static void Register() { InputSystem.RegisterDeviceProfile <OpenVRControllerProfile>(); }
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; } }
static void Register() { InputSystem.RegisterDeviceProfile <TangoXRProfile>(); }
/// <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 void ControlField <C, T>(Rect position, InputBinding <C, T> binding, GUIContent label, IControlDomainSource domainSource, Action <InputBinding <C, T> > action, SerializedProperty prop = null) where C : InputControl <T> { if (prop != null) { label = EditorGUI.BeginProperty(position, label, prop); } position.height = EditorGUIUtility.singleLineHeight; Rect buttonPosition = EditorGUI.PrefixLabel(position, label); Rect detectPosition = buttonPosition; ControlScheme scheme = domainSource as ControlScheme; bool detectionSupport = (scheme != null); if (detectionSupport) { detectPosition.xMin = detectPosition.xMax - 20; buttonPosition.xMax -= (20 + 4); } if (EditorGUI.DropdownButton(buttonPosition, new GUIContent(GetName(binding, domainSource) ?? "None"), FocusType.Keyboard)) { GenericMenu menu = GetMenu( binding, domainSource, a => { if (prop != null) { Undo.RecordObjects(prop.serializedObject.targetObjects, "Control"); } action(a); if (prop != null) { // Flushing seems necessaary to have prefab property override status change without lag. Undo.FlushUndoRecordObjects(); prop.serializedObject.SetIsDifferentCacheDirty(); } }); menu.DropDown(buttonPosition); // GenericMenu doesn't modify GUI.changed because it relies on a callback, so let's assume that something was changed, so target object dirtying doesn't go missing GUI.changed = true; } if (detectionSupport) { EditorGUI.BeginDisabledGroup(s_Binding != null); //if (Event.current.type == EventType.repaint) // EditorStyles.miniButton.Draw(detectPosition, "O", false, false, s_Binding == binding, false); if (GUI.Toggle(detectPosition, s_Binding == binding, "O", EditorStyles.miniButton) && s_Binding == null) { EditorWindow window = EditorWindow.focusedWindow; window.ShowNotification(new GUIContent("Waiting for input.")); s_BindingListener = (InputControl control) => { if (!(control is C)) { window.ShowNotification(new GUIContent("Incompatible control type.")); window.Repaint(); return(false); } DeviceSlot match = null; Type controlProviderType = control.provider.GetType(); for (int slotIndex = 0; slotIndex < scheme.deviceSlots.Count; slotIndex++) { Type deviceType = scheme.deviceSlots[slotIndex].type.value; if (deviceType == null) { continue; } if (deviceType.IsAssignableFrom(controlProviderType)) { match = scheme.deviceSlots[slotIndex]; break; } } if (match == null) { window.ShowNotification(new GUIContent("Incompatible device type.")); window.Repaint(); return(false); } var newReference = new ControlReferenceBinding <C, T>(); newReference.deviceKey = match.key; newReference.controlHash = control.provider.GetHashForControlIndex(control.index); action(newReference); StopListening(window); return(true); }; InputSystem.ListenForBinding(s_BindingListener); s_Binding = binding; float time = Time.realtimeSinceStartup; s_UpdateCallback = () => { if (Time.realtimeSinceStartup > time + 3) { StopListening(window); } }; EditorApplication.update += s_UpdateCallback; } EditorGUI.EndDisabledGroup(); } if (binding != null && !(binding is ControlReferenceBinding <C, T>)) { EditorGUI.indentLevel++; position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; binding.OnGUI(position, domainSource); EditorGUI.indentLevel--; } if (prop != null) { EditorGUI.EndProperty(); } }
/// <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); Debug.Assert(map.m_MapIndex == InputActionMapState.kInvalidIndex); // 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 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; // Skip binding if it is disabled (path is empty string). var path = unresolvedBinding.effectivePath; if (unresolvedBinding.path == "") { continue; } // Try to find action. 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; } // 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 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_MapIndex = 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; } } }
static void Register() { InputSystem.RegisterDeviceProfile <OculusTouchProfile>(); }
/// <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(); }