private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device)
            {
                if (device == null)
                {
                    return;
                }

                // Ignore if not a state event.
                if (!eventPtr.IsA <StateEvent>() && !eventPtr.IsA <DeltaStateEvent>())
                {
                    return;
                }

                // Go through controls and see if there's anything interesting in the event.
                var controls              = device.allControls;
                var controlCount          = controls.Count;
                var haveChangedCandidates = false;

                for (var i = 0; i < controlCount; ++i)
                {
                    var control = controls[i];

                    // Skip controls that have no state in the event.
                    var statePtr = control.GetStatePtrFromStateEvent(eventPtr);
                    if (statePtr == null)
                    {
                        continue;
                    }

                    // If the control that cancels has been actuated, abort the operation now.
                    if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control) &&
                        !control.CheckStateIsAtDefault(statePtr) && control.HasValueChangeInState(statePtr))
                    {
                        OnCancel();
                        break;
                    }

                    // Skip noisy controls.
                    if (control.noisy && (m_Flags & Flags.DontIgnoreNoisyControls) == 0)
                    {
                        continue;
                    }

                    // If controls have to match a certain path, check if this one does.
                    if (m_IncludePathCount > 0 && !HavePathMatch(control, m_IncludePaths, m_IncludePathCount))
                    {
                        continue;
                    }

                    // If controls must not match certain path, make sure the control doesn't.
                    if (m_ExcludePathCount > 0 && HavePathMatch(control, m_ExcludePaths, m_ExcludePathCount))
                    {
                        continue;
                    }

                    // If we're expecting controls of a certain type, skip if control isn't of
                    // the right type.
                    if (m_ControlType != null && !m_ControlType.IsInstanceOfType(control))
                    {
                        continue;
                    }

                    // If we're expecting controls to be based on a specific layout, skip if control
                    // isn't based on that layout.
                    if (!m_ExpectedLayout.IsEmpty() &&
                        m_ExpectedLayout != control.m_Layout &&
                        !InputControlLayout.s_Layouts.IsBasedOn(m_ExpectedLayout, control.m_Layout))
                    {
                        continue;
                    }

                    // Skip controls that are in their default state.
                    // NOTE: This is the cheapest check with respect to looking at actual state. So
                    //       do this first before looking further at the state.
                    if (control.CheckStateIsAtDefault(statePtr))
                    {
                        continue;
                    }

                    // Skip controls that have no effective value change.
                    // NOTE: This will run the full processor stack and is more involved.
                    if (!control.HasValueChangeInState(statePtr))
                    {
                        continue;
                    }

                    // If we have a magnitude threshold, see if control passes it.
                    var magnitude = -1f;
                    if (m_MagnitudeThreshold >= 0f)
                    {
                        magnitude = control.EvaluateMagnitude(statePtr);
                        if (magnitude >= 0 && magnitude < m_MagnitudeThreshold)
                        {
                            continue; // No, so skip.
                        }
                    }

                    // Compute score.
                    float score;
                    if (m_OnComputeScore != null)
                    {
                        score = m_OnComputeScore(control, eventPtr);
                    }
                    else
                    {
                        score = magnitude;

                        // We don't want synthetic controls to not be bindable at all but they should
                        // generally cede priority to controls that aren't synthetic. So we bump all
                        // scores of controls that aren't synthetic.
                        if (!control.synthetic)
                        {
                            score += 1f;
                        }
                    }

                    // Control is a candidate.
                    // See if we already singled the control out as a potential candidate.
                    var candidateIndex = m_Candidates.IndexOf(control);
                    if (candidateIndex != -1)
                    {
                        // Yes, we did. So just check whether it became a better candidate than before.
                        if (m_Scores[candidateIndex] < score)
                        {
                            haveChangedCandidates    = true;
                            m_Scores[candidateIndex] = score;

                            if (m_WaitSecondsAfterMatch > 0)
                            {
                                m_LastMatchTime = InputRuntime.s_Instance.currentTime;
                            }
                        }
                    }
                    else
                    {
                        // No, so add it.
                        var candidateCount = m_Candidates.Count;
                        m_Candidates.Add(control);
                        ArrayHelpers.AppendWithCapacity(ref m_Scores, ref candidateCount, score);
                        haveChangedCandidates = true;

