public InputActionMap[] ToMaps() { var mapList = new List <InputActionMap>(); var actionLists = new List <List <InputAction> >(); var bindingLists = new List <List <InputBinding> >(); // Process actions listed at toplevel. var actionCount = actions != null ? actions.Length : 0; for (var i = 0; i < actionCount; ++i) { var jsonAction = actions[i]; if (string.IsNullOrEmpty(jsonAction.name)) { throw new Exception(string.Format("Action number {0} has no name", i + 1)); } ////REVIEW: make sure all action names are unique? // Determine name of action map. string mapName = null; var actionName = jsonAction.name; var indexOfFirstSlash = actionName.IndexOf('/'); if (indexOfFirstSlash != -1) { mapName = actionName.Substring(0, indexOfFirstSlash); actionName = actionName.Substring(indexOfFirstSlash + 1); if (string.IsNullOrEmpty(actionName)) { throw new Exception(string.Format( "Invalid action name '{0}' (missing action name after '/')", jsonAction.name)); } } // Try to find existing map. InputActionMap map = null; var mapIndex = 0; for (; mapIndex < mapList.Count; ++mapIndex) { if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0) { map = mapList[mapIndex]; break; } } // Create new map if it's the first action in the map. if (map == null) { // NOTE: No map IDs supported on this path. map = new InputActionMap(mapName); mapIndex = mapList.Count; mapList.Add(map); actionLists.Add(new List <InputAction>()); bindingLists.Add(new List <InputBinding>()); } // Create action. var action = new InputAction(actionName); action.m_Id = string.IsNullOrEmpty(jsonAction.id) ? null : jsonAction.id; action.m_ExpectedControlLayout = !string.IsNullOrEmpty(jsonAction.expectedControlLayout) ? jsonAction.expectedControlLayout : null; actionLists[mapIndex].Add(action); // Add bindings. if (jsonAction.bindings != null) { var bindingsForMap = bindingLists[mapIndex]; for (var n = 0; n < jsonAction.bindings.Length; ++n) { var jsonBinding = jsonAction.bindings[n]; var binding = jsonBinding.ToBinding(); binding.action = action.m_Name; bindingsForMap.Add(binding); } } } // Process maps. var mapCount = maps != null ? maps.Length : 0; for (var i = 0; i < mapCount; ++i) { var jsonMap = maps[i]; var mapName = jsonMap.name; if (string.IsNullOrEmpty(mapName)) { throw new Exception(string.Format("Map number {0} has no name", i + 1)); } // Try to find existing map. InputActionMap map = null; var mapIndex = 0; for (; mapIndex < mapList.Count; ++mapIndex) { if (string.Compare(mapList[mapIndex].name, mapName, StringComparison.InvariantCultureIgnoreCase) == 0) { map = mapList[mapIndex]; break; } } // Create new map if we haven't seen it before. if (map == null) { map = new InputActionMap(mapName); map.m_Id = string.IsNullOrEmpty(jsonMap.id) ? null : jsonMap.id; mapIndex = mapList.Count; mapList.Add(map); actionLists.Add(new List <InputAction>()); bindingLists.Add(new List <InputBinding>()); } // Process actions in map. var actionCountInMap = jsonMap.actions != null ? jsonMap.actions.Length : 0; for (var n = 0; n < actionCountInMap; ++n) { var jsonAction = jsonMap.actions[n]; if (string.IsNullOrEmpty(jsonAction.name)) { throw new Exception(string.Format("Action number {0} in map '{1}' has no name", i + 1, mapName)); } // Create action. var action = new InputAction(jsonAction.name); action.m_Id = string.IsNullOrEmpty(jsonAction.id) ? null : jsonAction.id; action.m_ExpectedControlLayout = !string.IsNullOrEmpty(jsonAction.expectedControlLayout) ? jsonAction.expectedControlLayout : null; actionLists[mapIndex].Add(action); // Add bindings. if (jsonAction.bindings != null) { var bindingList = bindingLists[mapIndex]; for (var k = 0; k < jsonAction.bindings.Length; ++k) { var jsonBinding = jsonAction.bindings[k]; var binding = jsonBinding.ToBinding(); binding.action = action.m_Name; bindingList.Add(binding); } } } // Process bindings in map. var bindingCountInMap = jsonMap.bindings != null ? jsonMap.bindings.Length : 0; var bindingsForMap = bindingLists[mapIndex]; for (var n = 0; n < bindingCountInMap; ++n) { var jsonBinding = jsonMap.bindings[n]; var binding = jsonBinding.ToBinding(); bindingsForMap.Add(binding); } } // Finalize arrays. for (var i = 0; i < mapList.Count; ++i) { var map = mapList[i]; var actionArray = actionLists[i].ToArray(); var bindingArray = bindingLists[i].ToArray(); map.m_Actions = actionArray; map.m_Bindings = bindingArray; for (var n = 0; n < actionArray.Length; ++n) { var action = actionArray[n]; action.m_ActionMap = map; } } return(mapList.ToArray()); }
