2005 lines
86 KiB
C#
2005 lines
86 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine.InputSystem.Utilities;
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////REVIEW: given we have the global ActionPerformed callback, do we really need the per-map callback?
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////TODO: remove constraint of not being able to modify bindings while enabled from both actions and maps
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//// (because of the sharing of state between multiple maps in an asset, we'd have to extend that constraint
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//// to all maps in an asset in order to uphold it properly)
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A mechanism for collecting a series of input actions (see <see cref="InputAction"/>)
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/// and treating them as a group.
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/// </summary>
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/// <remarks>
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/// Each action map is a named collection of bindings and actions. Both are stored
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/// as a flat list. The bindings are available through the <see cref="bindings"/>
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/// property and the actions are available through the <see cref="actions"/> property.
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///
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/// The actions in a map are owned by the map. No action can appear in two maps
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/// at the same time. To find the action map an action belongs to, use the
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/// <see cref="InputAction.actionMap"/> property. Note that actions can also stand
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/// on their own and thus do not necessarily need to belong to a map (in which case
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/// the <see cref="InputAction.actionMap"/> property is <c>null</c>).
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///
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/// Within a map, all actions have to have names and each action name must
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/// be unique. The <see cref="InputBinding.action"/> property of bindings in a map
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/// are resolved within the <see cref="actions"/> in the map. Looking up actions
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/// by name can be done through <see cref="FindAction(string,bool)"/>.
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///
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/// The <see cref="name"/> of the map itself can be empty, except if the map is part of
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/// an <see cref="InputActionAsset"/> in which case it is required to have a name
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/// which also must be unique within the asset.
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///
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/// Action maps are most useful for grouping actions that contextually
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/// belong together. For example, one common usage is to separate the actions
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/// that can be performed in the UI or in the main menu from those that can
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/// be performed during gameplay. However, even within gameplay, multiple action
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/// maps can be employed. For example, one could have different action maps for
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/// driving and for walking plus one more map for the actions shared between
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/// the two modes.
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///
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/// Action maps are usually created in the <a href="../manual/ActionAssets.html">action
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/// editor</a> as part of <see cref="InputActionAsset"/>s. However, they can also be
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/// created standing on their own directly in code or from JSON (see <see cref="FromJson"/>).
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///
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/// <example>
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/// <code>
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/// // Create a free-standing action map.
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/// var map = new InputActionMap();
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///
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/// // Add some actions and bindings to it.
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/// map.AddAction("action1", binding: "<Keyboard>/space");
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/// map.AddAction("action2", binding: "<Gamepad>/buttonSouth");
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/// </code>
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/// </example>
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///
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/// Actions in action maps, like actions existing by themselves outside of action
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/// maps, do not actively process input except if enabled. Actions can either
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/// be enabled individually (see <see cref="InputAction.Enable"/> and <see
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/// cref="InputAction.Disable"/>) or in bulk by enabling and disabling the
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/// entire map (see <see cref="Enable"/> and <see cref="Disable"/>).
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/// </remarks>
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/// <seealso cref="InputActionAsset"/>
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/// <seealso cref="InputAction"/>
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[Serializable]
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public sealed class InputActionMap : ICloneable, ISerializationCallbackReceiver, IInputActionCollection2, IDisposable
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{
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/// <summary>
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/// Name of the action map.
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/// </summary>
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/// <value>Name of the action map.</value>
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/// <remarks>
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/// For action maps that are part of <see cref="InputActionAsset"/>s, this will always be
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/// a non-null, non-empty string that is unique within the maps in the asset. For action maps
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/// that are standing on their own, this can be null or empty.
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/// </remarks>
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public string name => m_Name;
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/// <summary>
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/// If the action map is part of an asset, this refers to the asset. Otherwise it is <c>null</c>.
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/// </summary>
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/// <value>Asset to which the action map belongs.</value>
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public InputActionAsset asset => m_Asset;
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/// <summary>
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/// A stable, unique identifier for the map.
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/// </summary>
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/// <value>Unique ID for the action map.</value>
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/// <remarks>
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/// This can be used instead of the name to refer to the action map. Doing so allows referring to the
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/// map such that renaming it does not break references.
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/// </remarks>
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/// <seealso cref="InputAction.id"/>
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public Guid id
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{
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get
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{
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if (string.IsNullOrEmpty(m_Id))
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GenerateId();
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return new Guid(m_Id);
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}
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}
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internal Guid idDontGenerate
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{
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get
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{
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if (string.IsNullOrEmpty(m_Id))
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return default;
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return new Guid(m_Id);
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}
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}
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/// <summary>
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/// Whether any action in the map is currently enabled.
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/// </summary>
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/// <value>True if any action in <see cref="actions"/> is currently enabled.</value>
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/// <seealso cref="InputAction.enabled"/>
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/// <seealso cref="Enable"/>
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/// <seealso cref="InputAction.Enable"/>
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public bool enabled => m_EnabledActionsCount > 0;
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/// <summary>
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/// List of actions contained in the map.
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/// </summary>
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/// <value>Collection of actions belonging to the map.</value>
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/// <remarks>
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/// Actions are owned by their map. The same action cannot appear in multiple maps.
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///
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/// Accessing this property. Note that values returned by the property become invalid if
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/// the setup of actions in a map is changed.
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/// </remarks>
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/// <seealso cref="InputAction.actionMap"/>
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public ReadOnlyArray<InputAction> actions => new ReadOnlyArray<InputAction>(m_Actions);
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/// <summary>
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/// List of bindings contained in the map.
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/// </summary>
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/// <value>Collection of bindings in the map.</value>
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/// <remarks>
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/// <see cref="InputBinding"/>s are owned by action maps and not by individual actions.
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///
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/// Bindings that trigger actions refer to the action by <see cref="InputAction.name"/>
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/// or <see cref="InputAction.id"/>.
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///
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/// Accessing this property does not allocate. Note that values returned by the property
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/// become invalid if the setup of bindings in a map is changed.
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/// </remarks>
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/// <seealso cref="InputAction.bindings"/>
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public ReadOnlyArray<InputBinding> bindings => new ReadOnlyArray<InputBinding>(m_Bindings);
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IEnumerable<InputBinding> IInputActionCollection2.bindings => bindings;
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/// <summary>
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/// Control schemes defined for the action map.
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/// </summary>
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/// <value>List of available control schemes.</value>
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/// <remarks>
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/// Control schemes can only be defined at the level of <see cref="InputActionAsset"/>s.
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/// For action maps that are part of assets, this property will return the control schemes
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/// from the asset. For free-standing action maps, this will return an empty list.
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/// </remarks>
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/// <seealso cref="InputActionAsset.controlSchemes"/>
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public ReadOnlyArray<InputControlScheme> controlSchemes
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{
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get
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{
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if (m_Asset == null)
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return new ReadOnlyArray<InputControlScheme>();
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return m_Asset.controlSchemes;
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}
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}
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/// <summary>
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/// Binding mask to apply to all actions in the asset.
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/// </summary>
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/// <value>Optional mask that determines which bindings in the action map to enable.</value>
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/// <remarks>
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/// Binding masks can be applied at three different levels: for an entire asset through
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/// <see cref="InputActionAsset.bindingMask"/>, for a specific map through this property,
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/// and for single actions through <see cref="InputAction.bindingMask"/>. By default,
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/// none of the masks will be set (that is, they will be <c>null</c>).
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///
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/// When an action is enabled, all the binding masks that apply to it are taken into
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/// account. Specifically, this means that any given binding on the action will be
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/// enabled only if it matches the mask applied to the asset, the mask applied
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/// to the map that contains the action, and the mask applied to the action itself.
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/// All the masks are individually optional.
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///
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/// Masks are matched against bindings using <see cref="InputBinding.Matches"/>.
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///
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/// Note that if you modify the masks applicable to an action while it is
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/// enabled, the action's <see cref="InputAction.controls"/> will get updated immediately to
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/// respect the mask. To avoid repeated binding resolution, it is most efficient
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/// to apply binding masks before enabling actions.
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///
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/// Binding masks are non-destructive. All the bindings on the action are left
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/// in place. Setting a mask will not affect the value of the <see cref="InputAction.bindings"/>
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/// and <see cref="bindings"/> properties.
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/// </remarks>
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/// <seealso cref="InputBinding.MaskByGroup"/>
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/// <seealso cref="InputAction.bindingMask"/>
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/// <seealso cref="InputActionAsset.bindingMask"/>
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public InputBinding? bindingMask
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{
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get => m_BindingMask;
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set
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{
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if (m_BindingMask == value)
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return;
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m_BindingMask = value;
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LazyResolveBindings(fullResolve: true);
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}
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}
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/// <summary>
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/// Set of devices that bindings in the action map can bind to.
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/// </summary>
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/// <value>Optional set of devices to use by bindings in the map.</value>
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/// <remarks>
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/// By default (with this property being <c>null</c>), bindings will bind to any of the
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/// controls available through <see cref="InputSystem.devices"/>, that is, controls from all
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/// devices in the system will be used.
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///
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/// By setting this property, binding resolution can instead be restricted to just specific
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/// devices. This restriction can either be applied to an entire asset using <see
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/// cref="InputActionMap.devices"/> or to specific action maps by using this property. Note that
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/// if both this property and <see cref="InputActionAsset.devices"/> is set for a specific action
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/// map, the list of devices on the action map will take precedence and the list on the
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/// asset will be ignored for bindings in that action map.
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///
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/// <example>
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/// <code>
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/// // Create an action map containing a single action with a gamepad binding.
