Example #1
0
        public IInputMap Clone()
        {
            JoystickMap clone = new JoystickMap(deviceId);

            clone.buttons.AddRange(buttons);
            clone.axes.AddRange(axes);
            clone.balls.AddRange(balls);
            clone.hats.AddRange(hats);

            return(clone);
        }
Example #2
0
        public bool SetFrom(IInputMap that)
        {
            JoystickMap jsCast = that as JoystickMap;

            if (jsCast == null)
            {
                Debug.LogError("Type incompatibility when trying to call SetFrom on a joystick input map");
                return(false);
            }

            SetEmpty();
            buttons.AddRange(jsCast.buttons);
            axes.AddRange(jsCast.axes);
            balls.AddRange(jsCast.balls);
            hats.AddRange(jsCast.hats);

            return(true);
        }
            public void Add(IInputMap map)
            {
                KeyboardMap kbMap = map as KeyboardMap;

                if (kbMap != null)
                {
                    kbMaps.Add(kbMap);
                }

                GamepadMap gpButtonMap = map as GamepadMap;

                if (gpButtonMap != null)
                {
                    gpButtonMaps.Add(gpButtonMap);
                }

                JoystickMap jsButtonMap = map as JoystickMap;

                if (jsButtonMap != null)
                {
                    jsMaps.Add(jsButtonMap);
                }
            }
Example #4
0
        public bool HasConflict(IInputMap other, InputAction.Properties properties)
        {
            JoystickMap otherMap = other as JoystickMap;

            if (otherMap == null || otherMap.IsEmpty)
            {
                return(false);
            }

            bool allowSameFrameMultiInput = properties.allowSameFrameMultiInput;

            if (allowSameFrameMultiInput)
            {
                if (buttons.Count > 0 && otherMap.buttons.Count > 0)
                {
                    // Check if they match exactly, or if one map is a sub-set of the other
                    var smallerButtonMap = buttons.Count < otherMap.buttons.Count ? buttons : otherMap.buttons;
                    var largerButtonMap  = buttons.Count < otherMap.buttons.Count ? otherMap.buttons : buttons;

                    int sameInputCount = 0;
                    foreach (var button in smallerButtonMap)
                    {
                        bool contains = false;
                        foreach (var otherButton in largerButtonMap)
                        {
                            if (button.buttonIndex == otherButton.buttonIndex)
                            {
                                contains = true;
                                break;
                            }
                        }

                        if (contains)
                        {
                            ++sameInputCount;
                        }
                    }

                    if (sameInputCount == smallerButtonMap.Count)
                    {
                        return(true);
                    }
                }
            }
            else
            {
                foreach (var button in buttons)
                {
                    foreach (var otherButton in otherMap.buttons)
                    {
                        if (button.buttonIndex == otherButton.buttonIndex)
                        {
                            return(true);
                        }
                    }
                }
            }

            foreach (var axis in axes)
            {
                foreach (var otherAxis in otherMap.axes)
                {
                    if (axis.axisIndex == otherAxis.axisIndex && (axis.dir == otherAxis.dir || axis.dir == JoystickDevice.AxisDir.Any || otherAxis.dir == JoystickDevice.AxisDir.Any))
                    {
                        return(true);
                    }
                }
            }

            foreach (var ballIndex in balls)
            {
                foreach (var otherBallIndex in otherMap.balls)
                {
                    if (ballIndex.ballIndex == otherBallIndex.ballIndex)
                    {
                        return(true);
                    }
                }
            }

            foreach (var hat in hats)
            {
                foreach (var otherHat in otherMap.hats)
                {
                    if (hat.hatIndex == otherHat.hatIndex && hat.position == otherHat.position)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }