public InputControl this[string path] { get { return(InputControlPath.TryFindChild(this, path)); } }
private unsafe void OnEvent(InputEventPtr eventPtr) { // Ignore if not a state event. if (!eventPtr.IsA <StateEvent>() && !eventPtr.IsA <DeltaStateEvent>()) { return; } // Fetch device. var device = InputSystem.GetDeviceById(eventPtr.deviceId); if (device == null) { 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 move 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 && !cancelled) { // 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(); } } }
/// <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 currentCompositePartIndex = 0; var bindingMaskOnThisMap = map.m_BindingMask; var actionsInThisMap = map.m_Actions; var devicesForThisMap = map.devices; var actionCountInThisMap = actionsInThisMap != null ? actionsInThisMap.Length : 0; var resolvedControls = new InputControlList <InputControl>(Allocator.Temp); try { 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 != null && !bindingMask.Value.Matches(ref unresolvedBinding)) { continue; } // Skip binding if it doesn't match the binding mask on the map (might be empty). if (bindingMaskOnThisMap != null && !bindingMaskOnThisMap.Value.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 actionIndexInMap = InputActionMapState.kInvalidIndex; var actionName = unresolvedBinding.action; if (!string.IsNullOrEmpty(actionName)) { actionIndexInMap = map.TryGetActionIndex(actionName); } else if (map.m_SingletonAction != null) { // Special-case for singleton actions that don't have names. actionIndexInMap = 0; } // Skip binding if it doesn't match the binding mask on the action (might be empty). if (actionIndexInMap != InputActionMapState.kInvalidIndex) { var action = actionsInThisMap[actionIndexInMap]; if (action.m_BindingMask != null && !action.m_BindingMask.Value.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) //// (Example: "Axis(min=-1,max=1)" creates an axis that goes from -1..1 instead of the default 0..1) // 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 = actionStartIndex + actionIndexInMap, compositeOrCompositeBindingIndex = currentCompositeIndex, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, interactionCount = numInteractions, interactionStartIndex = firstInteractionIndex, mapIndex = totalMapCount, isComposite = true, }; // 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) { currentCompositePartIndex = 0; currentCompositeBindingIndex = InputActionMapState.kInvalidIndex; currentCompositeIndex = InputActionMapState.kInvalidIndex; } // Look up controls. var firstControlIndex = totalControlCount; int numControls = 0; if (devicesForThisMap != null) { // Search in devices for only this map. var list = devicesForThisMap.Value; for (var i = 0; i < list.Count; ++i) { var device = list[i]; if (!device.added) { continue; // Skip devices that have been removed. } numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls); } } else { // Search globally. numControls = InputSystem.FindControls(path, ref resolvedControls); } if (numControls > 0) { resolvedControls.AppendTo(ref controls, ref totalControlCount); resolvedControls.Clear(); } // If the binding is part of a composite, pass the resolved controls // on to the composite. if (unresolvedBinding.isPartOfComposite && currentCompositeBindingIndex != InputActionMapState.kInvalidIndex && numControls > 0) { // Make sure the binding is named. The name determines what in the composite // to bind to. if (string.IsNullOrEmpty(unresolvedBinding.name)) { throw new Exception(string.Format( "Binding with path '{0}' that is part of composite '{1}' is missing a name", path, composites[currentCompositeIndex])); } // Install the controls on the binding. BindControlInComposite(composites[currentCompositeIndex], unresolvedBinding.name, ref currentCompositePartIndex); } // 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, partIndex = currentCompositePartIndex, actionIndex = actionIndexInMap, compositeOrCompositeBindingIndex = currentCompositeBindingIndex, mapIndex = totalMapCount, }; } } finally { resolvedControls.Dispose(); } // 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; } } }