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/// var actionMap = new InputActionMap();
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/// var fireAction = actionMap.AddAction("Fire", binding: "<Gamepad>/buttonSouth");
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/// asset.AddActionMap(actionMap);
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///
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/// // Let's assume we have two gamepads connected. If we enable the
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/// // action map now, the 'Fire' action will bind to both.
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/// actionMap.Enable();
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///
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/// // This will print two controls.
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/// Debug.Log(string.Join("\n", fireAction.controls));
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///
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/// // To restrict the setup to just the first gamepad, we can assign
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/// // to the 'devices' property.
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/// actionMap.devices = new InputDevice[] { Gamepad.all[0] };
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///
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/// // Now this will print only one control.
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/// Debug.Log(string.Join("\n", fireAction.controls));
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputActionAsset.devices"/>
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public ReadOnlyArray<InputDevice>? devices
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{
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// Return asset's device list if we have none (only if we're part of an asset).
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get => m_Devices.Get() ?? m_Asset?.devices;
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set
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{
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if (m_Devices.Set(value))
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LazyResolveBindings(fullResolve: false);
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}
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}
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/// <summary>
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/// Look up an action by name or ID.
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/// </summary>
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/// <param name="actionNameOrId">Name (as in <see cref="InputAction.name"/>) or ID (as in <see cref="InputAction.id"/>)
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/// of the action. Note that matching of names is case-insensitive.</param>
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/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
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/// <exception cref="KeyNotFoundException">No action with the name or ID of <paramref name="actionNameOrId"/>
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/// was found in the action map.</exception>
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/// <remarks>
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/// This method is equivalent to <see cref="FindAction(string,bool)"/> except it throws <c>KeyNotFoundException</c>
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/// if no action with the given name or ID can be found.
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/// </remarks>
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/// <seealso cref="FindAction(string,bool)"/>
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/// <seealso cref="FindAction(Guid)"/>
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/// <see cref="actions"/>
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public InputAction this[string actionNameOrId]
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{
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get
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{
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if (actionNameOrId == null)
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throw new ArgumentNullException(nameof(actionNameOrId));
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var action = FindAction(actionNameOrId);
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if (action == null)
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throw new KeyNotFoundException($"Cannot find action '{actionNameOrId}'");
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return action;
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}
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}
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////REVIEW: inconsistent naming; elsewhere we use "onActionTriggered" (which in turn is inconsistent with InputAction.started etc)
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/// <summary>
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/// Add or remove a callback that is triggered when an action in the map changes its <see cref="InputActionPhase">
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/// phase</see>.
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/// </summary>
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/// <seealso cref="InputAction.started"/>
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/// <seealso cref="InputAction.performed"/>
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/// <seealso cref="InputAction.canceled"/>
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public event Action<InputAction.CallbackContext> actionTriggered
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{
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add => m_ActionCallbacks.AddCallback(value);
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remove => m_ActionCallbacks.RemoveCallback(value);
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}
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/// <summary>
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/// Construct an action map with default values.
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/// </summary>
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public InputActionMap()
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{
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}
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/// <summary>
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/// Construct an action map with the given name.
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/// </summary>
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/// <param name="name">Name to give to the action map. By default <c>null</c>, i.e. does
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/// not assign a name to the map.</param>
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public InputActionMap(string name)
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: this()
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{
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m_Name = name;
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}
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/// <summary>
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/// Release internal state held on to by the action map.
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/// </summary>
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/// <remarks>
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/// Once actions in a map are enabled, the map will allocate a block of state internally that
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/// it will hold on to until disposed of. All actions in the map will share the same internal
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/// state. Also, if the map is part of an <see cref="InputActionAsset"/> all maps and actions
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/// in the same asset will share the same internal state.
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///
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/// Note that the internal state holds on to GC heap memory as well as memory from the
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/// unmanaged, C++ heap.
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/// </remarks>
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public void Dispose()
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{
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m_State?.Dispose();
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}
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internal int FindActionIndex(string nameOrId)
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{
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////REVIEW: have transient lookup table? worth optimizing this?
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//// Ideally, this should at least be an InternedString comparison but due to serialization,
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//// that's quite tricky.
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if (string.IsNullOrEmpty(nameOrId))
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return -1;
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if (m_Actions == null)
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return -1;
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// First time we hit this method, we populate the lookup table.
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SetUpActionLookupTable();
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var actionCount = m_Actions.Length;
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var isOldBracedFormat = nameOrId.StartsWith("{") && nameOrId.EndsWith("}");
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if (isOldBracedFormat)
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{
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var length = nameOrId.Length - 2;
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for (var i = 0; i < actionCount; ++i)
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{
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if (string.Compare(m_Actions[i].m_Id, 0, nameOrId, 1, length) == 0)
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return i;
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}
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}
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if (m_ActionIndexByNameOrId.TryGetValue(nameOrId, out var actionIndex))
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return actionIndex;
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for (var i = 0; i < actionCount; ++i)
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{
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var action = m_Actions[i];
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if (action.m_Id == nameOrId || string.Compare(m_Actions[i].m_Name, nameOrId, StringComparison.InvariantCultureIgnoreCase) == 0)
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return i;
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}
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return InputActionState.kInvalidIndex;
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}
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private void SetUpActionLookupTable()
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{
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if (m_ActionIndexByNameOrId != null || m_Actions == null)
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return;
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m_ActionIndexByNameOrId = new Dictionary<string, int>();
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var actionCount = m_Actions.Length;
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for (var i = 0; i < actionCount; ++i)
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{
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var action = m_Actions[i];
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// We want to make sure an action ID cannot change *after* we have created the table.
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// NOTE: The *name* of an action, however, *may* change.
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action.MakeSureIdIsInPlace();
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// We create two lookup paths for each action:
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// (1) By case-sensitive name.
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// (2) By GUID string.
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m_ActionIndexByNameOrId[action.name] = i;
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m_ActionIndexByNameOrId[action.m_Id] = i;
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}
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}
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internal void ClearActionLookupTable()
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{
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m_ActionIndexByNameOrId?.Clear();
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}
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private int FindActionIndex(Guid id)
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{
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if (m_Actions == null)
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return InputActionState.kInvalidIndex;
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var actionCount = m_Actions.Length;
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for (var i = 0; i < actionCount; ++i)
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if (m_Actions[i].idDontGenerate == id)
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return i;
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return InputActionState.kInvalidIndex;
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}
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/// <summary>
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/// Find an action in the map by name or ID.
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/// </summary>
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/// <param name="actionNameOrId">Name (as in <see cref="InputAction.name"/>) or ID (as in <see cref="InputAction.id"/>)
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/// of the action. Note that matching of names is case-insensitive.</param>
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/// <param name="throwIfNotFound">If set to <see langword="true"/> will cause an exception to be thrown when the action was not found.</param>
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/// <returns>The action with the given name or ID or <c>null</c> if no matching action
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/// was found.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
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/// <seealso cref="FindAction(Guid)"/>
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public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
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{
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if (actionNameOrId == null)
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throw new ArgumentNullException(nameof(actionNameOrId));
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var index = FindActionIndex(actionNameOrId);
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if (index == -1)
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{
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if (throwIfNotFound)
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throw new ArgumentException($"No action '{actionNameOrId}' in '{this}'", nameof(actionNameOrId));
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return null;
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}
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return m_Actions[index];
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}
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/// <summary>
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/// Find an action by ID.
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/// </summary>
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/// <param name="id">ID (as in <see cref="InputAction.id"/>) of the action.</param>
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/// <returns>The action with the given ID or null if no action in the map has
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/// the given ID.</returns>
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/// <seealso cref="FindAction(string,bool)"/>
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public InputAction FindAction(Guid id)
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{
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var index = FindActionIndex(id);
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if (index == -1)
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return null;
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return m_Actions[index];
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}
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/// <summary>
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/// Check whether there are any bindings in the action map that can bind to
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/// controls on the given device.
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/// </summary>
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/// <param name="device">An input device.</param>
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/// <returns>True if any of the bindings in the map can resolve to controls on the device, false otherwise.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
|
/// <remarks>
|
|
/// The logic is entirely based on the contents of <see cref="bindings"/> and, more specifically,
|
|
/// <see cref="InputBinding.effectivePath"/> of each binding. Each path is checked using <see
|
|
/// cref="InputControlPath.Matches"/>. If any path matches, the method returns <c>true</c>.
|
|
///
|
|
/// Properties such as <see cref="devices"/> and <see cref="bindingMask"/> are ignored.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // Create action map with two actions and bindings.
|
|
/// var actionMap = new InputActionMap();
|
|
/// actionMap.AddAction("action1", binding: "<Gamepad>/buttonSouth");
|
|
/// actionMap.AddAction("action2", binding: "<XRController{LeftHand}>/{PrimaryAction}");
|
|
///
|
|
/// //
|
|
/// var gamepad = InputSystem.AddDevice<Gamepad>();
|
|
/// var xrController = InputSystem.AddDevice<XRController>();
|
|
///
|
|
/// // Returns true:
|
|
/// actionMap.IsUsableWith(gamepad);
|
|
///
|
|
/// // Returns false: (the XRController does not have the LeftHand usage assigned to it)
|
|
/// actionMap.IsUsableWith(xrController);
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
public bool IsUsableWithDevice(InputDevice device)
|
|
{
|
|
if (device == null)
|
|
throw new ArgumentNullException(nameof(device));
|
|
|
|
if (m_Bindings == null)
|
|
return false;
|
|
|
|
foreach (var binding in m_Bindings)
|
|
{
|
|
var path = binding.effectivePath;
|
|
if (string.IsNullOrEmpty(path))
|
|
continue;
|
|
|
|
if (InputControlPath.Matches(path, device))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enable all the actions in the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is equivalent to calling <see cref="InputAction.Enable"/> on each
|
|
/// action in <see cref="actions"/>, but is more efficient as the actions
|
|
/// will get enabled in bulk.
