public static string GenerateWrapperCode(InputActionAsset asset, Options options = default)
        {
            if (asset == null)
            {
                throw new ArgumentNullException(nameof(asset));
            }

            if (string.IsNullOrEmpty(options.sourceAssetPath))
            {
                options.sourceAssetPath = AssetDatabase.GetAssetPath(asset);
            }
            if (string.IsNullOrEmpty(options.className) && !string.IsNullOrEmpty(asset.name))
            {
                options.className =
                    CSharpCodeHelpers.MakeTypeName(asset.name);
            }

            if (string.IsNullOrEmpty(options.className))
            {
                if (string.IsNullOrEmpty(options.sourceAssetPath))
                {
                    throw new ArgumentException("options.sourceAssetPath");
                }
                options.className =
                    CSharpCodeHelpers.MakeTypeName(Path.GetFileNameWithoutExtension(options.sourceAssetPath));
            }

            var writer = new Writer
            {
                buffer = new StringBuilder()
            };

            // Header.
            writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputActionCodeGenerator",
                                                                           InputSystem.version.ToString(),
                                                                           options.sourceAssetPath));

            // Usings.
            writer.WriteLine("using System;");
            writer.WriteLine("using System.Collections;");
            writer.WriteLine("using System.Collections.Generic;");
            writer.WriteLine("using UnityEngine.InputSystem;");
            writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
            writer.WriteLine("");

            // Begin namespace.
            var haveNamespace = !string.IsNullOrEmpty(options.namespaceName);

            if (haveNamespace)
            {
                writer.WriteLine($"namespace {options.namespaceName}");
                writer.BeginBlock();
            }

            // Begin class.
            writer.WriteLine($"public partial class @{options.className} : IInputActionCollection2, IDisposable");
            writer.BeginBlock();

            writer.WriteLine($"public InputActionAsset asset {{ get; }}");

            // Default constructor.
            writer.WriteLine($"public @{options.className}()");
            writer.BeginBlock();
            writer.WriteLine($"asset = InputActionAsset.FromJson(@\"{asset.ToJson().Replace("\"", "\"\"")}\");");

            var maps    = asset.actionMaps;
            var schemes = asset.controlSchemes;

            foreach (var map in maps)
            {
                var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
                writer.WriteLine($"// {map.name}");
                writer.WriteLine($"m_{mapName} = asset.FindActionMap(\"{map.name}\", throwIfNotFound: true);");

                foreach (var action in map.actions)
                {
                    var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
                    writer.WriteLine($"m_{mapName}_{actionName} = m_{mapName}.FindAction(\"{action.name}\", throwIfNotFound: true);");
                }
            }
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public void Dispose()");
            writer.BeginBlock();
            writer.WriteLine("UnityEngine.Object.Destroy(asset);");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public InputBinding? bindingMask");
            writer.BeginBlock();
            writer.WriteLine("get => asset.bindingMask;");
            writer.WriteLine("set => asset.bindingMask = value;");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public ReadOnlyArray<InputDevice>? devices");
            writer.BeginBlock();
            writer.WriteLine("get => asset.devices;");
            writer.WriteLine("set => asset.devices = value;");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;");
            writer.WriteLine();

            writer.WriteLine("public bool Contains(InputAction action)");
            writer.BeginBlock();
            writer.WriteLine("return asset.Contains(action);");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public IEnumerator<InputAction> GetEnumerator()");
            writer.BeginBlock();
            writer.WriteLine("return asset.GetEnumerator();");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("IEnumerator IEnumerable.GetEnumerator()");
            writer.BeginBlock();
            writer.WriteLine("return GetEnumerator();");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public void Enable()");
            writer.BeginBlock();
            writer.WriteLine("asset.Enable();");
            writer.EndBlock();
            writer.WriteLine();

            writer.WriteLine("public void Disable()");
            writer.BeginBlock();
            writer.WriteLine("asset.Disable();");
            writer.EndBlock();

            writer.WriteLine("public IEnumerable<InputBinding> bindings => asset.bindings;");
            writer.WriteLine();

            writer.WriteLine("public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)");
            writer.BeginBlock();
            writer.WriteLine("return asset.FindAction(actionNameOrId, throwIfNotFound);");
            writer.EndBlock();

            writer.WriteLine("public int FindBinding(InputBinding bindingMask, out InputAction action)");
            writer.BeginBlock();
            writer.WriteLine("return asset.FindBinding(bindingMask, out action);");
            writer.EndBlock();