                        if (m_WaitSecondsAfterMatch > 0)
                        {
                            m_LastMatchTime = InputRuntime.s_Instance.currentTime;
                        }
                    }
                }

                if (haveChangedCandidates && !canceled)
                {
                    // If we have a callback that wants to control matching, leave it to the callback to decide
                    // whether the rebind is complete or not. Otherwise, just complete.
                    if (m_OnPotentialMatch != null)
                    {
                        SortCandidatesByScore();
                        m_OnPotentialMatch(this);
                    }
                    else if (m_WaitSecondsAfterMatch <= 0)
                    {
                        OnComplete();
                    }
                    else
                    {
                        SortCandidatesByScore();
                    }
                }
            }
        public unsafe void AddActionMap(InputActionMap map)
        {
            Debug.Assert(map != null, "Received null map");

            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         currentCompositePartCount        = 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
            {
                for (var n = 0; n < bindingCountInThisMap; ++n)
                {
                    var     bindingStatesPtr  = newMemory.bindingStates;
                    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

                        var firstControlIndex     = 0; // numControls dictates whether this is a valid index or not.
                        var firstInteractionIndex = InputActionState.kInvalidIndex;
                        var firstProcessorIndex   = InputActionState.kInvalidIndex;
                        var actionIndexForBinding = InputActionState.kInvalidIndex;
                        var partIndex             = InputActionState.kInvalidIndex;

                        var numControls     = 0;
                        var numInteractions = 0;
                        var numProcessors   = 0;

                        // Make sure that if it's part of a composite, we are actually part of a composite.
                        if (isPartOfComposite && currentCompositeBindingIndex == InputActionState.kInvalidIndex)
                        {
                            throw new InvalidOperationException(
                                      $"Binding '{unresolvedBinding}' is marked as being part of a composite but the preceding binding is not a composite");
                        }

                        // 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.FindActionIndex(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;
                        }

                        // Determine if the binding is disabled.
                        // Disabled if path is empty.
                        var path = unresolvedBinding.effectivePath;
                        var bindingIsDisabled = string.IsNullOrEmpty(path);

                        // Also, disabled if binding doesn't match with our binding mask (might be empty).
                        bindingIsDisabled |= !isComposite && bindingMask != null &&
                                             !bindingMask.Value.Matches(ref unresolvedBinding,
                                                                        InputBinding.MatchOptions.EmptyGroupMatchesAny);

                        // Also, disabled if binding doesn't match the binding mask on the map (might be empty).
                        bindingIsDisabled |= !isComposite && bindingMaskOnThisMap != null &&
                                             !bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding, InputBinding.MatchOptions.EmptyGroupMatchesAny);

                        // Finally, also disabled if binding doesn't match the binding mask on the action (might be empty).
                        bindingIsDisabled |= !isComposite && action?.m_BindingMask != null &&
                                             !action.m_BindingMask.Value.Matches(ref unresolvedBinding, InputBinding.MatchOptions.EmptyGroupMatchesAny);

                        // If the binding isn't disabled, resolve its controls, processors, and interactions.
                        if (!bindingIsDisabled)
                        {
                            // Instantiate processors.
                            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 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)
                            {
                                currentCompositePartCount        = 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.
                            firstControlIndex = memory.controlCount + resolvedControls.Count;
                            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.
                        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 InvalidOperationException(
                                          $"Binding '{unresolvedBinding}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name");
                            }

                            // Give a part index for the
                            partIndex = AssignCompositePartIndex(composites[currentCompositeIndex], unresolvedBinding.name,
                                                                 ref currentCompositePartCount);

                            // 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;
                        }

                        // Store resolved binding.
                        *bindingState = new InputActionState.BindingState
                        {
                            controlStartIndex                = firstControlIndex,
                            controlCount                     = numControls,
                            interactionStartIndex            = firstInteractionIndex,
                            interactionCount                 = numInteractions,
                            processorStartIndex              = firstProcessorIndex,
                            processorCount                   = numProcessors,
                            isPartOfComposite                = unresolvedBinding.isPartOfComposite,
                            partIndex                        = partIndex,
                            actionIndex                      = actionIndexForBinding,
                            compositeOrCompositeBindingIndex = currentCompositeBindingIndex,
                            mapIndex = totalMapCount,
                            wantsInitialStateCheck = action?.wantsInitialStateCheck ?? false
                        };
                    }
                    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;
                        }
                    }
                }

                // 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 bindingStatesPtr = newMemory.bindingStates;
                    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_ActionIndexInState = actionIndex;

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

                    for (var n = 0; n < bindingCountInThisMap; ++n)
                    {
                        var bindingIndex = bindingStartIndex + n;
                        var bindingState = &newMemory.bindingStates[bindingIndex];
                        if (bindingState->actionIndex != actionIndex)
                        {
                            continue;
                        }
                        if (bindingState->isPartOfComposite)
                        {
                            continue;
                        }