|
|
/// </remarks>
|
|
/// <seealso cref="Disable"/>
|
|
/// <seealso cref="enabled"/>
|
|
public void Enable()
|
|
{
|
|
if (m_Actions == null || m_EnabledActionsCount == m_Actions.Length)
|
|
return;
|
|
|
|
ResolveBindingsIfNecessary();
|
|
m_State.EnableAllActions(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disable all the actions in the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is equivalent to calling <see cref="InputAction.Disable"/> on each
|
|
/// action in <see cref="actions"/>, but is more efficient as the actions
|
|
/// will get disabled in bulk.
|
|
/// </remarks>
|
|
/// <seealso cref="Enable"/>
|
|
/// <seealso cref="enabled"/>
|
|
public void Disable()
|
|
{
|
|
if (!enabled)
|
|
return;
|
|
|
|
m_State.DisableAllActions(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Produce an identical copy of the action map with its actions and bindings.
|
|
/// </summary>
|
|
/// <returns>A copy of the action map.</returns>
|
|
/// <remarks>
|
|
/// If the action map is part of an <see cref="InputActionAsset"/>, the clone will <em>not</em>
|
|
/// be. It will be a free-standing action map and <see cref="asset"/> will be <c>null</c>.
|
|
///
|
|
/// Note that the IDs for the map itself as well as for its <see cref="actions"/> and
|
|
/// <see cref="bindings"/> are not copied. Instead, new IDs will be assigned. Also, callbacks
|
|
/// installed on actions or on the map itself will not be copied over.
|
|
/// </remarks>
|
|
public InputActionMap Clone()
|
|
{
|
|
Debug.Assert(m_SingletonAction == null, "Internal (hidden) action maps of singleton actions should not be cloned");
|
|
|
|
var clone = new InputActionMap
|
|
{
|
|
m_Name = m_Name
|
|
};
|
|
|
|
// Clone actions.
|
|
if (m_Actions != null)
|
|
{
|
|
var actionCount = m_Actions.Length;
|
|
var actions = new InputAction[actionCount];
|
|
for (var i = 0; i < actionCount; ++i)
|
|
{
|
|
var original = m_Actions[i];
|
|
actions[i] = new InputAction
|
|
{
|
|
m_Name = original.m_Name,
|
|
m_ActionMap = clone,
|
|
m_Type = original.m_Type,
|
|
m_Interactions = original.m_Interactions,
|
|
m_Processors = original.m_Processors,
|
|
m_ExpectedControlType = original.m_ExpectedControlType,
|
|
m_Flags = original.m_Flags,
|
|
};
|
|
}
|
|
clone.m_Actions = actions;
|
|
}
|
|
|
|
// Clone bindings.
|
|
if (m_Bindings != null)
|
|
{
|
|
var bindingCount = m_Bindings.Length;
|
|
var bindings = new InputBinding[bindingCount];
|
|
Array.Copy(m_Bindings, 0, bindings, 0, bindingCount);
|
|
for (var i = 0; i < bindingCount; ++i)
|
|
bindings[i].m_Id = default;
|
|
clone.m_Bindings = bindings;
|
|
}
|
|
|
|
return clone;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return an boxed instance of the action map.
|
|
/// </summary>
|
|
/// <returns>An boxed clone of the action map</returns>
|
|
/// <seealso cref="Clone"/>
|
|
object ICloneable.Clone()
|
|
{
|
|
return Clone();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return <c>true</c> if the action map contains the given action.
|
|
/// </summary>
|
|
/// <param name="action">An input action. Can be <c>null</c>.</param>
|
|
/// <returns>True if the action map contains <paramref name="action"/>, false otherwise.</returns>
|
|
public bool Contains(InputAction action)
|
|
{
|
|
if (action == null)
|
|
return false;
|
|
|
|
return action.actionMap == this;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a string representation of the action map useful for debugging.
|
|
/// </summary>
|
|
/// <returns>A string representation of the action map.</returns>
|
|
/// <remarks>
|
|
/// For unnamed action maps, this will always be <c>"<Unnamed Action Map>"</c>.
|
|
/// </remarks>
|
|
public override string ToString()
|
|
{
|
|
if (m_Asset != null)
|
|
return $"{m_Asset}:{m_Name}";
|
|
if (!string.IsNullOrEmpty(m_Name))
|
|
return m_Name;
|
|
return "<Unnamed Action Map>";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enumerate the actions in the map.
|
|
/// </summary>
|
|
/// <returns>An enumerator going over the actions in the map.</returns>
|
|
/// <remarks>
|
|
/// This method supports to generically iterate over the actions in a map. However, it will usually
|
|
/// lead to GC allocation. Iterating directly over <see cref="actions"/> avoids allocating GC memory.
|
|
/// </remarks>
|
|
public IEnumerator<InputAction> GetEnumerator()
|
|
{
|
|
return actions.GetEnumerator();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enumerate the actions in the map.
|
|
/// </summary>
|
|
/// <returns>An enumerator going over the actions in the map.</returns>
|
|
/// <seealso cref="GetEnumerator"/>
|
|
IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
return GetEnumerator();
|
|
}
|
|
|
|
// The state we persist is pretty much just a name, a flat list of actions, and a flat
|
|
// list of bindings. The rest is state we keep at runtime when a map is in use.
|
|
|
|
[SerializeField] internal string m_Name;
|
|
[SerializeField] internal string m_Id; // Can't serialize System.Guid and Unity's GUID is editor only.
|
|
[SerializeField] internal InputActionAsset m_Asset;
|
|
|
|
/// <summary>
|
|
/// List of actions in this map.
|
|
/// </summary>
|
|
[SerializeField] internal InputAction[] m_Actions;
|
|
|
|
/// <summary>
|
|
/// List of bindings in this map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For singleton actions, we ensure this is always the same as <see cref="InputAction.m_SingletonActionBindings"/>.
|
|
/// </remarks>
|
|
[SerializeField] internal InputBinding[] m_Bindings;
|
|
|
|
// These fields are caches. If m_Bindings is modified, these are thrown away
|
|
// and re-computed only if needed.
|
|
// NOTE: Because InputBindings are structs, m_BindingsForEachAction actually duplicates each binding
|
|
// (only in the case where m_Bindings has scattered references to actions).
|
|
////REVIEW: this will lead to problems when overrides are thrown into the mix
|
|
|
|
/// <summary>
|
|
/// For each entry in <see cref="m_Actions"/>, a slice of this array corresponds to the
|
|
/// action's bindings.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Ideally, this array is the same as <see cref="m_Bindings"/> (the same as in literally reusing the
|
|
/// same array). However, we have no guarantee that <see cref="m_Bindings"/> is sorted by actions. In case it
|
|
/// isn't, we create a separate array with the bindings sorted by action and have each action reference
|
|
/// a slice through <see cref="InputAction.m_BindingsStartIndex"/> and <see cref="InputAction.m_BindingsCount"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="SetUpPerActionControlAndBindingArrays"/>
|
|
[NonSerialized] private InputBinding[] m_BindingsForEachAction;
|
|
|
|
[NonSerialized] private InputControl[] m_ControlsForEachAction;
|
|
|
|
/// <summary>
|
|
/// Number of actions currently enabled in the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This should only be written to by <see cref="InputActionState"/>.
|
|
/// </remarks>
|
|
[NonSerialized] internal int m_EnabledActionsCount;
|
|
|
|
// Action maps that are created internally by singleton actions to hold their data
|
|
// are never exposed and never serialized so there is no point allocating an m_Actions
|
|
// array.
|
|
[NonSerialized] internal InputAction m_SingletonAction;
|
|
|
|
[NonSerialized] internal int m_MapIndexInState = InputActionState.kInvalidIndex;
|
|
|
|
/// <summary>
|
|
/// Current execution state.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Initialized when map (or any action in it) is first enabled.