            // Action map accessors.
            foreach (var map in maps)
            {
                writer.WriteLine();
                writer.WriteLine($"// {map.name}");

                var mapName     = CSharpCodeHelpers.MakeIdentifier(map.name);
                var mapTypeName = CSharpCodeHelpers.MakeTypeName(mapName, "Actions");

                // Caching field for action map.
                writer.WriteLine($"private readonly InputActionMap m_{mapName};");
                writer.WriteLine(string.Format("private I{0} m_{0}CallbackInterface;", mapTypeName));

                // Caching fields for all actions.
                foreach (var action in map.actions)
                {
                    var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
                    writer.WriteLine($"private readonly InputAction m_{mapName}_{actionName};");
                }

                // Struct wrapping access to action set.
                writer.WriteLine($"public struct {mapTypeName}");
                writer.BeginBlock();

                // Constructor.
                writer.WriteLine($"private @{options.className} m_Wrapper;");
                writer.WriteLine($"public {mapTypeName}(@{options.className} wrapper) {{ m_Wrapper = wrapper; }}");

                // Getter for each action.
                foreach (var action in map.actions)
                {
                    var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
                    writer.WriteLine(
                        $"public InputAction @{actionName} => m_Wrapper.m_{mapName}_{actionName};");
                }

                // Action map getter.
                writer.WriteLine($"public InputActionMap Get() {{ return m_Wrapper.m_{mapName}; }}");

                // Enable/disable methods.
                writer.WriteLine("public void Enable() { Get().Enable(); }");
                writer.WriteLine("public void Disable() { Get().Disable(); }");
                writer.WriteLine("public bool enabled => Get().enabled;");

                // Implicit conversion operator.
                writer.WriteLine(
                    $"public static implicit operator InputActionMap({mapTypeName} set) {{ return set.Get(); }}");

                // SetCallbacks method.
                writer.WriteLine($"public void SetCallbacks(I{mapTypeName} instance)");
                writer.BeginBlock();

                ////REVIEW: this would benefit from having a single callback on InputActions rather than three different endpoints

                // Uninitialize existing interface.
                writer.WriteLine($"if (m_Wrapper.m_{mapTypeName}CallbackInterface != null)");
                writer.BeginBlock();
                foreach (var action in map.actions)
                {
                    var actionName     = CSharpCodeHelpers.MakeIdentifier(action.name);
                    var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);

                    writer.WriteLine($"@{actionName}.started -= m_Wrapper.m_{mapTypeName}CallbackInterface.On{actionTypeName};");
                    writer.WriteLine($"@{actionName}.performed -= m_Wrapper.m_{mapTypeName}CallbackInterface.On{actionTypeName};");
                    writer.WriteLine($"@{actionName}.canceled -= m_Wrapper.m_{mapTypeName}CallbackInterface.On{actionTypeName};");
                }
                writer.EndBlock();

                // Initialize new interface.
                writer.WriteLine($"m_Wrapper.m_{mapTypeName}CallbackInterface = instance;");
                writer.WriteLine("if (instance != null)");
                writer.BeginBlock();
                foreach (var action in map.actions)
                {
                    var actionName     = CSharpCodeHelpers.MakeIdentifier(action.name);
                    var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);

                    writer.WriteLine($"@{actionName}.started += instance.On{actionTypeName};");
                    writer.WriteLine($"@{actionName}.performed += instance.On{actionTypeName};");
                    writer.WriteLine($"@{actionName}.canceled += instance.On{actionTypeName};");
                }
                writer.EndBlock();
                writer.EndBlock();
                writer.EndBlock();

