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- using System;
- using System.Collections.Generic;
- using System.Text;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
-
- // The way target bindings for overrides are found:
- // - If specified, directly by index (e.g. "apply this override to the third binding in the map")
- // - By path (e.g. "search for binding to '<Gamepad>/leftStick' and override it with '<Gamepad>/rightStick'")
- // - By group (e.g. "search for binding on action 'fire' with group 'keyboard&mouse' and override it with '<Keyboard>/space'")
- // - By action (e.g. "bind action 'fire' from whatever it is right now to '<Gamepad>/leftStick'")
-
- ////TODO: make this work implicitly with PlayerInputs such that rebinds can be restricted to the device's of a specific player
-
- ////TODO: allow rebinding by GUIDs now that we have IDs on bindings
-
- ////TODO: make RebindingOperation dispose its memory automatically; re-allocating is not a problem
-
- ////TODO: add simple method to RebindingOperation that will create keyboard binding paths by character rather than by key name
-
- ////FIXME: properly work with composites
-
- ////REVIEW: how well are we handling the case of rebinding to joysticks? (mostly auto-generated HID layouts)
-
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// Extensions to help with dynamically rebinding <see cref="InputAction"/>s in
- /// various ways.
- /// </summary>
- /// <remarks>
- /// Unlike <see cref="InputActionSetupExtensions"/>, the extension methods in here are meant to be
- /// called during normal game operation, i.e. as part of screens whether the user can rebind
- /// controls.
- ///
- /// The two primary duties of these extensions are to apply binding overrides that non-destructively
- /// redirect existing bindings and to facilitate user-controlled rebinding by listening for controls
- /// actuated by the user.
- ///
- /// To implement user-controlled rebinding, create a UI with a button to trigger rebinding.
- /// If the user clicks the button to bind a control to an action, use `InputAction.PerformInteractiveRebinding`
- /// to handle the rebinding, as in the following example:
- /// <example>
- /// <code>
- /// void RemapButtonClicked(InputAction actionToRebind)
- /// {
- /// var rebindOperation = actionToRebind.PerformInteractiveRebinding()
- /// // To avoid accidental input from mouse motion
- /// .WithControlsExcluding("Mouse")
- /// .OnMatchWaitForAnother(0.1f)
- /// .Start();
- /// }
- /// </code>
- /// </example>
- /// You can install the Tanks Demo sample from the Input System package using the Package Manager window, which has an example of an interactive rebinding UI.
- /// </remarks>
- /// <seealso cref="InputActionSetupExtensions"/>
- /// <seealso cref="InputBinding"/>
- /// <seealso cref="InputAction.bindings"/>
- public static partial class InputActionRebindingExtensions
- {
- /// <summary>
- /// Get the index of the first binding in <see cref="InputAction.bindings"/> on <paramref name="action"/>
- /// that matches the given binding mask.
- /// </summary>
- /// <param name="action">An input action.</param>
- /// <param name="bindingMask">Binding mask to match (see <see cref="InputBinding.Matches"/>).</param>
- /// <returns>The first binding on the action matching <paramref name="bindingMask"/> or -1 if no binding
- /// on the action matches the mask.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <seealso cref="InputBinding.Matches"/>
- public static int GetBindingIndex(this InputAction action, InputBinding bindingMask)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var bindings = action.bindings;
- for (var i = 0; i < bindings.Count; ++i)
- if (bindingMask.Matches(bindings[i]))
- return i;
-
- return -1;
- }
-
- /// <summary>
- /// Get the index of the first binding in <see cref="InputActionMap.bindings"/> on <paramref name="actionMap"/>
- /// that matches the given binding mask.
- /// </summary>
- /// <param name="actionMap">An input action map.</param>
- /// <param name="bindingMask">Binding mask to match (see <see cref="InputBinding.Matches"/>).</param>
- /// <returns>The first binding on the action matching <paramref name="bindingMask"/> or -1 if no binding
- /// on the action matches the mask.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
- /// <seealso cref="InputBinding.Matches"/>
- public static int GetBindingIndex(this InputActionMap actionMap, InputBinding bindingMask)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
-
- var bindings = actionMap.bindings;
- for (var i = 0; i < bindings.Count; ++i)
- if (bindingMask.Matches(bindings[i]))
- return i;
-
- return -1;
- }
-
- /// <summary>
- /// Get the index of the first binding in <see cref="InputAction.bindings"/> on <paramref name="action"/>
- /// that matches the given binding group and/or path.
- /// </summary>
- /// <param name="action">An input action.</param>
- /// <param name="group">Binding group to match (see <see cref="InputBinding.groups"/>).</param>
- /// <param name="path">Binding path to match (see <see cref="InputBinding.path"/>).</param>
- /// <returns>The first binding on the action matching the given group and/or path or -1 if no binding
- /// on the action matches.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <seealso cref="InputBinding.Matches"/>
- public static int GetBindingIndex(this InputAction action, string group = default, string path = default)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
- return action.GetBindingIndex(new InputBinding(groups: group, path: path));
- }
-
- /// <summary>
- /// Return the binding that the given control resolved from.
- /// </summary>
- /// <param name="action">An input action that may be using the given control.</param>
- /// <param name="control">Control to look for a binding for.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
- /// is <c>null</c>.</exception>
- /// <returns>The binding from which <paramref name="control"/> has been resolved or <c>null</c> if no such binding
- /// could be found on <paramref name="action"/>.</returns>
- public static InputBinding? GetBindingForControl(this InputAction action, InputControl control)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- var bindingIndex = GetBindingIndexForControl(action, control);
- if (bindingIndex == -1)
- return null;
- return action.bindings[bindingIndex];
- }
-
- /// <summary>
- /// Return the index into <paramref name="action"/>'s <see cref="InputAction.bindings"/> that corresponds
- /// to <paramref name="control"/> bound to the action.
- /// </summary>
- /// <param name="action">The input action whose bindings to use.</param>
- /// <param name="control">An input control for which to look for a binding.</param>
- /// <returns>The index into the action's binding array for the binding that <paramref name="control"/> was
- /// resolved from or -1 if the control is not currently bound to the action.</returns>
- /// <remarks>
- /// Note that this method will only take currently active bindings into consideration. This means that if
- /// the given control <em>could</em> come from one of the bindings on the action but does not currently
- /// do so, the method still returns -1.
- ///
- /// In case you want to manually find out which of the bindings on the action could match the given control,
- /// you can do so using <see cref="InputControlPath.Matches"/>:
- ///
- /// <example>
- /// <code>
- /// // Find the binding on 'action' that matches the given 'control'.
- /// foreach (var binding in action.bindings)
- /// if (InputControlPath.Matches(binding.effectivePath, control))
- /// Debug.Log($"Binding for {control}: {binding}");
- /// </code>
- /// </example>
- /// </remarks>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
- /// is <c>null</c>.</exception>
- public static unsafe int GetBindingIndexForControl(this InputAction action, InputControl control)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- var actionMap = action.GetOrCreateActionMap();
- actionMap.ResolveBindingsIfNecessary();
-
- var state = actionMap.m_State;
- Debug.Assert(state != null, "Bindings are expected to have been resolved at this point");
-
- var controls = state.controls;
- var controlCount = state.totalControlCount;
- var bindingStates = state.bindingStates;
- var controlIndexToBindingIndex = state.controlIndexToBindingIndex;
- var actionIndex = action.m_ActionIndexInState;
-
- // Go through all controls in the state until we find our control.
- for (var i = 0; i < controlCount; ++i)
- {
- if (controls[i] != control)
- continue;
-
- // The control may be the same one we're looking for but may be bound to a completely
- // different action. Skip anything that isn't related to our action.
- var bindingIndexInState = controlIndexToBindingIndex[i];
- if (bindingStates[bindingIndexInState].actionIndex != actionIndex)
- continue;
-
- // Got it.
- var bindingIndexInMap = state.GetBindingIndexInMap(bindingIndexInState);
- return action.BindingIndexOnMapToBindingIndexOnAction(bindingIndexInMap);
- }
-
- return -1;
- }
-
- ////TODO: add option to make it *not* take bound controls into account when creating display strings
-
- /// <summary>
- /// Return a string suitable for display in UIs that shows what the given action is currently bound to.
- /// </summary>
- /// <param name="action">Action to create a display string for.</param>
- /// <param name="options">Optional set of formatting flags.</param>
- /// <param name="group">Optional binding group to restrict the operation to. If this is supplied, it effectively
- /// becomes the binding mask (see <see cref="InputBinding.Matches(InputBinding)"/>) to supply to <see
- /// cref="GetBindingDisplayString(InputAction,InputBinding,InputBinding.DisplayStringOptions)"/>.</param>
- /// <returns>A string suitable for display in rebinding UIs.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// This method will take into account any binding masks (such as from control schemes) in effect on the action
- /// (such as <see cref="InputAction.bindingMask"/> on the action itself, the <see cref="InputActionMap.bindingMask"/>
- /// on its action map, or the <see cref="InputActionAsset.bindingMask"/> on its asset) as well as the actual controls
- /// that the action is currently bound to (see <see cref="InputAction.controls"/>).
- ///
- /// <example>
- /// <code>
- /// var action = new InputAction();
- ///
- /// action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
- /// action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
- ///
- /// // Prints "A | LMB".
- /// Debug.Log(action.GetBindingDisplayString());
- ///
- /// // Prints "A".
- /// Debug.Log(action.GetBindingDisplayString(group: "Gamepad");
- ///
- /// // Prints "LMB".
- /// Debug.Log(action.GetBindingDisplayString(group: "KeyboardMouse");
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
- public static string GetBindingDisplayString(this InputAction action, InputBinding.DisplayStringOptions options = default,
- string group = default)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- // Default binding mask to the one found on the action or any of its
- // containers.
- InputBinding bindingMask;
- if (!string.IsNullOrEmpty(group))
- {
- bindingMask = InputBinding.MaskByGroup(group);
- }
- else
- {
- var mask = action.FindEffectiveBindingMask();
- if (mask.HasValue)
- bindingMask = mask.Value;
- else
- bindingMask = default;
- }
-
- return GetBindingDisplayString(action, bindingMask, options);
- }
-
- /// <summary>
- /// Return a string suitable for display in UIs that shows what the given action is currently bound to.
- /// </summary>
- /// <param name="action">Action to create a display string for.</param>
- /// <param name="bindingMask">Mask for bindings to take into account. Any binding on the action not
- /// matching (see <see cref="InputBinding.Matches(InputBinding)"/>) the mask is ignored and not included
- /// in the resulting string.</param>
- /// <param name="options">Optional set of formatting flags.</param>
- /// <returns>A string suitable for display in rebinding UIs.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// This method will take into account any binding masks (such as from control schemes) in effect on the action
- /// (such as <see cref="InputAction.bindingMask"/> on the action itself, the <see cref="InputActionMap.bindingMask"/>
- /// on its action map, or the <see cref="InputActionAsset.bindingMask"/> on its asset) as well as the actual controls
- /// that the action is currently bound to (see <see cref="InputAction.controls"/>).
- ///
- /// <example>
- /// <code>
- /// var action = new InputAction();
- ///
- /// action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
- /// action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
- ///
- /// // Prints "A".