|
|
/// </remarks>
|
|
[NonSerialized] internal InputActionState m_State;
|
|
[NonSerialized] internal InputBinding? m_BindingMask;
|
|
[NonSerialized] private Flags m_Flags;
|
|
[NonSerialized] internal int m_ParameterOverridesCount;
|
|
[NonSerialized] internal InputActionRebindingExtensions.ParameterOverride[] m_ParameterOverrides;
|
|
|
|
[NonSerialized] internal DeviceArray m_Devices;
|
|
|
|
[NonSerialized] internal CallbackArray<Action<InputAction.CallbackContext>> m_ActionCallbacks;
|
|
|
|
[NonSerialized] internal Dictionary<string, int> m_ActionIndexByNameOrId;
|
|
|
|
private bool needToResolveBindings
|
|
{
|
|
get => (m_Flags & Flags.NeedToResolveBindings) != 0;
|
|
set
|
|
{
|
|
if (value)
|
|
m_Flags |= Flags.NeedToResolveBindings;
|
|
else
|
|
m_Flags &= ~Flags.NeedToResolveBindings;
|
|
}
|
|
}
|
|
|
|
private bool bindingResolutionNeedsFullReResolve
|
|
{
|
|
get => (m_Flags & Flags.BindingResolutionNeedsFullReResolve) != 0;
|
|
set
|
|
{
|
|
if (value)
|
|
m_Flags |= Flags.BindingResolutionNeedsFullReResolve;
|
|
else
|
|
m_Flags &= ~Flags.BindingResolutionNeedsFullReResolve;
|
|
}
|
|
}
|
|
|
|
private bool controlsForEachActionInitialized
|
|
{
|
|
get => (m_Flags & Flags.ControlsForEachActionInitialized) != 0;
|
|
set
|
|
{
|
|
if (value)
|
|
m_Flags |= Flags.ControlsForEachActionInitialized;
|
|
else
|
|
m_Flags &= ~Flags.ControlsForEachActionInitialized;
|
|
}
|
|
}
|
|
|
|
private bool bindingsForEachActionInitialized
|
|
{
|
|
get => (m_Flags & Flags.BindingsForEachActionInitialized) != 0;
|
|
set
|
|
{
|
|
if (value)
|
|
m_Flags |= Flags.BindingsForEachActionInitialized;
|
|
else
|
|
m_Flags &= ~Flags.BindingsForEachActionInitialized;
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
private enum Flags
|
|
{
|
|
NeedToResolveBindings = 1 << 0,
|
|
BindingResolutionNeedsFullReResolve = 1 << 1,
|
|
ControlsForEachActionInitialized = 1 << 2,
|
|
BindingsForEachActionInitialized = 1 << 3,
|
|
}
|
|
|
|
internal static int s_DeferBindingResolution;
|
|
|
|
internal struct DeviceArray
|
|
{
|
|
private bool m_HaveValue;
|
|
private int m_DeviceCount;
|
|
private InputDevice[] m_DeviceArray; // May have extra capacity; we won't let go once allocated.
|
|
|
|
public int IndexOf(InputDevice device)
|
|
{
|
|
return m_DeviceArray.IndexOfReference(device, m_DeviceCount);
|
|
}
|
|
|
|
public bool Remove(InputDevice device)
|
|
{
|
|
var index = IndexOf(device);
|
|
if (index < 0)
|
|
return false;
|
|
m_DeviceArray.EraseAtWithCapacity(ref m_DeviceCount, index);
|
|
return true;
|
|
}
|
|
|
|
public ReadOnlyArray<InputDevice>? Get()
|
|
{
|
|
if (!m_HaveValue)
|
|
return null;
|
|
return new ReadOnlyArray<InputDevice>(m_DeviceArray, 0, m_DeviceCount);
|
|
}
|
|
|
|
public bool Set(ReadOnlyArray<InputDevice>? devices)
|
|
{
|
|
if (!devices.HasValue)
|
|
{
|
|
if (!m_HaveValue)
|
|
return false; // No change.
|
|
if (m_DeviceCount > 0)
|
|
Array.Clear(m_DeviceArray, 0, m_DeviceCount);
|
|
m_DeviceCount = 0;
|
|
m_HaveValue = false;
|
|
}
|
|
else
|
|
{
|
|
// See if the array actually changes content. Avoids re-resolving when there
|
|
// is no need to.
|
|
var array = devices.Value;
|
|
if (m_HaveValue && array.Count == m_DeviceCount && array.HaveEqualReferences(m_DeviceArray, m_DeviceCount))
|
|
return false;
|
|
|
|
if (m_DeviceCount > 0)
|
|
m_DeviceArray.Clear(ref m_DeviceCount);
|
|
m_HaveValue = true;
|
|
m_DeviceCount = 0;
|
|
ArrayHelpers.AppendListWithCapacity(ref m_DeviceArray, ref m_DeviceCount, array);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the list of bindings for just the given actions.
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <returns></returns>
|
|
/// <remarks>
|
|
/// The bindings for a single action may be contiguous in <see cref="m_Bindings"/> or may be scattered
|
|
/// around. We don't keep persistent storage for these and instead set up a transient
|
|
/// array if and when bindings are queried directly from an action. In the simple case,
|
|
/// we don't even need a separate array but rather just need to find out which slice in the
|
|
/// bindings array corresponds to which action.
|
|
///
|
|
/// NOTE: Bindings for individual actions aren't queried by the system itself during normal
|
|
/// runtime operation so we only do this for cases where the user asks for the
|
|
/// information. If the user never asks for bindings or controls on a per-action basis,
|
|
/// none of this data gets initialized.
|
|
/// </remarks>
|
|
internal ReadOnlyArray<InputBinding> GetBindingsForSingleAction(InputAction action)
|
|
{
|
|
Debug.Assert(action != null, "Action cannot be null");
|
|
Debug.Assert(action.m_ActionMap == this, "Action must be in action map");
|
|
Debug.Assert(!action.isSingletonAction || m_SingletonAction == action, "Action is not a singleton action");
|
|
|
|
// See if we need to refresh.
|
|
if (!bindingsForEachActionInitialized)
|
|
SetUpPerActionControlAndBindingArrays();
|
|
|
|
return new ReadOnlyArray<InputBinding>(m_BindingsForEachAction, action.m_BindingsStartIndex,
|
|
action.m_BindingsCount);
|
|
}
|
|
|
|
internal ReadOnlyArray<InputControl> GetControlsForSingleAction(InputAction action)
|
|
{
|
|
Debug.Assert(m_State != null);
|
|
Debug.Assert(m_MapIndexInState != InputActionState.kInvalidIndex);
|
|
Debug.Assert(m_Actions != null);
|
|
Debug.Assert(action != null);
|
|
Debug.Assert(action.m_ActionMap == this);
|
|
Debug.Assert(!action.isSingletonAction || m_SingletonAction == action);
|
|
|
|
if (!controlsForEachActionInitialized)
|
|
SetUpPerActionControlAndBindingArrays();
|
|
|
|
return new ReadOnlyArray<InputControl>(m_ControlsForEachAction, action.m_ControlStartIndex,
|
|
action.m_ControlCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collect data from <see cref="m_Bindings"/> and <see cref="m_Actions"/> such that we can
|
|
/// we can cleanly expose it from <see cref="InputAction.bindings"/> and <see cref="InputAction.controls"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// We set up per-action caches the first time their information is requested. Internally, we do not
|
|
/// use those arrays and thus they will not get set up by default.
|
|
///
|
|
/// Note that it is important to allow to call this method at a point where we have not resolved
|
|
/// controls yet (i.e. <see cref="m_State"/> is <c>null</c>). Otherwise, using <see cref="InputAction.bindings"/>
|
|
/// may trigger a control resolution which would be surprising.
|
|
/// </remarks>
|
|
private unsafe void SetUpPerActionControlAndBindingArrays()
|
|
{
|
|
// Handle case where we don't have any bindings.
|
|
if (m_Bindings == null)
|
|
{
|
|
m_ControlsForEachAction = null;
|
|
m_BindingsForEachAction = null;
|
|
controlsForEachActionInitialized = true;
|
|
bindingsForEachActionInitialized = true;
|
|
return;
|
|
}
|
|
|
|
if (m_SingletonAction != null)
|
|
{
|
|
// Dead simple case: map is internally owned by action. The entire
|
|
// list of bindings is specific to the action.
|
|
|
|
Debug.Assert(m_Bindings == m_SingletonAction.m_SingletonActionBindings,
|
|
"For singleton action, bindings array must match that of the action");
|
|
|
|
m_BindingsForEachAction = m_Bindings;
|
|
m_ControlsForEachAction = m_State?.controls;
|
|
|
|
m_SingletonAction.m_BindingsStartIndex = 0;
|
|
m_SingletonAction.m_BindingsCount = m_Bindings.Length;
|
|
m_SingletonAction.m_ControlStartIndex = 0;
|
|
m_SingletonAction.m_ControlCount = m_State?.totalControlCount ?? 0;
|
|
|
|
// Only complication, InputActionState allows a control to appear multiple times
|
|
// on the same action and InputAction.controls[] doesn't.
|
|
if (m_ControlsForEachAction.HaveDuplicateReferences(0, m_SingletonAction.m_ControlCount))
|
|
{
|
|
var numControls = 0;
|
|
var controls = new InputControl[m_SingletonAction.m_ControlCount];
|
|
for (var i = 0; i < m_SingletonAction.m_ControlCount; ++i)
|
|
{
|
|
if (!controls.ContainsReference(m_ControlsForEachAction[i]))
|
|
{
|
|
controls[numControls] = m_ControlsForEachAction[i];
|
|
++numControls;
|
|
}
|
|
}
|
|
|
|
m_ControlsForEachAction = controls;
|
|
m_SingletonAction.m_ControlCount = numControls;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
////REVIEW: now that we have per-action binding information in UnmanagedMemory, this here can likely be done more easily
|
|
|
|
// Go through all bindings and slice them out to individual actions.
|
|
|
|
Debug.Assert(m_Actions != null, "Action map is associated with action but action map has no array of actions"); // Action isn't a singleton so this has to be true.
|
|
var mapIndices = m_State?.FetchMapIndices(this) ?? new InputActionState.ActionMapIndices();
|
|
|
|
// Reset state on each action. Important if we have actions that are no longer
|
|
// referred to by bindings.
|
|
for (var i = 0; i < m_Actions.Length; ++i)
|
|
{
|
|
var action = m_Actions[i];
|
|
action.m_BindingsCount = 0;
|
|
action.m_BindingsStartIndex = -1;
|
|
action.m_ControlCount = 0;
|
|
action.m_ControlStartIndex = -1;
|
|
}
|
|
|
|
// Count bindings on each action.
|
|
// After this loop, we can have one of two situations:
|
|
// 1) The bindings for any action X start at some index N and occupy the next m_BindingsCount slots.