private void OnEvent(InputEventPtr eventPtr) { // Ignore if not a state event. if (!eventPtr.IsA <StateEvent>() && !eventPtr.IsA <DeltaStateEvent>()) { return; } // Fetch device. var device = InputSystem.GetDeviceById(eventPtr.deviceId); if (device == null) { return; } // Go through controls and see if there's anything interesting in the event. var controls = device.allControls; var controlCount = controls.Count; for (var i = 0; i < controlCount; ++i) { var control = controls[i]; ////TODO: skip noisy controls // Skip controls that have no state in the event. var statePtr = control.GetStatePtrFromStateEvent(eventPtr); if (statePtr == IntPtr.Zero) { 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() && 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 move involved. if (!control.HasValueChangeIn(statePtr)) { continue; } // If it's the control that cancels, abort the operation now. if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control)) { OnCancel(); break; } m_Candidates.Add(control); OnComplete(); break; } }
/// <summary> /// Resolve and add all bindings and actions from the given map. /// </summary> /// <param name="map"></param> /// <remarks> /// This is where all binding resolution happens for actions. The method walks through the binding array /// in <paramref name="map"/> and adds any controls, interactions, processors, and composites as it goes. /// </remarks> public unsafe void AddActionMap(InputActionMap map) { Debug.Assert(map != null); var actionsInThisMap = map.m_Actions; var bindingsInThisMap = map.m_Bindings; var bindingCountInThisMap = bindingsInThisMap?.Length ?? 0; var actionCountInThisMap = actionsInThisMap?.Length ?? 0; var mapIndex = totalMapCount; // Keep track of indices for this map. var actionStartIndex = totalActionCount; var bindingStartIndex = totalBindingCount; var controlStartIndex = totalControlCount; var interactionStartIndex = totalInteractionCount; var processorStartIndex = totalProcessorCount; var compositeStartIndex = totalCompositeCount; // Allocate an initial block of memory. We probably will have to re-allocate once // at the end to accommodate interactions and controls added from the map. var newMemory = new InputActionState.UnmanagedMemory(); newMemory.Allocate( mapCount: totalMapCount + 1, actionCount: totalActionCount + actionCountInThisMap, bindingCount: totalBindingCount + bindingCountInThisMap, // We reallocate for the following once we know the final count. interactionCount: totalInteractionCount, compositeCount: totalCompositeCount, controlCount: totalControlCount); if (memory.isAllocated) { newMemory.CopyDataFrom(memory); } ////TODO: make sure composite objects get all the bindings they need ////TODO: handle case where we have bindings resolving to the same control //// (not so clear cut what to do there; each binding may have a different interaction setup, for example) var currentCompositeBindingIndex = InputActionState.kInvalidIndex; var currentCompositeIndex = InputActionState.kInvalidIndex; var currentCompositePartIndex = 0; var currentCompositeActionIndexInMap = InputActionState.kInvalidIndex; InputAction currentCompositeAction = null; var bindingMaskOnThisMap = map.m_BindingMask; var devicesForThisMap = map.devices; // Can't use `using` as we need to use it with `ref`. var resolvedControls = new InputControlList <InputControl>(Allocator.Temp); // We gather all controls in temporary memory and then move them over into newMemory once // we're done resolving. try { var bindingStatesPtr = newMemory.bindingStates; for (var n = 0; n < bindingCountInThisMap; ++n) { ref var unresolvedBinding = ref bindingsInThisMap[n]; var bindingIndex = bindingStartIndex + n; var isComposite = unresolvedBinding.isComposite; var isPartOfComposite = !isComposite && unresolvedBinding.isPartOfComposite; var bindingState = &bindingStatesPtr[bindingIndex]; try { ////TODO: if it's a composite, check if any of the children matches our binding masks (if any) and skip composite if none do // Set binding state to defaults. bindingState->mapIndex = totalMapCount; bindingState->compositeOrCompositeBindingIndex = InputActionState.kInvalidIndex; bindingState->actionIndex = InputActionState.kInvalidIndex; // Skip binding if it is disabled (path is empty string). var path = unresolvedBinding.effectivePath; if (unresolvedBinding.path == "") { continue; } // Skip binding