                // Getter for instance of struct.
                writer.WriteLine($"public {mapTypeName} @{mapName} => new {mapTypeName}(this);");
            }

            // Control scheme accessors.
            foreach (var scheme in schemes)
            {
                var identifier = CSharpCodeHelpers.MakeIdentifier(scheme.name);

                writer.WriteLine($"private int m_{identifier}SchemeIndex = -1;");
                writer.WriteLine($"public InputControlScheme {identifier}Scheme");
                writer.BeginBlock();
                writer.WriteLine("get");
                writer.BeginBlock();
                writer.WriteLine($"if (m_{identifier}SchemeIndex == -1) m_{identifier}SchemeIndex = asset.FindControlSchemeIndex(\"{scheme.name}\");");
                writer.WriteLine($"return asset.controlSchemes[m_{identifier}SchemeIndex];");
                writer.EndBlock();
                writer.EndBlock();
            }

            // Generate interfaces.
            foreach (var map in maps)
            {
                var typeName = CSharpCodeHelpers.MakeTypeName(map.name);
                writer.WriteLine($"public interface I{typeName}Actions");
                writer.BeginBlock();

                foreach (var action in map.actions)
                {
                    var methodName = CSharpCodeHelpers.MakeTypeName(action.name);
                    writer.WriteLine($"void On{methodName}(InputAction.CallbackContext context);");
                }

                writer.EndBlock();
            }

            // End class.
            writer.EndBlock();

            // End namespace.
            if (haveNamespace)
            {
                writer.EndBlock();
            }

            return(writer.buffer.ToString());
        }
예제 #2
0
        /// <summary>
        /// Generate C# code that for the given device layout called <paramref name="layoutName"/> instantly creates
        /// an <see cref="InputDevice"/> equivalent to what the input system would create by manually interpreting
        /// the given <see cref="InputControlLayout"/>.
        /// </summary>
        /// <param name="layoutName">Name of the device layout to generate code for.</param>
        /// <param name="defines">Null/empty or a valid expression for an #if conditional compilation statement.</param>
        /// <param name="namePrefix">Prefix to prepend to the type name of <paramref name="layoutName"/>.</param>
        /// <param name="visibility">C# access modifier to use with the generated class.</param>
        /// <param name="namespace">Namespace to put the generated class in. If <c>null</c>, namespace of type behind <paramref name="layoutName"/> will be used.</param>
        /// <returns>C# source code for a precompiled version of the device layout.</returns>
        /// <remarks>
        /// The code generated by this method will be many times faster than the reflection-based <see cref="InputDevice"/>
        /// creation normally performed by the input system. It will also create less GC heap garbage.
        ///
        /// The downside to the generated code is that the makeup of the device is hardcoded and can no longer
        /// be changed by altering the <see cref="InputControlLayout"/> setup of the system.
        ///
        /// Note that it is possible to use this method with layouts generated on-the-fly by layout builders such as
        /// the one employed for <see cref="HID"/>. However, this must be done at compile/build time and can thus not
        /// be done for devices dynamically discovered at runtime. When this is acceptable, it is a way to dramatically
        /// speed up the creation of these devices.
        /// </remarks>
        /// <seealso cref="InputSystem.RegisterPrecompiledLayout{T}"/>
        public static string GenerateCodeForDeviceLayout(string layoutName, string defines = null, string namePrefix = "Fast", string visibility = "public", string @namespace = null)
        {
            if (string.IsNullOrEmpty(layoutName))
            {
                throw new ArgumentNullException(nameof(layoutName));
            }

            // Produce a device from the layout.
            var device = InputDevice.Build <InputDevice>(layoutName, noPrecompiledLayouts: true);