- /// Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("Gamepad"));
- ///
- /// // Prints "LMB".
- /// Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("KeyboardMouse"));
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
- public static string GetBindingDisplayString(this InputAction action, InputBinding bindingMask,
- InputBinding.DisplayStringOptions options = default)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var result = string.Empty;
- var bindings = action.bindings;
- for (var i = 0; i < bindings.Count; ++i)
- {
- if (bindings[i].isPartOfComposite)
- continue;
- if (!bindingMask.Matches(bindings[i]))
- continue;
-
- ////REVIEW: should this filter out bindings that are not resolving to any controls?
-
- var text = action.GetBindingDisplayString(i, options);
- if (result != "")
- result = $"{result} | {text}";
- else
- result = text;
- }
-
- return result;
- }
-
- /// <summary>
- /// Return a string suitable for display in UIs that shows what the given action is currently bound to.
- /// </summary>
- /// <param name="action">Action to create a display string for.</param>
- /// <param name="bindingIndex">Index of the binding in the <see cref="InputAction.bindings"/> array of
- /// <paramref name="action"/> for which to get a display string.</param>
- /// <param name="options">Optional set of formatting flags.</param>
- /// <returns>A string suitable for display in rebinding UIs.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// This method will ignore active binding masks and return the display string for the given binding whether it
- /// is masked out (disabled) or not.
- ///
- /// <example>
- /// <code>
- /// var action = new InputAction();
- ///
- /// action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
- /// action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
- ///
- /// // Prints "A".
- /// Debug.Log(action.GetBindingDisplayString(0));
- ///
- /// // Prints "LMB".
- /// Debug.Log(action.GetBindingDisplayString(1));
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
- public static string GetBindingDisplayString(this InputAction action, int bindingIndex, InputBinding.DisplayStringOptions options = default)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- return action.GetBindingDisplayString(bindingIndex, out var _, out var _, options);
- }
-
- /// <summary>
- /// Return a string suitable for display in UIs that shows what the given action is currently bound to.
- /// </summary>
- /// <param name="action">Action to create a display string for.</param>
- /// <param name="bindingIndex">Index of the binding in the <see cref="InputAction.bindings"/> array of
- /// <paramref name="action"/> for which to get a display string.</param>
- /// <param name="deviceLayoutName">Receives the name of the <see cref="InputControlLayout"/> used for the
- /// device in the given binding, if applicable. Otherwise is set to <c>null</c>. If, for example, the binding
- /// is <c>"<Gamepad>/buttonSouth"</c>, the resulting value is <c>"Gamepad</c>.</param>
- /// <param name="controlPath">Receives the path to the control on the device referenced in the given binding,
- /// if applicable. Otherwise is set to <c>null</c>. If, for example, the binding is <c>"<Gamepad>/leftStick/x"</c>,
- /// the resulting value is <c>"leftStick/x"</c>.</param>
- /// <param name="options">Optional set of formatting flags.</param>
- /// <returns>A string suitable for display in rebinding UIs.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// The information returned by <paramref name="deviceLayoutName"/> and <paramref name="controlPath"/> can be used, for example,
- /// to associate images with controls. Based on knowing which layout is used and which control on the layout is referenced, you
- /// can look up an image dynamically. For example, if the layout is based on <see cref="DualShock.DualShockGamepad"/> (use
- /// <see cref="InputSystem.IsFirstLayoutBasedOnSecond"/> to determine inheritance), you can pick a PlayStation-specific image
- /// for the control as named by <paramref name="controlPath"/>.
- ///
- /// <example>
- /// <code>
- /// var action = new InputAction();
- ///
- /// action.AddBinding("<Gamepad>/dpad/up", groups: "Gamepad");
- /// action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
- ///
- /// // Prints "A", then "Gamepad", then "dpad/up".
- /// Debug.Log(action.GetBindingDisplayString(0, out var deviceLayoutNameA, out var controlPathA));
- /// Debug.Log(deviceLayoutNameA);
- /// Debug.Log(controlPathA);
- ///
- /// // Prints "LMB", then "Mouse", then "leftButton".
- /// Debug.Log(action.GetBindingDisplayString(1, out var deviceLayoutNameB, out var controlPathB));
- /// Debug.Log(deviceLayoutNameB);
- /// Debug.Log(controlPathB);
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
- /// <seealso cref="InputActionRebindingExtensions.GetBindingIndex(InputAction,InputBinding)"/>
- public static unsafe string GetBindingDisplayString(this InputAction action, int bindingIndex,
- out string deviceLayoutName, out string controlPath,
- InputBinding.DisplayStringOptions options = default)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- deviceLayoutName = null;
- controlPath = null;
-
- var bindings = action.bindings;
- var bindingCount = bindings.Count;
- if (bindingIndex < 0 || bindingIndex >= bindingCount)
- throw new ArgumentOutOfRangeException(
- $"Binding index {bindingIndex} is out of range on action '{action}' with {bindings.Count} bindings",
- nameof(bindingIndex));
-
- // If the binding is a composite, compose a string using the display format string for
- // the composite.
- // NOTE: In this case, there won't be a deviceLayoutName returned from the method.
- if (bindings[bindingIndex].isComposite)
- {
- var compositeName = NameAndParameters.Parse(bindings[bindingIndex].effectivePath).name;
-
- // Determine what parts we have.
- var firstPartIndex = bindingIndex + 1;
- var lastPartIndex = firstPartIndex;
- while (lastPartIndex < bindingCount && bindings[lastPartIndex].isPartOfComposite)
- ++lastPartIndex;
- var partCount = lastPartIndex - firstPartIndex;
-
- // Get the display string for each part.
- var partStrings = new string[partCount];
- for (var i = 0; i < partCount; ++i)
- {
- var partString = action.GetBindingDisplayString(firstPartIndex + i, options);
- if (string.IsNullOrEmpty(partString))
- partString = " ";
- partStrings[i] = partString;
- }
-
- // Put the parts together based on the display format string for
- // the composite.
- var displayFormatString = InputBindingComposite.GetDisplayFormatString(compositeName);
- if (string.IsNullOrEmpty(displayFormatString))
- {
- // No display format string. Simply go and combine all part strings.
- return StringHelpers.Join("/", partStrings);
- }
-
- return StringHelpers.ExpandTemplateString(displayFormatString,
- fragment =>
- {
- var result = string.Empty;
-
- // Go through all parts and look for one with the given name.
- for (var i = 0; i < partCount; ++i)
- {
- if (!string.Equals(bindings[firstPartIndex + i].name, fragment, StringComparison.InvariantCultureIgnoreCase))
- continue;
-
- if (!string.IsNullOrEmpty(result))
- result = $"{result}|{partStrings[i]}";
- else
- result = partStrings[i];
- }
-
- if (string.IsNullOrEmpty(result))
- result = " ";
-
- return result;
- });
- }
-
- // See if the binding maps to controls.
- InputControl control = null;
- var actionMap = action.GetOrCreateActionMap();
- actionMap.ResolveBindingsIfNecessary();
- var actionState = actionMap.m_State;
- Debug.Assert(actionState != null, "Expecting action state to be in place at this point");
- var bindingIndexInMap = action.BindingIndexOnActionToBindingIndexOnMap(bindingIndex);
- var bindingIndexInState = actionState.GetBindingIndexInState(actionMap.m_MapIndexInState, bindingIndexInMap);
- Debug.Assert(bindingIndexInState >= 0 && bindingIndexInState < actionState.totalBindingCount,
- "Computed binding index is out of range");
- var bindingStatePtr = &actionState.bindingStates[bindingIndexInState];
- if (bindingStatePtr->controlCount > 0)
- {
- ////REVIEW: does it make sense to just take a single control here?
- control = actionState.controls[bindingStatePtr->controlStartIndex];
- }
-
- // Take interactions applied to the action into account (except if explicitly forced off).
- var binding = bindings[bindingIndex];
- if (string.IsNullOrEmpty(binding.effectiveInteractions))
- binding.overrideInteractions = action.interactions;
- else if (!string.IsNullOrEmpty(action.interactions))
- binding.overrideInteractions = $"{binding.effectiveInteractions};action.interactions";
-
- return binding.ToDisplayString(out deviceLayoutName, out controlPath, options, control: control);
- }
-
- /// <summary>
- /// Put an override on all matching bindings of <paramref name="action"/>.
- /// </summary>
- /// <param name="action">Action to apply the override to.</param>
- /// <param name="newPath">New binding path to take effect. Supply an empty string
- /// to disable the binding(s). See <see cref="InputControlPath"/> for details on
- /// the path language.</param>
- /// <param name="group">Optional list of binding groups to target the override
- /// to. For example, <c>"Keyboard;Gamepad"</c> will only apply overrides to bindings
- /// that either have the <c>"Keyboard"</c> or the <c>"Gamepad"</c> binding group
- /// listed in <see cref="InputBinding.groups"/>.</param>
- /// <param name="path">Only override bindings that have this exact path.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// Calling this method is equivalent to calling <see cref="ApplyBindingOverride(InputAction,InputBinding)"/>
- /// with the properties of the given <see cref="InputBinding"/> initialized accordingly.
- ///
- /// <example>
- /// <code>
- /// // Override the binding to the gamepad A button with a binding to
- /// // the Y button.
- /// fireAction.ApplyBindingOverride("<Gamepad>/buttonNorth",
- /// path: "<Gamepad>/buttonSouth);
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="ApplyBindingOverride(InputAction,InputBinding)"/>
- /// <seealso cref="InputBinding.effectivePath"/>
- /// <seealso cref="InputBinding.overridePath"/>
- /// <seealso cref="InputBinding.Matches"/>
- public static void ApplyBindingOverride(this InputAction action, string newPath, string group = null, string path = null)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- ApplyBindingOverride(action, new InputBinding {overridePath = newPath, groups = group, path = path});
- }
-
- /// <summary>
- /// Apply overrides to all bindings on <paramref name="action"/> that match <paramref name="bindingOverride"/>.
- /// The override values are taken from <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
- /// and <seealso cref="InputBinding.overrideInteractions"/> on <paramref name="bindingOverride"/>.
- /// </summary>
- /// <param name="action">Action to override bindings on.</param>
- /// <param name="bindingOverride">A binding that both acts as a mask (see <see cref="InputBinding.Matches"/>)
- /// on the bindings to <paramref name="action"/> and as a container for the override values.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// The method will go through all of the bindings for <paramref name="action"/> (i.e. its <see cref="InputAction.bindings"/>)
- /// and call <see cref="InputBinding.Matches"/> on them with <paramref name="bindingOverride"/>.
- /// For every binding that returns <c>true</c> from <c>Matches</c>, the override values from the
- /// binding (i.e. <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
- /// and <see cref="InputBinding.overrideInteractions"/>) are copied into the binding.
- ///
- /// Binding overrides are non-destructive. They do not change the bindings set up for an action
- /// but rather apply non-destructive modifications that change the paths of existing bindings.
- /// However, this also means that for overrides to work, there have to be existing bindings that
- /// can be modified.