                        Debug.Assert(bindingIndex <= ushort.MaxValue, "Binding index exceeds limit");
                        newMemory.actionBindingIndices[runningIndexInBindingIndices] = (ushort)bindingIndex;
                        ++runningIndexInBindingIndices;
                        ++bindingCountForAction;

                        // 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[actionIndex * 2]     = (ushort)bindingStartIndexForAction;
                    newMemory.actionBindingIndicesAndCounts[actionIndex * 2 + 1] = (ushort)bindingCountForAction;

                    // See if we may need conflict resolution on this action. Never needed for pass-through actions.
                    // Otherwise, if we have more than one bound control or have several bindings and one of them
                    // is a composite, we enable it.
                    var isPassThroughAction       = action.type == InputActionType.PassThrough;
                    var mayNeedConflictResolution = !isPassThroughAction && numPossibleConcurrentActuations > 1;

                    // Initialize initial trigger state.
                    newMemory.actionStates[actionIndex] =
                        new InputActionState.TriggerState
                    {
                        phase                     = InputActionPhase.Disabled,
                        mapIndex                  = mapIndex,
                        controlIndex              = InputActionState.kInvalidIndex,
                        interactionIndex          = InputActionState.kInvalidIndex,
                        isPassThrough             = isPassThroughAction,
                        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;
            }
        public unsafe void AddActionMap(InputActionMap map)
        {
            Debug.Assert(map != null, "Received null map");

            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         currentCompositePartCount        = 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
            {
                for (var n = 0; n < bindingCountInThisMap; ++n)
                {
                    var     bindingStatesPtr  = newMemory.bindingStates;
                    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

                        var firstControlIndex     = 0; // numControls dictates whether this is a valid index or not.
                        var firstInteractionIndex = InputActionState.kInvalidIndex;
                        var firstProcessorIndex   = InputActionState.kInvalidIndex;
                        var actionIndexForBinding = InputActionState.kInvalidIndex;
                        var partIndex             = InputActionState.kInvalidIndex;

                        var numControls     = 0;
                        var numInteractions = 0;
                        var numProcessors   = 0;

                        // Make sure that if it's part of a composite, we are actually part of a composite.
                        if (isPartOfComposite && currentCompositeBindingIndex == InputActionState.kInvalidIndex)
                        {
                            throw new InvalidOperationException(
                                      $"Binding '{unresolvedBinding}' is marked as being part of a composite but the preceding binding is not a composite");
                        }

                        // 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.FindActionIndex(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;
                        }

                        // If it's a composite, start a chain.
                        if (isComposite)
                        {
                            currentCompositeBindingIndex     = bindingIndex;
                            currentCompositeAction           = action;
                            currentCompositeActionIndexInMap = actionIndexInMap;
                        }

                        // Determine if the binding is disabled.
                        // Disabled if path is empty.
                        var path = unresolvedBinding.effectivePath;
                        var bindingIsDisabled = string.IsNullOrEmpty(path)

                                                // Also, if we can't find the action to trigger for the binding, we just go and disable
                                                // the binding.
                                                || action == null

                                                // Also, disabled if binding doesn't match with our binding mask (might be empty).
                                                || (!isComposite && bindingMask != null &&
                                                    !bindingMask.Value.Matches(ref unresolvedBinding,
                                                                               InputBinding.MatchOptions.EmptyGroupMatchesAny))

                                                // Also, disabled if binding doesn't match the binding mask on the map (might be empty).
                                                || (!isComposite && bindingMaskOnThisMap != null &&
                                                    !bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding,
                                                                                        InputBinding.MatchOptions.EmptyGroupMatchesAny))

                                                // Finally, also disabled if binding doesn't match the binding mask on the action (might be empty).
                                                || (!isComposite && action?.m_BindingMask != null &&
                                                    !action.m_BindingMask.Value.Matches(ref unresolvedBinding,
                                                                                        InputBinding.MatchOptions.EmptyGroupMatchesAny));

                        // If the binding isn't disabled, look up controls now. We do this first as we may still disable the
                        // binding if it doesn't resolve to any controls or resolves only to controls already bound to by
                        // other bindings.
                        //
                        // 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.
                        if (!bindingIsDisabled && !isComposite)
                        {
                            firstControlIndex = memory.controlCount + resolvedControls.Count;
                            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);
                            }

                            // Check for controls that are already bound to the action through other
                            // bindings. The first binding that grabs a specific control gets to "own" it.
                            if (numControls > 0)
                            {
                                for (var i = 0; i < n; ++i)
                                {
                                    ref var otherBindingState = ref bindingStatesPtr[bindingStartIndex + i];

