356 lines
16 KiB
C#
356 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Contextual data made available when processing values of composite bindings.
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/// </summary>
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/// <remarks>
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/// An instance of this struct is passed to <see
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/// cref="InputBindingComposite{TValue}.ReadValue(ref InputBindingCompositeContext)"/>.
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/// Use it to access contextual data such as the value for individual part bindings.
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///
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/// Note that an instance of this struct should never be held on to past the duration
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/// of the call to <c>ReadValue</c>. The data it retrieves is only valid during
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/// the callback.
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/// </remarks>
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/// <seealso cref="InputBindingComposite"/>
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/// <seealso cref="InputBindingComposite{TValue}"/>
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/// <seealso cref="InputBindingComposite{TValue}.ReadValue(ref InputBindingCompositeContext)"/>
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public struct InputBindingCompositeContext
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{
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/// <summary>
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/// Information about a control bound to a part of a composite.
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/// </summary>
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public struct PartBinding
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{
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/// <summary>
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/// Identifier of the part. This is the numeric identifier stored in the public
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/// fields of the composite by the input system.
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/// </summary>
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public int part { get; set; }
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/// <summary>
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/// The control bound to the part.
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/// </summary>
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public InputControl control { get; set; }
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}
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/// <summary>
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/// Enumerate all the controls that are part of the composite.
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/// </summary>
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/// <seealso cref="InputBindingComposite.FinishSetup"/>
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public IEnumerable<PartBinding> controls
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{
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get
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{
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if (m_State == null)
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yield break;
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var totalBindingCount = m_State.totalBindingCount;
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for (var bindingIndex = m_BindingIndex + 1; bindingIndex < totalBindingCount; ++bindingIndex)
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{
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var bindingState = m_State.GetBindingState(bindingIndex);
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if (!bindingState.isPartOfComposite)
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break;
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var controlStartIndex = bindingState.controlStartIndex;
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for (var i = 0; i < bindingState.controlCount; ++i)
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{
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var control = m_State.controls[controlStartIndex + i];
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yield return new PartBinding
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{
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part = bindingState.partIndex,
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control = control
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};
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}
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}
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}
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}
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public float EvaluateMagnitude(int partNumber)
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{
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return m_State.EvaluateCompositePartMagnitude(m_BindingIndex, partNumber);
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}
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/// <summary>
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/// Read the value of the giving part binding.
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier. See the example below.</param>
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/// <typeparam name="TValue">Type of value to read. This must match the
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/// value type expected from controls bound to the part.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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/// <exception cref="InvalidOperationException">The given <typeparamref name="TValue"/>
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/// value type does not match the actual value type of the control(s) bound
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/// to the part.</exception>
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/// <remarks>
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/// If no control is bound to the given part, the return value will always
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/// be <c>default(TValue)</c>. If a single control is bound to the part, the
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/// value will be that of the control. If multiple controls are bound to a
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/// part, the return value will be that greatest one according to <c>IComparable</c>
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/// implemented by <typeparamref name="TValue"/>.
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///
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/// Note that this method only works with values that are <c>IComparable</c>.
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/// To read a value type that is not <c>IComparable</c> or to supply a custom
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/// comparer, use <see cref="ReadValue{TValue,TComparer}(int,TComparer)"/>.
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///
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/// If an invalid <paramref name="partNumber"/> is supplied, the return value
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/// will simply be <c>default(TValue)</c>. No exception is thrown.
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///
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/// <example>
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/// <code>
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/// public class MyComposite : InputBindingComposite<float>
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/// {
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/// // Defines a "part" binding for the composite. Each part can be
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/// // bound to arbitrary many times (including not at all). The "layout"
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/// // property of the attribute we supply determines what kind of
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/// // control is expected to be bound to the part.
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/// //
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/// // When initializing a composite instance, the input system will
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/// // automatically assign part numbers and store them in the fields
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/// // we define here.
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/// [InputControl(layout = "Button")]
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/// public int firstPart;
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///
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/// // Defines a second part.
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/// [InputControl(layout = "Vector2")]
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/// public int secondPart;
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///
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/// public override float ReadValue(ref InputBindingCompositeContext context)
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/// {
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/// // Read the button.