- ///
- /// This is achieved by setting <see cref="InputBinding.overridePath"/> which is a non-serialized
- /// property. When resolving bindings, the system will use <see cref="InputBinding.effectivePath"/>
- /// which uses <see cref="InputBinding.overridePath"/> if set or <see cref="InputBinding.path"/>
- /// otherwise. The same applies to <see cref="InputBinding.effectiveProcessors"/> and <see
- /// cref="InputBinding.effectiveInteractions"/>.
- ///
- /// <example>
- /// <code>
- /// // Override the binding in the "KeyboardMouse" group on 'fireAction'
- /// // by setting its override binding path to the space bar on the keyboard.
- /// fireAction.ApplyBindingOverride(new InputBinding
- /// {
- /// groups = "KeyboardMouse",
- /// overridePath = "<Keyboard>/space"
- /// });
- /// </code>
- /// </example>
- ///
- /// If the given action is enabled when calling this method, the effect will be immediate,
- /// i.e. binding resolution takes place and <see cref="InputAction.controls"/> are updated.
- /// If the action is not enabled, binding resolution is deferred to when controls are needed
- /// next (usually when either <see cref="InputAction.controls"/> is queried or when the
- /// action is enabled).
- /// </remarks>
- /// <seealso cref="InputAction.bindings"/>
- /// <seealso cref="InputBinding.Matches"/>
- public static void ApplyBindingOverride(this InputAction action, InputBinding bindingOverride)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var enabled = action.enabled;
- if (enabled)
- action.Disable();
-
- bindingOverride.action = action.name;
- var actionMap = action.GetOrCreateActionMap();
- ApplyBindingOverride(actionMap, bindingOverride);
-
- if (enabled)
- {
- action.Enable();
- action.RequestInitialStateCheckOnEnabledAction();
- }
- }
-
- /// <summary>
- /// Apply a binding override to the Nth binding on the given action.
- /// </summary>
- /// <param name="action">Action to apply the binding override to.</param>
- /// <param name="bindingIndex">Index of the binding in <see cref="InputAction.bindings"/> to
- /// which to apply the override to.</param>
- /// <param name="bindingOverride">A binding that specifies the overrides to apply. In particular,
- /// the <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>, and
- /// <see cref="InputBinding.overrideInteractions"/> properties will be copied into the binding
- /// in <see cref="InputAction.bindings"/>. The remaining fields will be ignored by this method.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is out of range.</exception>
- /// <remarks>
- /// Unlike <see cref="ApplyBindingOverride(InputAction,InputBinding)"/> this method will
- /// not use <see cref="InputBinding.Matches"/> to determine which binding to apply the
- /// override to. Instead, it will apply the override to the binding at the given index
- /// and to that binding alone.
- ///
- /// The remaining details of applying overrides are identical to <see
- /// cref="ApplyBindingOverride(InputAction,InputBinding)"/>.
- ///
- /// Note that calling this method with an empty (default-constructed) <paramref name="bindingOverride"/>
- /// is equivalent to resetting all overrides on the given binding.
- ///
- /// <example>
- /// <code>
- /// // Reset the overrides on the second binding on 'fireAction'.
- /// fireAction.ApplyBindingOverride(1, default);
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="ApplyBindingOverride(InputAction,InputBinding)"/>
- public static void ApplyBindingOverride(this InputAction action, int bindingIndex, InputBinding bindingOverride)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var indexOnMap = action.BindingIndexOnActionToBindingIndexOnMap(bindingIndex);
- bindingOverride.action = action.name;
- ApplyBindingOverride(action.GetOrCreateActionMap(), indexOnMap, bindingOverride);
- }
-
- /// <summary>
- /// Apply a binding override to the Nth binding on the given action.
- /// </summary>
- /// <param name="action">Action to apply the binding override to.</param>
- /// <param name="bindingIndex">Index of the binding in <see cref="InputAction.bindings"/> to
- /// which to apply the override to.</param>
- /// <param name="path">Override path (<see cref="InputBinding.overridePath"/>) to set on
- /// the given binding in <see cref="InputAction.bindings"/>.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is out of range.</exception>
- /// <remarks>
- /// Calling this method is equivalent to calling <see cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
- /// like so:
- ///
- /// <example>
- /// <code>
- /// action.ApplyBindingOverride(new InputBinding { overridePath = path });
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
- public static void ApplyBindingOverride(this InputAction action, int bindingIndex, string path)
- {
- if (path == null)
- throw new ArgumentException("Binding path cannot be null", nameof(path));
- ApplyBindingOverride(action, bindingIndex, new InputBinding {overridePath = path});
- }
-
- /// <summary>
- /// Apply the given binding override to all bindings in the map that are matched by the override.
- /// </summary>
- /// <param name="actionMap">An action map. Overrides will be applied to its <see cref="InputActionMap.bindings"/>.</param>
- /// <param name="bindingOverride">Binding that is matched (see <see cref="InputBinding.Matches"/>) against
- /// the <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>. The binding's
- /// <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideInteractions"/>, and
- /// <see cref="InputBinding.overrideProcessors"/> properties will be copied over to any matching binding.</param>
- /// <returns>The number of bindings overridden in the given map.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
- /// <seealso cref="InputActionMap.bindings"/>
- /// <seealso cref="InputBinding.overridePath"/>
- /// <seealso cref="InputBinding.overrideInteractions"/>
- /// <seealso cref="InputBinding.overrideProcessors"/>
- public static int ApplyBindingOverride(this InputActionMap actionMap, InputBinding bindingOverride)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
-
- var bindings = actionMap.m_Bindings;
- if (bindings == null)
- return 0;
-
- // Go through all bindings in the map and match them to the override.
- var bindingCount = bindings.Length;
- var matchCount = 0;
- for (var i = 0; i < bindingCount; ++i)
- {
- if (!bindingOverride.Matches(ref bindings[i]))
- continue;
-
- // Set overrides on binding.
- bindings[i].overridePath = bindingOverride.overridePath;
- bindings[i].overrideInteractions = bindingOverride.overrideInteractions;
- bindings[i].overrideProcessors = bindingOverride.overrideProcessors;
- ++matchCount;
- }
-
- if (matchCount > 0)
- actionMap.OnBindingModified();
-
- return matchCount;
- }
-
- /// <summary>
- /// Copy the override properties (<see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
- /// and <see cref="InputBinding.overrideInteractions"/>) from <paramref name="bindingOverride"/> over to the
- /// binding at index <paramref name="bindingIndex"/> in <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>.
- /// </summary>
- /// <param name="actionMap">Action map whose bindings to modify.</param>
- /// <param name="bindingIndex">Index of the binding to modify in <see cref="InputActionMap.bindings"/> of
- /// <paramref name="actionMap"/>.</param>
- /// <param name="bindingOverride">Binding whose override properties (<see cref="InputBinding.overridePath"/>,
- /// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/>) to copy.</param>
- /// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is not a valid index for
- /// <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>.</exception>
- public static void ApplyBindingOverride(this InputActionMap actionMap, int bindingIndex, InputBinding bindingOverride)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
-
- var bindingsCount = actionMap.m_Bindings?.Length ?? 0;
- if (bindingIndex < 0 || bindingIndex >= bindingsCount)
- throw new ArgumentOutOfRangeException(nameof(bindingIndex),
- $"Cannot apply override to binding at index {bindingIndex} in map '{actionMap}' with only {bindingsCount} bindings");
-
- actionMap.m_Bindings[bindingIndex].overridePath = bindingOverride.overridePath;
- actionMap.m_Bindings[bindingIndex].overrideInteractions = bindingOverride.overrideInteractions;
- actionMap.m_Bindings[bindingIndex].overrideProcessors = bindingOverride.overrideProcessors;
-
- actionMap.OnBindingModified();
- }
-
- /// <summary>
- /// Remove any overrides from the binding on <paramref name="action"/> with the given index.
- /// </summary>
- /// <param name="action">Action whose bindings to modify.</param>
- /// <param name="bindingIndex">Index of the binding within <paramref name="action"/>'s <see cref="InputAction.bindings"/>.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is invalid.</exception>
- public static void RemoveBindingOverride(this InputAction action, int bindingIndex)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- action.ApplyBindingOverride(bindingIndex, default(InputBinding));
- }
-
- /// <summary>
- /// Remove any overrides from the binding on <paramref name="action"/> matching the given binding mask.
- /// </summary>
- /// <param name="action">Action whose bindings to modify.</param>
- /// <param name="bindingMask">Mask that will be matched against the bindings on <paramref name="action"/>. All bindings
- /// that match the mask (see <see cref="InputBinding.Matches"/>) will have their overrides removed. If none of the
- /// bindings on the action match the mask, no bindings will be modified.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// <example>
- /// <code>
- /// // Remove all binding overrides from bindings associated with the "Gamepad" binding group.
- /// myAction.RemoveBindingOverride(InputBinding.MaskByGroup("Gamepad"));
- /// </code>
- /// </example>
- /// </remarks>
- public static void RemoveBindingOverride(this InputAction action, InputBinding bindingMask)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- bindingMask.overridePath = null;
- bindingMask.overrideInteractions = null;
- bindingMask.overrideProcessors = null;
-
- // Simply apply but with a null binding.
- ApplyBindingOverride(action, bindingMask);
- }
-
- private static void RemoveBindingOverride(this InputActionMap actionMap, InputBinding bindingMask)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
-
- bindingMask.overridePath = null;
- bindingMask.overrideInteractions = null;
- bindingMask.overrideProcessors = null;
-
- // Simply apply but with a null binding.
- ApplyBindingOverride(actionMap, bindingMask);
- }
-
- /// <summary>
- /// Restore all bindings in the map to their defaults.
- /// </summary>
- /// <param name="actions">Collection of actions to remove overrides from.</param>
- /// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
- /// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
- /// <seealso cref="InputBinding.overridePath"/>
- /// <seealso cref="InputBinding.overrideInteractions"/>
- /// <seealso cref="InputBinding.overrideProcessors"/>
- public static void RemoveAllBindingOverrides(this IInputActionCollection2 actions)
- {
- if (actions == null)
- throw new ArgumentNullException(nameof(actions));
-
- using (DeferBindingResolution())
- {
- // Go through all actions and then through the bindings in their action maps
- // and reset the bindings for those actions. Bit of a roundabout and inefficient
- // way but should be okay. Problem is that IInputActionCollection2 doesn't give
- // us quite the same level of access as InputActionMap and InputActionAsset do.
- foreach (var action in actions)
- {
- var actionMap = action.GetOrCreateActionMap();
- var bindings = actionMap.m_Bindings;
- var numBindings = bindings.LengthSafe();
-
- for (var i = 0; i < numBindings; ++i)
- {
- ref var binding = ref bindings[i];
- if (!binding.TriggersAction(action))
- continue;
- binding.RemoveOverrides();
- }
-
- actionMap.OnBindingModified();
- }
- }
- }
-
- /// <summary>
- /// Remove all binding overrides on <paramref name="action"/>, i.e. clear all <see cref="InputBinding.overridePath"/>,
- /// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/> set on bindings
- /// for the given action.