            // Get info about base type.
            var baseType          = device.GetType();
            var baseTypeName      = baseType.Name;
            var baseTypeNamespace = baseType.Namespace;

            // Begin generating code.
            var writer = new InputActionCodeGenerator.Writer
            {
                buffer = new StringBuilder()
            };

            writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputLayoutCodeGenerator",
                                                                           InputSystem.version.ToString(),
                                                                           $"\"{layoutName}\" layout"));

            // Defines.
            if (defines != null)
            {
                writer.WriteLine($"#if {defines}");
                writer.WriteLine();
            }

            if (@namespace == null)
            {
                @namespace = baseTypeNamespace;
            }

            writer.WriteLine("using UnityEngine.InputSystem;");
            writer.WriteLine("using UnityEngine.InputSystem.LowLevel;");
            writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
            writer.WriteLine("");
            writer.WriteLine("// Suppress warnings from local variables for control references");
            writer.WriteLine("// that we don't end up using.");
            writer.WriteLine("#pragma warning disable CS0219");
            writer.WriteLine("");
            if (@namespace != "")
            {
                writer.WriteLine("namespace " + @namespace);
            }
            writer.BeginBlock();

            writer.WriteLine($"{visibility} partial class {namePrefix}{baseTypeName} : {baseTypeNamespace}.{baseTypeName}");
            writer.BeginBlock();

            // "Metadata". ATM this is simply a flat, semicolon-separated list of names for layouts and processors that
            // we depend on. If any of them are touched, the precompiled layout should be considered invalidated.
            var internedLayoutName = new InternedString(layoutName);
            var allControls        = device.allControls;
            var usedControlLayouts = allControls.Select(x => x.m_Layout).Distinct().ToList();
            var layoutDependencies = string.Join(";",
                                                 usedControlLayouts.SelectMany(l => InputControlLayout.s_Layouts.GetBaseLayouts(l))
                                                 .Union(InputControlLayout.s_Layouts.GetBaseLayouts(internedLayoutName)));
            var processorDependencies = string.Join(";",
                                                    allControls.SelectMany(c => c.GetProcessors()).Select(p => InputProcessor.s_Processors.FindNameForType(p.GetType()))
                                                    .Where(n => !n.IsEmpty()).Distinct());
            var metadata = string.Join(";", processorDependencies, layoutDependencies);

            writer.WriteLine($"public const string metadata = \"{metadata}\";");

            // Constructor.
            writer.WriteLine($"public {namePrefix}{baseTypeName}()");
            writer.BeginBlock();

            var usagesForEachControl  = device.m_UsagesForEachControl;
            var usageToControl        = device.m_UsageToControl;
            var aliasesForEachControl = device.m_AliasesForEachControl;
            var controlCount          = allControls.Count;
            var usageCount            = usagesForEachControl?.Length ?? 0;
            var aliasCount            = aliasesForEachControl?.Length ?? 0;

            // Set up device control info.
            writer.WriteLine($"var builder = this.Setup({controlCount}, {usageCount}, {aliasCount})");
            writer.WriteLine($"    .WithName(\"{device.name}\")");
            writer.WriteLine($"    .WithDisplayName(\"{device.displayName}\")");
            writer.WriteLine($"    .WithChildren({device.m_ChildStartIndex}, {device.m_ChildCount})");
            writer.WriteLine($"    .WithLayout(new InternedString(\"{device.layout}\"))");
            writer.WriteLine($"    .WithStateBlock(new InputStateBlock {{ format = new FourCC({(int)device.stateBlock.format}), sizeInBits = {device.stateBlock.sizeInBits} }});");

            if (device.noisy)
            {
                writer.WriteLine("builder.IsNoisy(true);");
            }

