Example #1
0
            public InputActionMap[] ToMaps()
            {
                var mapList      = new List <InputActionMap>();
                var actionLists  = new List <List <InputAction> >();
                var bindingLists = new List <List <InputBinding> >();

                // Process actions listed at toplevel.
                var actionCount = actions != null ? actions.Length : 0;

                for (var i = 0; i < actionCount; ++i)
                {
                    var jsonAction = actions[i];

                    if (string.IsNullOrEmpty(jsonAction.name))
                    {
                        throw new Exception(string.Format("Action number {0} has no name", i + 1));
                    }

                    ////REVIEW: make sure all action names are unique?

                    // Determine name of action map.
                    string mapName           = null;
                    var    actionName        = jsonAction.name;
                    var    indexOfFirstSlash = actionName.IndexOf('/');
                    if (indexOfFirstSlash != -1)
                    {
                        mapName    = actionName.Substring(0, indexOfFirstSlash);
                        actionName = actionName.Substring(indexOfFirstSlash + 1);

                        if (string.IsNullOrEmpty(actionName))
                        {
                            throw new Exception(string.Format(
                                                    "Invalid action name '{0}' (missing action name after '/')", jsonAction.name));
                        }
                    }

                    // Try to find existing map.
                    InputActionMap map      = null;
                    var            mapIndex = 0;
                    for (; mapIndex < mapList.Count; ++mapIndex)
                    {
                        if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0)
                        {
                            map = mapList[mapIndex];
                            break;
                        }
                    }

                    // Create new map if it's the first action in the map.
                    if (map == null)
                    {
                        // NOTE: No map IDs supported on this path.
                        map      = new InputActionMap(mapName);
                        mapIndex = mapList.Count;
                        mapList.Add(map);
                        actionLists.Add(new List <InputAction>());
                        bindingLists.Add(new List <InputBinding>());
                    }

                    // Create action.
                    var action = new InputAction(actionName);
                    action.m_Id = string.IsNullOrEmpty(jsonAction.id) ? null : jsonAction.id;
                    action.m_ExpectedControlLayout = !string.IsNullOrEmpty(jsonAction.expectedControlLayout)
                        ? jsonAction.expectedControlLayout
                        : null;
                    actionLists[mapIndex].Add(action);

                    // Add bindings.
                    if (jsonAction.bindings != null)
                    {
                        var bindingsForMap = bindingLists[mapIndex];
                        for (var n = 0; n < jsonAction.bindings.Length; ++n)
                        {
                            var jsonBinding = jsonAction.bindings[n];
                            var binding     = jsonBinding.ToBinding();
                            binding.action = action.m_Name;
                            bindingsForMap.Add(binding);
                        }
                    }
                }

                // Process maps.
                var mapCount = maps != null ? maps.Length : 0;

                for (var i = 0; i < mapCount; ++i)
                {
                    var jsonMap = maps[i];

                    var mapName = jsonMap.name;
                    if (string.IsNullOrEmpty(mapName))
                    {
                        throw new Exception(string.Format("Map number {0} has no name", i + 1));
                    }

                    // Try to find existing map.
                    InputActionMap map      = null;
                    var            mapIndex = 0;
                    for (; mapIndex < mapList.Count; ++mapIndex)
                    {
                        if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0)
                        {
                            map = mapList[mapIndex];
                            break;
                        }
                    }

                    // Create new map if we haven't seen it before.
                    if (map == null)
                    {
                        map      = new InputActionMap(mapName);
                        map.m_Id = string.IsNullOrEmpty(jsonMap.id) ? null : jsonMap.id;
                        mapIndex = mapList.Count;
                        mapList.Add(map);
                        actionLists.Add(new List <InputAction>());
                        bindingLists.Add(new List <InputBinding>());
                    }

                    // Process actions in map.
                    var actionCountInMap = jsonMap.actions != null ? jsonMap.actions.Length : 0;
                    for (var n = 0; n < actionCountInMap; ++n)
                    {
                        var jsonAction = jsonMap.actions[n];

                        if (string.IsNullOrEmpty(jsonAction.name))
                        {
                            throw new Exception(string.Format("Action number {0} in map '{1}' has no name", i + 1, mapName));
                        }