- /// </summary>
- /// <param name="action">Action to remove overrides from.</param>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
- /// <seealso cref="InputBinding.overridePath"/>
- /// <seealso cref="InputBinding.overrideInteractions"/>
- /// <seealso cref="InputBinding.overrideProcessors"/>
- public static void RemoveAllBindingOverrides(this InputAction action)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var actionName = action.name;
- var actionMap = action.GetOrCreateActionMap();
- var bindings = actionMap.m_Bindings;
- if (bindings == null)
- return;
-
- var bindingCount = bindings.Length;
- for (var i = 0; i < bindingCount; ++i)
- {
- if (string.Compare(bindings[i].action, actionName, StringComparison.InvariantCultureIgnoreCase) != 0)
- continue;
-
- bindings[i].overridePath = null;
- bindings[i].overrideInteractions = null;
- bindings[i].overrideProcessors = null;
- }
-
- actionMap.OnBindingModified();
- }
-
- ////REVIEW: are the IEnumerable variations worth having?
-
- public static void ApplyBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
- if (overrides == null)
- throw new ArgumentNullException(nameof(overrides));
-
- foreach (var binding in overrides)
- ApplyBindingOverride(actionMap, binding);
- }
-
- public static void RemoveBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
- if (overrides == null)
- throw new ArgumentNullException(nameof(overrides));
-
- foreach (var binding in overrides)
- RemoveBindingOverride(actionMap, binding);
- }
-
- ////TODO: add option to suppress any non-matching binding by setting its override to an empty path
- ////TODO: need ability to do this with a list of controls
-
- /// <summary>
- /// For all bindings in the <paramref name="action"/>, if a binding matches a control in the given control
- /// hierarchy, set an override on the binding to refer specifically to that control.
- /// </summary>
- /// <param name="action">An action whose bindings to modify.</param>
- /// <param name="control">A control hierarchy or an entire <see cref="InputDevice"/>.</param>
- /// <returns>The number of binding overrides that have been applied to the given action.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
- /// is <c>null</c>.</exception>
- /// <remarks>
- /// This method can be used to restrict bindings that otherwise apply to a wide set of possible
- /// controls.
- ///
- /// <example>
- /// <code>
- /// // Create two gamepads.
- /// var gamepad1 = InputSystem.AddDevice<Gamepad>();
- /// var gamepad2 = InputSystem.AddDevice<Gamepad>();
- ///
- /// // Create an action that binds to the A button on gamepads.
- /// var action = new InputAction();
- /// action.AddBinding("<Gamepad>/buttonSouth");
- ///
- /// // When we enable the action now, it will bind to both
- /// // gamepad1.buttonSouth and gamepad2.buttonSouth.
- /// action.Enable();
- ///
- /// // But let's say we want the action to specifically work
- /// // only with the first gamepad. One way to do it is like
- /// // this:
- /// action.ApplyBindingOverridesOnMatchingControls(gamepad1);
- ///
- /// // As "<Gamepad>/buttonSouth" matches the gamepad1.buttonSouth
- /// // control, an override will automatically be applied such that
- /// // the binding specifically refers to that button on that gamepad.
- /// </code>
- /// </example>
- ///
- /// Note that for actions that are part of <see cref="InputActionMap"/>s and/or
- /// <see cref="InputActionAsset"/>s, it is possible to restrict actions to
- /// specific device without having to set overrides. See <see cref="InputActionMap.bindingMask"/>
- /// and <see cref="InputActionAsset.bindingMask"/>.
- /// </remarks>
- /// <seealso cref="InputActionMap.devices"/>
- /// <seealso cref="InputActionAsset.devices"/>
- public static int ApplyBindingOverridesOnMatchingControls(this InputAction action, InputControl control)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- var bindings = action.bindings;
- var bindingsCount = bindings.Count;
- var numMatchingControls = 0;
-
- for (var i = 0; i < bindingsCount; ++i)
- {
- var matchingControl = InputControlPath.TryFindControl(control, bindings[i].path);
- if (matchingControl == null)
- continue;
-
- action.ApplyBindingOverride(i, matchingControl.path);
- ++numMatchingControls;
- }
-
- return numMatchingControls;
- }
-
- /// <summary>
- /// For all bindings in the <paramref name="actionMap"/>, if a binding matches a control in the given control
- /// hierarchy, set an override on the binding to refer specifically to that control.
- /// </summary>
- /// <param name="actionMap">An action map whose bindings to modify.</param>
- /// <param name="control">A control hierarchy or an entire <see cref="InputDevice"/>.</param>
- /// <returns>The number of binding overrides that have been applied to the given action.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c> -or- <paramref name="control"/>
- /// is <c>null</c>.</exception>
- /// <remarks>
- /// This method can be used to restrict bindings that otherwise apply to a wide set of possible
- /// controls. It will go through <see cref="InputActionMap.bindings"/> and apply overrides to
- /// <example>
- /// <code>
- /// // Create two gamepads.
- /// var gamepad1 = InputSystem.AddDevice<Gamepad>();
- /// var gamepad2 = InputSystem.AddDevice<Gamepad>();
- ///
- /// // Create an action map with an action for the A and B buttons
- /// // on gamepads.
- /// var actionMap = new InputActionMap();
- /// var aButtonAction = actionMap.AddAction("a", binding: "<Gamepad>/buttonSouth");
- /// var bButtonAction = actionMap.AddAction("b", binding: "<Gamepad>/buttonEast");
- ///
- /// // When we enable the action map now, the actions will bind
- /// // to the buttons on both gamepads.
- /// actionMap.Enable();
- ///
- /// // But let's say we want the actions to specifically work
- /// // only with the first gamepad. One way to do it is like
- /// // this:
- /// actionMap.ApplyBindingOverridesOnMatchingControls(gamepad1);
- ///
- /// // Now binding overrides on the actions will be set to specifically refer
- /// // to the controls on the first gamepad.
- /// </code>
- /// </example>
- ///
- /// Note that for actions that are part of <see cref="InputActionMap"/>s and/or
- /// <see cref="InputActionAsset"/>s, it is possible to restrict actions to
- /// specific device without having to set overrides. See <see cref="InputActionMap.bindingMask"/>
- /// and <see cref="InputActionAsset.bindingMask"/>.
- ///
- /// <example>
- /// <code>
- /// // For an InputActionMap, we could alternatively just do:
- /// actionMap.devices = new InputDevice[] { gamepad1 };
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputActionMap.devices"/>
- /// <seealso cref="InputActionAsset.devices"/>
- public static int ApplyBindingOverridesOnMatchingControls(this InputActionMap actionMap, InputControl control)
- {
- if (actionMap == null)
- throw new ArgumentNullException(nameof(actionMap));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- var actions = actionMap.actions;
- var actionCount = actions.Count;
- var numMatchingControls = 0;
-
- for (var i = 0; i < actionCount; ++i)
- {
- var action = actions[i];
- numMatchingControls = action.ApplyBindingOverridesOnMatchingControls(control);
- }
-
- return numMatchingControls;
- }
-
- /// <summary>
- /// Return a JSON string containing all overrides applied to bindings in the given set of <paramref name="actions"/>.
- /// </summary>
- /// <param name="actions">A collection of <see cref="InputAction"/>s such as an <see cref="InputActionAsset"/> or
- /// an <see cref="InputActionMap"/>.</param>
- /// <returns>A JSON string containing a serialized version of the overrides applied to bindings in the given set of actions.</returns>
- /// <remarks>
- /// This method can be used to serialize the overrides, i.e. <see cref="InputBinding.overridePath"/>,
- /// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/>, applied to
- /// bindings in the set of actions. Only overrides will be saved.
- ///
- /// <example>
- /// <code>
- /// void SaveUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = player.actions.SaveBindingOverridesAsJson();
- /// PlayerPrefs.SetString("rebinds", rebinds);
- /// }
- ///
- /// void LoadUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = PlayerPrefs.GetString("rebinds");
- /// player.actions.LoadBindingOverridesFromJson(rebinds);
- /// }
- /// </code>
- /// </example>
- ///
- /// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
- /// </remarks>
- /// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
- /// <seealso cref="LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
- public static string SaveBindingOverridesAsJson(this IInputActionCollection2 actions)
- {
- if (actions == null)
- throw new ArgumentNullException(nameof(actions));
-
- var overrides = new List<InputActionMap.BindingOverrideJson>();
- foreach (var binding in actions.bindings)
- actions.AddBindingOverrideJsonTo(binding, overrides);
-
- if (overrides.Count == 0)
- return string.Empty;
-
- return JsonUtility.ToJson(new InputActionMap.BindingOverrideListJson {bindings = overrides});
- }
-
- /// <summary>
- /// Return a string in JSON format that contains all overrides applied <see cref="InputAction.bindings"/>
- /// of <paramref name="action"/>.
- /// </summary>
- /// <param name="action">An action for which to extract binding overrides.</param>
- /// <returns>A string in JSON format containing binding overrides for <paramref name="action"/>.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <remarks>
- /// This overrides can be restored using <seealso cref="LoadBindingOverridesFromJson(InputAction,string,bool)"/>.
- /// </remarks>
- public static string SaveBindingOverridesAsJson(this InputAction action)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var isSingletonAction = action.isSingletonAction;
- var actionMap = action.GetOrCreateActionMap();
- var list = new List<InputActionMap.BindingOverrideJson>();
-
- foreach (var binding in action.bindings)
- {
- // If we're not looking at a singleton action, the bindings in the map may be
- // for other actions. Skip all that are.
- if (!isSingletonAction && !binding.TriggersAction(action))
- continue;
-
- actionMap.AddBindingOverrideJsonTo(binding, list, isSingletonAction ? action : null);
- }
-
- if (list.Count == 0)
- return string.Empty;
-
- return JsonUtility.ToJson(new InputActionMap.BindingOverrideListJson {bindings = list});
- }
-
- private static void AddBindingOverrideJsonTo(this IInputActionCollection2 actions, InputBinding binding,
- List<InputActionMap.BindingOverrideJson> list, InputAction action = null)
- {
- if (!binding.hasOverrides)
- return;
-
- ////REVIEW: should this throw if there's no existing GUID on the binding? or should we rather have
- //// move avenues for locating a binding on an action?
-
- if (action == null)
- action = actions.FindAction(binding.action);
-
- string actionName = action != null && !action.isSingletonAction ? $"{action.actionMap.name}/{action.name}" : "";
- var @override = InputActionMap.BindingOverrideJson.FromBinding(binding, actionName);
-
- list.Add(@override);
- }
-
- /// <summary>
- /// Restore all binding overrides stored in the given JSON string to the bindings in <paramref name="actions"/>.