|
|
// 2) The bindings for some or all actions are scattered across non-contiguous chunks of the array.
|
|
var bindingCount = m_Bindings.Length;
|
|
for (var i = 0; i < bindingCount; ++i)
|
|
{
|
|
var action = FindAction(m_Bindings[i].action);
|
|
if (action != null)
|
|
++action.m_BindingsCount;
|
|
}
|
|
|
|
// Collect the bindings and controls and bundle them into chunks.
|
|
var newBindingsArrayIndex = 0;
|
|
if (m_State != null && (m_ControlsForEachAction == null || m_ControlsForEachAction.Length != mapIndices.controlCount))
|
|
{
|
|
if (mapIndices.controlCount == 0)
|
|
m_ControlsForEachAction = null;
|
|
else
|
|
m_ControlsForEachAction = new InputControl[mapIndices.controlCount];
|
|
}
|
|
InputBinding[] newBindingsArray = null;
|
|
var currentControlIndex = 0;
|
|
for (var currentBindingIndex = 0; currentBindingIndex < m_Bindings.Length;)
|
|
{
|
|
var currentAction = FindAction(m_Bindings[currentBindingIndex].action);
|
|
if (currentAction == null || currentAction.m_BindingsStartIndex != -1)
|
|
{
|
|
// Skip bindings not targeting an action or bindings we have already processed
|
|
// (when gathering bindings for a single actions scattered across the array we may have
|
|
// skipping ahead).
|
|
++currentBindingIndex;
|
|
continue;
|
|
}
|
|
|
|
// Bindings for current action start at current index.
|
|
currentAction.m_BindingsStartIndex = newBindingsArray != null
|
|
? newBindingsArrayIndex
|
|
: currentBindingIndex;
|
|
currentAction.m_ControlStartIndex = currentControlIndex;
|
|
|
|
// Collect all bindings for the action. As part of that, also copy the controls
|
|
// for each binding over to m_ControlsForEachAction.
|
|
var bindingCountForCurrentAction = currentAction.m_BindingsCount;
|
|
Debug.Assert(bindingCountForCurrentAction > 0);
|
|
var sourceBindingToCopy = currentBindingIndex;
|
|
for (var i = 0; i < bindingCountForCurrentAction; ++i)
|
|
{
|
|
// See if we've come across a binding that doesn't belong to our currently looked at action.
|
|
if (FindAction(m_Bindings[sourceBindingToCopy].action) != currentAction)
|
|
{
|
|
// Yes, we have. Means the bindings for our actions are scattered in m_Bindings and
|
|
// we need to collect them.
|
|
|
|
// If this is the first action that has its bindings scattered around, switch to
|
|
// having a separate bindings array and copy whatever bindings we already processed
|
|
// over to it.
|
|
if (newBindingsArray == null)
|
|
{
|
|
newBindingsArray = new InputBinding[m_Bindings.Length];
|
|
newBindingsArrayIndex = sourceBindingToCopy;
|
|
Array.Copy(m_Bindings, 0, newBindingsArray, 0, sourceBindingToCopy);
|
|
}
|
|
|
|
// Find the next binding belonging to the action. We've counted bindings for
|
|
// the action in the previous pass so we know exactly how many bindings we
|
|
// can expect.
|
|
do
|
|
{
|
|
++sourceBindingToCopy;
|
|
Debug.Assert(sourceBindingToCopy < m_Bindings.Length);
|
|
}
|
|
while (FindAction(m_Bindings[sourceBindingToCopy].action) != currentAction);
|
|
}
|
|
else if (currentBindingIndex == sourceBindingToCopy)
|
|
++currentBindingIndex;
|
|
|
|
// Copy binding over to new bindings array, if need be.
|
|
if (newBindingsArray != null)
|
|
newBindingsArray[newBindingsArrayIndex++] = m_Bindings[sourceBindingToCopy];
|
|
|
|
// Copy controls for binding, if we have resolved controls already and if the
|
|
// binding isn't a composite (they refer to the controls from all of their part bindings
|
|
// but do not really resolve to controls themselves).
|
|
if (m_State != null && !m_Bindings[sourceBindingToCopy].isComposite)
|
|
{
|
|
ref var bindingState = ref m_State.bindingStates[mapIndices.bindingStartIndex + sourceBindingToCopy];
|
|
|
|
var controlCountForBinding = bindingState.controlCount;
|
|
if (controlCountForBinding > 0)
|
|
{
|
|
// Internally, we allow several bindings on a given action to resolve to the same control.
|
|
// Externally, however, InputAction.controls[] is a set and thus should not contain duplicates.
|
|
// So, instead of just doing a straight copy here, we copy controls one by one.
|
|
|
|
var controlStartIndexForBinding = bindingState.controlStartIndex;
|
|
for (var n = 0; n < controlCountForBinding; ++n)
|
|
{
|
|
var control = m_State.controls[controlStartIndexForBinding + n];
|
|
if (!m_ControlsForEachAction.ContainsReference(currentAction.m_ControlStartIndex,
|
|
currentAction.m_ControlCount, control))
|
|
{
|
|
m_ControlsForEachAction[currentControlIndex] = control;
|
|
++currentControlIndex;
|
|
++currentAction.m_ControlCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
++sourceBindingToCopy;
|
|
}
|
|
}
|
|
|
|
if (newBindingsArray == null)
|
|
{
|
|
// Bindings are already clustered by action in m_Bindings
|
|
// so we can just stick to having one array only.
|
|
m_BindingsForEachAction = m_Bindings;
|
|
}
|
|
else
|
|
{
|
|
// Bindings are not clustered by action in m_Bindings so
|
|
// we had to allocate a separate array where the bindings are sorted.
|
|
m_BindingsForEachAction = newBindingsArray;
|
|
}
|
|
}
|
|
|
|
controlsForEachActionInitialized = true;
|
|
bindingsForEachActionInitialized = true;
|
|
}
|
|
|
|
internal void OnWantToChangeSetup()
|
|
{
|
|
if (asset != null)
|
|
{
|
|
foreach (var assetMap in asset.actionMaps)
|
|
if (assetMap.enabled)
|
|
throw new InvalidOperationException(
|
|
$"Cannot add, remove, or change elements of InputActionAsset {asset} while one or more of its actions are enabled");
|
|
}
|
|
else if (enabled)
|
|
{
|
|
throw new InvalidOperationException(
|
|
$"Cannot add, remove, or change elements of InputActionMap {this} while one or more of its actions are enabled");
|
|
}
|
|
}
|
|
|
|
internal void OnSetupChanged()
|
|
{
|
|
if (m_Asset != null)
|
|
{
|
|
m_Asset.MarkAsDirty();
|
|
foreach (var map in m_Asset.actionMaps)
|
|
map.m_State = default;
|
|
}
|
|
else
|
|
{
|
|
m_State = default;
|
|
}
|
|
ClearCachedActionData();
|
|
LazyResolveBindings(fullResolve: true);
|
|
}
|
|
|
|
internal void OnBindingModified()
|
|
{
|
|
ClearCachedActionData();
|
|
LazyResolveBindings(fullResolve: true);
|
|
}
|
|
|
|
////TODO: re-use allocations such that only grow the arrays and hit zero GC allocs when we already have enough memory
|
|
internal void ClearCachedActionData(bool onlyControls = false)
|
|
{
|
|
if (!onlyControls)
|
|
{
|
|
bindingsForEachActionInitialized = false;
|
|
m_BindingsForEachAction = default;
|
|
m_ActionIndexByNameOrId = default;
|
|
}
|
|
|
|
controlsForEachActionInitialized = false;
|
|
m_ControlsForEachAction = default;
|
|
}
|
|
|
|
internal void GenerateId()
|
|
{
|
|
m_Id = Guid.NewGuid().ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resolve bindings right away if we have to. Otherwise defer it to when we next need
|
|
/// the bindings.
|
|
/// </summary>
|
|
internal bool LazyResolveBindings(bool fullResolve)
|
|
{
|
|
// Clear cached controls for actions. Don't need to necessarily clear m_BindingsForEachAction.
|
|
m_ControlsForEachAction = null;
|
|
controlsForEachActionInitialized = false;
|
|
|
|
// If we haven't had to resolve bindings yet, we can wait until when we
|
|
// actually have to.
|
|
if (m_State == null)
|
|
return false;
|
|
|
|
// We used to defer binding resolution here in case the map had no enabled actions. That behavior,
|
|
// however, leads to rather unpredictable BoundControlsChanged notifications (especially for
|
|
// rebinding UIs), so now we just always re-resolve anything that ever had an InputActionState
|
|
// created. Unfortunately, this can lead to some unnecessary re-resolving.
|
|
|
|
needToResolveBindings = true;
|
|
bindingResolutionNeedsFullReResolve |= fullResolve;
|
|
|
|
if (s_DeferBindingResolution > 0)
|
|
return false;
|
|
|
|
// Have to do it straight away.
|
|
ResolveBindings();
|
|
return true;
|
|
}
|
|
|
|
internal bool ResolveBindingsIfNecessary()
|
|
{
|
|
// NOTE: We only check locally for the current map here. When there are multiple maps
|
|
// in an asset, we may have maps that require re-resolution while others don't.
|
|
// We only resolve if a map is used that needs resolution to happen. Note that
|
|
// this will still resolve bindings for *all* maps in the asset.
|
|
|
|
if (m_State == null || needToResolveBindings)
|
|
{
|
|
if (m_State != null && m_State.isProcessingControlStateChange)
|
|
{
|
|
Debug.Assert(s_DeferBindingResolution > 0, "While processing control state changes, binding resolution should be suppressed");
|
|
return false;
|
|
}
|
|
|
|
ResolveBindings();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// We have three different starting scenarios for binding resolution:
|
|
//
|
|
// (1) From scratch.