            // Add controls to device.
            writer.WriteLine();
            foreach (var layout in usedControlLayouts)
            {
                writer.WriteLine($"var k{layout}Layout = new InternedString(\"{layout}\");");
            }

            for (var i = 0; i < controlCount; ++i)
            {
                var control             = allControls[i];
                var controlVariableName = MakeControlVariableName(control);

                writer.WriteLine("");
                writer.WriteLine($"// {control.path}");
                var parentName = "this";
                if (control.parent != device)
                {
                    parentName = MakeControlVariableName(control.parent);
                }
                writer.WriteLine($"var {controlVariableName} = {NameOfControlMethod(controlVariableName)}(k{control.layout}Layout, {parentName});");
            }

            // Initialize usages array.
            if (usageCount > 0)
            {
                writer.WriteLine();
                writer.WriteLine("// Usages.");
                for (var i = 0; i < usageCount; ++i)
                {
                    writer.WriteLine(
                        $"builder.WithControlUsage({i}, new InternedString(\"{usagesForEachControl[i]}\"), {MakeControlVariableName(usageToControl[i])});");
                }
            }

            // Initialize aliases array.
            if (aliasCount > 0)
            {
                writer.WriteLine();
                writer.WriteLine("// Aliases.");
                for (var i = 0; i < aliasCount; ++i)
                {
                    writer.WriteLine($"builder.WithControlAlias({i},  new InternedString(\"{aliasesForEachControl[i]}\"));");
                }
            }

            // Emit initializers for control getters and control arrays. This is usually what's getting set up
            // in FinishSetup(). We hardcode the look results here.
            var controlGetterProperties = new Dictionary <Type, List <PropertyInfo> >();
            var controlArrayProperties  = new Dictionary <Type, List <PropertyInfo> >();

            writer.WriteLine();
            writer.WriteLine("// Control getters/arrays.");
            writer.EmitControlArrayInitializers(device, "this", controlArrayProperties);
            writer.EmitControlGetterInitializers(device, "this", controlGetterProperties);

            for (var i = 0; i < controlCount; ++i)
            {
                var control             = allControls[i];
                var controlVariableName = MakeControlVariableName(control);

                writer.EmitControlArrayInitializers(control, controlVariableName, controlArrayProperties);
                writer.EmitControlGetterInitializers(control, controlVariableName, controlGetterProperties);
            }

            // State offset to control index map.
            if (device.m_StateOffsetToControlMap != null)
            {
                writer.WriteLine();
                writer.WriteLine("// State offset to control index map.");
                writer.WriteLine("builder.WithStateOffsetToControlIndexMap(new uint[]");
                writer.WriteLine("{");
                ++writer.indentLevel;
                var map        = device.m_StateOffsetToControlMap;
                var entryCount = map.Length;
                for (var index = 0; index < entryCount;)
                {
                    if (index != 0)
                    {
                        writer.WriteLine();
                    }
                    // 10 entries a line.
                    writer.WriteIndent();
                    for (var i = 0; i < 10 && index < entryCount; ++index, ++i)
                    {
                        writer.Write((index != 0 ? ", " : "") + map[index] + "u");
                    }
                }
                writer.WriteLine();
                --writer.indentLevel;
                writer.WriteLine("});");
            }

            writer.WriteLine();

            writer.WriteLine("builder.Finish();");
            writer.EndBlock();

            for (var i = 0; i < controlCount; ++i)
            {
                var control             = allControls[i];
                var controlType         = control.GetType();
                var controlVariableName = MakeControlVariableName(control);
                var controlFieldInits   = control.GetInitializersForPublicPrimitiveTypeFields();
                writer.WriteLine();
                EmitControlMethod(writer, controlVariableName, controlType, controlFieldInits, i, control);
            }

            writer.EndBlock();
            writer.EndBlock();

            if (defines != null)
            {
                writer.WriteLine($"#endif // {defines}");
            }

