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- using System;
- using System.Collections.Generic;
- using UnityEngine.InputSystem.Utilities;
-
- ////TODO: move indexer up here
-
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// A collection of input actions (see <see cref="InputAction"/>).
- /// </summary>
- /// <seealso cref="InputActionMap"/>
- /// <seealso cref="InputActionAsset"/>
- public interface IInputActionCollection : IEnumerable<InputAction>
- {
- /// <summary>
- /// Optional mask applied to all bindings in the collection.
- /// </summary>
- /// <remarks>
- /// If this is not null, only bindings that match the mask will be used.
- ///
- /// Modifying this property while any of the actions in the collection are enabled will
- /// lead to the actions getting disabled temporarily and then re-enabled.
- /// </remarks>
- InputBinding? bindingMask { get; set; }
-
- ////REVIEW: should this allow restricting to a set of controls instead of confining it to just devices?
- /// <summary>
- /// Devices to use with the actions in this collection.
- /// </summary>
- /// <remarks>
- /// If this is set, actions in the collection will exclusively bind to devices
- /// in the given list. For example, if two gamepads are present in the system yet
- /// only one gamepad is listed here, then a "<Gamepad>/leftStick" binding will
- /// only bind to the gamepad in the list and not to the one that is only available
- /// globally.
- ///
- /// Modifying this property after bindings in the collection have already been resolved,
- /// will lead to <see cref="InputAction.controls"/> getting refreshed. If any of the actions
- /// in the collection are currently in progress (see <see cref="InputAction.phase"/>),
- /// the actions will remain unaffected and in progress except if the controls currently
- /// driving them (see <see cref="InputAction.activeControl"/>) are no longer part of any
- /// of the selected devices. In that case, the action is <see cref="InputAction.canceled"/>.
- /// </remarks>
- ReadOnlyArray<InputDevice>? devices { get; set; }
-
- /// <summary>
- /// List of control schemes defined for the set of actions.
- /// </summary>
- /// <remarks>
- /// Control schemes are optional and the list may be empty.
- /// </remarks>
- ReadOnlyArray<InputControlScheme> controlSchemes { get; }
-
- /// <summary>
- /// Check whether the given action is contained in this collection.
- /// </summary>
- /// <param name="action">An arbitrary input action.</param>
- /// <returns>True if the given action is contained in the collection, false if not.</returns>
- /// <remarks>
- /// Calling this method will not allocate GC memory (unlike when iterating generically
- /// over the collection). Also, a collection may have a faster containment check rather than
- /// having to search through all its actions.
- /// </remarks>
- bool Contains(InputAction action);
-
- /// <summary>
- /// Enable all actions in the collection.
- /// </summary>
- /// <seealso cref="InputAction.Enable"/>
- /// <seealso cref="InputAction.enabled"/>
- void Enable();
-
- /// <summary>
- /// Disable all actions in the collection.
- /// </summary>
- /// <seealso cref="InputAction.Disable"/>
- /// <seealso cref="InputAction.enabled"/>
- void Disable();
- }
-
- /// <summary>
- /// An extended version of <see cref="IInputActionCollection"/>.
- /// </summary>
- /// <remarks>
- /// This interface will be merged into <see cref="IInputActionCollection"/> in a future (major) version.
- /// </remarks>
- public interface IInputActionCollection2 : IInputActionCollection
- {
- /// <summary>
- /// Iterate over all bindings in the collection of actions.
- /// </summary>
- /// <seealso cref="InputActionMap.bindings"/>
- /// <seealso cref="InputAction.bindings"/>
- /// <seealso cref="InputActionAsset.bindings"/>
- IEnumerable<InputBinding> bindings { get; }
-
- /// <summary>
- /// Find an <see cref="InputAction"/> in the collection by its <see cref="InputAction.name"/> or
- /// by its <see cref="InputAction.id"/> (in string form).
- /// </summary>
- /// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
- /// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
- /// a map with that name and the second part is used to find an action with that name inside the map. In the
- /// latter case, all maps are searched in order and the first action that has the given name in any of the maps
- /// is returned. Note that name comparisons are case-insensitive.
- ///
- /// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
- /// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action
- /// cannot be found, throw <c>ArgumentException</c>.</param>
- /// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the
- /// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing
- /// either the action or the map name.</exception>
- InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
-
- /// <summary>
- /// Find the index of the first binding that matches the given mask.
- /// </summary>
- /// <param name="mask">A binding. See <see cref="InputBinding.Matches"/> for details.</param>
- /// <param name="action">Receives the action on which the binding was found. If none was found,
- /// will be set to <c>null</c>.</param>
- /// <returns>Index into <see cref="InputAction.bindings"/> of <paramref name="action"/> of the binding
- /// that matches <paramref name="mask"/>. If no binding matches, will return -1.</returns>
- /// <remarks>
- /// For details about matching bindings by a mask, see <see cref="InputBinding.Matches"/>.
- ///
- /// <example>
- /// <code>
- /// var index = playerInput.actions.FindBinding(
- /// new InputBinding { path = "<Gamepad>/buttonSouth" },
- /// out var action);
- ///
- /// if (index != -1)
- /// Debug.Log($"The A button is bound to {action}");
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.Matches"/>
- /// <seealso cref="bindings"/>
- int FindBinding(InputBinding mask, out InputAction action);
- }
- }
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