                        // Create action.
                        var action = new InputAction(jsonAction.name);
                        action.m_Id = string.IsNullOrEmpty(jsonAction.id) ? null : jsonAction.id;
                        action.m_ExpectedControlLayout = !string.IsNullOrEmpty(jsonAction.expectedControlLayout)
                            ? jsonAction.expectedControlLayout
                            : null;
                        actionLists[mapIndex].Add(action);

                        // Add bindings.
                        if (jsonAction.bindings != null)
                        {
                            var bindingList = bindingLists[mapIndex];
                            for (var k = 0; k < jsonAction.bindings.Length; ++k)
                            {
                                var jsonBinding = jsonAction.bindings[k];
                                var binding     = jsonBinding.ToBinding();
                                binding.action = action.m_Name;
                                bindingList.Add(binding);
                            }
                        }
                    }

                    // Process bindings in map.
                    var bindingCountInMap = jsonMap.bindings != null ? jsonMap.bindings.Length : 0;
                    var bindingsForMap    = bindingLists[mapIndex];
                    for (var n = 0; n < bindingCountInMap; ++n)
                    {
                        var jsonBinding = jsonMap.bindings[n];
                        var binding     = jsonBinding.ToBinding();
                        bindingsForMap.Add(binding);
                    }
                }

                // Finalize arrays.
                for (var i = 0; i < mapList.Count; ++i)
                {
                    var map = mapList[i];

                    var actionArray  = actionLists[i].ToArray();
                    var bindingArray = bindingLists[i].ToArray();

                    map.m_Actions  = actionArray;
                    map.m_Bindings = bindingArray;

                    for (var n = 0; n < actionArray.Length; ++n)
                    {
                        var action = actionArray[n];
                        action.m_ActionMap = map;
                    }
                }

                return(mapList.ToArray());
            }
Example #2
0
 // Add all overrides that have been applied to this action to the given list.
 // Returns the number of overrides found.
 public static int GetBindingOverrides(this InputAction action, List <InputBinding> overrides)
 {
     throw new NotImplementedException();
 }
Example #3
0
 public RebindingOperation WithCancelAction(InputAction action)
 {
     return(this);
 }
        /// <summary>
        /// Resolve and add all bindings and actions from the given map.
        /// </summary>
        /// <param name="map"></param>
        /// <remarks>
        /// This is where all binding resolution happens for actions. The method walks through the binding array
        /// in <paramref name="map"/> and adds any controls, interactions, processors, and composites as it goes.
        /// </remarks>
        public unsafe void AddActionMap(InputActionMap map)
        {
            Debug.Assert(map != null);

            var actionsInThisMap      = map.m_Actions;
            var bindingsInThisMap     = map.m_Bindings;
            var bindingCountInThisMap = bindingsInThisMap?.Length ?? 0;
            var actionCountInThisMap  = actionsInThisMap?.Length ?? 0;
            var mapIndex = totalMapCount;

            // Keep track of indices for this map.
            var actionStartIndex      = totalActionCount;
            var bindingStartIndex     = totalBindingCount;
            var controlStartIndex     = totalControlCount;
            var interactionStartIndex = totalInteractionCount;
            var processorStartIndex   = totalProcessorCount;
            var compositeStartIndex   = totalCompositeCount;

            // Allocate an initial block of memory. We probably will have to re-allocate once
            // at the end to accommodate interactions and controls added from the map.
            var newMemory = new InputActionState.UnmanagedMemory();

            newMemory.Allocate(
                mapCount: totalMapCount + 1,
                actionCount: totalActionCount + actionCountInThisMap,
                bindingCount: totalBindingCount + bindingCountInThisMap,
                // We reallocate for the following once we know the final count.
                interactionCount: totalInteractionCount,
                compositeCount: totalCompositeCount,
                controlCount: totalControlCount);
            if (memory.isAllocated)
            {
                newMemory.CopyDataFrom(memory);
            }

            ////TODO: make sure composite objects get all the bindings they need
            ////TODO: handle case where we have bindings resolving to the same control
            ////      (not so clear cut what to do there; each binding may have a different interaction setup, for example)
            var         currentCompositeBindingIndex     = InputActionState.kInvalidIndex;
            var         currentCompositeIndex            = InputActionState.kInvalidIndex;
            var         currentCompositePartIndex        = 0;
            var         currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
            InputAction currentCompositeAction           = null;
            var         bindingMaskOnThisMap             = map.m_BindingMask;
            var         devicesForThisMap = map.devices;