            return(writer.buffer.ToString());
        }
예제 #3
0
        /// <summary>
        /// Generate C# code that for the given device layout called <paramref name="layoutName"/> instantly creates
        /// an <see cref="InputDevice"/> equivalent to what the input system would create by manually interpreting
        /// the given <see cref="InputControlLayout"/>.
        /// </summary>
        /// <param name="layoutName">Name of the device layout to generate code for.</param>
        /// <param name="defines">Null/empty or a valid expression for an #if conditional compilation statement.</param>
        /// <param name="namePrefix">Prefix to prepend to the type name of <paramref name="layoutName"/>.</param>
        /// <param name="visibility">C# access modifier to use with the generated class.</param>
        /// <param name="namespace">Namespace to put the generated class in. If <c>null</c>, namespace of type behind <paramref name="layoutName"/> will be used.</param>
        /// <returns>C# source code for a precompiled version of the device layout.</returns>
        /// <remarks>
        /// The code generated by this method will be many times faster than the reflection-based <see cref="InputDevice"/>
        /// creation normally performed by the input system. It will also create less GC heap garbage.
        ///
        /// The downside to the generated code is that the makeup of the device is hardcoded and can no longer
        /// be changed by altering the <see cref="InputControlLayout"/> setup of the system.
        ///
        /// Note that it is possible to use this method with layouts generated on-the-fly by layout builders such as
        /// the one employed for <see cref="HID"/>. However, this must be done at compile/build time and can thus not
        /// be done for devices dynamically discovered at runtime. When this is acceptable, it is a way to dramatically
        /// speed up the creation of these devices.
        /// </remarks>
        /// <seealso cref="InputSystem.RegisterPrecompiledLayout{T}"/>
        public static string GenerateCodeForDeviceLayout(string layoutName, string defines = null, string namePrefix = "Fast", string visibility = "public", string @namespace = null)
        {
            if (string.IsNullOrEmpty(layoutName))
            {
                throw new ArgumentNullException(nameof(layoutName));
            }

            // Produce a device from the layout.
            var device = InputDevice.Build <InputDevice>(layoutName, noPrecompiledLayouts: true);

            // Get info about base type.
            var baseType          = device.GetType();
            var baseTypeName      = baseType.Name;
            var baseTypeNamespace = baseType.Namespace;

            // Begin generating code.
            var writer = new InputActionCodeGenerator.Writer
            {
                buffer = new StringBuilder()
            };

            writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputLayoutCodeGenerator",
                                                                           InputSystem.version.ToString(),
                                                                           $"\"{layoutName}\" layout"));

            // Defines.
            if (defines != null)
            {
                writer.WriteLine($"#if {defines}");
                writer.WriteLine();
            }

            if (@namespace == null)
            {
                @namespace = baseTypeNamespace;
            }

            writer.WriteLine("using UnityEngine.InputSystem;");
            writer.WriteLine("using UnityEngine.InputSystem.LowLevel;");
            writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
            writer.WriteLine("");
            if (@namespace != "")
            {
                writer.WriteLine("namespace " + @namespace);
            }
            writer.BeginBlock();

            writer.WriteLine($"{visibility} partial class {namePrefix}{baseTypeName} : {baseTypeNamespace}.{baseTypeName}");
            writer.BeginBlock();

            // "Metadata". ATM this is simply a flat, semicolon-separated list of names for layouts and processors that
            // we depend on. If any of them are touched, the precompiled layout should be considered invalidated.
            var internedLayoutName = new InternedString(layoutName);
            var allControls        = device.allControls;
            var usedControlLayouts = allControls.Select(x => x.m_Layout).Distinct().ToList();
            var layoutDependencies = string.Join(";",
                                                 usedControlLayouts.SelectMany(l => InputControlLayout.s_Layouts.GetBaseLayouts(l))
                                                 .Union(InputControlLayout.s_Layouts.GetBaseLayouts(internedLayoutName)));
            var processorDependencies = string.Join(";",
                                                    allControls.SelectMany(c => c.GetProcessors()).Select(p => InputProcessor.s_Processors.FindNameForType(p.GetType()))
                                                    .Where(n => !n.IsEmpty()).Distinct());
            var metadata = string.Join(";", processorDependencies, layoutDependencies);

            writer.WriteLine($"public const string metadata = \"{metadata}\";");

