public void AddCallback(TDelegate dlg) { if (m_CannotMutateCallbacksArray) { if (m_CallbacksToAdd.Contains(dlg)) { return; } var removeIndex = m_CallbacksToRemove.IndexOf(dlg); if (removeIndex != -1) { m_CallbacksToRemove.RemoveAtByMovingTailWithCapacity(removeIndex); } m_CallbacksToAdd.AppendWithCapacity(dlg); return; } if (!m_Callbacks.Contains(dlg)) { m_Callbacks.AppendWithCapacity(dlg, capacityIncrement: 4); } }
public void RemoveCallback(TDelegate dlg) { if (m_CannotMutateCallbacksArray) { if (m_CallbacksToRemove.Contains(dlg)) { return; } var addIndex = m_CallbacksToAdd.IndexOf(dlg); if (addIndex != -1) { m_CallbacksToAdd.RemoveAtByMovingTailWithCapacity(addIndex); } m_CallbacksToRemove.AppendWithCapacity(dlg); return; } var index = m_Callbacks.IndexOf(dlg); if (index >= 0) { m_Callbacks.RemoveAtWithCapacity(index); } }
/// <summary> /// Resolve and add all bindings and actions from the given map. /// </summary> /// <param name="map"></param> /// <exception cref="Exception"></exception> public void AddActionMap(InputActionMap map) { Debug.Assert(map != null); // Keep track of indices for this map. var bindingStartIndex = totalBindingCount; var controlStartIndex = totalControlCount; var interactionStartIndex = totalInteractionCount; var processorStartIndex = totalProcessorCount; var compositeStartIndex = totalCompositeCount; var actionStartIndex = totalActionCount; // Allocate binding states. var bindingsInThisMap = map.m_Bindings; var bindingCountInThisMap = bindingsInThisMap != null ? bindingsInThisMap.Length : 0; totalBindingCount += bindingCountInThisMap; ArrayHelpers.GrowBy(ref bindingStates, totalBindingCount); ////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 = InputActionMapState.kInvalidIndex; var currentCompositeIndex = InputActionMapState.kInvalidIndex; var bindingMaskOnThisMap = map.m_BindingMask; var actionsInThisMap = map.m_Actions; var actionCountInThisMap = actionsInThisMap != null ? actionsInThisMap.Length : 0; for (var n = 0; n < bindingCountInThisMap; ++n) { var unresolvedBinding = bindingsInThisMap[n]; var bindingIndex = bindingStartIndex + n; // Set binding state to defaults. bindingStates[bindingIndex].mapIndex = totalMapCount; bindingStates[bindingIndex].compositeOrCompositeBindingIndex = InputActionMapState.kInvalidIndex; bindingStates[bindingIndex].actionIndex = InputActionMapState.kInvalidIndex; // Skip binding if it is disabled (path is empty string). var path = unresolvedBinding.effectivePath; if (unresolvedBinding.path == "") { continue; } // Skip binding if it doesn't match with our binding mask (might be empty). if (!bindingMask.Matches(ref unresolvedBinding)) { continue; } // Skip binding if it doesn't match the binding mask on the map (might be empty). if (!bindingMaskOnThisMap.Matches(ref unresolvedBinding)) { continue; } // Try to find action. // NOTE: Technically, we allow individual bindings of composites to trigger actions independent // of the action triggered by the composite. var actionIndex = InputActionMapState.kInvalidIndex; var actionName = unresolvedBinding.action; if (!string.IsNullOrEmpty(actionName)) { actionIndex = map.TryGetActionIndex(actionName); } else if (map.m_SingletonAction != null) { // Special-case for singleton actions that don't have names. actionIndex = 0; } // Skip binding if it doesn't match the binding mask on the action (might be empty). if (actionIndex != InputActionMapState.kInvalidIndex && !map.m_Actions[actionIndex].m_BindingMask.Matches(ref unresolvedBinding)) { continue; } // Instantiate processors. var firstProcessorIndex = 0; var numProcessors = 0; var processors = unresolvedBinding.effectiveProcessors; if (!string.IsNullOrEmpty(processors)) { firstProcessorIndex = ResolveProcessors(processors); if (processors != null) { numProcessors = totalProcessorCount - firstProcessorIndex; } } // Instantiate interactions. var firstInteractionIndex = 0; var numInteractions = 0; var interactions = unresolvedBinding.effectiveInteractions; if (!string.IsNullOrEmpty(interactions)) { firstInteractionIndex = ResolveInteractions(interactions); if (interactionStates != null) { numInteractions = totalInteractionCount - firstInteractionIndex; } } ////TODO: allow specifying parameters for composite on its path (same way as parameters work for interactions) // If it's the start of a composite chain, create the composite. if (unresolvedBinding.isComposite) { ////REVIEW: what to do about interactions on composites? // 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; bindingStates[bindingIndex] = new InputActionMapState.BindingState { actionIndex = actionIndex, compositeOrCompositeBindingIndex = currentCompositeIndex, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, interactionCount = numInteractions, interactionStartIndex = firstInteractionIndex, mapIndex = totalMapCount, }; // 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 (!unresolvedBinding.isPartOfComposite && currentCompositeBindingIndex != InputActionMapState.kInvalidIndex) { currentCompositeBindingIndex = InputActionMapState.kInvalidIndex; currentCompositeIndex = InputActionMapState.kInvalidIndex; } // Look up controls. var firstControlIndex = totalControlCount; if (controls == null) { controls = new InputControl[10]; } var resolvedControls = new ArrayOrListWrapper <InputControl>(controls, totalControlCount); var numControls = InputSystem.GetControls(path, ref resolvedControls); controls = resolvedControls.array; totalControlCount = resolvedControls.count; // Add unique devices. for (var i = 0; i < numControls; ++i) { var control = controls[firstControlIndex + i]; var device = control.device; var deviceIndex = 0; for (; deviceIndex < totalDeviceCount; ++deviceIndex) { if (devices[deviceIndex] == device) { break; } } if (deviceIndex == totalDeviceCount) { devices.AppendWithCapacity(device, 4); ++totalDeviceCount; } } // Add entry for resolved binding. bindingStates[bindingIndex] = new InputActionMapState.BindingState { controlStartIndex = firstControlIndex, controlCount = numControls, interactionStartIndex = firstInteractionIndex, interactionCount = numInteractions, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, isPartOfComposite = unresolvedBinding.isPartOfComposite, actionIndex = actionIndex, compositeOrCompositeBindingIndex = currentCompositeBindingIndex, mapIndex = totalMapCount, }; // If the binding is part of a composite, pass the resolve controls // on to the composite. if (unresolvedBinding.isPartOfComposite && currentCompositeBindingIndex != InputActionMapState.kInvalidIndex && numControls != 0) { ////REVIEW: what should we do when a single binding in a composite resolves to multiple controls? //// if the composite has more than one bindable control, it's not readily apparent how we would group them if (numControls > 1) { throw new NotImplementedException("Handling case where single binding in composite resolves to multiple controls"); } // Make sure the binding is named. The name determines what in the composite // to bind to. if (string.IsNullOrEmpty(unresolvedBinding.name)) { throw new Exception(string.Format( "Binding that is part of composite '{0}' is missing a name", composites[currentCompositeIndex])); } // Install the control on the binding. BindControlInComposite(composites[currentCompositeIndex], unresolvedBinding.name, controls[firstControlIndex]); } } // Set up control to binding index mapping. var controlCountInThisMap = totalControlCount - controlStartIndex; ArrayHelpers.GrowBy(ref controlIndexToBindingIndex, controlCountInThisMap); for (var i = 0; i < bindingCountInThisMap; ++i) { var numControls = bindingStates[bindingStartIndex + i].controlCount; var startIndex = bindingStates[bindingStartIndex + i].controlStartIndex; for (var n = 0; n < numControls; ++n) { controlIndexToBindingIndex[startIndex + n] = i; } } // Store indices for map. var numMaps = totalMapCount; var mapIndex = ArrayHelpers.AppendWithCapacity(ref maps, ref numMaps, map); ArrayHelpers.AppendWithCapacity(ref mapIndices, ref totalMapCount, new InputActionMapState.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; // Allocate action states. if (actionCountInThisMap > 0) { // Assign action indices. var actions = map.m_Actions; for (var i = 0; i < actionCountInThisMap; ++i) { actions[i].m_ActionIndex = totalActionCount + i; } ArrayHelpers.GrowBy(ref actionStates, actionCountInThisMap); totalActionCount += actionCountInThisMap; for (var i = 0; i < actionCountInThisMap; ++i) { actionStates[i].mapIndex = mapIndex; } } }