- /// </summary>
- /// <param name="actions">A set of actions and their bindings, such as an <see cref="InputActionMap"/>, an
- /// <see cref="InputActionAsset"/>, or a C# wrapper class generated from an .inputactions asset.</param>
- /// <param name="json">A string persisting binding overrides in JSON format. See
- /// <see cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>.</param>
- /// <param name="removeExisting">If true (default), all existing overrides present on the bindings
- /// of <paramref name="actions"/> will be removed first. If false, existing binding overrides will be left
- /// in place but may be overwritten by overrides present in <paramref name="json"/>.</param>
- /// <remarks>
- /// <example>
- /// <code>
- /// void SaveUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = player.actions.SaveBindingOverridesAsJson();
- /// PlayerPrefs.SetString("rebinds", rebinds);
- /// }
- ///
- /// void LoadUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = PlayerPrefs.GetString("rebinds");
- /// player.actions.LoadBindingOverridesFromJson(rebinds);
- /// }
- /// </code>
- /// </example>
- ///
- /// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
- /// </remarks>
- /// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
- /// <seealso cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>
- /// <seealso cref="InputBinding.overridePath"/>
- public static void LoadBindingOverridesFromJson(this IInputActionCollection2 actions, string json, bool removeExisting = true)
- {
- if (actions == null)
- throw new ArgumentNullException(nameof(actions));
-
- using (DeferBindingResolution())
- {
- if (removeExisting)
- actions.RemoveAllBindingOverrides();
-
- actions.LoadBindingOverridesFromJsonInternal(json);
- }
- }
-
- /// <summary>
- /// Restore all binding overrides stored in the given JSON string to the bindings of <paramref name="action"/>.
- /// </summary>
- /// <param name="action">Action to restore bindings on.</param>
- /// <param name="json">A string persisting binding overrides in JSON format. See
- /// <see cref="SaveBindingOverridesAsJson(InputAction)"/>.</param>
- /// <param name="removeExisting">If true (default), all existing overrides present on the bindings
- /// of <paramref name="action"/> will be removed first. If false, existing binding overrides will be left
- /// in place but may be overwritten by overrides present in <paramref name="json"/>.</param>
- /// <remarks>
- /// <example>
- /// <code>
- /// void SaveUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = player.actions.SaveBindingOverridesAsJson();
- /// PlayerPrefs.SetString("rebinds", rebinds);
- /// }
- ///
- /// void LoadUserRebinds(PlayerInput player)
- /// {
- /// var rebinds = PlayerPrefs.GetString("rebinds");
- /// player.actions.LoadBindingOverridesFromJson(rebinds);
- /// }
- /// </code>
- /// </example>
- ///
- /// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
- /// </remarks>
- /// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
- /// <seealso cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>
- /// <seealso cref="InputBinding.overridePath"/>
- public static void LoadBindingOverridesFromJson(this InputAction action, string json, bool removeExisting = true)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- using (DeferBindingResolution())
- {
- if (removeExisting)
- action.RemoveAllBindingOverrides();
-
- action.GetOrCreateActionMap().LoadBindingOverridesFromJsonInternal(json);
- }
- }
-
- private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollection2 actions, string json)
- {
- if (string.IsNullOrEmpty(json))
- return;
-
- var overrides = JsonUtility.FromJson<InputActionMap.BindingOverrideListJson>(json);
- foreach (var entry in overrides.bindings)
- {
- // Try to find the binding by ID.
- if (!string.IsNullOrEmpty(entry.id))
- {
- var bindingIndex = actions.FindBinding(new InputBinding { m_Id = entry.id }, out var action);
- if (bindingIndex != -1)
- {
- action.ApplyBindingOverride(bindingIndex, InputActionMap.BindingOverrideJson.ToBinding(entry));
- continue;
- }
- }
- Debug.LogWarning("Could not override binding as no existing binding was found with the id: " + entry.id);
- }
- }
-
- ////TODO: allow overwriting magnitude with custom values; maybe turn more into an overall "score" for a control
-
- /// <summary>
- /// An ongoing rebinding operation.
- /// </summary>
- /// <remarks>
- /// <example>
- /// An example for how to use this class comes with the Input System package in the form of the "Rebinding UI" sample
- /// that can be installed from the Package Manager UI in the Unity editor. The sample comes with a reusable <c>RebindActionUI</c>
- /// component that also has a dedicated custom inspector.
- /// </example>
- ///
- /// The most convenient way to use this class is by using <see cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>.
- /// This method sets up many default behaviors based on the information found in the given action.
- ///
- /// Note that instances of this class <em>must</em> be disposed of to not leak memory on the unmanaged heap.
- ///
- /// <example>
- /// <code>
- /// // A MonoBehaviour that can be hooked up to a UI.Button control.
- /// public class RebindButton : MonoBehaviour
- /// {
- /// public InputActionReference m_Action; // Reference to an action to rebind.
- /// public int m_BindingIndex; // Index into m_Action.bindings for binding to rebind.
- /// public Text m_DisplayText; // Text in UI that receives the binding display string.
- ///
- /// public void OnEnable()
- /// {
- /// UpdateDisplayText();
- /// }
- ///
- /// public void OnDisable()
- /// {
- /// m_Rebind?.Dispose();
- /// }
- ///
- /// public void OnClick()
- /// {
- /// var rebind = m_Action.PerformInteractiveRebinding()
- /// .WithTargetBinding(m_BindingIndex)
- /// .OnComplete(_ => UpdateDisplayText())
- /// .Start();
- /// }
- ///
- /// private void UpdateDisplayText()
- /// {
- /// m_DisplayText.text = m_Action.GetBindingDisplayString(m_BindingIndex);
- /// }
- ///
- /// private void RebindingOperation m_Rebind;
- /// }
- ///
- /// rebind.Start();
- /// </code>
- /// </example>
- ///
- /// The goal of a rebind is always to generate a control path (see <see cref="InputControlPath"/>) usable
- /// with a binding. By default, the generated path will be installed in <see cref="InputBinding.overridePath"/>.
- /// This is non-destructive as the original path is left intact in the form of <see cref="InputBinding.path"/>.
- ///
- /// This class acts as both a configuration interface for rebinds as well as a controller while
- /// the rebind is ongoing. An instance can be reused arbitrary many times. Doing so can avoid allocating
- /// additional GC memory (the class internally retains state that it can reuse for multiple rebinds).
- ///
- /// Note, however, that during rebinding it can be necessary to look at the <see cref="InputControlLayout"/>
- /// information registered in the system which means that layouts may have to be loaded. These will be
- /// cached for as long as the rebind operation is not disposed of.
- ///
- /// To reset the configuration of a rebind operation without releasing its memory, call <see cref="Reset"/>.
- /// Note that changing configuration while a rebind is in progress in not allowed and will throw
- /// <see cref="InvalidOperationException"/>.
- ///
- /// Note that it is also possible to use this class for selecting controls interactively without also
- /// having an <see cref="InputAction"/> or even associated <see cref="InputBinding"/>s. To set this up,
- /// configure the rebind accordingly with the respective methods (such as <see cref="WithExpectedControlType{Type}"/>)
- /// and use <see cref="OnApplyBinding"/> to intercept the binding override process and instead use custom
- /// logic to do something with the resulting path (or to even just use the control list found in <see cref="candidates"/>).
- /// </remarks>
- /// <seealso cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>
- public sealed class RebindingOperation : IDisposable
- {
- public const float kDefaultMagnitudeThreshold = 0.2f;
-
- /// <summary>
- /// The action that rebinding is being performed on.
- /// </summary>
- /// <seealso cref="WithAction"/>
- public InputAction action => m_ActionToRebind;
-
- /// <summary>
- /// Optional mask to determine which bindings to apply overrides to.
- /// </summary>
- /// <remarks>
- /// If this is not null, all bindings that match this mask will have overrides applied to them.
- /// </remarks>
- public InputBinding? bindingMask => m_BindingMask;
-
- ////REVIEW: exposing this as InputControlList is very misleading as users will not get an error when modifying the list;
- //// however, exposing through an interface will lead to boxing...
- /// <summary>
- /// Controls that had input and were deemed potential matches to rebind to.
- /// </summary>
- /// <remarks>
- /// Controls in the list should be ordered by priority with the first element in the list being
- /// considered the best match.
- /// </remarks>
- /// <seealso cref="AddCandidate"/>
- /// <seealso cref="RemoveCandidate"/>
- /// <seealso cref="scores"/>
- /// <seealso cref="magnitudes"/>
- public InputControlList<InputControl> candidates => m_Candidates;
-
- /// <summary>
- /// The matching score for each control in <see cref="candidates"/>.
- /// </summary>
- /// <value>A relative floating-point score for each control in <see cref="candidates"/>.</value>
- /// <remarks>
- /// Candidates are ranked and sorted by their score. By default, a score is computed for each candidate
- /// control automatically. However, this can be overridden using <see cref="OnComputeScore"/>.
- ///
- /// Default scores are directly based on magnitudes (see <see cref="InputControl.EvaluateMagnitude()"/>).
- /// The greater the magnitude of actuation, the greater the score associated with the control. This means,
- /// for example, that if both X and Y are actuated on a gamepad stick, the axis with the greater amount
- /// of actuation will get scored higher and thus be more likely to get picked.
- ///
- /// In addition, 1 is added to each default score if the respective control is non-synthetic (see <see
- /// cref="InputControl.synthetic"/>). This will give controls that correspond to actual controls present
- /// on the device precedence over those added internally. For example, if both are actuated, the synthetic
- /// <see cref="Controls.StickControl.up"/> button on stick controls will be ranked lower than the <see
- /// cref="Gamepad.buttonSouth"/> which is an actual button on the device.
- /// </remarks>
- /// <seealso cref="OnComputeScore"/>
- /// <seealso cref="candidates"/>
- /// <seealso cref="magnitudes"/>
- public ReadOnlyArray<float> scores => new ReadOnlyArray<float>(m_Scores, 0, m_Candidates.Count);
-
- /// <summary>
- /// The matching control actuation level (see <see cref="InputControl.EvaluateMagnitude()"/> for each control in <see cref="candidates"/>.
- /// </summary>
- /// <value><see cref="InputControl.EvaluateMagnitude()"/> result for each <see cref="InputControl"/> in <see cref="candidates"/>.</value>
- /// <remarks>
- /// This array mirrors <see cref="candidates"/>, i.e. each entry corresponds to the entry in <see cref="candidates"/> at
- /// the same index.
- /// </remarks>
- /// <seealso cref="InputControl.EvaluateMagnitude()"/>
- /// <seealso cref="candidates"/>
- /// <seealso cref="scores"/>
- public ReadOnlyArray<float> magnitudes => new ReadOnlyArray<float>(m_Magnitudes, 0, m_Candidates.Count);
-
- /// <summary>
- /// The control currently deemed the best candidate.
- /// </summary>
- /// <value>Primary candidate control at this point.</value>
- /// <remarks>
- /// If there are no candidates yet, this returns <c>null</c>. If there are candidates,
- /// it returns the first element of <see cref="candidates"/> which is always the control
- /// with the highest matching score.
- /// </remarks>
- public InputControl selectedControl
- {
- get
- {
- if (m_Candidates.Count == 0)
- return null;
-
- return m_Candidates[0];
- }
-
- ////TODO: allow setting this directly from a callback
- }
-
- /// <summary>
- /// Whether the rebind is currently in progress.
- /// </summary>
- /// <value>Whether rebind is in progress.</value>
- /// <remarks>
- /// This is true after calling <see cref="Start"/> and set to false when
- /// <see cref="OnComplete"/> or <see cref="OnCancel"/> is called.
- /// </remarks>
- /// <seealso cref="Start"/>
- /// <seealso cref="completed"/>
- /// <seealso cref="canceled"/>
- public bool started => (m_Flags & Flags.Started) != 0;
-
- /// <summary>
- /// Whether the rebind has been completed.