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/// var firstValue = context.ReadValue<float>();
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///
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/// // Read the vector.
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/// var secondValue = context.ReadValue<Vector2>();
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///
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/// // Perform some computation based on the inputs. Here, we just
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/// // scale the vector by the value we got from the button.
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/// return secondValue * firstValue;
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="ReadValue{TValue,TComparer}(int,TComparer)"/>
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/// <seealso cref="InputControl{TValue}.ReadValue"/>
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public unsafe TValue ReadValue<TValue>(int partNumber)
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where TValue : struct, IComparable<TValue>
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{
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if (m_State == null)
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return default;
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return m_State.ReadCompositePartValue<TValue, DefaultComparer<TValue>>
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(m_BindingIndex, partNumber, null, out _);
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}
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/// <summary>
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/// Same as <see cref="ReadValue{TValue}(int)"/> but also return the control
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/// from which the value was read.
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier.</param>
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/// <param name="sourceControl">Receives the <see cref="InputControl"/> from
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/// which the value was read. If multiple controls are bound to the given part,
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/// this is the control whose value was ultimately selected. Will be set to
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/// <c>null</c> if <paramref name="partNumber"/> is not a valid part or if no
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/// controls are bound to the part.</param>
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/// <typeparam name="TValue">Type of value to read. This must match the
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/// value type expected from controls bound to the part.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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/// <remarks>
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/// Like <see cref="ReadValue{TValue}(int)"/>, this method relies on using <c>IComparable</c>
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/// implemented by <typeparamref name="TValue"/> to determine the greatest value
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/// if multiple controls are bound to the specified part.
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/// </remarks>
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/// <seealso cref="ReadValue{TValue}(int)"/>
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public unsafe TValue ReadValue<TValue>(int partNumber, out InputControl sourceControl)
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where TValue : struct, IComparable<TValue>
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{
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if (m_State == null)
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{
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sourceControl = null;
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return default;
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}
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var value = m_State.ReadCompositePartValue<TValue, DefaultComparer<TValue>>(m_BindingIndex, partNumber,
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null, out var controlIndex);
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if (controlIndex != InputActionState.kInvalidIndex)
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sourceControl = m_State.controls[controlIndex];
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else
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sourceControl = null;
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return value;
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}
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////TODO: once we can break the API, remove the versions that rely on comparers and do everything through magnitude
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/// <summary>
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/// Read the value of the given part bindings and use the given <paramref name="comparer"/>
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/// to determine which value to return if multiple controls are bound to the part.
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier.</param>
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/// <param name="comparer">Instance of <typeparamref name="TComparer"/> for comparing
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/// multiple values.</param>
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/// <typeparam name="TValue">Type of value to read. This must match the
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/// value type expected from controls bound to the part.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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/// <typeparam name="TComparer">Comparer to use if multiple controls are bound to
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/// the given part. All values will be compared using <c>TComparer.Compare</c> and
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/// the greatest value will be returned.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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/// <remarks>
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/// This method is a useful alternative to <see cref="ReadValue{TValue}(int)"/> for
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/// value types that do not implement <c>IComparable</c> or when the default comparison
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/// behavior is undesirable.
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///
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/// <example>
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/// <code>
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/// public class CompositeWithVector2Part : InputBindingComposite<Vector2>
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/// {
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/// [InputControl(layout = "Vector2")]
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/// public int part;
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///
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/// public override Vector2 ReadValue(ref InputBindingCompositeContext context)
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/// {
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/// // Return the Vector3 with the greatest magnitude.
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/// return context.ReadValue<Vector2, Vector2MagnitudeComparer>(part);
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="Utilities.Vector2MagnitudeComparer"/>
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/// <seealso cref="Utilities.Vector3MagnitudeComparer"/>
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public unsafe TValue ReadValue<TValue, TComparer>(int partNumber, TComparer comparer = default)
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where TValue : struct
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where TComparer : IComparer<TValue>
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{
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if (m_State == null)
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return default;
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return m_State.ReadCompositePartValue<TValue, TComparer>(
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m_BindingIndex, partNumber, null, out _, comparer);
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}
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/// <summary>
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/// Like <see cref="ReadValue{TValue,TComparer}(int,TComparer)"/> but also return
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/// the control from which the value has ultimately been read.
