205 lines
9.5 KiB
C#
205 lines
9.5 KiB
C#
#if UNITY_INPUT_SYSTEM_ENABLE_UI && UNITY_EDITOR
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using System;
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using System.Linq;
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using UnityEditor;
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////TODO: add button to automatically set up gamepad mouse cursor support
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namespace UnityEngine.InputSystem.UI.Editor
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{
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[CustomEditor(typeof(InputSystemUIInputModule))]
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internal class InputSystemUIInputModuleEditor : UnityEditor.Editor
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{
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private static InputActionReference GetActionReferenceFromAssets(InputActionReference[] actions, params string[] actionNames)
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{
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foreach (var actionName in actionNames)
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{
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foreach (var action in actions)
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{
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if (string.Compare(action.action.name, actionName, StringComparison.InvariantCultureIgnoreCase) == 0)
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return action;
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}
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}
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return null;
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}
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private static InputActionReference[] GetAllAssetReferencesFromAssetDatabase(InputActionAsset actions)
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{
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if (actions == null)
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return null;
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var path = AssetDatabase.GetAssetPath(actions);
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var assets = AssetDatabase.LoadAllAssetsAtPath(path);
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return assets.Where(asset => asset is InputActionReference)
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.Cast<InputActionReference>()
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.OrderBy(x => x.name)
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.ToArray();
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}
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private static readonly string[] s_ActionNames =
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{
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"Point",
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"LeftClick",
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"MiddleClick",
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"RightClick",
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"ScrollWheel",
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"Move",
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"Submit",
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"Cancel",
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"TrackedDevicePosition",
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"TrackedDeviceOrientation"
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};
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private static readonly string[] s_ActionNiceNames =
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{
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"Point",
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"Left Click",
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"Middle Click",
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"Right Click",
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"Scroll Wheel",
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"Move",
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"Submit",
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"Cancel",
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"Tracked Position",
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"Tracked Orientation"
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};
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private SerializedProperty[] m_ReferenceProperties;
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private SerializedProperty m_ActionsAsset;
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private InputActionReference[] m_AvailableActionReferencesInAssetDatabase;
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private string[] m_AvailableActionsInAssetNames;
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private bool m_AdvancedFoldoutState;
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private string MakeActionReferenceNameUsableInGenericMenu(string name)
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{
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// Ugly hack: GenericMenu interprets "/" as a submenu path. But luckily, "/" is not the only slash we have in Unicode.
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return name.Replace("/", "\uFF0F");
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}
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public void OnEnable()
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{
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var numActions = s_ActionNames.Length;
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m_ReferenceProperties = new SerializedProperty[numActions];
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for (var i = 0; i < numActions; i++)
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m_ReferenceProperties[i] = serializedObject.FindProperty($"m_{s_ActionNames[i]}Action");
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m_ActionsAsset = serializedObject.FindProperty("m_ActionsAsset");
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m_AvailableActionReferencesInAssetDatabase = GetAllAssetReferencesFromAssetDatabase(m_ActionsAsset.objectReferenceValue as InputActionAsset);
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m_AvailableActionsInAssetNames = new[] { "None" }
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.Concat(m_AvailableActionReferencesInAssetDatabase?.Select(x => MakeActionReferenceNameUsableInGenericMenu(x.name)) ?? new string[0]).ToArray();
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}
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public static void ReassignActions(InputSystemUIInputModule module, InputActionAsset action)
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{
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module.actionsAsset = action;
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var assets = GetAllAssetReferencesFromAssetDatabase(action);
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if (assets != null)
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{
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module.point = GetActionReferenceFromAssets(assets, module.point?.action?.name, "Point", "MousePosition", "Mouse Position");
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module.leftClick = GetActionReferenceFromAssets(assets, module.leftClick?.action?.name, "Click", "LeftClick", "Left Click");
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module.rightClick = GetActionReferenceFromAssets(assets, module.rightClick?.action?.name, "RightClick", "Right Click", "ContextClick", "Context Click", "ContextMenu", "Context Menu");
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module.middleClick = GetActionReferenceFromAssets(assets, module.middleClick?.action?.name, "MiddleClick", "Middle Click");
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module.scrollWheel = GetActionReferenceFromAssets(assets, module.scrollWheel?.action?.name, "ScrollWheel", "Scroll Wheel", "Scroll", "Wheel");