                                    // Skip if binding has no controls.
                                    if (otherBindingState.controlCount == 0)
                                    {
                                        continue;
                                    }

                                    // Skip if binding isn't from same action.
                                    if (otherBindingState.actionIndex != actionStartIndex + actionIndexInMap)
                                    {
                                        continue;
                                    }

                                    // Check for controls in the set that we just resolved that are also on the other
                                    // binding. Each such control we find, we kick out of the list.
                                    for (var k = 0; k < numControls; ++k)
                                    {
                                        var controlOnCurrentBinding    = resolvedControls[firstControlIndex + k - memory.controlCount];
                                        var controlIndexOnOtherBinding = resolvedControls.IndexOf(controlOnCurrentBinding,
                                                                                                  otherBindingState.controlStartIndex - memory.controlCount, otherBindingState.controlCount);
                                        if (controlIndexOnOtherBinding != -1)
                                        {
                                            // Control is bound to a previous binding. Remove it from the current binding.
                                            resolvedControls.RemoveAt(firstControlIndex + k - memory.controlCount);
                                            --numControls;
                                            --k;
                                        }
                                    }
                                }
                            }

                            // Disable binding if it doesn't resolve to any controls.
                            // NOTE: This also happens to bindings that got all their resolved controls removed because other bindings from the same
                            //       action already grabbed them.
                            if (numControls == 0)
                            {
                                bindingIsDisabled = true;
                            }
                        }

                        // If the binding isn't disabled, resolve its controls, processors, and interactions.
                        if (!bindingIsDisabled)
                        {
                            // Instantiate processors.
                            var processorString = unresolvedBinding.effectiveProcessors;
                            if (!string.IsNullOrEmpty(processorString))
                            {
                                // Add processors from binding.
                                firstProcessorIndex = ResolveProcessors(processorString);
                                if (firstProcessorIndex != InputActionState.kInvalidIndex)
                                {
                                    numProcessors = totalProcessorCount - firstProcessorIndex;
                                }
                            }
                            if (!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 interactionString = unresolvedBinding.effectiveInteractions;
                            if (!string.IsNullOrEmpty(interactionString))
                            {
                                // Add interactions from binding.
                                firstInteractionIndex = ResolveInteractions(interactionString);
                                if (firstInteractionIndex != InputActionState.kInvalidIndex)
                                {
                                    numInteractions = totalInteractionCount - firstInteractionIndex;
                                }
                            }
                            if (!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. Otherwise, go and
                            // resolve controls for the binding.
                            if (isComposite)
                            {
                                // The composite binding entry itself does not resolve to any controls.
                                // It creates a composite binding object which is then populated from
                                // subsequent bindings.

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

                                // Record where the controls for parts of the composite start.
                                firstControlIndex = memory.controlCount + resolvedControls.Count;
                            }
                            else
                            {
                                // If we've reached the end of a composite chain, finish
                                // off the current composite.
                                if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex)
                                {
                                    currentCompositePartCount        = 0;
                                    currentCompositeBindingIndex     = InputActionState.kInvalidIndex;
                                    currentCompositeIndex            = InputActionState.kInvalidIndex;
                                    currentCompositeAction           = null;
                                    currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
                                }
                            }
                        }

                        // If the binding is part of a composite, pass the resolved controls
                        // on to the composite.
                        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 InvalidOperationException(
                                          $"Binding '{unresolvedBinding}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name");
                            }

                            // Give a part index for the
                            partIndex = AssignCompositePartIndex(composites[currentCompositeIndex], unresolvedBinding.name,
                                                                 ref currentCompositePartCount);

                            // 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;
                        }

                        // Store resolved binding.
                        *bindingState = new InputActionState.BindingState
                        {
                            controlStartIndex = firstControlIndex,
                            // For composites, this will be adjusted as we add each part.
                            controlCount                     = numControls,
                            interactionStartIndex            = firstInteractionIndex,
                            interactionCount                 = numInteractions,
                            processorStartIndex              = firstProcessorIndex,
                            processorCount                   = numProcessors,
                            isComposite                      = isComposite,
                            isPartOfComposite                = unresolvedBinding.isPartOfComposite,
                            partIndex                        = partIndex,
                            actionIndex                      = actionIndexForBinding,
                            compositeOrCompositeBindingIndex = isComposite ? currentCompositeIndex : currentCompositeBindingIndex,
                            mapIndex = totalMapCount,
                            wantsInitialStateCheck = action?.wantsInitialStateCheck ?? false
                        };
                    }
                    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;
                        }
                    }
                }