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier.</param>
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/// <param name="sourceControl">Receives the <see cref="InputControl"/> from
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/// which the value was read. If multiple controls are bound to the given part,
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/// this is the control whose value was ultimately selected. Will be set to
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/// <c>null</c> if <paramref name="partNumber"/> is not a valid part or if no
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/// controls are bound to the part.</param>
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/// <param name="comparer">Instance of <typeparamref name="TComparer"/> for comparing
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/// multiple values.</param>
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/// <typeparam name="TValue">Type of value to read. This must match the
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/// value type expected from controls bound to the part.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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/// <typeparam name="TComparer">Comparer to use if multiple controls are bound to
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/// the given part. All values will be compared using <c>TComparer.Compare</c> and
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/// the greatest value will be returned.</typeparam>
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/// <returns>The value read from the part bindings.</returns>
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public unsafe TValue ReadValue<TValue, TComparer>(int partNumber, out InputControl sourceControl, TComparer comparer = default)
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where TValue : struct
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where TComparer : IComparer<TValue>
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{
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if (m_State == null)
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{
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sourceControl = null;
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return default;
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}
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var value = m_State.ReadCompositePartValue<TValue, TComparer>(m_BindingIndex, partNumber, null,
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out var controlIndex, comparer);
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if (controlIndex != InputActionState.kInvalidIndex)
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sourceControl = m_State.controls[controlIndex];
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else
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sourceControl = null;
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return value;
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}
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/// <summary>
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/// Like <see cref="ReadValue{TValue}(int)"/> but treat bound controls as buttons. This means
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/// that custom <see cref="Controls.ButtonControl.pressPoint"/> are respected and that floating-point
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/// values from non-ButtonControls will be compared to <see cref="InputSettings.defaultButtonPressPoint"/>.
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier.</param>
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/// <returns>True if any button bound to the part is pressed.</returns>
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/// <remarks>
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/// This method expects all controls bound to the part to be of type <c>InputControl<float></c>.
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///
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/// This method is different from just calling <see cref="ReadValue{TValue}(int)"/> with a <c>float</c>
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/// parameter and comparing the result to <see cref="InputSettings.defaultButtonPressPoint"/> in that
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/// custom press points set on individual ButtonControls will be respected.
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/// </remarks>
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/// <seealso cref="Controls.ButtonControl"/>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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public unsafe bool ReadValueAsButton(int partNumber)
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{
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if (m_State == null)
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return default;
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////REVIEW: wouldn't this have to take release points into account now?
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var buttonValue = false;
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m_State.ReadCompositePartValue<float, DefaultComparer<float>>(m_BindingIndex, partNumber, &buttonValue,
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out _);
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return buttonValue;
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}
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public unsafe void ReadValue(int partNumber, void* buffer, int bufferSize)
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{
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m_State?.ReadCompositePartValue(m_BindingIndex, partNumber, buffer, bufferSize);
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}
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public object ReadValueAsObject(int partNumber)
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{
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return m_State.ReadCompositePartValueAsObject(m_BindingIndex, partNumber);
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}
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/// <summary>
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/// Return the timestamp (see <see cref="LowLevel.InputEvent.time"/>) for when the given
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/// binding part crossed the button press threshold (see <see cref="Controls.ButtonControl.pressPoint"/>).
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/// </summary>
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/// <param name="partNumber">Number of the part to read. This is assigned
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/// automatically by the input system and should be treated as an opaque
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/// identifier.</param>
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/// <returns>Returns the time at which the given part binding moved into "press" state or 0 if there's
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/// current no press.</returns>
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/// <remarks>
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/// If the given part has more than a single binding and/or more than a single bound control, the <em>earliest</em>
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/// press time is returned.
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/// </remarks>
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public double GetPressTime(int partNumber)
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{
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return m_State.GetCompositePartPressTime(m_BindingIndex, partNumber);
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}
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internal InputActionState m_State;
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internal int m_BindingIndex;
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private struct DefaultComparer<TValue> : IComparer<TValue>
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where TValue : IComparable<TValue>
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{
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public int Compare(TValue x, TValue y)
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{
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return x.CompareTo(y);
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}
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}
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}
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}
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