if it doesn't match with our binding mask (might be empty). if (!isComposite && bindingMask != null && !bindingMask.Value.Matches(ref unresolvedBinding)) { continue; } // Skip binding if it doesn't match the binding mask on the map (might be empty). if (!isComposite && bindingMaskOnThisMap != null && !bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding)) { continue; } // Try to find action. // // NOTE: We ignore actions on bindings that are part of composites. We only allow // actions to be triggered from the composite itself. var actionIndexInMap = InputActionState.kInvalidIndex; var actionName = unresolvedBinding.action; InputAction action = null; if (!isPartOfComposite) { if (!string.IsNullOrEmpty(actionName)) { ////REVIEW: should we fail here if we don't manage to find the action actionIndexInMap = map.TryGetActionIndex(actionName); } else if (map.m_SingletonAction != null) { // Special-case for singleton actions that don't have names. actionIndexInMap = 0; } if (actionIndexInMap != InputActionState.kInvalidIndex) { action = actionsInThisMap[actionIndexInMap]; } } else { actionIndexInMap = currentCompositeActionIndexInMap; action = currentCompositeAction; } // Skip binding if it doesn't match the binding mask on the action (might be empty). if (!isComposite && action?.m_BindingMask != null && !action.m_BindingMask.Value.Matches(ref unresolvedBinding)) { continue; } // Instantiate processors. var firstProcessorIndex = InputActionState.kInvalidIndex; var numProcessors = 0; var processorString = unresolvedBinding.effectiveProcessors; if (!string.IsNullOrEmpty(processorString)) { // Add processors from binding. firstProcessorIndex = ResolveProcessors(processorString); if (firstProcessorIndex != InputActionState.kInvalidIndex) { numProcessors = totalProcessorCount - firstProcessorIndex; } } if (action != null && !string.IsNullOrEmpty(action.m_Processors)) { // Add processors from action. var index = ResolveProcessors(action.m_Processors); if (index != InputActionState.kInvalidIndex) { if (firstProcessorIndex == InputActionState.kInvalidIndex) { firstProcessorIndex = index; } numProcessors += totalProcessorCount - index; } } // Instantiate interactions. var firstInteractionIndex = InputActionState.kInvalidIndex; var numInteractions = 0; var interactionString = unresolvedBinding.effectiveInteractions; if (!string.IsNullOrEmpty(interactionString)) { // Add interactions from binding. firstInteractionIndex = ResolveInteractions(interactionString); if (firstInteractionIndex != InputActionState.kInvalidIndex) { numInteractions = totalInteractionCount - firstInteractionIndex; } } if (action != null && !string.IsNullOrEmpty(action.m_Interactions)) { // Add interactions from action. var index = ResolveInteractions(action.m_Interactions); if (index != InputActionState.kInvalidIndex) { if (firstInteractionIndex == InputActionState.kInvalidIndex) { firstInteractionIndex = index; } numInteractions += totalInteractionCount - index; } } // If it's the start of a composite chain, create the composite. if (isComposite) { var actionIndexForComposite = actionIndexInMap != InputActionState.kInvalidIndex ? actionStartIndex + actionIndexInMap : InputActionState.kInvalidIndex; // Instantiate. For composites, the path is the name of the composite. var composite = InstantiateBindingComposite(unresolvedBinding.path); currentCompositeIndex = ArrayHelpers.AppendWithCapacity(ref composites, ref totalCompositeCount, composite); currentCompositeBindingIndex = bindingIndex; currentCompositeAction = action; currentCompositeActionIndexInMap = actionIndexInMap; *bindingState = new InputActionState.BindingState { actionIndex = actionIndexForComposite, compositeOrCompositeBindingIndex = currentCompositeIndex, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, interactionCount = numInteractions, interactionStartIndex = firstInteractionIndex, mapIndex = totalMapCount, isComposite = true, // Record where the controls for parts of the composite start. controlStartIndex = memory.controlCount + resolvedControls.Count, }; // The composite binding entry itself does not resolve to any controls. // It creates a composite binding object which is then populated from // subsequent bindings. continue; } // If we've reached the end of a