731 lines
39 KiB
C#
731 lines
39 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Collections;
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using UnityEngine.InputSystem.Utilities;
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////TODO: reuse interaction, processor, and composite instances from prior resolves
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Heart of the binding resolution machinery. Consumes lists of bindings
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/// and spits out out a list of resolved bindings together with their needed
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/// execution state.
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/// </summary>
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/// <remarks>
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/// One or more <see cref="InputActionMap">action maps</see> can be added to the same
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/// resolver. The result is a combination of the binding state of all maps.
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///
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/// The data set up by a resolver is for consumption by <see cref="InputActionState"/>.
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/// Essentially, InputBindingResolver does all the wiring and <see cref="InputActionState"/>
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/// does all the actual execution based on the resulting data.
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/// </remarks>
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/// <seealso cref="InputActionState.Initialize"/>
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internal struct InputBindingResolver : IDisposable
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{
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public int totalProcessorCount;
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public int totalCompositeCount;
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public int totalInteractionCount;
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public int totalMapCount => memory.mapCount;
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public int totalActionCount => memory.actionCount;
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public int totalBindingCount => memory.bindingCount;
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public int totalControlCount => memory.controlCount;
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public InputActionMap[] maps;
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public InputControl[] controls;
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public InputActionState.UnmanagedMemory memory;
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public IInputInteraction[] interactions;
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public InputProcessor[] processors;
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public InputBindingComposite[] composites;
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/// <summary>
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/// Binding mask used to globally mask out bindings.
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/// </summary>
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/// <remarks>
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/// This is empty by default.
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///
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/// The bindings of each map will be <see cref="InputBinding.Matches">matched</see> against this
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/// binding. Any bindings that don't match will get skipped and not resolved to controls.
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///
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/// Note that regardless of whether a binding will be resolved to controls or not, it will get
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/// an entry in <see cref="memory"/>. Otherwise we would have to have a more complicated
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/// mapping from <see cref="InputActionMap.bindings"/> to a binding state in <see cref="memory"/>.
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/// </remarks>
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public InputBinding? bindingMask;
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private bool m_IsControlOnlyResolve;
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/// <summary>
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/// Release native memory held by the resolver.
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/// </summary>
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public void Dispose()
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{
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memory.Dispose();
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}
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/// <summary>
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/// Steal the already allocated arrays from the given state.
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/// </summary>
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/// <param name="state">Action map state that was previously created.</param>
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/// <param name="isFullResolve">If false, the only thing that is allowed to change in the re-resolution
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/// is the list of controls. In other words, devices may have been added or removed but otherwise the configuration
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/// is exactly the same as in the last resolve. If true, anything may have changed and the resolver will only reuse
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/// allocations but not contents.</param>
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public void StartWithPreviousResolve(InputActionState state, bool isFullResolve)
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{
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Debug.Assert(state != null, "Received null state");
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Debug.Assert(!state.isProcessingControlStateChange,
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"Cannot re-resolve bindings for an InputActionState that is currently executing an action callback; binding resolution must be deferred to until after the callback has completed");
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m_IsControlOnlyResolve = !isFullResolve;
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maps = state.maps;
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interactions = state.interactions;
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processors = state.processors;
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composites = state.composites;
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controls = state.controls;
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// Clear the arrays so that we don't leave references around.
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if (isFullResolve)
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{
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if (maps != null)
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Array.Clear(maps, 0, state.totalMapCount);
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if (interactions != null)
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Array.Clear(interactions, 0, state.totalInteractionCount);
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if (processors != null)
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Array.Clear(processors, 0, state.totalProcessorCount);
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if (composites != null)
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Array.Clear(composites, 0, state.totalCompositeCount);
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}
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if (controls != null) // Always clear this one as every resolve will change it.
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Array.Clear(controls, 0, state.totalControlCount);
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// Null out the arrays on the state so that there is no strange bugs with
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// the state reading from arrays that no longer belong to it.
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state.maps = null;
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state.interactions = null;
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state.processors = null;
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state.composites = null;
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state.controls = null;
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}
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/// <summary>
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/// Resolve and add all bindings and actions from the given map.
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/// </summary>
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/// <param name="actionMap"></param>
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/// <remarks>
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/// This is where all binding resolution happens for actions. The method walks through the binding array
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/// in <paramref name="actionMap"/> and adds any controls, interactions, processors, and composites as it goes.