            // Can't use `using` as we need to use it with `ref`.
            var resolvedControls = new InputControlList <InputControl>(Allocator.Temp);

            // We gather all controls in temporary memory and then move them over into newMemory once
            // we're done resolving.
            try
            {
                var bindingStatesPtr = newMemory.bindingStates;
                for (var n = 0; n < bindingCountInThisMap; ++n)
                {
                    ref var unresolvedBinding = ref bindingsInThisMap[n];
                    var     bindingIndex      = bindingStartIndex + n;
                    var     isComposite       = unresolvedBinding.isComposite;
                    var     isPartOfComposite = !isComposite && unresolvedBinding.isPartOfComposite;
                    var     bindingState      = &bindingStatesPtr[bindingIndex];

                    try
                    {
                        ////TODO: if it's a composite, check if any of the children matches our binding masks (if any) and skip composite if none do

                        // Set binding state to defaults.
                        bindingState->mapIndex = totalMapCount;
                        bindingState->compositeOrCompositeBindingIndex = InputActionState.kInvalidIndex;
                        bindingState->actionIndex = InputActionState.kInvalidIndex;

                        // Skip binding if it is disabled (path is empty string).
                        var path = unresolvedBinding.effectivePath;
                        if (unresolvedBinding.path == "")
                        {
                            continue;
                        }

                        // Skip binding if it doesn't match with our binding mask (might be empty).
                        if (!isComposite && bindingMask != null && !bindingMask.Value.Matches(ref unresolvedBinding))
                        {
                            continue;
                        }

                        // Skip binding if it doesn't match the binding mask on the map (might be empty).
                        if (!isComposite && bindingMaskOnThisMap != null &&
                            !bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding))
                        {
                            continue;
                        }

                        // Try to find action.
                        //
                        // NOTE: We ignore actions on bindings that are part of composites. We only allow
                        //       actions to be triggered from the composite itself.
                        var         actionIndexInMap = InputActionState.kInvalidIndex;
                        var         actionName       = unresolvedBinding.action;
                        InputAction action           = null;
                        if (!isPartOfComposite)
                        {
                            if (!string.IsNullOrEmpty(actionName))
                            {
                                ////REVIEW: should we fail here if we don't manage to find the action
                                actionIndexInMap = map.TryGetActionIndex(actionName);
                            }
                            else if (map.m_SingletonAction != null)
                            {
                                // Special-case for singleton actions that don't have names.
                                actionIndexInMap = 0;
                            }

                            if (actionIndexInMap != InputActionState.kInvalidIndex)
                            {
                                action = actionsInThisMap[actionIndexInMap];
                            }
                        }
                        else
                        {
                            actionIndexInMap = currentCompositeActionIndexInMap;
                            action           = currentCompositeAction;
                        }

                        // Skip binding if it doesn't match the binding mask on the action (might be empty).
                        if (!isComposite && action?.m_BindingMask != null &&
                            !action.m_BindingMask.Value.Matches(ref unresolvedBinding))
                        {
                            continue;
                        }

                        // Instantiate processors.
                        var firstProcessorIndex = InputActionState.kInvalidIndex;
                        var numProcessors       = 0;
                        var processorString     = unresolvedBinding.effectiveProcessors;
                        if (!string.IsNullOrEmpty(processorString))
                        {
                            // Add processors from binding.
                            firstProcessorIndex = ResolveProcessors(processorString);
                            if (firstProcessorIndex != InputActionState.kInvalidIndex)
                            {
                                numProcessors = totalProcessorCount - firstProcessorIndex;
                            }
                        }
                        if (action != null && !string.IsNullOrEmpty(action.m_Processors))
                        {
                            // Add processors from action.
                            var index = ResolveProcessors(action.m_Processors);
                            if (index != InputActionState.kInvalidIndex)
                            {
                                if (firstProcessorIndex == InputActionState.kInvalidIndex)
                                {
                                    firstProcessorIndex = index;
                                }
                                numProcessors += totalProcessorCount - index;
                            }
                        }