composite chain, finish // off the current composite. if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex) { currentCompositePartIndex = 0; currentCompositeBindingIndex = InputActionState.kInvalidIndex; currentCompositeIndex = InputActionState.kInvalidIndex; currentCompositeAction = null; currentCompositeActionIndexInMap = InputActionState.kInvalidIndex; } // Look up controls. // // NOTE: We continuously add controls here to `resolvedControls`. Once we've completed our // pass over the bindings in the map, `resolvedControls` will have all the controls for // the current map. var firstControlIndex = memory.controlCount + resolvedControls.Count; var numControls = 0; if (devicesForThisMap != null) { // Search in devices for only this map. var list = devicesForThisMap.Value; for (var i = 0; i < list.Count; ++i) { var device = list[i]; if (!device.added) { continue; // Skip devices that have been removed. } numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls); } } else { // Search globally. numControls = InputSystem.FindControls(path, ref resolvedControls); } // If the binding is part of a composite, pass the resolved controls // on to the composite. var actionIndexForBinding = InputActionState.kInvalidIndex; if (isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex && numControls > 0) { // Make sure the binding is named. The name determines what in the composite // to bind to. if (string.IsNullOrEmpty(unresolvedBinding.name)) { throw new Exception( $"Binding with path '{path}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name"); } // Install the controls on the binding. BindControlInComposite(composites[currentCompositeIndex], unresolvedBinding.name, ref currentCompositePartIndex); // Keep track of total number of controls bound in the composite. bindingStatesPtr[currentCompositeBindingIndex].controlCount += numControls; // Force action index on part binding to be same as that of composite. actionIndexForBinding = bindingStatesPtr[currentCompositeBindingIndex].actionIndex; } else if (actionIndexInMap != InputActionState.kInvalidIndex) { actionIndexForBinding = actionStartIndex + actionIndexInMap; } // Add entry for resolved binding. *bindingState = new InputActionState.BindingState { controlStartIndex = firstControlIndex, controlCount = numControls, interactionStartIndex = firstInteractionIndex, interactionCount = numInteractions, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, isPartOfComposite = unresolvedBinding.isPartOfComposite, partIndex = currentCompositePartIndex, actionIndex = actionIndexForBinding, compositeOrCompositeBindingIndex = currentCompositeBindingIndex, mapIndex = totalMapCount, }; } catch (Exception exception) { Debug.LogError( $"{exception.GetType().Name} while resolving binding '{unresolvedBinding}' in action map '{map}'"); Debug.LogException(exception); // Don't swallow exceptions that indicate something is wrong in the code rather than // in the data. if (exception.IsExceptionIndicatingBugInCode()) { throw exception; } } } // Re-allocate memory to accommodate controls and interaction states. The count for those // we only know once we've completed all resolution. var controlCountInThisMap = resolvedControls.Count; var newTotalControlCount = memory.controlCount + controlCountInThisMap; if (newMemory.interactionCount != totalInteractionCount || newMemory.compositeCount != totalCompositeCount || newMemory.controlCount != newTotalControlCount) { var finalMemory = new InputActionState.UnmanagedMemory(); finalMemory.Allocate( mapCount: newMemory.mapCount, actionCount: newMemory.actionCount, bindingCount: newMemory.bindingCount, controlCount: newTotalControlCount, interactionCount: totalInteractionCount, compositeCount: totalCompositeCount); finalMemory.CopyDataFrom(newMemory); newMemory.Dispose(); newMemory = finalMemory; } // Add controls to array. var controlCountInArray = memory.controlCount; ArrayHelpers.AppendListWithCapacity(ref controls, ref controlCountInArray, resolvedControls); Debug.Assert(controlCountInArray == newTotalControlCount, "Control array should have combined count of old and new controls"); // Set up control to binding index mapping. for (var i = 0; i < bindingCountInThisMap; ++i) { var bindingState = &bindingStatesPtr[bindingStartIndex + i]; var numControls = bindingState->controlCount; var startIndex = bindingState->controlStartIndex; for (var n = 0; n < numControls; ++n) { newMemory.controlIndexToBindingIndex[startIndex + n] = bindingStartIndex + i; } } // Initialize initial interaction states. for (var i = memory.interactionCount; i < newMemory.interactionCount; ++i) { newMemory.interactionStates[i].phase = InputActionPhase.Waiting; } // Initialize action data. var runningIndexInBindingIndices = memory.bindingCount; for (var i = 0; i < actionCountInThisMap; ++i) { var action = actionsInThisMap[i]; var actionIndex = actionStartIndex + i; // Correlate action with its trigger state. action.m_ActionIndex = actionIndex; // Collect bindings for action. var bindingStartIndexForAction = runningIndexInBindingIndices; var bindingCountForAction = 0; var numPossibleConcurrentActuations = 0; var haveCompositeBinding = false; for (var n = 0; n < bindingCountInThisMap; ++n) { var bindingIndex = bindingStartIndex + n; var bindingState = &newMemory.bindingStates[bindingIndex]; if (bindingState->actionIndex != actionIndex) { continue; } if (bindingState->isPartOfComposite) { continue; } Debug.Assert(bindingIndex <= ushort.MaxValue, "Binding index exceeds limit"); newMemory.actionBindingIndices[runningIndexInBindingIndices] = (ushort)bindingIndex; ++runningIndexInBindingIndices; ++bindingCountForAction; // Keep track of how many concurrent actuations we may be seeing on the action so that // we know whether we need to enable conflict resolution or not. if (bindingState->isComposite) { // Composite binding. Actuates as a whole. Check if the composite has successfully // resolved any controls. If so, it adds one possible actuation. if (bindingState->controlCount > 0) { ++numPossibleConcurrentActuations; } } else { // Normal binding. Every successfully resolved control results in one possible actuation. numPossibleConcurrentActuations += bindingState->controlCount; } } Debug.Assert(bindingStartIndexForAction < ushort.MaxValue, "Binding start index on action exceeds limit"); Debug.Assert(bindingCountForAction < ushort.MaxValue, "Binding count on action exceeds limit"); newMemory.actionBindingIndicesAndCounts[i * 2] = (ushort)bindingStartIndexForAction; newMemory.actionBindingIndicesAndCounts[i * 2 + 1] = (ushort)bindingCountForAction; // See if we may need conflict resolution on this action. Never needed for pass-through actions. // Otherwise, if we have more than one bound control or have several bindings and one of them // is a composite, we enable it. var isPassThroughAction = action.passThrough; var mayNeedConflictResolution = !isPassThroughAction && numPossibleConcurrentActuations > 1; // Initialize initial trigger state. newMemory.actionStates[actionIndex] = new InputActionState.TriggerState { phase = InputActionPhase.Disabled, mapIndex = mapIndex, controlIndex = InputActionState.kInvalidIndex, interactionIndex = InputActionState.kInvalidIndex, continuous = action.continuous, passThrough = isPassThroughAction, mayNeedConflictResolution = mayNeedConflictResolution, }; } // Store indices for map. newMemory.mapIndices[mapIndex] = new InputActionState.ActionMapIndices { actionStartIndex = actionStartIndex, actionCount = actionCountInThisMap, controlStartIndex = controlStartIndex, controlCount = controlCountInThisMap, bindingStartIndex = bindingStartIndex, bindingCount = bindingCountInThisMap, interactionStartIndex = interactionStartIndex, interactionCount = totalInteractionCount - interactionStartIndex, processorStartIndex = processorStartIndex, processorCount = totalProcessorCount - processorStartIndex, compositeStartIndex = compositeStartIndex, compositeCount = totalCompositeCount - compositeStartIndex, }; map.m_MapIndexInState = mapIndex; var finalActionMapCount = memory.mapCount; ArrayHelpers.AppendWithCapacity(ref maps, ref finalActionMapCount, map, capacityIncrement: 4); Debug.Assert(finalActionMapCount == newMemory.mapCount, "Final action map count should match old action map count plus one"); // As a final act, swap the new memory in. memory.Dispose(); memory = newMemory; }