- /// </summary>
- /// <value>True if the rebind has been completed.</value>
- /// <seealso cref="OnComplete(Action{RebindingOperation})"/>
- /// <seealso cref="OnComplete"/>
- public bool completed => (m_Flags & Flags.Completed) != 0;
-
- /// <summary>
- /// Whether the rebind has been cancelled.
- /// </summary>
- /// <seealso cref="OnCancel"/>
- public bool canceled => (m_Flags & Flags.Canceled) != 0;
-
- public double startTime => m_StartTime;
-
- public float timeout => m_Timeout;
-
- /// <summary>
- /// Name of the control layout that the rebind is looking for.
- /// </summary>
- /// <remarks>
- /// This is optional but in general, rebinds will be more successful when the operation knows
- /// what kind of input it is looking for.
- ///
- /// If an action is supplied with <see cref="WithAction"/> (automatically done by <see cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>),
- /// the expected control type is automatically set to <see cref="InputAction.expectedControlType"/> or, if that is
- /// not set, to <c>"Button"</c> in case the action has type <see cref="InputActionType.Button"/>.
- ///
- /// If a binding is supplied with <see cref="WithTargetBinding"/> and the binding is a part binding (see <see cref="InputBinding.isPartOfComposite"/>),
- /// the expected control type is automatically set to that expected by the respective part of the composite.
- ///
- /// If this is set, any input on controls that are not of the expected type is ignored. If this is not set,
- /// any control that matches all of the other criteria is considered for rebinding.
- /// </remarks>
- /// <seealso cref="InputControl.layout"/>
- /// <seealso cref="InputAction.expectedControlType"/>
- public string expectedControlType => m_ExpectedLayout;
-
- /// <summary>
- /// Perform rebinding on the bindings of the given action.
- /// </summary>
- /// <param name="action">Action to perform rebinding on.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Note that by default, a rebind does not have a binding mask or any other setting
- /// that constrains which binding the rebind is applied to. This means that if the action
- /// has multiple bindings, all of them will have overrides applied to them.
- ///
- /// To target specific bindings, either set a binding index with <see cref="WithTargetBinding"/>,
- /// or set a binding mask with <see cref="WithBindingMask"/> or <see cref="WithBindingGroup"/>.
- ///
- /// If the action has an associated <see cref="InputAction.expectedControlType"/> set,
- /// it will automatically be passed to <see cref="WithExpectedControlType(string)"/>.
- /// </remarks>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <exception cref="InvalidOperationException"><paramref name="action"/> is currently enabled.</exception>
- /// <seealso cref="PerformInteractiveRebinding"/>
- public RebindingOperation WithAction(InputAction action)
- {
- ThrowIfRebindInProgress();
-
- if (action == null)
- throw new ArgumentNullException(nameof(action));
- if (action.enabled)
- throw new InvalidOperationException($"Cannot rebind action '{action}' while it is enabled");
-
- m_ActionToRebind = action;
-
- // If the action has an associated expected layout, constrain ourselves by it.
- // NOTE: We do *NOT* translate this to a control type and constrain by that as a whole chain
- // of derived layouts may share the same control type.
- if (!string.IsNullOrEmpty(action.expectedControlType))
- WithExpectedControlType(action.expectedControlType);
- else if (action.type == InputActionType.Button)
- WithExpectedControlType("Button");
-
- return this;
- }
-
- /// <summary>
- /// Prevent all input events that have input matching the rebind operation's configuration from reaching
- /// its targeted <see cref="InputDevice"/>s and thus taking effect.
- /// </summary>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// While rebinding interactively, it is usually for the most part undesirable for input to actually have an effect.
- /// For example, when rebind gamepad input, pressing the "A" button should not lead to a "submit" action in the UI.
- /// For this reason, a rebind can be configured to automatically swallow any input event except the ones having
- /// input on controls matching <see cref="WithControlsExcluding"/>.
- ///
- /// Not at all input necessarily should be suppressed. For example, it can be desirable to have UI that
- /// allows the user to cancel an ongoing rebind by clicking with the mouse. This means that mouse position and
- /// click input should come through. For this reason, input from controls matching <see cref="WithControlsExcluding"/>
- /// is still let through.
- /// </remarks>
- public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true)
- {
- ThrowIfRebindInProgress();
- if (value)
- m_Flags |= Flags.SuppressMatchingEvents;
- else
- m_Flags &= ~Flags.SuppressMatchingEvents;
- return this;
- }
-
- /// <summary>
- /// Set the control path that is matched against actuated controls.
- /// </summary>
- /// <param name="binding">A control path (see <see cref="InputControlPath"/>) such as <c>"<Keyboard>/escape"</c>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Note that every rebind operation has only one such path. Calling this method repeatedly will overwrite
- /// the path set from prior calls.
- ///
- /// <code>
- /// var rebind = new RebindingOperation();
- ///
- /// // Cancel from keyboard escape key.
- /// rebind
- /// .WithCancelingThrough("<Keyboard>/escape");
- ///
- /// // Cancel from any control with "Cancel" usage.
- /// // NOTE: This can be dangerous. The control that the wants to bind to may have the "Cancel"
- /// // usage assigned to it, thus making it impossible for the user to bind to the control.
- /// rebind
- /// .WithCancelingThrough("*/{Cancel}");
- /// </code>
- /// </remarks>
- public RebindingOperation WithCancelingThrough(string binding)
- {
- ThrowIfRebindInProgress();
- m_CancelBinding = binding;
- return this;
- }
-
- public RebindingOperation WithCancelingThrough(InputControl control)
- {
- ThrowIfRebindInProgress();
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- return WithCancelingThrough(control.path);
- }
-
- public RebindingOperation WithExpectedControlType(string layoutName)
- {
- ThrowIfRebindInProgress();
- m_ExpectedLayout = new InternedString(layoutName);
- return this;
- }
-
- public RebindingOperation WithExpectedControlType(Type type)
- {
- ThrowIfRebindInProgress();
- if (type != null && !typeof(InputControl).IsAssignableFrom(type))
- throw new ArgumentException($"Type '{type.Name}' is not an InputControl", "type");
- m_ControlType = type;
- return this;
- }
-
- public RebindingOperation WithExpectedControlType<TControl>()
- where TControl : InputControl
- {
- ThrowIfRebindInProgress();
- return WithExpectedControlType(typeof(TControl));
- }
-
- ////TODO: allow targeting bindings by name (i.e. be able to say WithTargetBinding("Left"))
- /// <summary>
- /// Rebinding a specific <see cref="InputBinding"/> on an <see cref="InputAction"/> as identified
- /// by the given index into <see cref="InputAction.bindings"/>.
- /// </summary>
- /// <param name="bindingIndex">Index into <see cref="InputAction.bindings"/> of the action supplied
- /// by <see cref="WithAction"/>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Note that if the given binding is a part binding of a composite (see <see cref="InputBinding.isPartOfComposite"/>),
- /// then the expected control type (see <see cref="WithExpectedControlType(string)"/>) is implicitly changed to
- /// match the type of control expected by the given part. If, for example, the composite the part belongs to
- /// is a <see cref="Composites.Vector2Composite"/>, then the expected control type is implicitly changed to
- /// <see cref="Controls.ButtonControl"/>.
- ///
- /// <example>
- /// <code>
- /// // Create an action with a WASD setup.
- /// var moveAction = new InputAction(expectedControlType: "Vector2");
- /// moveAction.AddCompositeBinding("2DVector")
- /// .With("Up", "<Keyboard>/w")
- /// .With("Down", "<Keyboard>/s")
- /// .With("Left", "<Keyboard>/a")
- /// .With("Right", "<Keyboard>/d");
- ///
- /// // Start a rebind of the "Up" binding.
- /// moveAction.PerformInteractiveRebinding()
- /// .WithTargetBinding(1)
- /// .Start();
- /// </code>
- /// </example>
- /// </remarks>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is negative.</exception>
- /// <seealso cref="WithAction"/>
- /// <seealso cref="InputAction.bindings"/>
- /// <seealso cref="WithBindingMask"/>
- /// <seealso cref="WithBindingGroup"/>
- public RebindingOperation WithTargetBinding(int bindingIndex)
- {
- if (bindingIndex < 0)
- throw new ArgumentOutOfRangeException(nameof(bindingIndex));
-
- m_TargetBindingIndex = bindingIndex;
-
- ////REVIEW: This works nicely with this method but doesn't work as nicely with other means of selecting bindings (by group or mask).
-
- if (m_ActionToRebind != null && bindingIndex < m_ActionToRebind.bindings.Count)
- {
- var binding = m_ActionToRebind.bindings[bindingIndex];
-
- // If it's a composite, this also changes the type of the control we're looking for.
- if (binding.isPartOfComposite)
- {
- var composite = m_ActionToRebind.ChangeBinding(bindingIndex).PreviousCompositeBinding().binding.GetNameOfComposite();
- var partName = binding.name;
- var expectedLayout = InputBindingComposite.GetExpectedControlLayoutName(composite, partName);
- if (!string.IsNullOrEmpty(expectedLayout))
- WithExpectedControlType(expectedLayout);
- }
-
- // If the binding is part of a control scheme, only accept controls
- // that also match device requirements.
- var asset = action.actionMap?.asset;
- if (asset != null && !string.IsNullOrEmpty(binding.groups))
- {
- foreach (var group in binding.groups.Split(InputBinding.Separator))
- {
- var controlSchemeIndex =
- asset.controlSchemes.IndexOf(x => group.Equals(x.bindingGroup, StringComparison.InvariantCultureIgnoreCase));
- if (controlSchemeIndex == -1)
- continue;
-
- ////TODO: make this deal with and/or requirements
-
- var controlScheme = asset.controlSchemes[controlSchemeIndex];
- foreach (var requirement in controlScheme.deviceRequirements)
- WithControlsHavingToMatchPath(requirement.controlPath);
- }
- }
- }
-
- return this;
- }
-
- /// <summary>
- /// Apply the rebinding to all <see cref="InputAction.bindings"/> of the action given by <see cref="WithAction"/>
- /// which are match the given binding mask (see <see cref="InputBinding.Matches"/>).
- /// </summary>
- /// <param name="bindingMask">A binding mask. See <see cref="InputBinding.Matches"/>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <seealso cref="WithBindingGroup"/>
- /// <seealso cref="WithTargetBinding"/>
- public RebindingOperation WithBindingMask(InputBinding? bindingMask)
- {
- m_BindingMask = bindingMask;
- return this;
- }
-
- /// <summary>
- /// Apply the rebinding to all <see cref="InputAction.bindings"/> of the action given by <see cref="WithAction"/>
- /// which are associated with the given binding group (see <see cref="InputBinding.groups"/>).
- /// </summary>
- /// <param name="group">A binding group. See <see cref="InputBinding.groups"/>. A binding matches if any of its
- /// group associates matches.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <seealso cref="WithBindingMask"/>
- /// <seealso cref="WithTargetBinding"/>
- public RebindingOperation WithBindingGroup(string group)
- {
- return WithBindingMask(new InputBinding {groups = group});
- }
-
- /// <summary>
- /// Disable the default behavior of automatically generalizing the path of a selected control.