            // Constructor.
            writer.WriteLine($"public {namePrefix}{baseTypeName}()");
            writer.BeginBlock();

            var usagesForEachControl  = device.m_UsagesForEachControl;
            var usageToControl        = device.m_UsageToControl;
            var aliasesForEachControl = device.m_AliasesForEachControl;
            var controlCount          = allControls.Count;
            var usageCount            = usagesForEachControl?.Length ?? 0;
            var aliasCount            = aliasesForEachControl?.Length ?? 0;

            // Set up device control info.
            writer.WriteLine($"var builder = this.Setup({controlCount}, {usageCount}, {aliasCount})");
            writer.WriteLine($"    .WithName(\"{device.name}\")");
            writer.WriteLine($"    .WithDisplayName(\"{device.displayName}\")");
            writer.WriteLine($"    .WithChildren({device.m_ChildStartIndex}, {device.m_ChildCount})");
            writer.WriteLine($"    .WithLayout(new InternedString(\"{device.layout}\"))");
            if (device.noisy)
            {
                writer.WriteLine("    .IsNoisy(true)");
            }
            writer.WriteLine($"    .WithStateBlock(new InputStateBlock {{ format = new FourCC({(int)device.stateBlock.format}), sizeInBits = {device.stateBlock.sizeInBits} }});");

            // Add controls to device.
            writer.WriteLine();
            foreach (var layout in usedControlLayouts)
            {
                writer.WriteLine($"var k{layout}Layout = new InternedString(\"{layout}\");");
            }
            for (var i = 0; i < controlCount; ++i)
            {
                var control             = allControls[i];
                var controlType         = control.GetType();
                var controlVariableName = MakeControlVariableName(control);
                var controlFieldInits   = control.GetInitializersForPublicPrimitiveTypeFields();

                writer.WriteLine("");
                writer.WriteLine($"// {control.path}");
                writer.WriteLine($"var {controlVariableName} = new {controlType.FullName.Replace('+', '.')}{controlFieldInits};");
                writer.WriteLine($"{controlVariableName}.Setup()");
                writer.WriteLine($"    .At(this, {i})");
                writer.WriteLine(control.parent == device
                    ? "    .WithParent(this)"
                    : $"    .WithParent({MakeControlVariableName(control.parent)})");
                if (control.children.Count > 0)
                {
                    writer.WriteLine($"    .WithChildren({control.m_ChildStartIndex}, {control.m_ChildCount})");
                }
                writer.WriteLine($"    .WithName(\"{control.name}\")");
                writer.WriteLine($"    .WithDisplayName(\"{control.m_DisplayNameFromLayout.Replace("\\", "\\\\")}\")");
                if (!string.IsNullOrEmpty(control.m_ShortDisplayNameFromLayout))
                {
                    writer.WriteLine($"    .WithShortDisplayName(\"{control.m_ShortDisplayNameFromLayout.Replace("\\", "\\\\")}\")");
                }
                writer.WriteLine($"    .WithLayout(k{control.layout}Layout)");
                if (control.usages.Count > 0)
                {
                    writer.WriteLine($"    .WithUsages({control.m_UsageStartIndex}, {control.m_UsageCount})");
                }
                if (control.aliases.Count > 0)
                {
                    writer.WriteLine($"    .WithAliases({control.m_AliasStartIndex}, {control.m_AliasCount})");
                }
                if (control.noisy)
                {
                    writer.WriteLine("    .IsNoisy(true)");
                }
                if (control.synthetic)
                {
                    writer.WriteLine("    .IsSynthetic(true)");
                }
                writer.WriteLine("    .WithStateBlock(new InputStateBlock");
                writer.WriteLine("    {");
                writer.WriteLine($"        format = new FourCC({(int)control.stateBlock.format}),");
                writer.WriteLine($"        byteOffset = {control.stateBlock.byteOffset},");
                writer.WriteLine($"        bitOffset = {control.stateBlock.bitOffset},");
                writer.WriteLine($"        sizeInBits = {control.stateBlock.sizeInBits}");
                writer.WriteLine("    })");
                if (control.hasDefaultState)
                {
                    writer.WriteLine($"    .WithDefaultState({control.m_DefaultState})");
                }
                if (control.m_MinValue != default || control.m_MaxValue != default)
                {
                    writer.WriteLine($"    .WithMinAndMax({control.m_MinValue}, {control.m_MaxValue})");
                }
                foreach (var processor in control.GetProcessors())
                {
                    var isEditorWindowSpaceProcessor = processor is EditorWindowSpaceProcessor;
                    if (isEditorWindowSpaceProcessor)
                    {
                        writer.WriteLine("    #if UNITY_EDITOR");
                    }