                        // Instantiate interactions.
                        var firstInteractionIndex = InputActionState.kInvalidIndex;
                        var numInteractions       = 0;
                        var interactionString     = unresolvedBinding.effectiveInteractions;
                        if (!string.IsNullOrEmpty(interactionString))
                        {
                            // Add interactions from binding.
                            firstInteractionIndex = ResolveInteractions(interactionString);
                            if (firstInteractionIndex != InputActionState.kInvalidIndex)
                            {
                                numInteractions = totalInteractionCount - firstInteractionIndex;
                            }
                        }
                        if (action != null && !string.IsNullOrEmpty(action.m_Interactions))
                        {
                            // Add interactions from action.
                            var index = ResolveInteractions(action.m_Interactions);
                            if (index != InputActionState.kInvalidIndex)
                            {
                                if (firstInteractionIndex == InputActionState.kInvalidIndex)
                                {
                                    firstInteractionIndex = index;
                                }
                                numInteractions += totalInteractionCount - index;
                            }
                        }

                        // If it's the start of a composite chain, create the composite.
                        if (isComposite)
                        {
                            var actionIndexForComposite = actionIndexInMap != InputActionState.kInvalidIndex
                                ? actionStartIndex + actionIndexInMap
                                : InputActionState.kInvalidIndex;

                            // Instantiate. For composites, the path is the name of the composite.
                            var composite = InstantiateBindingComposite(unresolvedBinding.path);
                            currentCompositeIndex =
                                ArrayHelpers.AppendWithCapacity(ref composites, ref totalCompositeCount, composite);
                            currentCompositeBindingIndex     = bindingIndex;
                            currentCompositeAction           = action;
                            currentCompositeActionIndexInMap = actionIndexInMap;

                            *bindingState = new InputActionState.BindingState
                            {
                                actionIndex = actionIndexForComposite,
                                compositeOrCompositeBindingIndex = currentCompositeIndex,
                                processorStartIndex   = firstProcessorIndex,
                                processorCount        = numProcessors,
                                interactionCount      = numInteractions,
                                interactionStartIndex = firstInteractionIndex,
                                mapIndex    = totalMapCount,
                                isComposite = true,
                                // Record where the controls for parts of the composite start.
                                controlStartIndex = memory.controlCount + resolvedControls.Count,
                            };

                            // The composite binding entry itself does not resolve to any controls.
                            // It creates a composite binding object which is then populated from
                            // subsequent bindings.
                            continue;
                        }

                        // If we've reached the end of a composite chain, finish
                        // off the current composite.
                        if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex)
                        {
                            currentCompositePartIndex        = 0;
                            currentCompositeBindingIndex     = InputActionState.kInvalidIndex;
                            currentCompositeIndex            = InputActionState.kInvalidIndex;
                            currentCompositeAction           = null;
                            currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
                        }

                        // Look up controls.
                        //
                        // NOTE: We continuously add controls here to `resolvedControls`. Once we've completed our
                        //       pass over the bindings in the map, `resolvedControls` will have all the controls for
                        //       the current map.
                        var firstControlIndex = memory.controlCount + resolvedControls.Count;
                        var numControls       = 0;
                        if (devicesForThisMap != null)
                        {
                            // Search in devices for only this map.
                            var list = devicesForThisMap.Value;
                            for (var i = 0; i < list.Count; ++i)
                            {
                                var device = list[i];
                                if (!device.added)
                                {
                                    continue; // Skip devices that have been removed.
                                }
                                numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls);
                            }
                        }
                        else
                        {
                            // Search globally.
                            numControls = InputSystem.FindControls(path, ref resolvedControls);
                        }

                        // If the binding is part of a composite, pass the resolved controls
                        // on to the composite.
                        var actionIndexForBinding = InputActionState.kInvalidIndex;
                        if (isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex && numControls > 0)
                        {
                            // Make sure the binding is named. The name determines what in the composite
                            // to bind to.
                            if (string.IsNullOrEmpty(unresolvedBinding.name))
                            {
                                throw new Exception(
                                          $"Binding with path '{path}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name");
                            }

                            // Install the controls on the binding.
                            BindControlInComposite(composites[currentCompositeIndex], unresolvedBinding.name,
                                                   ref currentCompositePartIndex);

                            // Keep track of total number of controls bound in the composite.
                            bindingStatesPtr[currentCompositeBindingIndex].controlCount += numControls;