- /// </summary>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// At runtime, every <see cref="InputControl"/> has a unique path in the system (<see cref="InputControl.path"/>).
- /// However, when performing rebinds, we are not generally interested in the specific runtime path of the
- /// control -- which may depend on the number and types of devices present. In fact, most of the time we are not
- /// even interested in what particular brand of device the user is rebinding to but rather want to just bind based
- /// on the device's broad category.
- ///
- /// For example, if the user has a DualShock controller and performs an interactive rebind, we usually do not want
- /// to generate override paths that reflects that the input specifically came from a DualShock controller. Rather,
- /// we're usually interested in the fact that it came from a gamepad.
- /// </remarks>
- /// <seealso cref="InputBinding.overridePath"/>
- /// <seealso cref="OnGeneratePath"/>
- public RebindingOperation WithoutGeneralizingPathOfSelectedControl()
- {
- m_Flags |= Flags.DontGeneralizePathOfSelectedControl;
- return this;
- }
-
- /// <summary>
- /// Instead of applying the generated path as an <see cref="InputBinding.overridePath"/>,
- /// create a new binding on the given action (see <see cref="WithAction"/>).
- /// </summary>
- /// <param name="group">Binding group (see <see cref="InputBinding.groups"/>) to apply to the new binding.
- /// This determines, for example, which control scheme (if any) the binding is associated with.</param>
- /// <returns></returns>
- /// <seealso cref="OnApplyBinding"/>
- public RebindingOperation WithRebindAddingNewBinding(string group = null)
- {
- m_Flags |= Flags.AddNewBinding;
- m_BindingGroupForNewBinding = group;
- return this;
- }
-
- /// <summary>
- /// Require actuation of controls to exceed a certain level.
- /// </summary>
- /// <param name="magnitude">Minimum magnitude threshold that has to be reached on a control
- /// for it to be considered a candidate. See <see cref="InputControl.EvaluateMagnitude()"/> for
- /// details about magnitude evaluations.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <exception cref="ArgumentException"><paramref name="magnitude"/> is negative.</exception>
- /// <remarks>
- /// Rebind operations use a default threshold of 0.2. This means that the actuation level
- /// of any control as returned by <see cref="InputControl.EvaluateMagnitude()"/> must be equal
- /// or greater than 0.2 for it to be considered a potential candidate. This helps filter out
- /// controls that are actuated incidentally as part of actuating other controls.
- ///
- /// For example, if the player wants to bind an action to the X axis of the gamepad's right
- /// stick, the player will almost unavoidably also actuate the Y axis to a certain degree.
- /// However, if actuation of the Y axis stays under 2.0, it will automatically get filtered out.
- ///
- /// Note that the magnitude threshold is not the only mechanism that helps trying to find
- /// the most actuated control. In fact, all controls will eventually be sorted by magnitude
- /// of actuation so even if both X and Y of a stick make it into the candidate list, if X
- /// is actuated more strongly than Y, it will be favored.
- ///
- /// Note that you can also use this method to <em>lower</em> the default threshold of 0.2
- /// in case you want more controls to make it through the matching process.
- /// </remarks>
- /// <seealso cref="magnitudes"/>
- /// <seealso cref="InputControl.EvaluateMagnitude()"/>
- public RebindingOperation WithMagnitudeHavingToBeGreaterThan(float magnitude)
- {
- ThrowIfRebindInProgress();
- if (magnitude < 0)
- throw new ArgumentException($"Magnitude has to be positive but was {magnitude}",
- nameof(magnitude));
- m_MagnitudeThreshold = magnitude;
- return this;
- }
-
- /// <summary>
- /// Do not ignore input from noisy controls.
- /// </summary>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// By default, noisy controls are ignored for rebinds. This means that, for example, a gyro
- /// inside a gamepad will not be considered as a potential candidate control as it is hard
- /// to tell valid user interaction on the control apart from random jittering that occurs
- /// on noisy controls.
- ///
- /// By calling this method, this behavior can be disabled. This is usually only useful when
- /// implementing custom candidate selection through <see cref="OnPotentialMatch"/>.
- /// </remarks>
- /// <seealso cref="InputControl.noisy"/>
- public RebindingOperation WithoutIgnoringNoisyControls()
- {
- ThrowIfRebindInProgress();
- m_Flags |= Flags.DontIgnoreNoisyControls;
- return this;
- }
-
- /// <summary>
- /// Restrict candidate controls using a control path (see <see cref="InputControlPath"/>).
- /// </summary>
- /// <param name="path">A control path. See <see cref="InputControlPath"/>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
- /// <remarks>
- /// This method is most useful to, for example, restrict controls to specific types of devices.
- /// If, say, you want to let the player only bind to gamepads, you can do so using
- ///
- /// <example>
- /// <code>
- /// rebind.WithControlsHavingToMatchPath("<Gamepad>");
- /// </code>
- /// </example>
- ///
- /// This method can be called repeatedly to add multiple paths. The effect is that candidates
- /// are accepted if <em>any</em> of the given paths matches. To reset the list, call <see
- /// cref="Reset"/>.
- /// </remarks>
- /// <seealso cref="InputControlPath.Matches"/>
- public RebindingOperation WithControlsHavingToMatchPath(string path)
- {
- ThrowIfRebindInProgress();
- if (string.IsNullOrEmpty(path))
- throw new ArgumentNullException(nameof(path));
- for (var i = 0; i < m_IncludePathCount; ++i)
- if (string.Compare(m_IncludePaths[i], path, StringComparison.InvariantCultureIgnoreCase) == 0)
- return this;
- ArrayHelpers.AppendWithCapacity(ref m_IncludePaths, ref m_IncludePathCount, path);
- return this;
- }
-
- ////REVIEW: This API has been confusing for users who usually will do something like WithControlsExcluding("Mouse"); find a more intuitive way to do this
- /// <summary>
- /// Prevent specific controls from being considered as candidate controls.
- /// </summary>
- /// <param name="path">A control path. See <see cref="InputControlPath"/>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
- /// <remarks>
- /// Some controls can be undesirable to include in the candidate selection process even
- /// though they constitute valid, non-noise user input. For example, in a desktop application,
- /// the mouse will usually be used to navigate the UI including a rebinding UI that makes
- /// use of RebindingOperation. It can thus be advisable to exclude specific pointer controls
- /// like so:
- ///
- /// <example>
- /// <code>
- /// rebind
- /// .WithControlsExcluding("<Pointer>/position") // Don't bind to mouse position
- /// .WithControlsExcluding("<Pointer>/delta") // Don't bind to mouse movement deltas
- /// .WithControlsExcluding("<Pointer>/{PrimaryAction}") // don't bind to controls such as leftButton and taps.
- /// </code>
- /// </example>
- ///
- /// This method can be called repeatedly to add multiple exclusions. To reset the list,
- /// call <see cref="Reset"/>.
- /// </remarks>
- /// <seealso cref="InputControlPath.Matches"/>
- public RebindingOperation WithControlsExcluding(string path)
- {
- ThrowIfRebindInProgress();
- if (string.IsNullOrEmpty(path))
- throw new ArgumentNullException(nameof(path));
- for (var i = 0; i < m_ExcludePathCount; ++i)
- if (string.Compare(m_ExcludePaths[i], path, StringComparison.InvariantCultureIgnoreCase) == 0)
- return this;
- ArrayHelpers.AppendWithCapacity(ref m_ExcludePaths, ref m_ExcludePathCount, path);
- return this;
- }
-
- /// <summary>
- /// If no match materializes with <paramref name="timeInSeconds"/>, cancel the rebind automatically.
- /// </summary>
- /// <param name="timeInSeconds">Time in seconds to wait for a successful rebind. Disabled if timeout is less than or equal to 0.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Limiting rebinds by time can be useful in situations where a rebind may potentially put the user in a situation where
- /// there is no other way to escape the rebind. For example, if <see cref="WithMatchingEventsBeingSuppressed"/> is engaged,
- /// input may be consumed by the rebind and thus not reach the UI if <see cref="WithControlsExcluding"/> has not also been
- /// configured accordingly.
- ///
- /// By default, no timeout is set.
- /// </remarks>
- /// <seealso cref="timeout"/>
- public RebindingOperation WithTimeout(float timeInSeconds)
- {
- m_Timeout = timeInSeconds;
- return this;
- }
-
- /// <summary>
- /// Delegate to invoke when the rebind completes successfully.
- /// </summary>
- /// <param name="callback">A delegate to invoke when the rebind is <see cref="completed"/>.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Note that by the time this is invoked, the rebind has been fully applied, that is
- /// <see cref="OnApplyBinding"/> has been executed.
- /// </remarks>
- public RebindingOperation OnComplete(Action<RebindingOperation> callback)
- {
- m_OnComplete = callback;
- return this;
- }
-
- /// <summary>
- /// Delegate to invoke when the rebind is cancelled instead of completing. This happens when either an
- /// input is received from a control explicitly set up to trigger cancellation (see <see cref="WithCancelingThrough(string)"/>
- /// and <see cref="WithCancelingThrough(InputControl)"/>) or when <see cref="Cancel"/> is called
- /// explicitly.
- /// </summary>
- /// <param name="callback">Delegate to invoke when the rebind is cancelled.</param>
- /// <returns></returns>
- /// <seealso cref="WithCancelingThrough(string)"/>
- /// <seealso cref="Cancel"/>
- /// <seealso cref="canceled"/>
- public RebindingOperation OnCancel(Action<RebindingOperation> callback)
- {
- m_OnCancel = callback;
- return this;
- }
-
- /// <summary>
- /// Delegate to invoke when the rebind has found one or more controls that it considers
- /// potential matches. This allows modifying priority of matches or adding or removing
- /// matches altogether.
- /// </summary>
- /// <param name="callback">Callback to invoke when one or more suitable controls have been found.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// The matches will be contained in <see cref="candidates"/>. In the callback, you can,
- /// for example, alter the contents of the list in order to customize the selection process.
- /// You can remove candidates with <see cref="AddCandidate"/> and/or remove candidates
- /// with <see cref="RemoveCandidate"/>.
- /// </remarks>
- /// <seealso cref="candidates"/>
- public RebindingOperation OnPotentialMatch(Action<RebindingOperation> callback)
- {
- m_OnPotentialMatch = callback;
- return this;
- }
-
- /// <summary>
- /// Set function to call when generating the final binding path (see <see cref="InputBinding.path"/>) for a control
- /// that has been selected.
- /// </summary>
- /// <param name="callback">Delegate to call for when to generate a binding path.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// A rebind will by default create a path that it deems most useful for the purpose of rebinding. However, this
- /// logic may be undesirable for your use case. By supplying a custom callback you can bypass this logic and thus replace it.
- ///
- /// When a matching control is singled out, the default logic will look for the device that introduces the given
- /// control. For example, if the A button is pressed on an Xbox gamepad, the resulting path will be <c>"<Gamepad>/buttonSouth"</c>
- /// as it is the <see cref="Gamepad"/> device that introduces the south face button on gamepads. Thus, the binding will work
- /// with any other gamepad, not just the Xbox controller.