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/// </remarks>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1809:AvoidExcessiveLocals", Justification = "TODO: Refactor later.")]
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public unsafe void AddActionMap(InputActionMap actionMap)
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{
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Debug.Assert(actionMap != null, "Received null map");
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InputSystem.EnsureInitialized();
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var actionsInThisMap = actionMap.m_Actions;
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var bindingsInThisMap = actionMap.m_Bindings;
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var bindingCountInThisMap = bindingsInThisMap?.Length ?? 0;
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var actionCountInThisMap = actionsInThisMap?.Length ?? 0;
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var mapIndex = totalMapCount;
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// Keep track of indices for this map.
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var actionStartIndex = totalActionCount;
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var bindingStartIndex = totalBindingCount;
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var controlStartIndex = totalControlCount;
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var interactionStartIndex = totalInteractionCount;
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var processorStartIndex = totalProcessorCount;
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var compositeStartIndex = totalCompositeCount;
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// Allocate an initial block of memory. We probably will have to re-allocate once
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// at the end to accommodate interactions and controls added from the map.
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var newMemory = new InputActionState.UnmanagedMemory();
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newMemory.Allocate(
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mapCount: totalMapCount + 1,
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actionCount: totalActionCount + actionCountInThisMap,
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bindingCount: totalBindingCount + bindingCountInThisMap,
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// We reallocate for the following once we know the final count.
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interactionCount: totalInteractionCount,
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compositeCount: totalCompositeCount,
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controlCount: totalControlCount);
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if (memory.isAllocated)
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newMemory.CopyDataFrom(memory);
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////TODO: make sure composite objects get all the bindings they need
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////TODO: handle case where we have bindings resolving to the same control
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//// (not so clear cut what to do there; each binding may have a different interaction setup, for example)
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var currentCompositeBindingIndex = InputActionState.kInvalidIndex;
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var currentCompositeIndex = InputActionState.kInvalidIndex;
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var currentCompositePartCount = 0;
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var currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
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InputAction currentCompositeAction = null;
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var bindingMaskOnThisMap = actionMap.m_BindingMask;
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var devicesForThisMap = actionMap.devices;
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var isSingletonAction = actionMap.m_SingletonAction != null;
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// Can't use `using` as we need to use it with `ref`.
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var resolvedControls = new InputControlList<InputControl>(Allocator.Temp);
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// We gather all controls in temporary memory and then move them over into newMemory once
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// we're done resolving.
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try
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{
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for (var n = 0; n < bindingCountInThisMap; ++n)
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{
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var bindingStatesPtr = newMemory.bindingStates;
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ref var unresolvedBinding = ref bindingsInThisMap[n];
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var bindingIndex = bindingStartIndex + n;
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var isComposite = unresolvedBinding.isComposite;
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var isPartOfComposite = !isComposite && unresolvedBinding.isPartOfComposite;
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var bindingState = &bindingStatesPtr[bindingIndex];
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try
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{
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////TODO: if it's a composite, check if any of the children matches our binding masks (if any) and skip composite if none do
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var firstControlIndex = 0; // numControls dictates whether this is a valid index or not.
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var firstInteractionIndex = InputActionState.kInvalidIndex;
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var firstProcessorIndex = InputActionState.kInvalidIndex;
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var actionIndexForBinding = InputActionState.kInvalidIndex;
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var partIndex = InputActionState.kInvalidIndex;
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var numControls = 0;
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var numInteractions = 0;
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var numProcessors = 0;
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// Make sure that if it's part of a composite, we are actually part of a composite.
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if (isPartOfComposite && currentCompositeBindingIndex == InputActionState.kInvalidIndex)
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throw new InvalidOperationException(
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$"Binding '{unresolvedBinding}' is marked as being part of a composite but the preceding binding is not a composite");
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// Try to find action.
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//
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// NOTE: We ignore actions on bindings that are part of composites. We only allow
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// actions to be triggered from the composite itself.
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var actionIndexInMap = InputActionState.kInvalidIndex;
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var actionName = unresolvedBinding.action;
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InputAction action = null;
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if (!isPartOfComposite)
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{
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if (isSingletonAction)
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{
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// Singleton actions always ignore names.
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actionIndexInMap = 0;
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}
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else if (!string.IsNullOrEmpty(actionName))
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{
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////REVIEW: should we fail here if we don't manage to find the action
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actionIndexInMap = actionMap.FindActionIndex(actionName);
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}
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if (actionIndexInMap != InputActionState.kInvalidIndex)
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action = actionsInThisMap[actionIndexInMap];
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}
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else
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{
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actionIndexInMap = currentCompositeActionIndexInMap;
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action = currentCompositeAction;
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}
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// If it's a composite, start a chain.
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if (isComposite)
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{
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currentCompositeBindingIndex = bindingIndex;
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currentCompositeAction = action;
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currentCompositeActionIndexInMap = actionIndexInMap;
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}
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// Determine if the binding is disabled.
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// Disabled if path is empty.
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var path = unresolvedBinding.effectivePath;
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var bindingIsDisabled = string.IsNullOrEmpty(path)
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// Also, if we can't find the action to trigger for the binding, we just go and disable
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// the binding.
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|| action == null
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// Also, disabled if binding doesn't match with our binding mask (might be empty).
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|| (!isComposite && bindingMask != null &&
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!bindingMask.Value.Matches(ref unresolvedBinding,
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InputBinding.MatchOptions.EmptyGroupMatchesAny))
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// Also, disabled if binding doesn't match the binding mask on the map (might be empty).
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|| (!isComposite && bindingMaskOnThisMap != null &&
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!bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding,
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InputBinding.MatchOptions.EmptyGroupMatchesAny))
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// Finally, also disabled if binding doesn't match the binding mask on the action (might be empty).
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|| (!isComposite && action?.m_BindingMask != null &&
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!action.m_BindingMask.Value.Matches(ref unresolvedBinding,
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InputBinding.MatchOptions.EmptyGroupMatchesAny));
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// If the binding isn't disabled, look up controls now. We do this first as we may still disable the
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// binding if it doesn't resolve to any controls or resolves only to controls already bound to by
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// other bindings.
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//
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// NOTE: We continuously add controls here to `resolvedControls`. Once we've completed our
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// pass over the bindings in the map, `resolvedControls` will have all the controls for
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// the current map.
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if (!bindingIsDisabled && !isComposite)
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{
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firstControlIndex = memory.controlCount + resolvedControls.Count;
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if (devicesForThisMap != null)
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{
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// Search in devices for only this map.
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var list = devicesForThisMap.Value;
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for (var i = 0; i < list.Count; ++i)
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{
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var device = list[i];
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if (!device.added)
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continue; // Skip devices that have been removed.
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numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls);
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}
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}
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else
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{
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// Search globally.
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numControls = InputSystem.FindControls(path, ref resolvedControls);
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}
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}
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// If the binding isn't disabled, resolve its controls, processors, and interactions.
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if (!bindingIsDisabled)
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{
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// NOTE: When isFullResolve==false, it is *imperative* that we do count processor and interaction
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// counts here come out exactly the same as in the previous full resolve.
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// Instantiate processors.
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var processorString = unresolvedBinding.effectiveProcessors;
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if (!string.IsNullOrEmpty(processorString))
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{
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// Add processors from binding.
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firstProcessorIndex = InstantiateWithParameters(InputProcessor.s_Processors, processorString,
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ref processors, ref totalProcessorCount, actionMap, ref unresolvedBinding);
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if (firstProcessorIndex != InputActionState.kInvalidIndex)
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numProcessors = totalProcessorCount - firstProcessorIndex;
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}
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if (!string.IsNullOrEmpty(action.m_Processors))
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{
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// Add processors from action.
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var index = InstantiateWithParameters(InputProcessor.s_Processors, action.m_Processors, ref processors,
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ref totalProcessorCount, actionMap, ref unresolvedBinding);
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if (index != InputActionState.kInvalidIndex)
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{
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if (firstProcessorIndex == InputActionState.kInvalidIndex)
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firstProcessorIndex = index;
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numProcessors += totalProcessorCount - index;
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}
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}
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// Instantiate interactions.
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var interactionString = unresolvedBinding.effectiveInteractions;
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if (!string.IsNullOrEmpty(interactionString))
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{
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// Add interactions from binding.
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firstInteractionIndex = InstantiateWithParameters(InputInteraction.s_Interactions, interactionString,
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ref interactions, ref totalInteractionCount, actionMap, ref unresolvedBinding);
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if (firstInteractionIndex != InputActionState.kInvalidIndex)
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numInteractions = totalInteractionCount - firstInteractionIndex;
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}
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if (!string.IsNullOrEmpty(action.m_Interactions))
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{
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// Add interactions from action.
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var index = InstantiateWithParameters(InputInteraction.s_Interactions, action.m_Interactions,
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ref interactions, ref totalInteractionCount, actionMap, ref unresolvedBinding);
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if (index != InputActionState.kInvalidIndex)
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{
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if (firstInteractionIndex == InputActionState.kInvalidIndex)
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firstInteractionIndex = index;
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numInteractions += totalInteractionCount - index;
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}
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}
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// If it's the start of a composite chain, create the composite.
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if (isComposite)
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{
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// The composite binding entry itself does not resolve to any controls.
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// It creates a composite binding object which is then populated from
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// subsequent bindings.
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// Instantiate. For composites, the path is the name of the composite.
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var composite = InstantiateBindingComposite(ref unresolvedBinding, actionMap);
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currentCompositeIndex =
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ArrayHelpers.AppendWithCapacity(ref composites, ref totalCompositeCount, composite);
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// Record where the controls for parts of the composite start.
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firstControlIndex = memory.controlCount + resolvedControls.Count;
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}
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else
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{
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// If we've reached the end of a composite chain, finish
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// off the current composite.
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if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex)
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{
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currentCompositePartCount = 0;
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currentCompositeBindingIndex = InputActionState.kInvalidIndex;
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currentCompositeIndex = InputActionState.kInvalidIndex;
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currentCompositeAction = null;
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currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
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}
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}
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}
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// If the binding is part of a composite, pass the resolved controls
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// on to the composite.
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if (isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex && numControls > 0)
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{
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// Make sure the binding is named. The name determines what in the composite
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// to bind to.
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if (string.IsNullOrEmpty(unresolvedBinding.name))
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throw new InvalidOperationException(
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$"Binding '{unresolvedBinding}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name");
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// Assign an index to the current part of the composite which
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// can be used by the composite to read input from this part.
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partIndex = AssignCompositePartIndex(composites[currentCompositeIndex], unresolvedBinding.name,
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ref currentCompositePartCount);
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// Keep track of total number of controls bound in the composite.
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bindingStatesPtr[currentCompositeBindingIndex].controlCount += numControls;
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// Force action index on part binding to be same as that of composite.
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actionIndexForBinding = bindingStatesPtr[currentCompositeBindingIndex].actionIndex;
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}
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else if (actionIndexInMap != InputActionState.kInvalidIndex)
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{
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actionIndexForBinding = actionStartIndex + actionIndexInMap;
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}
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// Store resolved binding.
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*bindingState = new InputActionState.BindingState
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{
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controlStartIndex = firstControlIndex,
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// For composites, this will be adjusted as we add each part.
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controlCount = numControls,
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interactionStartIndex = firstInteractionIndex,
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interactionCount = numInteractions,
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processorStartIndex = firstProcessorIndex,
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processorCount = numProcessors,
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isComposite = isComposite,
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isPartOfComposite = unresolvedBinding.isPartOfComposite,
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partIndex = partIndex,
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actionIndex = actionIndexForBinding,
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compositeOrCompositeBindingIndex = isComposite ? currentCompositeIndex : currentCompositeBindingIndex,
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mapIndex = totalMapCount,
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wantsInitialStateCheck = action?.wantsInitialStateCheck ?? false
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};
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}
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catch (Exception exception)
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{
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Debug.LogError(
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$"{exception.GetType().Name} while resolving binding '{unresolvedBinding}' in action map '{actionMap}'");
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Debug.LogException(exception);
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// Don't swallow exceptions that indicate something is wrong in the code rather than
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// in the data.
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if (exception.IsExceptionIndicatingBugInCode())
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throw;
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}
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}
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// Re-allocate memory to accommodate controls and interaction states. The count for those
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// we only know once we've completed all resolution.