                            // Force action index on part binding to be same as that of composite.
                            actionIndexForBinding = bindingStatesPtr[currentCompositeBindingIndex].actionIndex;
                        }
                        else if (actionIndexInMap != InputActionState.kInvalidIndex)
                        {
                            actionIndexForBinding = actionStartIndex + actionIndexInMap;
                        }

                        // Add entry for resolved binding.
                        *bindingState = new InputActionState.BindingState
                        {
                            controlStartIndex                = firstControlIndex,
                            controlCount                     = numControls,
                            interactionStartIndex            = firstInteractionIndex,
                            interactionCount                 = numInteractions,
                            processorStartIndex              = firstProcessorIndex,
                            processorCount                   = numProcessors,
                            isPartOfComposite                = unresolvedBinding.isPartOfComposite,
                            partIndex                        = currentCompositePartIndex,
                            actionIndex                      = actionIndexForBinding,
                            compositeOrCompositeBindingIndex = currentCompositeBindingIndex,
                            mapIndex = totalMapCount,
                        };
                    }
                    catch (Exception exception)
                    {
                        Debug.LogError(
                            $"{exception.GetType().Name} while resolving binding '{unresolvedBinding}' in action map '{map}'");
                        Debug.LogException(exception);

                        // Don't swallow exceptions that indicate something is wrong in the code rather than
                        // in the data.
                        if (exception.IsExceptionIndicatingBugInCode())
                        {
                            throw exception;
                        }
                    }
                }

                // Re-allocate memory to accommodate controls and interaction states. The count for those
                // we only know once we've completed all resolution.
                var controlCountInThisMap = resolvedControls.Count;
                var newTotalControlCount  = memory.controlCount + controlCountInThisMap;
                if (newMemory.interactionCount != totalInteractionCount ||
                    newMemory.compositeCount != totalCompositeCount ||
                    newMemory.controlCount != newTotalControlCount)
                {
                    var finalMemory = new InputActionState.UnmanagedMemory();

                    finalMemory.Allocate(
                        mapCount: newMemory.mapCount,
                        actionCount: newMemory.actionCount,
                        bindingCount: newMemory.bindingCount,
                        controlCount: newTotalControlCount,
                        interactionCount: totalInteractionCount,
                        compositeCount: totalCompositeCount);

                    finalMemory.CopyDataFrom(newMemory);

                    newMemory.Dispose();
                    newMemory = finalMemory;
                }

                // Add controls to array.
                var controlCountInArray = memory.controlCount;
                ArrayHelpers.AppendListWithCapacity(ref controls, ref controlCountInArray, resolvedControls);
                Debug.Assert(controlCountInArray == newTotalControlCount,
                             "Control array should have combined count of old and new controls");

                // Set up control to binding index mapping.
                for (var i = 0; i < bindingCountInThisMap; ++i)
                {
                    var bindingState = &bindingStatesPtr[bindingStartIndex + i];
                    var numControls  = bindingState->controlCount;
                    var startIndex   = bindingState->controlStartIndex;
                    for (var n = 0; n < numControls; ++n)
                    {
                        newMemory.controlIndexToBindingIndex[startIndex + n] = bindingStartIndex + i;
                    }
                }

                // Initialize initial interaction states.
                for (var i = memory.interactionCount; i < newMemory.interactionCount; ++i)
                {
                    newMemory.interactionStates[i].phase = InputActionPhase.Waiting;
                }

                // Initialize action data.
                var runningIndexInBindingIndices = memory.bindingCount;
                for (var i = 0; i < actionCountInThisMap; ++i)
                {
                    var action      = actionsInThisMap[i];
                    var actionIndex = actionStartIndex + i;

                    // Correlate action with its trigger state.
                    action.m_ActionIndex = actionIndex;

                    // Collect bindings for action.
                    var bindingStartIndexForAction      = runningIndexInBindingIndices;
                    var bindingCountForAction           = 0;
                    var numPossibleConcurrentActuations = 0;
                    var haveCompositeBinding            = false;
                    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;