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module.move = GetActionReferenceFromAssets(assets, module.move?.action?.name, "Navigate", "Move");
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module.submit = GetActionReferenceFromAssets(assets, module.submit?.action?.name, "Submit");
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module.cancel = GetActionReferenceFromAssets(assets, module.cancel?.action?.name, "Cancel", "Esc", "Escape");
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module.trackedDevicePosition = GetActionReferenceFromAssets(assets, module.trackedDevicePosition?.action?.name, "TrackedDevicePosition", "Position");
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module.trackedDeviceOrientation = GetActionReferenceFromAssets(assets, module.trackedDeviceOrientation?.action?.name, "TrackedDeviceOrientation", "Orientation");
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}
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_ActionsAsset);
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if (EditorGUI.EndChangeCheck())
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{
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var actions = m_ActionsAsset.objectReferenceValue as InputActionAsset;
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if (actions != null)
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{
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serializedObject.ApplyModifiedProperties();
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ReassignActions(target as InputSystemUIInputModule, actions);
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serializedObject.Update();
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}
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// reinitialize action types
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OnEnable();
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}
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var numActions = s_ActionNames.Length;
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if ((m_AvailableActionReferencesInAssetDatabase != null && m_AvailableActionReferencesInAssetDatabase.Length > 0) || m_ActionsAsset.objectReferenceValue == null)
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{
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for (var i = 0; i < numActions; i++)
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{
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// find the input action reference from the asset that matches the input action reference from the
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// InputSystemUIInputModule that is currently selected. Note we can't use reference equality of the
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// two InputActionReference objects here because in ReassignActions above, we create new instances
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// every time it runs.
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var index = IndexOfInputActionInAsset(
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((InputActionReference)m_ReferenceProperties[i]?.objectReferenceValue)?.action);
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EditorGUI.BeginChangeCheck();
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index = EditorGUILayout.Popup(s_ActionNiceNames[i], index, m_AvailableActionsInAssetNames);
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if (EditorGUI.EndChangeCheck())
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m_ReferenceProperties[i].objectReferenceValue =
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index > 0 ? m_AvailableActionReferencesInAssetDatabase[index - 1] : null;
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}
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}
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else
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{
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// Somehow we have an asset but no asset references from the database, pull out references manually and show them in read only UI
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EditorGUILayout.HelpBox("Showing fields as read-only because current action asset seems to be created by a script and assigned programmatically.", MessageType.Info);
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EditorGUI.BeginDisabledGroup(true);
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for (var i = 0; i < numActions; i++)
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{
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var retrievedName = "None";
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if (m_ReferenceProperties[i].objectReferenceValue != null &&
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(m_ReferenceProperties[i].objectReferenceValue is InputActionReference reference))
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retrievedName = MakeActionReferenceNameUsableInGenericMenu(reference.ToDisplayName());
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EditorGUILayout.Popup(s_ActionNiceNames[i], 0, new[] {retrievedName});
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}
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EditorGUI.EndDisabledGroup();
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}
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m_AdvancedFoldoutState = EditorGUILayout.Foldout(m_AdvancedFoldoutState, new GUIContent("Advanced"), true);
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if (m_AdvancedFoldoutState)
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EditorGUILayout.PropertyField(serializedObject.FindProperty("m_CursorLockBehavior"),
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EditorGUIUtility.TrTextContent("Cursor Lock Behavior",
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$"Controls the origin point of UI raycasts when the cursor is locked. {InputSystemUIInputModule.CursorLockBehavior.OutsideScreen} " +
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$"is the default behavior and will force the raycast to miss all objects. {InputSystemUIInputModule.CursorLockBehavior.ScreenCenter} " +
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$"will cast the ray from the center of the screen."));
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if (GUI.changed)
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serializedObject.ApplyModifiedProperties();
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}
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private int IndexOfInputActionInAsset(InputAction inputAction)
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{
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// return 0 instead of -1 here because the zero-th index refers to the 'None' binding.
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if (inputAction == null)
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return 0;
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var index = 0;
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for (var j = 0; j < m_AvailableActionReferencesInAssetDatabase.Length; j++)
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{
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if (m_AvailableActionReferencesInAssetDatabase[j].action != null &&
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m_AvailableActionReferencesInAssetDatabase[j].action == inputAction)
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{
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index = j + 1;
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break;
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}
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}
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return index;
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}
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}
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}
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#endif
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