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var controlCountInThisMap = resolvedControls.Count;
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var newTotalControlCount = memory.controlCount + controlCountInThisMap;
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if (newMemory.interactionCount != totalInteractionCount ||
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newMemory.compositeCount != totalCompositeCount ||
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newMemory.controlCount != newTotalControlCount)
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{
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var finalMemory = new InputActionState.UnmanagedMemory();
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finalMemory.Allocate(
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mapCount: newMemory.mapCount,
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actionCount: newMemory.actionCount,
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bindingCount: newMemory.bindingCount,
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controlCount: newTotalControlCount,
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interactionCount: totalInteractionCount,
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compositeCount: totalCompositeCount);
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finalMemory.CopyDataFrom(newMemory);
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newMemory.Dispose();
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newMemory = finalMemory;
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}
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// Add controls to array.
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var controlCountInArray = memory.controlCount;
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ArrayHelpers.AppendListWithCapacity(ref controls, ref controlCountInArray, resolvedControls);
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Debug.Assert(controlCountInArray == newTotalControlCount,
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"Control array should have combined count of old and new controls");
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// Set up control to binding index mapping.
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for (var i = 0; i < bindingCountInThisMap; ++i)
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{
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var bindingStatesPtr = newMemory.bindingStates;
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var bindingState = &bindingStatesPtr[bindingStartIndex + i];
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var numControls = bindingState->controlCount;
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var startIndex = bindingState->controlStartIndex;
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for (var n = 0; n < numControls; ++n)
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newMemory.controlIndexToBindingIndex[startIndex + n] = bindingStartIndex + i;
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}
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// Initialize initial interaction states.
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for (var i = memory.interactionCount; i < newMemory.interactionCount; ++i)
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{
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ref var interactionState = ref newMemory.interactionStates[i];
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interactionState.phase = InputActionPhase.Waiting;
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interactionState.triggerControlIndex = InputActionState.kInvalidIndex;
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}
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// Initialize action data.
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var runningIndexInBindingIndices = memory.bindingCount;
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for (var i = 0; i < actionCountInThisMap; ++i)
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{
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var action = actionsInThisMap[i];
|
|
var actionIndex = actionStartIndex + i;
|
|
|
|
// Correlate action with its trigger state.
|
|
action.m_ActionIndexInState = actionIndex;
|
|
|
|
Debug.Assert(runningIndexInBindingIndices < ushort.MaxValue, "Binding start index on action exceeds limit");
|
|
newMemory.actionBindingIndicesAndCounts[actionIndex * 2] = (ushort)runningIndexInBindingIndices;
|
|
|
|
// Collect bindings for action.
|
|
var firstBindingIndexForAction = -1;
|
|
var bindingCountForAction = 0;
|
|
var numPossibleConcurrentActuations = 0;
|
|
|
|
for (var n = 0; n < bindingCountInThisMap; ++n)
|
|
{
|
|
var bindingIndex = bindingStartIndex + n;
|
|
var bindingState = &newMemory.bindingStates[bindingIndex];
|
|
if (bindingState->actionIndex != actionIndex)
|
|
continue;
|
|
if (bindingState->isPartOfComposite)
|
|
continue;
|
|
|
|
Debug.Assert(bindingIndex <= ushort.MaxValue, "Binding index exceeds limit");
|
|
newMemory.actionBindingIndices[runningIndexInBindingIndices] = (ushort)bindingIndex;
|
|
++runningIndexInBindingIndices;
|
|
++bindingCountForAction;
|
|
|
|
if (firstBindingIndexForAction == -1)
|
|
firstBindingIndexForAction = bindingIndex;
|
|
|
|
// Keep track of how many concurrent actuations we may be seeing on the action so that
|
|
// we know whether we need to enable conflict resolution or not.
|
|
if (bindingState->isComposite)
|
|
{
|
|
// Composite binding. Actuates as a whole. Check if the composite has successfully
|
|
// resolved any controls. If so, it adds one possible actuation.
|
|
if (bindingState->controlCount > 0)
|
|
++numPossibleConcurrentActuations;
|
|
}
|
|
else
|
|
{
|
|
// Normal binding. Every successfully resolved control results in one possible actuation.
|
|
numPossibleConcurrentActuations += bindingState->controlCount;
|
|
}
|
|
}
|
|
|
|
if (firstBindingIndexForAction == -1)
|
|
firstBindingIndexForAction = 0;
|
|
|
|
Debug.Assert(bindingCountForAction < ushort.MaxValue, "Binding count on action exceeds limit");
|
|
newMemory.actionBindingIndicesAndCounts[actionIndex * 2 + 1] = (ushort)bindingCountForAction;
|
|
|
|
// See if we may need conflict resolution on this action. Never needed for pass-through actions.