|
|
// There is no InputActionState and we resolve everything from a completely fresh start. This happens when
|
|
// we either have not resolved bindings at all yet or when something touches the action setup (e.g. adds
|
|
// or removes an action or binding) and we thus throw away the existing InputActionState.
|
|
// NOTE:
|
|
// * Actions can be in enabled state.
|
|
// * No action can be in an in-progress state (since binding resolution is needed for actions to
|
|
// be processed, no action processing can have happened yet)
|
|
//
|
|
// (2) From an existing InputActionState when a device has been added or removed.
|
|
// There is an InputActionState and the action setup (maps, actions, bindings, binding masks) has not changed. However,
|
|
// the set of devices usable with the action has changed (either the per-asset/map device list or the global
|
|
// list, if we're using it).
|
|
// NOTE:
|
|
// * Actions can be in enabled state.
|
|
// * Actions *can* be in an in-progress state.
|
|
// IF the control currently driving the action is on a device that is no longer usable with the action, the
|
|
// action is CANCELLED. OTHERWISE, the action will be left as is and keep being in progress from its active control.
|
|
// * A device CONFIGURATION change will NOT go down this path (e.g. changing the Keyboard layout). This is because
|
|
// any binding path involving display names may now resolve to different controls -- which may impact currently
|
|
// active controls of in-progress actions.
|
|
// * A change in the USAGES of a device will NOT go down this path either. This is for the same reason -- i.e. an
|
|
// active control may no longer match the binding path it matched before. If, for example, we switch the left-hand
|
|
// and right-hand roles of two controllers, will will go down path (3) and not (2).
|
|
//
|
|
// (3) From an existing InputActionState on any other change not covered before.
|
|
// There is an InputActionState and the action setup (maps, actions, bindings, binding masks) may have changed. Also,
|
|
// any change may have happened in the set of usable devices and targeted controls. This includes binding overrides
|
|
// having been applied.
|
|
// NOTE:
|
|
// * Action can be in enabled state.
|
|
// * Actions *can* be in an in-progress state.
|
|
// Any such action will be CANCELLED as part of the re-resolution process.
|
|
//
|
|
// Both (1) and (3) are considered a "full resolve". (2) is not.
|
|
|
|
/// <summary>
|
|
/// Resolve all bindings to their controls and also add any action interactions
|
|
/// from the bindings.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is the core method of action binding resolution. All binding resolution goes through here.
|
|
///
|
|
/// The best way is for binding resolution to happen once for each action map at the beginning of the game
|
|
/// and to then enable and disable the maps as needed. However, the system will also re-resolve
|
|
/// bindings if the control setup in the system changes (i.e. if devices are added or removed
|
|
/// or if layouts in the system are changed).
|
|
///
|
|
/// Bindings can be re-resolved while actions are enabled. This happens changing device or binding
|
|
/// masks on action maps or assets (<see cref="devices"/>, <see cref="bindingMask"/>, <see cref="InputAction.bindingMask"/>,
|
|
/// <see cref="InputActionAsset.devices"/>, <see cref="InputActionAsset.bindingMask"/>). Doing so will
|
|
/// not affect the enable state of actions and, as much as possible, will try to take current
|
|
/// action states across.
|
|
/// </remarks>
|
|
internal void ResolveBindings()
|
|
{
|
|
// Make sure that if we trigger callbacks as part of disabling and re-enabling actions,
|
|
// we don't trigger a re-resolve while we're already resolving bindings.
|
|
using (InputActionRebindingExtensions.DeferBindingResolution())
|
|
{
|
|
// In case we have actions that are currently enabled, we temporarily retain the
|
|
// UnmanagedMemory of our InputActionState so that we can sync action states after
|
|
// we have re-resolved bindings.
|
|
var oldMemory = new InputActionState.UnmanagedMemory();
|
|
try
|
|
{
|
|
OneOrMore<InputActionMap, ReadOnlyArray<InputActionMap>> actionMaps;
|
|
|
|
// Start resolving.
|
|
var resolver = new InputBindingResolver();
|
|
|
|
// If we're part of an asset, we share state and thus binding resolution with
|
|
// all maps in the asset.
|
|
var needFullResolve = m_State == null;
|
|
if (m_Asset != null)
|
|
{
|
|
actionMaps = m_Asset.actionMaps;
|
|
Debug.Assert(actionMaps.Count > 0, "Asset referred to by action map does not have action maps");
|
|
|
|
// If there's a binding mask set on the asset, apply it.
|
|
resolver.bindingMask = m_Asset.m_BindingMask;
|
|
|
|
foreach (var map in actionMaps)
|
|
{
|
|
needFullResolve |= map.bindingResolutionNeedsFullReResolve;
|
|
map.needToResolveBindings = false;
|
|
map.bindingResolutionNeedsFullReResolve = false;
|
|
map.controlsForEachActionInitialized = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Standalone action map (possibly a hidden one created for a singleton action).
|
|
// Gets its own private state.
|
|
|
|
actionMaps = this;
|
|
needFullResolve |= bindingResolutionNeedsFullReResolve;
|
|
needToResolveBindings = false;
|
|
bindingResolutionNeedsFullReResolve = false;
|
|
controlsForEachActionInitialized = false;
|
|
}
|
|
|
|
// If we already have a state, re-use the arrays we have already allocated.
|
|
// NOTE: We will install the arrays on the very same InputActionState instance below. In the
|
|
// case where we didn't have to grow the arrays, we should end up with zero GC allocations
|
|
// here.
|
|
var hasEnabledActions = false;
|
|
InputControlList<InputControl> activeControls = default;
|
|
if (m_State != null)
|
|
{
|
|
// Grab a clone of the current memory. We clone because disabling all the actions
|
|
// in the map will alter the memory state and we want the state before we start
|
|
// touching it.
|
|
oldMemory = m_State.memory.Clone();
|
|
|
|
m_State.PrepareForBindingReResolution(needFullResolve, ref activeControls, ref hasEnabledActions);
|
|
|
|
// Reuse the arrays we have so that we can avoid managed memory allocations, if possible.
|
|
resolver.StartWithPreviousResolve(m_State, isFullResolve: needFullResolve);
|
|
|
|
// Throw away old memory.
|
|
m_State.memory.Dispose();
|
|
}
|
|
|
|
// Resolve all maps in the asset.
|
|
foreach (var map in actionMaps)
|
|
resolver.AddActionMap(map);
|
|
|
|
// Install state.
|
|
if (m_State == null)
|
|
{
|
|
m_State = new InputActionState();
|
|
m_State.Initialize(resolver);
|
|
}
|
|
else
|
|
{
|
|
m_State.ClaimDataFrom(resolver);
|
|
}
|
|
if (m_Asset != null)
|
|
{
|
|
foreach (var map in actionMaps)
|
|
map.m_State = m_State;
|
|
m_Asset.m_SharedStateForAllMaps = m_State;
|
|
}
|
|
|
|
m_State.FinishBindingResolution(hasEnabledActions, oldMemory, activeControls, isFullResolve: needFullResolve);
|
|
}
|
|
finally
|
|
{
|
|
oldMemory.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public int FindBinding(InputBinding mask, out InputAction action)
|
|
{
|
|
var index = FindBindingRelativeToMap(mask);
|
|
if (index == -1)
|
|
{
|
|
action = null;
|
|
return -1;
|
|
}
|
|
|
|
action = m_SingletonAction ?? FindAction(bindings[index].action);
|
|
return action.BindingIndexOnMapToBindingIndexOnAction(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the index of the first binding that matches the given mask.
|
|
/// </summary>
|
|
/// <param name="mask">A binding. See <see cref="InputBinding.Matches"/> for details.</param>
|
|
/// <returns>Index into <see cref="InputAction.bindings"/> of <paramref name="action"/> of the binding
|
|
/// that matches <paramref name="mask"/>. If no binding matches, will return -1.</returns>
|
|
/// <remarks>
|
|
/// For details about matching bindings by a mask, see <see cref="InputBinding.Matches"/>.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// var index = playerInput.actions.FindBindingRelativeToMap(
|
|
/// new InputBinding { path = "<Gamepad>/buttonSouth" });
|
|
///
|
|
/// if (index != -1)
|
|
/// Debug.Log($"Found binding with index {index}");
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="InputBinding.Matches"/>
|
|
/// <seealso cref="bindings"/>
|
|
internal int FindBindingRelativeToMap(InputBinding mask)
|
|
{
|
|
var bindings = m_Bindings;
|
|
var bindingsCount = bindings.LengthSafe();
|
|
|
|
for (var i = 0; i < bindingsCount; ++i)
|
|
{
|
|
ref var binding = ref bindings[i];
|
|
if (mask.Matches(ref binding))
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
#region Serialization
|
|
|
|
////REVIEW: when GetParameter/SetParameter is coming, should these also be considered part of binding override data?
|
|
|
|
[Serializable]
|
|
internal struct BindingOverrideListJson
|
|
{
|
|
public List<BindingOverrideJson> bindings;
|
|
}
|
|
|
|
[Serializable]
|
|
internal struct BindingOverrideJson
|
|
{
|
|
// We save both the "map/action" path of the action as well as the binding ID.
|
|
// This gives us two avenues into finding our target binding to apply the override
|
|
// to.