                        // 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;
                        }
                    }
                    Debug.Assert(bindingStartIndexForAction < ushort.MaxValue, "Binding start index on action exceeds limit");
                    Debug.Assert(bindingCountForAction < ushort.MaxValue, "Binding count on action exceeds limit");
                    newMemory.actionBindingIndicesAndCounts[i * 2]     = (ushort)bindingStartIndexForAction;
                    newMemory.actionBindingIndicesAndCounts[i * 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.passThrough;
                    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,
                        continuous                = action.continuous,
                        passThrough               = isPassThroughAction,
                        mayNeedConflictResolution = mayNeedConflictResolution,
                    };
                }

                // 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,
                };
                map.m_MapIndexInState = mapIndex;
                var finalActionMapCount = memory.mapCount;
                ArrayHelpers.AppendWithCapacity(ref maps, ref finalActionMapCount, map, 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;
            }
Example #5
0
 public static IEnumerable <InputBinding> GetBindingOverrides(this InputAction action)
 {
     throw new NotImplementedException();
 }
Example #6
0
 public bool Equals(InputAction other)
 {
     return(ReferenceEquals(action, other));
 }
Example #7
0
 public void Trigger <TValue>(InputAction action, InputControl <TValue> control, TValue value)
     where TValue : struct
 {
     throw new NotImplementedException();
 }
Example #8
0
 internal CompositeSyntax(InputActionMap map, InputAction action, int compositeIndex)
 {
     m_Action         = action;
     m_ActionMap      = map;
     m_CompositeIndex = compositeIndex;
 }
Example #9
0
 public InputActionProperty(InputAction action)
 {
     m_UseReference = false;
     m_Action       = action;
     m_Reference    = null;
 }
Example #10
0
        public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, InputAction action,
                                               string interactions = null, string groups = null)
        {
            if (action != null && action.actionMap != actionMap)
            {
                throw new ArgumentException(
                          string.Format("Action '{0}' is not part of action map '{1}'", action, actionMap), "action");
            }

            if (action == null)
            {
                return(AddBinding(actionMap, path: path, interactions: interactions, groups: groups));
            }

            return(AddBinding(actionMap, path: path, interactions: interactions, groups: groups,
                              action: action.id));
        }
Example #11
0
 internal BindingSyntax(InputActionMap map, InputAction action, int bindingIndex)
 {
     m_ActionMap    = map;
     m_Action       = action;
     m_BindingIndex = bindingIndex;
 }
Example #12
0
        internal ReadOnlyArray <InputControl> GetControlsForSingleAction(InputAction action)
        {
            Debug.Assert(m_State != null);
            Debug.Assert(m_MapIndex != InputActionMapState.kInvalidIndex);
            Debug.Assert(m_Actions != null);
            Debug.Assert(action != null);
            Debug.Assert(action.m_ActionMap == this);
            Debug.Assert(!action.isSingletonAction || m_SingletonAction == action);

            // See if we need to refresh.
            if (m_ControlsForEachAction == null)
            {
                if (m_State.totalControlCount == 0)
                {
                    return(new ReadOnlyArray <InputControl>());
                }

                if (m_SingletonAction != null)
                {
                    // For singleton action, all resolved controls in the state simply
                    // belong to the action.

                    m_ControlsForEachAction = m_State.controls;

                    action.m_ControlStartIndex = 0;
                    action.m_ControlCount      = m_State.totalControlCount;
                }
                else
                {
                    // For "normal" maps, we rely on the per-action binding data set up in SetUpBindingArrayForEachAction().
                    // From that, we set up a sorted array of controls.

                    var mapIndices = m_State.FetchMapIndices(this);

                    var controlCount      = mapIndices.controlCount;
                    var bindingCount      = mapIndices.bindingCount;
                    var bindingStartIndex = mapIndices.bindingStartIndex;

                    if (m_BindingsForEachAction == null)
                    {
                        SetUpBindingArrayForEachAction();
                    }

                    // Go binding by binding in the array that has bindings already sorted for
                    // each action. Gather their controls and store the result on the actions
                    // while copying the control references over to a new array.
                    m_ControlsForEachAction = new InputControl[controlCount];
                    var bindingStates = m_State.bindingStates;
                    var controls      = m_State.controls;
                    var currentAction = m_ActionForEachBinding[0];
                    var currentActionControlStartIndex = 0;
                    var currentActionControlCount      = 0;
                    var currentControlIndex            = 0;
                    for (var i = 0; i < bindingCount; ++i)
                    {
                        var actionForBinding = m_ActionForEachBinding[i];
                        if (actionForBinding != currentAction)
                        {
                            if (currentAction != null)
                            {
                                // Store final array slice.
                                currentAction.m_ControlStartIndex = currentActionControlStartIndex;
                                currentAction.m_ControlCount      = currentActionControlCount;
                            }