|
|
// Otherwise, if we have more than one bound control or have several bindings and one of them
|
|
// is a composite, we enable it.
|
|
var isPassThroughAction = action.type == InputActionType.PassThrough;
|
|
var isButtonAction = action.type == InputActionType.Button;
|
|
var mayNeedConflictResolution = !isPassThroughAction && numPossibleConcurrentActuations > 1;
|
|
|
|
// Initialize initial trigger state.
|
|
newMemory.actionStates[actionIndex] =
|
|
new InputActionState.TriggerState
|
|
{
|
|
phase = InputActionPhase.Disabled,
|
|
mapIndex = mapIndex,
|
|
controlIndex = InputActionState.kInvalidIndex,
|
|
interactionIndex = InputActionState.kInvalidIndex,
|
|
isPassThrough = isPassThroughAction,
|
|
isButton = isButtonAction,
|
|
mayNeedConflictResolution = mayNeedConflictResolution,
|
|
bindingIndex = firstBindingIndexForAction
|
|
};
|
|
}
|
|
|
|
// Store indices for map.
|
|
newMemory.mapIndices[mapIndex] =
|
|
new InputActionState.ActionMapIndices
|
|
{
|
|
actionStartIndex = actionStartIndex,
|
|
actionCount = actionCountInThisMap,
|
|
controlStartIndex = controlStartIndex,
|
|
controlCount = controlCountInThisMap,
|
|
bindingStartIndex = bindingStartIndex,
|
|
bindingCount = bindingCountInThisMap,
|
|
interactionStartIndex = interactionStartIndex,
|
|
interactionCount = totalInteractionCount - interactionStartIndex,
|
|
processorStartIndex = processorStartIndex,
|
|
processorCount = totalProcessorCount - processorStartIndex,
|
|
compositeStartIndex = compositeStartIndex,
|
|
compositeCount = totalCompositeCount - compositeStartIndex,
|
|
};
|
|
actionMap.m_MapIndexInState = mapIndex;
|
|
var finalActionMapCount = memory.mapCount;
|
|
ArrayHelpers.AppendWithCapacity(ref maps, ref finalActionMapCount, actionMap, capacityIncrement: 4);
|
|
Debug.Assert(finalActionMapCount == newMemory.mapCount,
|
|
"Final action map count should match old action map count plus one");
|
|
|
|
// As a final act, swap the new memory in.
|
|
memory.Dispose();
|
|
memory = newMemory;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// Don't leak our native memory when we throw an exception.
|
|
newMemory.Dispose();
|
|
throw;
|
|
}
|
|
finally
|
|
{
|
|
resolvedControls.Dispose();
|
|
}
|
|
}
|
|
|
|
private List<NameAndParameters> m_Parameters; // We retain this to reuse the allocation.
|
|
private int InstantiateWithParameters<TType>(TypeTable registrations, string namesAndParameters, ref TType[] array, ref int count, InputActionMap actionMap, ref InputBinding binding)
|
|
{
|
|
if (!NameAndParameters.ParseMultiple(namesAndParameters, ref m_Parameters))
|
|
return InputActionState.kInvalidIndex;
|
|
|
|
var firstIndex = count;
|
|
for (var i = 0; i < m_Parameters.Count; ++i)
|
|
{
|
|
// Look up type.
|
|
var objectRegistrationName = m_Parameters[i].name;
|
|
var type = registrations.LookupTypeRegistration(objectRegistrationName);
|
|
if (type == null)
|
|
{
|
|
Debug.LogError(
|
|
$"No {typeof(TType).Name} with name '{objectRegistrationName}' (mentioned in '{namesAndParameters}') has been registered");
|
|
continue;
|
|
}
|
|
|
|
if (!m_IsControlOnlyResolve)
|
|
{
|
|
// Instantiate it.
|
|
if (!(Activator.CreateInstance(type) is TType instance))
|
|
{
|
|
Debug.LogError(
|
|
$"Type '{type.Name}' registered as '{objectRegistrationName}' (mentioned in '{namesAndParameters}') is not an {typeof(TType).Name}");
|
|
continue;
|
|
}
|
|
|
|
// Pass parameters to it.