                    var processorType = processor.GetType().FullName.Replace("+", ".");
                    var valueType     = InputProcessor.GetValueTypeFromType(processor.GetType());
                    var fieldInits    = processor.GetInitializersForPublicPrimitiveTypeFields();

                    writer.WriteLine($"    .WithProcessor<InputProcessor<{valueType}>, {valueType}>(new {processorType}{fieldInits})");

                    if (isEditorWindowSpaceProcessor)
                    {
                        writer.WriteLine("    #endif");
                    }
                }
                writer.WriteLine("    .Finish();");

                if (control is KeyControl key)
                {
                    writer.WriteLine($"{controlVariableName}.keyCode = UnityEngine.InputSystem.Key.{key.keyCode};");
                }
                else if (control is DpadControl.DpadAxisControl dpadAxis)
                {
                    writer.WriteLine($"{controlVariableName}.component = {dpadAxis.component};");
                }
            }

            // Initialize usages array.
            if (usageCount > 0)
            {
                writer.WriteLine();
                writer.WriteLine("// Usages.");
                for (var i = 0; i < usageCount; ++i)
                {
                    writer.WriteLine(
                        $"builder.WithControlUsage({i}, new InternedString(\"{usagesForEachControl[i]}\"), {MakeControlVariableName(usageToControl[i])});");
                }
            }

            // Initialize aliases array.
            if (aliasCount > 0)
            {
                writer.WriteLine();
                writer.WriteLine("// Aliases.");
                for (var i = 0; i < aliasCount; ++i)
                {
                    writer.WriteLine($"builder.WithControlAlias({i},  new InternedString(\"{aliasesForEachControl[i]}\"));");
                }
            }

            // Emit initializers for control getters and control arrays. This is usually what's getting set up
            // in FinishSetup(). We hardcode the look results here.
            var controlGetterProperties = new Dictionary <Type, List <PropertyInfo> >();
            var controlArrayProperties  = new Dictionary <Type, List <PropertyInfo> >();

            writer.WriteLine();
            writer.WriteLine("// Control getters/arrays.");
            writer.EmitControlArrayInitializers(device, "this", controlArrayProperties);
            writer.EmitControlGetterInitializers(device, "this", controlGetterProperties);

            for (var i = 0; i < controlCount; ++i)
            {
                var control             = allControls[i];
                var controlVariableName = MakeControlVariableName(control);

                writer.EmitControlArrayInitializers(control, controlVariableName, controlArrayProperties);
                writer.EmitControlGetterInitializers(control, controlVariableName, controlGetterProperties);
            }

            writer.WriteLine("builder.Finish();");
            writer.EndBlock();

            writer.EndBlock();
            writer.EndBlock();

            if (defines != null)
            {
                writer.WriteLine($"#endif // {defines}");
            }

            return(writer.buffer.ToString());
        }