishSetup(ref InputBindingCompositeContext context)
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{
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FinishSetup(ref context);
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}
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internal static TypeTable s_Composites;
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internal static Type GetValueType(string composite)
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{
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if (string.IsNullOrEmpty(composite))
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throw new ArgumentNullException(nameof(composite));
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var compositeType = s_Composites.LookupTypeRegistration(composite);
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if (compositeType == null)
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return null;
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return TypeHelpers.GetGenericTypeArgumentFromHierarchy(compositeType, typeof(InputBindingComposite<>), 0);
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}
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/// <summary>
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/// Return the name of the control layout that is expected for the given part (e.g. "Up") on the given
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/// composite (e.g. "Dpad").
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/// </summary>
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/// <param name="composite">Registration name of the composite.</param>
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/// <param name="part">Name of the part.</param>
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/// <returns>The layout name (such as "Button") expected for the given part on the composite or null if
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/// there is no composite with the given name or no part on the composite with the given name.</returns>
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/// <remarks>
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/// Expected control layouts can be set on composite parts by setting the <see cref="InputControlAttribute.layout"/>
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/// property on them.
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/// </remarks>
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/// <example>
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/// <code>
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/// InputBindingComposite.GetExpectedControlLayoutName("Dpad", "Up") // Returns "Button"
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///
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/// // This is how Dpad communicates that:
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/// [InputControl(layout = "Button")] public int up;
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/// </code>
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/// </example>
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public static string GetExpectedControlLayoutName(string composite, string part)
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{
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if (string.IsNullOrEmpty(composite))
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throw new ArgumentNullException(nameof(composite));
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if (string.IsNullOrEmpty(part))
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throw new ArgumentNullException(nameof(part));
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var compositeType = s_Composites.LookupTypeRegistration(composite);
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if (compositeType == null)
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return null;
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////TODO: allow it being properties instead of just fields
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var field = compositeType.GetField(part,
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BindingFlags.Instance | BindingFlags.IgnoreCase | BindingFlags.Public);
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if (field == null)
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return null;
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var attribute = field.GetCustomAttribute<InputControlAttribute>(false);
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return attribute?.layout;
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}
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internal static IEnumerable<string> GetPartNames(string composite)
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{
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if (string.IsNullOrEmpty(composite))
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throw new ArgumentNullException(nameof(composite));
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var compositeType = s_Composites.LookupTypeRegistration(composite);
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if (compositeType == null)
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yield break;
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foreach (var field in compositeType.GetFields(BindingFlags.Instance | BindingFlags.Public))
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{
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var controlAttribute = field.GetCustomAttribute<InputControlAttribute>();
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if (controlAttribute != null)
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yield return field.Name;
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}
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}
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internal static string GetDisplayFormatString(string composite)
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{
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if (string.IsNullOrEmpty(composite))
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throw new ArgumentNullException(nameof(composite));
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var compositeType = s_Composites.LookupTypeRegistration(composite);
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if (compositeType == null)
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return null;
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var displayFormatAttribute = compositeType.GetCustomAttribute<DisplayStringFormatAttribute>();
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if (displayFormatAttribute == null)
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return null;
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return displayFormatAttribute.formatString;
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}
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}
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/// <summary>
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/// A binding composite arranges several bindings such that they form a "virtual control".
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/// </summary>
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/// <typeparam name="TValue">Type of value returned by the composite. This must be a "blittable"
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/// type, that is, a type whose values can simply be copied around.</typeparam>
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/// <remarks>
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/// Composite bindings are a special type of <see cref="InputBinding"/>. Whereas normally
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/// an input binding simply references a set of controls and returns whatever input values are
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/// generated by those controls, a composite binding sources input from several controls and
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/// derives a new value from that.
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///
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/// A good example for that is a classic WASD keyboard binding:
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///
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/// <example>
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/// <code>
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/// var moveAction = new InputAction(name: "move");
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/// moveAction.AddCompositeBinding("Vector2")
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/// .With("Up", "<Keyboard>/w")
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/// .With("Down", "<Keyboard>/s")
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/// .With("Left", "<Keyboard>/a")
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/// .With("Right", "<Keyboard>/d")
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/// </code>
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/// </example>
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///
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/// Here, each direction is represented by a separate binding. "Up" is bound to "W", "Down"
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/// is bound to "S", and so on. Each direction individually returns a 0 or 1 depending
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/// on whether it is pressed or not.