|
|
ApplyParameters(m_Parameters[i].parameters, instance, actionMap, ref binding, objectRegistrationName,
|
|
namesAndParameters);
|
|
|
|
// Add to list.
|
|
ArrayHelpers.AppendWithCapacity(ref array, ref count, instance);
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(type.IsInstanceOfType(array[count]), "Type of instance in array does not match expected type");
|
|
++count;
|
|
}
|
|
}
|
|
|
|
return firstIndex;
|
|
}
|
|
|
|
private static InputBindingComposite InstantiateBindingComposite(ref InputBinding binding, InputActionMap actionMap)
|
|
{
|
|
var nameAndParametersParsed = NameAndParameters.Parse(binding.effectivePath);
|
|
|
|
// Look up.
|
|
var type = InputBindingComposite.s_Composites.LookupTypeRegistration(nameAndParametersParsed.name);
|
|
if (type == null)
|
|
throw new InvalidOperationException(
|
|
$"No binding composite with name '{nameAndParametersParsed.name}' has been registered");
|
|
|
|
// Instantiate.
|
|
if (!(Activator.CreateInstance(type) is InputBindingComposite instance))
|
|
throw new InvalidOperationException(
|
|
$"Registered type '{type.Name}' used for '{nameAndParametersParsed.name}' is not an InputBindingComposite");
|
|
|
|
// Set parameters.
|
|
ApplyParameters(nameAndParametersParsed.parameters, instance, actionMap, ref binding, nameAndParametersParsed.name,
|
|
binding.effectivePath);
|
|
|
|
return instance;
|
|
}
|
|
|
|
private static void ApplyParameters(ReadOnlyArray<NamedValue> parameters, object instance, InputActionMap actionMap, ref InputBinding binding, string objectRegistrationName, string namesAndParameters)
|
|
{
|
|
foreach (var parameter in parameters)
|
|
{
|
|
// Find field.
|
|
var field = instance.GetType().GetField(parameter.name,
|
|
BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
|
if (field == null)
|
|
{
|
|
Debug.LogError(
|
|
$"Type '{instance.GetType().Name}' registered as '{objectRegistrationName}' (mentioned in '{namesAndParameters}') has no public field called '{parameter.name}'");
|
|
continue;
|
|
}
|
|
var fieldTypeCode = Type.GetTypeCode(field.FieldType);
|
|
|
|
// See if we have a parameter override.
|
|
var parameterOverride =
|
|
InputActionRebindingExtensions.ParameterOverride.Find(actionMap, ref binding, parameter.name, objectRegistrationName);
|
|
var value = parameterOverride != null
|
|
? parameterOverride.Value.value
|
|
: parameter.value;
|
|
|
|
field.SetValue(instance, value.ConvertTo(fieldTypeCode).ToObject());
|
|
}
|
|
}
|
|
|
|
private static int AssignCompositePartIndex(object composite, string name, ref int currentCompositePartCount)
|
|
{
|
|
var type = composite.GetType();
|
|
|
|
////REVIEW: check for [InputControl] attribute?
|
|
|
|
////TODO: allow this to be a property instead
|
|
// Look up field.
|
|
var field = type.GetField(name,
|
|
BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
|
if (field == null)
|
|
throw new InvalidOperationException(
|
|
$"Cannot find public field '{name}' used as parameter of binding composite '{composite}' of type '{type}'");
|
|
|
|
////REVIEW: should we wrap part numbers in a struct instead of using int?
|
|
|
|
// Type-check.
|
|
var fieldType = field.FieldType;
|
|
if (fieldType != typeof(int))
|
|
throw new InvalidOperationException(
|
|
$"Field '{name}' used as a parameter of binding composite '{composite}' must be of type 'int' but is of type '{type.Name}' instead");
|
|
|
|
////REVIEW: this creates garbage; need a better solution to get to zero garbage during re-resolving
|
|
// See if we've already assigned a part index. This can happen if there are multiple bindings
|
|
// for the same named slot on the composite (e.g. multiple "Negative" bindings on an axis composite).
|
|
var partIndex = (int)field.GetValue(composite);
|
|
if (partIndex == 0)
|
|
{
|
|
// No, not assigned yet. Create new part index.
|
|
partIndex = ++currentCompositePartCount;
|
|
field.SetValue(composite, partIndex);
|
|
}
|
|
|
|
return partIndex;
|
|
}
|
|
}
|
|
}
|