////REVIEW: have mode where instead of matching only the first device that matches a requirement, we match as many //// as we can get? (could be useful for single-player) /// <summary> /// Based on a list of devices, make a selection that matches the <see cref="deviceRequirements">requirements</see> /// imposed by the control scheme. /// </summary> /// <param name="devices">A list of devices to choose from.</param> /// <returns>A <see cref="MatchResult"/> structure containing the result of the pick. Note that this structure /// must be manually <see cref="MatchResult.Dispose">disposed</see> or unmanaged memory will be leaked.</returns> /// <remarks> /// Does not allocate managed memory. /// </remarks> public MatchResult PickDevicesFrom(InputControlList <InputDevice> devices) { // Empty device requirements match anything while not really picking anything. if (m_DeviceRequirements == null || m_DeviceRequirements.Length == 0) { return(new MatchResult { m_Result = MatchResult.Result.AllSatisfied, }); } // Go through each requirement and match it. // NOTE: Even if `devices` is empty, we don't know yet whether we have a NoMatch. // All our devices may be optional. var haveAllRequired = true; var haveAllOptional = true; var requirementCount = m_DeviceRequirements.Length; var controls = new InputControlList <InputControl>(Allocator.Persistent, requirementCount); try { var orChainIsSatisfied = false; var orChainHasRequiredDevices = false; for (var i = 0; i < requirementCount; ++i) { var isOR = m_DeviceRequirements[i].isOR; var isOptional = m_DeviceRequirements[i].isOptional; // If this is an OR requirement and we already have a match in this OR chain, // skip this requirement. if (isOR && orChainIsSatisfied) { // Skill need to add an entry for this requirement. controls.Add(null); continue; } // Null and empty paths shouldn't make it into the list but make double // sure here. Simply ignore entries that don't have a path. var path = m_DeviceRequirements[i].controlPath; if (string.IsNullOrEmpty(path)) { controls.Add(null); continue; } // Find the first matching control among the devices we have. InputControl match = null; for (var n = 0; n < devices.Count; ++n) { var device = devices[n]; // See if we have a match. var matchedControl = InputControlPath.TryFindControl(device, path); if (matchedControl == null) { continue; // No. } // We have a match but if we've already match the same control through another requirement, // we can't use the match. if (controls.Contains(matchedControl)) { continue; } match = matchedControl; break; } // Check requirements in AND and OR chains. We look ahead here to find out whether // the next requirement is starting an OR chain. As the OR combines with the previous // requirement in the list, this affects our current requirement. var nextIsOR = i + 1 < requirementCount && m_DeviceRequirements[i + 1].isOR; if (nextIsOR) { // Shouldn't get here if the chain is already satisfied. Should be handled // at beginning of loop and we shouldn't even be looking at finding controls // in that case. Debug.Assert(!orChainIsSatisfied); // It's an OR with the next requirement. Depends on the outcome of other matches whether // we're good or not. if (match != null) { // First match in this chain. orChainIsSatisfied = true; } else { // Chain not satisfied yet. if (!isOptional) { orChainHasRequiredDevices = true; } } } else if (isOR && i == requirementCount - 1) { // It's an OR at the very end of the requirements list. Terminate // the OR chain. if (match == null) { if (orChainHasRequiredDevices) { haveAllRequired = false; } else { haveAllOptional = false; } } } else { // It's an AND. if (match == null) { if (isOptional) { haveAllOptional = false; } else { haveAllRequired = false; } } // Terminate ongoing OR chain. if (i > 0 && m_DeviceRequirements[i - 1].isOR) { if (!orChainIsSatisfied) { if (orChainHasRequiredDevices) { haveAllRequired = false; } else { haveAllOptional = false; } } orChainIsSatisfied = false; } } // Add match to list. Maybe null. controls.Add(match); } // We should have matched each of our requirements. Debug.Assert(controls.Count == requirementCount); } catch (Exception) { controls.Dispose(); throw; } return(new MatchResult { m_Result = !haveAllRequired ? MatchResult.Result.MissingRequired : !haveAllOptional ? MatchResult.Result.MissingOptional : MatchResult.Result.AllSatisfied, m_Controls = controls, m_Requirements = m_DeviceRequirements, }); }