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///
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/// However, as a composite, the binding to the "move" action returns a combined <c>Vector2</c>
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/// that is computed from the state of each of the directional controls. This is what composites
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/// do. They take inputs from their "parts" to derive an input for the binding as a whole.
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///
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/// Note that the properties and methods defined in <see cref="InputBindingComposite"/> and this
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/// class will generally be called internally by the input system and are not generally meant
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/// to be called directly from user land.
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///
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/// The set of composites available in the system is extensible. While some composites are
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/// such as <see cref="Composites.Vector2Composite"/> and <see cref="Composites.ButtonWithOneModifier"/>
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/// are available out of the box, new composites can be implemented by anyone and simply be
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/// registered with <see cref="InputSystem.RegisterBindingComposite{T}"/>.
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///
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/// See the "Custom Composite" sample (can be installed from package manager UI) for a detailed example
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/// of how to create a custom composite.
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/// </remarks>
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/// <seealso cref="InputSystem.RegisterBindingComposite{T}"/>
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public abstract class InputBindingComposite<TValue> : InputBindingComposite
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where TValue : struct
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{
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/// <summary>
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/// The type of value returned by the composite, i.e. <c>typeof(TValue)</c>.
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/// </summary>
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/// <value>Returns <c>typeof(TValue)</c>.</value>
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public override Type valueType => typeof(TValue);
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/// <summary>
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/// The size of values returned by the composite, i.e. <c>sizeof(TValue)</c>.
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/// </summary>
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/// <value>Returns <c>sizeof(TValue)</c>.</value>
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public override int valueSizeInBytes => UnsafeUtility.SizeOf<TValue>();
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/// <summary>
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/// Read a value for the composite given the supplied context.
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/// </summary>
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/// <param name="context">Callback context for the binding composite. Use this
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/// to access the values supplied by part bindings.</param>
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/// <returns>The current value of the composite according to the state made
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/// accessible through <paramref name="context"/>.</returns>
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/// <remarks>
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/// This is the main method to implement in custom composites.
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///
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/// <example>
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/// <code>
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/// public class CustomComposite : InputBindingComposite<float>
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/// {
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/// [InputControl(layout = "Button")]
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/// public int button;
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///
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/// public float scaleFactor = 1;
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///
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/// public override float ReadValue(ref InputBindingComposite context)
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/// {
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/// return context.ReadValue<float>(button) * scaleFactor;
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/// }
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/// }
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/// </code>
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/// </example>
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///
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/// The other method to consider overriding is <see cref="InputBindingComposite.EvaluateMagnitude"/>.
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/// </remarks>
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/// <seealso cref="InputAction.ReadValue{TValue}"/>
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/// <seealso cref="InputAction.CallbackContext.ReadValue{TValue}"/>
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public abstract TValue ReadValue(ref InputBindingCompositeContext context);
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/// <inheritdoc />
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public override unsafe void ReadValue(ref InputBindingCompositeContext context, void* buffer, int bufferSize)
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{
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if (buffer == null)
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throw new ArgumentNullException(nameof(buffer));
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var valueSize = UnsafeUtility.SizeOf<TValue>();
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if (bufferSize < valueSize)
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throw new ArgumentException(
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$"Expected buffer of at least {UnsafeUtility.SizeOf<TValue>()} bytes but got buffer of only {bufferSize} bytes instead",
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nameof(bufferSize));
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var value = ReadValue(ref context);
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var valuePtr = UnsafeUtility.AddressOf(ref value);
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UnsafeUtility.MemCpy(buffer, valuePtr, valueSize);
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}
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/// <inheritdoc />
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public override unsafe object ReadValueAsObject(ref InputBindingCompositeContext context)
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{
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var value = default(TValue);
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var valuePtr = UnsafeUtility.AddressOf(ref value);
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ReadValue(ref context, valuePtr, UnsafeUtility.SizeOf<TValue>());
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return value;
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}
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}
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}
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