// Add all overrides that have been applied to this action to the given list. // Returns the number of overrides found. public static int GetBindingOverrides(this InputAction action, List <InputBinding> overrides) { throw new NotImplementedException(); }
public RebindingOperation WithCancelAction(InputAction action) { return(this); }
/// <summary> /// Resolve and add all bindings and actions from the given map. /// </summary> /// <param name="map"></param> /// <remarks> /// This is where all binding resolution happens for actions. The method walks through the binding array /// in <paramref name="map"/> and adds any controls, interactions, processors, and composites as it goes. /// </remarks> public unsafe void AddActionMap(InputActionMap map) { Debug.Assert(map != null); var actionsInThisMap = map.m_Actions; var bindingsInThisMap = map.m_Bindings; var bindingCountInThisMap = bindingsInThisMap?.Length ?? 0; var actionCountInThisMap = actionsInThisMap?.Length ?? 0; var mapIndex = totalMapCount; // Keep track of indices for this map. var actionStartIndex = totalActionCount; var bindingStartIndex = totalBindingCount; var controlStartIndex = totalControlCount; var interactionStartIndex = totalInteractionCount; var processorStartIndex = totalProcessorCount; var compositeStartIndex = totalCompositeCount; // Allocate an initial block of memory. We probably will have to re-allocate once // at the end to accommodate interactions and controls added from the map. var newMemory = new InputActionState.UnmanagedMemory(); newMemory.Allocate( mapCount: totalMapCount + 1, actionCount: totalActionCount + actionCountInThisMap, bindingCount: totalBindingCount + bindingCountInThisMap, // We reallocate for the following once we know the final count. interactionCount: totalInteractionCount, compositeCount: totalCompositeCount, controlCount: totalControlCount); if (memory.isAllocated) { newMemory.CopyDataFrom(memory); } ////TODO: make sure composite objects get all the bindings they need ////TODO: handle case where we have bindings resolving to the same control //// (not so clear cut what to do there; each binding may have a different interaction setup, for example) var currentCompositeBindingIndex = InputActionState.kInvalidIndex; var currentCompositeIndex = InputActionState.kInvalidIndex; var currentCompositePartIndex = 0; var currentCompositeActionIndexInMap = InputActionState.kInvalidIndex; InputAction currentCompositeAction = null; var bindingMaskOnThisMap = map.m_BindingMask; var devicesForThisMap = map.devices; // Can't use `using` as we need to use it with `ref`. var resolvedControls = new InputControlList <InputControl>(Allocator.Temp); // We gather all controls in temporary memory and then move them over into newMemory once // we're done resolving. try { var bindingStatesPtr = newMemory.bindingStates; for (var n = 0; n < bindingCountInThisMap; ++n) { ref var unresolvedBinding = ref bindingsInThisMap[n]; var bindingIndex = bindingStartIndex + n; var isComposite = unresolvedBinding.isComposite; var isPartOfComposite = !isComposite && unresolvedBinding.isPartOfComposite; var bindingState = &bindingStatesPtr[bindingIndex]; try { ////TODO: if it's a composite, check if any of the children matches our binding masks (if any) and skip composite if none do // Set binding state to defaults. bindingState->mapIndex = totalMapCount; bindingState->compositeOrCompositeBindingIndex = InputActionState.kInvalidIndex; bindingState->actionIndex = InputActionState.kInvalidIndex; // Skip binding if it is disabled (path is empty string). var path = unresolvedBinding.effectivePath; if (unresolvedBinding.path == "") { continue; } // Skip binding if it doesn't match with our binding mask (might be empty). if (!isComposite && bindingMask != null && !bindingMask.Value.Matches(ref unresolvedBinding)) { continue; } // Skip binding if it doesn't match the binding mask on the map (might be empty). if (!isComposite && bindingMaskOnThisMap != null && !bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding)) { continue; } // Try to find action. // // NOTE: We ignore actions on bindings that are part of composites. We only allow // actions to be triggered from the composite itself. var actionIndexInMap = InputActionState.kInvalidIndex; var actionName = unresolvedBinding.action; InputAction action = null; if (!isPartOfComposite) { if (!string.IsNullOrEmpty(actionName)) { ////REVIEW: should we fail here if we don't manage to find the action actionIndexInMap = map.TryGetActionIndex(actionName); } else if (map.m_SingletonAction != null) { // Special-case for singleton actions that don't have names. actionIndexInMap = 0; } if (actionIndexInMap != InputActionState.kInvalidIndex) { action = actionsInThisMap[actionIndexInMap]; } } else { actionIndexInMap = currentCompositeActionIndexInMap; action = currentCompositeAction; } // Skip binding if it doesn't match the binding mask on the action (might be empty). if (!isComposite && action?.m_BindingMask != null && !action.m_BindingMask.Value.Matches(ref unresolvedBinding)) { continue; } // Instantiate processors. var firstProcessorIndex = InputActionState.kInvalidIndex; var numProcessors = 0; var processorString = unresolvedBinding.effectiveProcessors; if (!string.IsNullOrEmpty(processorString)) { // Add processors from binding. firstProcessorIndex = ResolveProcessors(processorString); if (firstProcessorIndex != InputActionState.kInvalidIndex) { numProcessors = totalProcessorCount - firstProcessorIndex; } } if (action != null && !string.IsNullOrEmpty(action.m_Processors)) { // Add processors from action. var index = ResolveProcessors(action.m_Processors); if (index != InputActionState.kInvalidIndex) { if (firstProcessorIndex == InputActionState.kInvalidIndex) { firstProcessorIndex = index; } numProcessors += totalProcessorCount - index; } } // Instantiate interactions. var firstInteractionIndex = InputActionState.kInvalidIndex; var numInteractions = 0; var interactionString = unresolvedBinding.effectiveInteractions; if (!string.IsNullOrEmpty(interactionString)) { // Add interactions from binding. firstInteractionIndex = ResolveInteractions(interactionString); if (firstInteractionIndex != InputActionState.kInvalidIndex) { numInteractions = totalInteractionCount - firstInteractionIndex; } } if (action != null && !string.IsNullOrEmpty(action.m_Interactions)) { // Add interactions from action. var index = ResolveInteractions(action.m_Interactions); if (index != InputActionState.kInvalidIndex) { if (firstInteractionIndex == InputActionState.kInvalidIndex) { firstInteractionIndex = index; } numInteractions += totalInteractionCount - index; } } // If it's the start of a composite chain, create the composite. if (isComposite) { var actionIndexForComposite = actionIndexInMap != InputActionState.kInvalidIndex ? actionStartIndex + actionIndexInMap : InputActionState.kInvalidIndex; // Instantiate. For composites, the path is the name of the composite. var composite = InstantiateBindingComposite(unresolvedBinding.path); currentCompositeIndex = ArrayHelpers.AppendWithCapacity(ref composites, ref totalCompositeCount, composite); currentCompositeBindingIndex = bindingIndex; currentCompositeAction = action; currentCompositeActionIndexInMap = actionIndexInMap; *bindingState = new InputActionState.BindingState { actionIndex = actionIndexForComposite, compositeOrCompositeBindingIndex = currentCompositeIndex, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, interactionCount = numInteractions, interactionStartIndex = firstInteractionIndex, mapIndex = totalMapCount, isComposite = true, // Record where the controls for parts of the composite start. controlStartIndex = memory.controlCount + resolvedControls.Count, }; // The composite binding entry itself does not resolve to any controls. // It creates a composite binding object which is then populated from // subsequent bindings. continue; } // If we've reached the end of a composite chain, finish // off the current composite. if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex) { currentCompositePartIndex = 0; currentCompositeBindingIndex = InputActionState.kInvalidIndex; currentCompositeIndex = InputActionState.kInvalidIndex; currentCompositeAction = null; currentCompositeActionIndexInMap = InputActionState.kInvalidIndex; } // Look up controls. // // NOTE: We continuously add controls here to `resolvedControls`. Once we've completed our // pass over the bindings in the map, `resolvedControls` will have all the controls for // the current map. var firstControlIndex = memory.controlCount + resolvedControls.Count; var numControls = 0; if (devicesForThisMap != null) { // Search in devices for only this map. var list = devicesForThisMap.Value; for (var i = 0; i < list.Count; ++i) { var device = list[i]; if (!device.added) { continue; // Skip devices that have been removed. } numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls); } } else { // Search globally. numControls = InputSystem.FindControls(path, ref resolvedControls); } // If the binding is part of a composite, pass the resolved controls // on to the composite. var actionIndexForBinding = InputActionState.kInvalidIndex; if (isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex && numControls > 0) { // Make sure the binding is named. The name determines what in the composite // to bind to. if (string.IsNullOrEmpty(unresolvedBinding.name)) { throw new Exception( $"Binding with path '{path}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name"); } // Install the controls on the binding. BindControlInComposite(composites[currentCompositeIndex], unresolvedBinding.name, ref currentCompositePartIndex); // Keep track of total number of controls bound in the composite. bindingStatesPtr[currentCompositeBindingIndex].controlCount += numControls; // Force action index on part binding to be same as that of composite. actionIndexForBinding = bindingStatesPtr[currentCompositeBindingIndex].actionIndex; } else if (actionIndexInMap != InputActionState.kInvalidIndex) { actionIndexForBinding = actionStartIndex + actionIndexInMap; } // Add entry for resolved binding. *bindingState = new InputActionState.BindingState { controlStartIndex = firstControlIndex, controlCount = numControls, interactionStartIndex = firstInteractionIndex, interactionCount = numInteractions, processorStartIndex = firstProcessorIndex, processorCount = numProcessors, isPartOfComposite = unresolvedBinding.isPartOfComposite, partIndex = currentCompositePartIndex, actionIndex = actionIndexForBinding, compositeOrCompositeBindingIndex = currentCompositeBindingIndex, mapIndex = totalMapCount, }; } catch (Exception exception) { Debug.LogError( $"{exception.GetType().Name} while resolving binding '{unresolvedBinding}' in action map '{map}'"); Debug.LogException(exception); // Don't swallow exceptions that indicate something is wrong in the code rather than // in the data. if (exception.IsExceptionIndicatingBugInCode()) { throw exception; } } } // Re-allocate memory to accommodate controls and interaction states. The count for those // we only know once we've completed all resolution. var controlCountInThisMap = resolvedControls.Count; var newTotalControlCount = memory.controlCount + controlCountInThisMap; if (newMemory.interactionCount != totalInteractionCount || newMemory.compositeCount != totalCompositeCount || newMemory.controlCount != newTotalControlCount) { var finalMemory = new InputActionState.UnmanagedMemory(); finalMemory.Allocate( mapCount: newMemory.mapCount, actionCount: newMemory.actionCount, bindingCount: newMemory.bindingCount, controlCount: newTotalControlCount, interactionCount: totalInteractionCount, compositeCount: totalCompositeCount); finalMemory.CopyDataFrom(newMemory); newMemory.Dispose(); newMemory = finalMemory; } // Add controls to array. var controlCountInArray = memory.controlCount; ArrayHelpers.AppendListWithCapacity(ref controls, ref controlCountInArray, resolvedControls); Debug.Assert(controlCountInArray == newTotalControlCount, "Control array should have combined count of old and new controls"); // Set up control to binding index mapping. for (var i = 0; i < bindingCountInThisMap; ++i) { var bindingState = &bindingStatesPtr[bindingStartIndex + i]; var numControls = bindingState->controlCount; var startIndex = bindingState->controlStartIndex; for (var n = 0; n < numControls; ++n) { newMemory.controlIndexToBindingIndex[startIndex + n] = bindingStartIndex + i; } } // Initialize initial interaction states. for (var i = memory.interactionCount; i < newMemory.interactionCount; ++i) { newMemory.interactionStates[i].phase = InputActionPhase.Waiting; } // Initialize action data. var runningIndexInBindingIndices = memory.bindingCount; for (var i = 0; i < actionCountInThisMap; ++i) { var action = actionsInThisMap[i]; var actionIndex = actionStartIndex + i; // Correlate action with its trigger state. action.m_ActionIndex = actionIndex; // Collect bindings for action. var bindingStartIndexForAction = runningIndexInBindingIndices; var bindingCountForAction = 0; var numPossibleConcurrentActuations = 0; var haveCompositeBinding = false; for (var n = 0; n < bindingCountInThisMap; ++n) { var bindingIndex = bindingStartIndex + n; var bindingState = &newMemory.bindingStates[bindingIndex]; if (bindingState->actionIndex != actionIndex) { continue; } if (bindingState->isPartOfComposite) { continue; } Debug.Assert(bindingIndex <= ushort.MaxValue, "Binding index exceeds limit"); newMemory.actionBindingIndices[runningIndexInBindingIndices] = (ushort)bindingIndex; ++runningIndexInBindingIndices; ++bindingCountForAction; // Keep track of how many concurrent actuations we may be seeing on the action so that // we know whether we need to enable conflict resolution or not. if (bindingState->isComposite) { // Composite binding. Actuates as a whole. Check if the composite has successfully // resolved any controls. If so, it adds one possible actuation. if (bindingState->controlCount > 0) { ++numPossibleConcurrentActuations; } } else { // Normal binding. Every successfully resolved control results in one possible actuation. numPossibleConcurrentActuations += bindingState->controlCount; } } Debug.Assert(bindingStartIndexForAction < ushort.MaxValue, "Binding start index on action exceeds limit"); Debug.Assert(bindingCountForAction < ushort.MaxValue, "Binding count on action exceeds limit"); newMemory.actionBindingIndicesAndCounts[i * 2] = (ushort)bindingStartIndexForAction; newMemory.actionBindingIndicesAndCounts[i * 2 + 1] = (ushort)bindingCountForAction; // See if we may need conflict resolution on this action. Never needed for pass-through actions. // Otherwise, if we have more than one bound control or have several bindings and one of them // is a composite, we enable it. var isPassThroughAction = action.passThrough; var mayNeedConflictResolution = !isPassThroughAction && numPossibleConcurrentActuations > 1; // Initialize initial trigger state. newMemory.actionStates[actionIndex] = new InputActionState.TriggerState { phase = InputActionPhase.Disabled, mapIndex = mapIndex, controlIndex = InputActionState.kInvalidIndex, interactionIndex = InputActionState.kInvalidIndex, continuous = action.continuous, passThrough = isPassThroughAction, mayNeedConflictResolution = mayNeedConflictResolution, }; } // Store indices for map. newMemory.mapIndices[mapIndex] = new InputActionState.ActionMapIndices { actionStartIndex = actionStartIndex, actionCount = actionCountInThisMap, controlStartIndex = controlStartIndex, controlCount = controlCountInThisMap, bindingStartIndex = bindingStartIndex, bindingCount = bindingCountInThisMap, interactionStartIndex = interactionStartIndex, interactionCount = totalInteractionCount - interactionStartIndex, processorStartIndex = processorStartIndex, processorCount = totalProcessorCount - processorStartIndex, compositeStartIndex = compositeStartIndex, compositeCount = totalCompositeCount - compositeStartIndex, }; map.m_MapIndexInState = mapIndex; var finalActionMapCount = memory.mapCount; ArrayHelpers.AppendWithCapacity(ref maps, ref finalActionMapCount, map, capacityIncrement: 4); Debug.Assert(finalActionMapCount == newMemory.mapCount, "Final action map count should match old action map count plus one"); // As a final act, swap the new memory in. memory.Dispose(); memory = newMemory; }
public static IEnumerable <InputBinding> GetBindingOverrides(this InputAction action) { throw new NotImplementedException(); }
public bool Equals(InputAction other) { return(ReferenceEquals(action, other)); }
public void Trigger <TValue>(InputAction action, InputControl <TValue> control, TValue value) where TValue : struct { throw new NotImplementedException(); }
internal CompositeSyntax(InputActionMap map, InputAction action, int compositeIndex) { m_Action = action; m_ActionMap = map; m_CompositeIndex = compositeIndex; }
public InputActionProperty(InputAction action) { m_UseReference = false; m_Action = action; m_Reference = null; }
public static BindingSyntax AddBinding(this InputActionMap actionMap, string path, InputAction action, string interactions = null, string groups = null) { if (action != null && action.actionMap != actionMap) { throw new ArgumentException( string.Format("Action '{0}' is not part of action map '{1}'", action, actionMap), "action"); } if (action == null) { return(AddBinding(actionMap, path: path, interactions: interactions, groups: groups)); } return(AddBinding(actionMap, path: path, interactions: interactions, groups: groups, action: action.id)); }
internal BindingSyntax(InputActionMap map, InputAction action, int bindingIndex) { m_ActionMap = map; m_Action = action; m_BindingIndex = bindingIndex; }
internal ReadOnlyArray <InputControl> GetControlsForSingleAction(InputAction action) { Debug.Assert(m_State != null); Debug.Assert(m_MapIndex != InputActionMapState.kInvalidIndex); Debug.Assert(m_Actions != null); Debug.Assert(action != null); Debug.Assert(action.m_ActionMap == this); Debug.Assert(!action.isSingletonAction || m_SingletonAction == action); // See if we need to refresh. if (m_ControlsForEachAction == null) { if (m_State.totalControlCount == 0) { return(new ReadOnlyArray <InputControl>()); } if (m_SingletonAction != null) { // For singleton action, all resolved controls in the state simply // belong to the action. m_ControlsForEachAction = m_State.controls; action.m_ControlStartIndex = 0; action.m_ControlCount = m_State.totalControlCount; } else { // For "normal" maps, we rely on the per-action binding data set up in SetUpBindingArrayForEachAction(). // From that, we set up a sorted array of controls. var mapIndices = m_State.FetchMapIndices(this); var controlCount = mapIndices.controlCount; var bindingCount = mapIndices.bindingCount; var bindingStartIndex = mapIndices.bindingStartIndex; if (m_BindingsForEachAction == null) { SetUpBindingArrayForEachAction(); } // Go binding by binding in the array that has bindings already sorted for // each action. Gather their controls and store the result on the actions // while copying the control references over to a new array. m_ControlsForEachAction = new InputControl[controlCount]; var bindingStates = m_State.bindingStates; var controls = m_State.controls; var currentAction = m_ActionForEachBinding[0]; var currentActionControlStartIndex = 0; var currentActionControlCount = 0; var currentControlIndex = 0; for (var i = 0; i < bindingCount; ++i) { var actionForBinding = m_ActionForEachBinding[i]; if (actionForBinding != currentAction) { if (currentAction != null) { // Store final array slice. currentAction.m_ControlStartIndex = currentActionControlStartIndex; currentAction.m_ControlCount = currentActionControlCount; } // Switch to new action. currentAction = actionForBinding; currentActionControlStartIndex = currentControlIndex; currentActionControlCount = 0; } if (actionForBinding == null) { continue; // Binding is not associated with an action. } // Copy controls from binding. var bindingIndex = bindingStartIndex + i; var controlCountForBinding = bindingStates[bindingIndex].controlCount; Array.Copy(controls, bindingStates[bindingIndex].controlStartIndex, m_ControlsForEachAction, currentControlIndex, controlCountForBinding); currentControlIndex += controlCountForBinding; currentActionControlCount += controlCountForBinding; } if (currentAction != null) { currentAction.m_ControlStartIndex = currentActionControlStartIndex; currentAction.m_ControlCount = currentActionControlCount; } } } return(new ReadOnlyArray <InputControl>(m_ControlsForEachAction, action.m_ControlStartIndex, action.m_ControlCount)); }
public static RebindOperation PerformUserRebind(InputAction action, string cancel) { throw new NotImplementedException(); }
public void Start(InputAction actionToRebind, string groupsToRebind = null) { }
/// <summary> /// Perform the input action without having to know what it is bound to. /// </summary> /// <param name="action">An input action that is currently enabled and has controls it is bound to.</param> /// <remarks> /// Blindly triggering an action requires making a few assumptions. Actions are not built to be able to trigger /// without any input. This means that this method has to generate input on a control that the action is bound to. /// /// Note that this method has no understanding of the interactions that may be present on the action and thus /// does not know how they may affect the triggering of the action. /// </remarks> public void Trigger(InputAction action) { if (action == null) { throw new ArgumentNullException("action"); } if (!action.enabled) { throw new ArgumentException( string.Format("Action '{0}' must be enabled in order to be able to trigger it", action), "action"); } var controls = action.controls; if (controls.Count == 0) { throw new ArgumentException( string.Format("Action '{0}' must be bound to controls in order to be able to trigger it", action), "action"); } // See if we have a button we can trigger. for (var i = 0; i < controls.Count; ++i) { var button = controls[i] as ButtonControl; if (button == null) { continue; } // We do, so flip its state and we're done. var device = button.device; InputEventPtr inputEvent; using (StateEvent.From(device, out inputEvent)) { button.WriteValueInto(inputEvent, button.isPressed ? 0 : 1); InputSystem.QueueEvent(inputEvent); InputSystem.Update(); } return; } // See if we have an axis we can slide a bit. for (var i = 0; i < controls.Count; ++i) { var axis = controls[i] as AxisControl; if (axis == null) { continue; } // We do, so nudge its value a bit. var device = axis.device; InputEventPtr inputEvent; using (StateEvent.From(device, out inputEvent)) { var currentValue = axis.ReadValue(); var newValue = currentValue + 0.01f; if (axis.clamp && newValue > axis.clampMax) { newValue = axis.clampMin; } axis.WriteValueInto(inputEvent, newValue); InputSystem.QueueEvent(inputEvent); InputSystem.Update(); } return; } ////TODO: support a wider range of controls throw new NotImplementedException(); }
public static void Enable(this InputAction action, InputControlScheme scheme) { throw new NotImplementedException(); }