                            // Switch to new action.
                            currentAction = actionForBinding;
                            currentActionControlStartIndex = currentControlIndex;
                            currentActionControlCount      = 0;
                        }
                        if (actionForBinding == null)
                        {
                            continue; // Binding is not associated with an action.
                        }
                        // Copy controls from binding.
                        var bindingIndex           = bindingStartIndex + i;
                        var controlCountForBinding = bindingStates[bindingIndex].controlCount;
                        Array.Copy(controls, bindingStates[bindingIndex].controlStartIndex, m_ControlsForEachAction,
                                   currentControlIndex, controlCountForBinding);

                        currentControlIndex       += controlCountForBinding;
                        currentActionControlCount += controlCountForBinding;
                    }

                    if (currentAction != null)
                    {
                        currentAction.m_ControlStartIndex = currentActionControlStartIndex;
                        currentAction.m_ControlCount      = currentActionControlCount;
                    }
                }
            }

            return(new ReadOnlyArray <InputControl>(m_ControlsForEachAction, action.m_ControlStartIndex,
                                                    action.m_ControlCount));
        }
 public static RebindOperation PerformUserRebind(InputAction action, string cancel)
 {
     throw new NotImplementedException();
 }
 public void Start(InputAction actionToRebind, string groupsToRebind = null)
 {
 }
Example #15
0
        /// <summary>
        /// Perform the input action without having to know what it is bound to.
        /// </summary>
        /// <param name="action">An input action that is currently enabled and has controls it is bound to.</param>
        /// <remarks>
        /// Blindly triggering an action requires making a few assumptions. Actions are not built to be able to trigger
        /// without any input. This means that this method has to generate input on a control that the action is bound to.
        ///
        /// Note that this method has no understanding of the interactions that may be present on the action and thus
        /// does not know how they may affect the triggering of the action.
        /// </remarks>
        public void Trigger(InputAction action)
        {
            if (action == null)
            {
                throw new ArgumentNullException("action");
            }

            if (!action.enabled)
            {
                throw new ArgumentException(
                          string.Format("Action '{0}' must be enabled in order to be able to trigger it", action), "action");
            }

            var controls = action.controls;

            if (controls.Count == 0)
            {
                throw new ArgumentException(
                          string.Format("Action '{0}' must be bound to controls in order to be able to trigger it", action), "action");
            }

            // See if we have a button we can trigger.
            for (var i = 0; i < controls.Count; ++i)
            {
                var button = controls[i] as ButtonControl;
                if (button == null)
                {
                    continue;
                }

                // We do, so flip its state and we're done.
                var           device = button.device;
                InputEventPtr inputEvent;
                using (StateEvent.From(device, out inputEvent))
                {
                    button.WriteValueInto(inputEvent, button.isPressed ? 0 : 1);
                    InputSystem.QueueEvent(inputEvent);
                    InputSystem.Update();
                }

                return;
            }

            // See if we have an axis we can slide a bit.
            for (var i = 0; i < controls.Count; ++i)
            {
                var axis = controls[i] as AxisControl;
                if (axis == null)
                {
                    continue;
                }

                // We do, so nudge its value a bit.
                var           device = axis.device;
                InputEventPtr inputEvent;
                using (StateEvent.From(device, out inputEvent))
                {
                    var currentValue = axis.ReadValue();
                    var newValue     = currentValue + 0.01f;

                    if (axis.clamp && newValue > axis.clampMax)
                    {
                        newValue = axis.clampMin;
                    }

                    axis.WriteValueInto(inputEvent, newValue);
                    InputSystem.QueueEvent(inputEvent);
                    InputSystem.Update();
                }

                return;
            }

            ////TODO: support a wider range of controls
            throw new NotImplementedException();
        }
Example #16
0
 public static void Enable(this InputAction action, InputControlScheme scheme)
 {
     throw new NotImplementedException();
 }