|
|
public string action;
|
|
public string id;
|
|
public string path;
|
|
public string interactions;
|
|
public string processors;
|
|
|
|
public static BindingOverrideJson FromBinding(InputBinding binding, string actionName)
|
|
{
|
|
return new BindingOverrideJson
|
|
{
|
|
action = actionName,
|
|
id = binding.id.ToString() ,
|
|
path = binding.overridePath ?? "null",
|
|
interactions = binding.overrideInteractions ?? "null",
|
|
processors = binding.overrideProcessors ?? "null"
|
|
};
|
|
}
|
|
|
|
public static BindingOverrideJson FromBinding(InputBinding binding)
|
|
{
|
|
return FromBinding(binding, binding.action);
|
|
}
|
|
|
|
public static InputBinding ToBinding(BindingOverrideJson bindingOverride)
|
|
{
|
|
return new InputBinding
|
|
{
|
|
overridePath = bindingOverride.path != "null" ? bindingOverride.path : null,
|
|
overrideInteractions = bindingOverride.interactions != "null" ? bindingOverride.interactions : null,
|
|
overrideProcessors = bindingOverride.processors != "null" ? bindingOverride.processors : null,
|
|
};
|
|
}
|
|
}
|
|
|
|
// Action maps are serialized in two different ways. For storage as imported assets in Unity's Library/ folder
|
|
// and in player data and asset bundles as well as for surviving domain reloads, InputActionMaps are serialized
|
|
// directly by Unity. For storage as source data in user projects, InputActionMaps are serialized indirectly
|
|
// as JSON by setting up a separate set of structs that are then read and written using Unity's JSON serializer.
|
|
|
|
[Serializable]
|
|
internal struct BindingJson
|
|
{
|
|
public string name;
|
|
public string id;
|
|
public string path;
|
|
public string interactions;
|
|
public string processors;
|
|
public string groups;
|
|
public string action;
|
|
public bool isComposite;
|
|
public bool isPartOfComposite;
|
|
|
|
public InputBinding ToBinding()
|
|
{
|
|
return new InputBinding
|
|
{
|
|
name = string.IsNullOrEmpty(name) ? null : name,
|
|
m_Id = string.IsNullOrEmpty(id) ? null : id,
|
|
path = path,
|
|
action = string.IsNullOrEmpty(action) ? null : action,
|
|
interactions = string.IsNullOrEmpty(interactions) ? null : interactions,
|
|
processors = string.IsNullOrEmpty(processors) ? null : processors,
|
|
groups = string.IsNullOrEmpty(groups) ? null : groups,
|
|
isComposite = isComposite,
|
|
isPartOfComposite = isPartOfComposite,
|
|
};
|
|
}
|
|
|
|
public static BindingJson FromBinding(ref InputBinding binding)
|
|
{
|
|
return new BindingJson
|
|
{
|
|
name = binding.name,
|
|
id = binding.m_Id,
|
|
path = binding.path,
|
|
action = binding.action,
|
|
interactions = binding.interactions,
|
|
processors = binding.processors,
|
|
groups = binding.groups,
|
|
isComposite = binding.isComposite,
|
|
isPartOfComposite = binding.isPartOfComposite,
|
|
};
|
|
}
|
|
}
|
|
|
|
// Backwards-compatible read format.
|
|
[Serializable]
|
|
internal struct ReadActionJson
|
|
{
|
|
public string name;
|
|
public string type;
|
|
public string id;
|
|
public string expectedControlType;
|
|
public string expectedControlLayout;
|
|
public string processors;
|
|
public string interactions;
|
|
public bool passThrough;
|
|
public bool initialStateCheck;
|
|
|
|
// Bindings can either be on the action itself (in which case the action name
|
|
// for each binding is implied) or listed separately in the action file.
|
|
public BindingJson[] bindings;
|
|
|
|
public InputAction ToAction(string actionName = null)
|
|
{
|
|
// FormerlySerializedAs doesn't seem to work as expected so manually
|
|
// handling the rename here.
|
|
if (!string.IsNullOrEmpty(expectedControlLayout))
|
|
expectedControlType = expectedControlLayout;
|
|
|
|
// Determine type.
|
|
InputActionType actionType = default;
|
|
if (!string.IsNullOrEmpty(type))
|
|
actionType = (InputActionType)Enum.Parse(typeof(InputActionType), type, true);
|
|
else
|
|
{
|
|
// Old format that doesn't have type. Try to infer from settings.
|
|
|
|
if (passThrough)
|
|
actionType = InputActionType.PassThrough;
|
|
else if (initialStateCheck)
|
|
actionType = InputActionType.Value;
|
|
else if (!string.IsNullOrEmpty(expectedControlType) &&
|
|
(expectedControlType == "Button" || expectedControlType == "Key"))
|
|
actionType = InputActionType.Button;
|
|
}
|
|
|
|
return new InputAction(actionName ?? name, actionType)
|
|
{
|
|
m_Id = string.IsNullOrEmpty(id) ? null : id,
|
|
m_ExpectedControlType = !string.IsNullOrEmpty(expectedControlType)
|
|
? expectedControlType
|
|
: null,
|
|
m_Processors = processors,
|
|
m_Interactions = interactions,
|
|
wantsInitialStateCheck = initialStateCheck,
|
|
};
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
internal struct WriteActionJson
|
|
{
|
|
public string name;
|
|
public string type;
|
|
public string id;
|
|
public string expectedControlType;
|
|
public string processors;
|
|
public string interactions;
|
|
public bool initialStateCheck;
|
|
|
|
public static WriteActionJson FromAction(InputAction action)
|
|
{
|
|
return new WriteActionJson
|
|
{
|
|
name = action.m_Name,
|
|
type = action.m_Type.ToString(),
|
|
id = action.m_Id,
|
|
expectedControlType = action.m_ExpectedControlType,
|
|
processors = action.processors,
|
|
interactions = action.interactions,
|
|
initialStateCheck = action.wantsInitialStateCheck,
|
|
};
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
internal struct ReadMapJson
|
|
{
|
|
public string name;
|
|
public string id;
|
|
public ReadActionJson[] actions;
|
|
public BindingJson[] bindings;
|
|
}
|
|
|
|
[Serializable]
|
|
internal struct WriteMapJson
|
|
{
|
|
public string name;
|
|
public string id;
|
|
public WriteActionJson[] actions;
|
|
public BindingJson[] bindings;
|
|
|
|
public static WriteMapJson FromMap(InputActionMap map)
|
|
{
|
|
WriteActionJson[] jsonActions = null;
|
|
BindingJson[] jsonBindings = null;
|
|
|
|
var actions = map.m_Actions;
|
|
if (actions != null)
|
|
{
|
|
var actionCount = actions.Length;
|
|
jsonActions = new WriteActionJson[actionCount];
|
|
|
|
for (var i = 0; i < actionCount; ++i)
|
|
jsonActions[i] = WriteActionJson.FromAction(actions[i]);
|
|
}
|
|
|
|
var bindings = map.m_Bindings;
|
|
if (bindings != null)
|
|
{
|
|
var bindingCount = bindings.Length;
|
|
jsonBindings = new BindingJson[bindingCount];
|
|
|
|
for (var i = 0; i < bindingCount; ++i)
|
|
jsonBindings[i] = BindingJson.FromBinding(ref bindings[i]);
|
|
}
|
|
|
|
return new WriteMapJson
|
|
{
|
|
name = map.name,
|
|
id = map.id.ToString(),
|
|
actions = jsonActions,
|
|
bindings = jsonBindings,
|
|
};
|
|
}
|
|
}
|
|
|
|
// We write JSON in a less flexible format than we allow to be read. JSON files
|
|
// we read can just be flat lists of actions with the map name being contained in
|
|
// the action name and containing their own bindings directly. JSON files we write
|
|
// go map by map and separate bindings and actions.
|
|
[Serializable]
|
|
internal struct WriteFileJson
|
|
{
|
|
public WriteMapJson[] maps;
|
|
|
|
public static WriteFileJson FromMap(InputActionMap map)
|
|
{
|
|
return new WriteFileJson
|
|
{
|
|
maps = new[] {WriteMapJson.FromMap(map)}
|
|
};
|
|
}
|
|
|
|
public static WriteFileJson FromMaps(IEnumerable<InputActionMap> maps)
|
|
{
|
|
var mapCount = maps.Count();
|
|
if (mapCount == 0)
|
|
return new WriteFileJson();
|
|
|
|
var mapsJson = new WriteMapJson[mapCount];
|
|
var index = 0;
|
|
foreach (var map in maps)
|
|
mapsJson[index++] = WriteMapJson.FromMap(map);
|
|
|
|
return new WriteFileJson {maps = mapsJson};
|
|
}
|
|
}
|
|
|
|
// A JSON representation of one or more sets of actions.
|
|
// Contains a list of actions. Each action may specify the set it belongs to
|
|
// as part of its name ("set/action").
|
|
[Serializable]
|
|
internal struct ReadFileJson
|
|
{
|
|
public ReadActionJson[] actions;
|
|
public ReadMapJson[] maps;
|
|
|
|
public InputActionMap[] ToMaps()
|
|
{
|
|
var mapList = new List<InputActionMap>();
|
|
var actionLists = new List<List<InputAction>>();
|
|
var bindingLists = new List<List<InputBinding>>();
|
|
|
|
// Process actions listed at toplevel.
|
|
var actionCount = actions?.Length ?? 0;
|
|
for (var i = 0; i < actionCount; ++i)
|
|
{
|
|
var jsonAction = actions[i];
|
|
|
|
if (string.IsNullOrEmpty(jsonAction.name))
|
|
throw new InvalidOperationException($"Action number {i + 1} has no name");
|
|
|
|
////REVIEW: make sure all action names are unique?
|
|
|
|
// Determine name of action map.
|
|
string mapName = null;
|
|
var actionName = jsonAction.name;
|
|
var indexOfFirstSlash = actionName.IndexOf('/');
|
|
if (indexOfFirstSlash != -1)
|
|
{
|
|
mapName = actionName.Substring(0, indexOfFirstSlash);
|
|
actionName = actionName.Substring(indexOfFirstSlash + 1);
|
|
|
|
if (string.IsNullOrEmpty(actionName))
|
|
throw new InvalidOperationException(
|
|
$"Invalid action name '{jsonAction.name}' (missing action name after '/')");
|
|
}
|
|
|
|
// Try to find existing map.
|
|
InputActionMap map = null;
|
|
var mapIndex = 0;
|
|
for (; mapIndex < mapList.Count; ++mapIndex)
|
|
{
|
|
if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
{
|
|
map = mapList[mapIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Create new map if it's the first action in the map.
|
|
if (map == null)
|
|
{
|
|
// NOTE: No map IDs supported on this path.
|
|
map = new InputActionMap(mapName);
|
|
mapIndex = mapList.Count;
|
|
mapList.Add(map);
|
|
actionLists.Add(new List<InputAction>());
|
|
bindingLists.Add(new List<InputBinding>());
|
|
}
|
|
|
|
// Create action.
|
|
var action = jsonAction.ToAction(actionName);
|
|
actionLists[mapIndex].Add(action);
|
|
|
|
// Add bindings.
|
|
if (jsonAction.bindings != null)
|
|
{
|
|
var bindingsForMap = bindingLists[mapIndex];
|
|
for (var n = 0; n < jsonAction.bindings.Length; ++n)
|
|
{
|
|
var jsonBinding = jsonAction.bindings[n];
|
|
var binding = jsonBinding.ToBinding();
|
|
binding.action = action.m_Name;
|
|
bindingsForMap.Add(binding);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process maps.
|
|
var mapCount = maps?.Length ?? 0;
|
|
for (var i = 0; i < mapCount; ++i)
|
|
{
|
|
var jsonMap = maps[i];
|
|
|
|
var mapName = jsonMap.name;
|
|
if (string.IsNullOrEmpty(mapName))
|
|
throw new InvalidOperationException($"Map number {i + 1} has no name");
|
|
|
|
// Try to find existing map.
|
|
InputActionMap map = null;
|
|
var mapIndex = 0;
|
|
for (; mapIndex < mapList.Count; ++mapIndex)
|
|
{
|
|
if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
{
|
|
map = mapList[mapIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Create new map if we haven't seen it before.
|
|
if (map == null)
|
|
{
|
|
map = new InputActionMap(mapName)
|
|
{
|
|
m_Id = string.IsNullOrEmpty(jsonMap.id) ? null : jsonMap.id
|
|
};
|
|
mapIndex = mapList.Count;
|
|
mapList.Add(map);
|
|
actionLists.Add(new List<InputAction>());
|
|
bindingLists.Add(new List<InputBinding>());
|
|
}
|
|
|
|
// Process actions in map.
|
|
var actionCountInMap = jsonMap.actions?.Length ?? 0;
|
|
for (var n = 0; n < actionCountInMap; ++n)
|
|
{
|
|
var jsonAction = jsonMap.actions[n];
|
|
|
|
if (string.IsNullOrEmpty(jsonAction.name))
|
|
throw new InvalidOperationException($"Action number {i + 1} in map '{mapName}' has no name");
|
|
|
|
// Create action.
|
|
var action = jsonAction.ToAction();
|
|
actionLists[mapIndex].Add(action);
|
|
|
|
// Add bindings.
|
|
if (jsonAction.bindings != null)
|
|
{
|
|
var bindingList = bindingLists[mapIndex];
|
|
for (var k = 0; k < jsonAction.bindings.Length; ++k)
|
|
{
|
|
var jsonBinding = jsonAction.bindings[k];
|
|
var binding = jsonBinding.ToBinding();
|
|
binding.action = action.m_Name;
|
|
bindingList.Add(binding);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process bindings in map.
|
|
var bindingCountInMap = jsonMap.bindings?.Length ?? 0;
|
|
var bindingsForMap = bindingLists[mapIndex];
|
|
for (var n = 0; n < bindingCountInMap; ++n)
|
|
{
|
|
var jsonBinding = jsonMap.bindings[n];
|
|
var binding = jsonBinding.ToBinding();
|
|
bindingsForMap.Add(binding);
|
|
}
|
|
}
|
|
|
|
// Finalize arrays.
|
|
for (var i = 0; i < mapList.Count; ++i)
|
|
{
|
|
var map = mapList[i];
|
|
|
|
var actionArray = actionLists[i].ToArray();
|
|
var bindingArray = bindingLists[i].ToArray();
|
|
|
|
map.m_Actions = actionArray;
|
|
map.m_Bindings = bindingArray;
|
|
|
|
for (var n = 0; n < actionArray.Length; ++n)
|
|
{
|
|
var action = actionArray[n];
|
|
action.m_ActionMap = map;
|
|
}
|
|
}
|
|
|
|
return mapList.ToArray();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Load one or more action maps from JSON.
|
|
/// </summary>
|
|
/// <param name="json">JSON representation of the action maps. Can be empty.</param>
|
|
/// <exception cref="ArgumentNullException"><paramref name="json"/> is <c>null</c>.</exception>
|
|
/// <returns>The array of action maps (may be empty) read from the given JSON string. Will not be
|
|
/// <c>null</c>.</returns>
|
|
/// <remarks>
|
|
/// Note that the format used by this method is different than what you
|
|
/// get if you call <c>JsonUtility.ToJson</c> on an InputActionMap instance. In other
|
|
/// words, the JSON format is not identical to the Unity serialized object representation
|
|
/// of the asset.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// var maps = InputActionMap.FromJson(@"
|
|
/// {
|
|
/// ""maps"" : [
|
|
/// {
|
|
/// ""name"" : ""Gameplay"",
|
|
/// ""actions"" : [
|
|
/// { ""name"" : ""fire"", ""type"" : ""button"" }
|
|
/// ],
|
|
/// ""bindings"" : [
|
|
/// { ""path"" : ""<Gamepad>/leftTrigger"", ""action"" : ""fire"" }
|
|
/// ],
|
|
/// }
|
|
/// ]
|
|
/// }
|
|
/// ");
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="InputActionAsset.FromJson"/>
|
|
/// <seealso cref="ToJson(IEnumerable{InputActionMap})"/>
|
|
public static InputActionMap[] FromJson(string json)
|
|
{
|
|
if (json == null)
|
|
throw new ArgumentNullException(nameof(json));
|
|
var fileJson = JsonUtility.FromJson<ReadFileJson>(json);
|
|
return fileJson.ToMaps();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert a set of action maps to JSON format.
|
|
/// </summary>
|
|
/// <param name="maps">List of action maps to serialize.</param>
|
|
/// <exception cref="ArgumentNullException"><paramref name="maps"/> is <c>null</c>.</exception>
|
|
/// <returns>JSON representation of the given action maps.</returns>
|
|
/// <remarks>
|
|
/// The result of this method can be loaded with <see cref="FromJson"/>.
|
|
///
|
|
/// Note that the format used by this method is different than what you
|
|
/// get if you call <c>JsonUtility.ToJson</c> on an InputActionMap instance. In other
|
|
/// words, the JSON format is not identical to the Unity serialized object representation
|
|
/// of the asset.
|
|
/// </remarks>
|
|
/// <seealso cref="FromJson"/>
|
|
public static string ToJson(IEnumerable<InputActionMap> maps)
|
|
{
|
|
if (maps == null)
|
|
throw new ArgumentNullException(nameof(maps));
|
|
var fileJson = WriteFileJson.FromMaps(maps);
|
|
return JsonUtility.ToJson(fileJson, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert the action map to JSON format.
|
|
/// </summary>
|
|
/// <returns>A JSON representation of the action map.</returns>
|
|
/// <remarks>
|
|
/// The result of this method can be loaded with <see cref="FromJson"/>.
|
|
///
|
|
/// Note that the format used by this method is different than what you
|
|
/// get if you call <c>JsonUtility.ToJson</c> on an InputActionMap instance. In other
|
|
/// words, the JSON format is not identical to the Unity serialized object representation
|
|
/// of the asset.
|
|
/// </remarks>
|
|
public string ToJson()
|
|
{
|
|
var fileJson = WriteFileJson.FromMap(this);
|
|
return JsonUtility.ToJson(fileJson, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by Unity before the action map is serialized using Unity's
|
|
/// serialization system.
|
|
/// </summary>
|
|
public void OnBeforeSerialize()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by Unity after the action map has been deserialized using Unity's
|
|
/// serialization system.
|
|
/// </summary>
|
|
public void OnAfterDeserialize()
|
|
{
|
|
m_State = null;
|
|
m_MapIndexInState = InputActionState.kInvalidIndex;
|
|
|
|
// Restore references of actions linking back to us.
|
|
if (m_Actions != null)
|
|
{
|
|
var actionCount = m_Actions.Length;
|
|
for (var i = 0; i < actionCount; ++i)
|
|
m_Actions[i].m_ActionMap = this;
|
|
}
|
|
|
|
// Make sure we don't retain any cached per-action data when using serialization
|
|
// to doctor around in action map configurations in the editor.
|
|
ClearCachedActionData();
|
|
ClearActionLookupTable();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|