- ///
- /// If the delegate returns a null or empty string, the default logic will be re-engaged.
- /// </remarks>
- /// <seealso cref="InputBinding.path"/>
- /// <seealso cref="WithoutGeneralizingPathOfSelectedControl"/>
- public RebindingOperation OnGeneratePath(Func<InputControl, string> callback)
- {
- m_OnGeneratePath = callback;
- return this;
- }
-
- /// <summary>
- /// Delegate to invoke for compute the matching score for a candidate control.
- /// </summary>
- /// <param name="callback">A delegate that computes matching scores.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// By default, the actuation level of a control is used as its matching score. For a <see cref="Controls.StickControl"/>,
- /// for example, the vector magnitude of the control will be its score. So, a stick that is actuated just a little
- /// will have a lower score than a stick that is actuated to maximum extent in one direction.
- ///
- /// The control with the highest score will be the one appearing at index 0 in <see cref="candidates"/> and thus
- /// will be the control picked by the rebind as the top candidate.
- ///
- /// By installing a custom delegate, it is possible to customize the scoring and apply custom logic to boost
- /// or lower scores of controls.
- ///
- /// The first argument to the delegate is the control that is being added to <see cref="candidates"/> and the
- /// second argument is a pointer to the input event that contains an input on the control.
- /// </remarks>
- /// <seealso cref="scores"/>
- /// <seealso cref="candidates"/>
- public RebindingOperation OnComputeScore(Func<InputControl, InputEventPtr, float> callback)
- {
- m_OnComputeScore = callback;
- return this;
- }
-
- /// <summary>
- /// Apply a generated binding <see cref="InputBinding.path"/> as the final step to complete a rebind.
- /// </summary>
- /// <param name="callback">Delegate to invoke in order to the apply the generated binding path.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Once a binding path has been generated (see <see cref="OnGeneratePath"/>) from a candidate control,
- /// the last step is to apply the path. The default logic will take the supplied action (see <see cref="WithAction"/>)
- /// and apply the path as an <see cref="InputBinding.overridePath"/> on all bindings that have been selected
- /// for rebinding with <see cref="WithTargetBinding"/>, <see cref="WithBindingMask"/>, or <see cref="WithBindingGroup"/>.
- ///
- /// To customize this process, you can supply a custom delegate via this method. If you do so, the default
- /// logic is bypassed and the step left entirely to the delegate. This also makes it possible to use
- /// rebind operations without even having an action or even <see cref="InputBinding"/>s.
- /// </remarks>
- public RebindingOperation OnApplyBinding(Action<RebindingOperation, string> callback)
- {
- m_OnApplyBinding = callback;
- return this;
- }
-
- /// <summary>
- /// If a successful match has been found, wait for the given time for a better match to appear before
- /// committing to the match.
- /// </summary>
- /// <param name="seconds">Time in seconds to wait until committing to a match.</param>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// While this adds a certain amount of lag to the operation, the lag is not really perceptible if the timeout
- /// is kept short.
- ///
- /// What this helps with is controls such as sticks where, when moved out of the deadzone, the initial direction
- /// that the user presses may not be the one actually intended. For example, the user may be pressing slightly
- /// more in the X direction before finally very clearly going more strongly in the Y direction. If the rebind
- /// does not wait for a bit but instead takes the first actuation as is, the rebind may appear overly brittle.
- ///
- /// An alternative to timeouts is to set higher magnitude thresholds with <see cref="WithMagnitudeHavingToBeGreaterThan"/>.
- /// The default threshold is 0.2f. By setting it to 0.6f or even higher, timeouts may be unnecessary.
- /// </remarks>
- public RebindingOperation OnMatchWaitForAnother(float seconds)
- {
- m_WaitSecondsAfterMatch = seconds;
- return this;
- }
-
- /// <summary>
- /// Start the rebinding. This should be invoked after the rebind operation has been fully configured.
- /// </summary>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <exception cref="InvalidOperationException">The rebind has been configure incorrectly. For example, no action has
- /// been given but no <see cref="OnApplyBinding"/> callback has been installed either.</exception>
- /// <seealso cref="Cancel"/>
- /// <seealso cref="Dispose"/>
- public RebindingOperation Start()
- {
- // Ignore if already started.
- if (started)
- return this;
-
- // Make sure our configuration is sound.
- if (m_ActionToRebind != null && m_ActionToRebind.bindings.Count == 0 && (m_Flags & Flags.AddNewBinding) == 0)
- throw new InvalidOperationException(
- $"Action '{action}' must have at least one existing binding or must be used with WithRebindingAddNewBinding()");
- if (m_ActionToRebind == null && m_OnApplyBinding == null)
- throw new InvalidOperationException(
- "Must either have an action (call WithAction()) to apply binding to or have a custom callback to apply the binding (call OnApplyBinding())");
-
- m_StartTime = InputState.currentTime;
-
- if (m_WaitSecondsAfterMatch > 0 || m_Timeout > 0)
- {
- HookOnAfterUpdate();
- m_LastMatchTime = -1;
- }
-
- HookOnEvent();
-
- m_Flags |= Flags.Started;
- m_Flags &= ~Flags.Canceled;
- m_Flags &= ~Flags.Completed;
-
- return this;
- }
-
- /// <summary>
- /// Cancel an ongoing rebind. This will invoke the callback supplied by <see cref="OnCancel"/> (if any).
- /// </summary>
- /// <seealso cref="Start"/>
- /// <see cref="started"/>
- public void Cancel()
- {
- if (!started)
- return;
-
- OnCancel();
- }
-
- /// <summary>
- /// Manually complete the rebinding operation.
- /// </summary>
- public void Complete()
- {
- if (!started)
- return;
-
- OnComplete();
- }
-
- /// <summary>
- /// Add a candidate to <see cref="candidates"/>. This will also add values to <see cref="scores"/> and
- /// <see cref="magnitudes"/>. If the control has already been added, it's values are simply updated based
- /// on the given arguments.
- /// </summary>
- /// <param name="control">A control that is meant to be considered as a candidate for the rebind.</param>
- /// <param name="score">The score to associate with the control (see <see cref="scores"/>). By default, the control with the highest
- /// score will be picked by the rebind.</param>
- /// <param name="magnitude">Actuation level of the control to enter into <see cref="magnitudes"/>.</param>
- /// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
- /// <seealso cref="RemoveCandidate"/>
- public void AddCandidate(InputControl control, float score, float magnitude = -1)
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- // If it's already added, update score.
- var index = m_Candidates.IndexOf(control);
- if (index != -1)
- {
- m_Scores[index] = score;
- }
- else
- {
- // Otherwise, add it.
- var scoreCount = m_Candidates.Count;
- var magnitudeCount = m_Candidates.Count;
- m_Candidates.Add(control);
- ArrayHelpers.AppendWithCapacity(ref m_Scores, ref scoreCount, score);
- ArrayHelpers.AppendWithCapacity(ref m_Magnitudes, ref magnitudeCount, magnitude);
- }
-
- SortCandidatesByScore();
- }
-
- /// <summary>
- /// Remove a control from the list of <see cref="candidates"/>. This also removes its entries from
- /// <see cref="scores"/> and <see cref="magnitudes"/>.
- /// </summary>
- /// <param name="control">Control to remove from <see cref="candidates"/>.</param>
- /// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
- /// <seealso cref="AddCandidate"/>
- public void RemoveCandidate(InputControl control)
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
-
- var index = m_Candidates.IndexOf(control);
- if (index == -1)
- return;
-
- var candidateCount = m_Candidates.Count;
- m_Candidates.RemoveAt(index);
- ArrayHelpers.EraseAtWithCapacity(m_Scores, ref candidateCount, index);
- }
-
- /// <summary>
- /// Release all memory held by the option, especially unmanaged memory which will not otherwise
- /// be freed.
- /// </summary>
- public void Dispose()
- {
- UnhookOnEvent();
- UnhookOnAfterUpdate();
- m_Candidates.Dispose();
- m_LayoutCache.Clear();
- }
-
- ~RebindingOperation()
- {
- Dispose();
- }
-
- /// <summary>
- /// Reset the configuration on the rebind.
- /// </summary>
- /// <returns>The same RebindingOperation instance.</returns>
- /// <remarks>
- /// Call this method to reset the effects of calling methods such as <see cref="WithAction"/>,
- /// <see cref="WithBindingGroup"/>, etc. but retain other data that the rebind operation
- /// may have allocated already. If you are reusing the same <c>RebindingOperation</c>
- /// multiple times, a good strategy is to reset and reconfigure the operation before starting
- /// it again.
- /// </remarks>
- public RebindingOperation Reset()
- {
- Cancel();
- m_ActionToRebind = default;
- m_BindingMask = default;
- m_ControlType = default;
- m_ExpectedLayout = default;
- m_IncludePathCount = default;
- m_ExcludePathCount = default;
- m_TargetBindingIndex = -1;
- m_BindingGroupForNewBinding = default;
- m_CancelBinding = default;
- m_MagnitudeThreshold = kDefaultMagnitudeThreshold;
- m_Timeout = default;
- m_WaitSecondsAfterMatch = default;
- m_Flags = default;
- m_StartingActuations?.Clear();
- return this;
- }
-
- private void HookOnEvent()
- {
- if ((m_Flags & Flags.OnEventHooked) != 0)
- return;
-
- if (m_OnEventDelegate == null)
- m_OnEventDelegate = OnEvent;
-
- InputSystem.onEvent += m_OnEventDelegate;
- m_Flags |= Flags.OnEventHooked;
- }
-
- private void UnhookOnEvent()
- {
- if ((m_Flags & Flags.OnEventHooked) == 0)
- return;
-
- InputSystem.onEvent -= m_OnEventDelegate;
- m_Flags &= ~Flags.OnEventHooked;
- }
-
- private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device)
- {
- // Ignore if not a state event.
- var eventType = eventPtr.type;
- if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
- return;
-
- ////TODO: add callback that shows the candidate *and* the event to the user (this is particularly useful when we are suppressing
- //// and thus throwing away events)
-
- // Go through controls in the event and see if there's anything interesting.
- // NOTE: We go through quite a few steps and operations here. However, the chief goal here is trying to be as robust
- // as we can in isolating the control the user really means to single out. If this code here does its job, that
- // control should always pop up as the first entry in the candidates list (if the configuration of the rebind
- // operation is otherwise sane).
- var haveChangedCandidates = false;
- var suppressEvent = false;
- var controlEnumerationFlags =
- InputControlExtensions.Enumerate.IncludeNonLeafControls
- | InputControlExtensions.Enumerate.IncludeSyntheticControls;
- if ((m_Flags & Flags.DontIgnoreNoisyControls) != 0)
- controlEnumerationFlags |= InputControlExtensions.Enumerate.IncludeNoisyControls;
- foreach (var control in eventPtr.EnumerateControls(controlEnumerationFlags, device))
- {
- var statePtr = control.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
- Debug.Assert(statePtr != null, "If EnumerateControls() returns a control, GetStatePtrFromStateEvent should not return null for it");
-
- // If the control that cancels has been actuated, abort the operation now.
- if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control) &&
- control.HasValueChangeInState(statePtr))
- {
- OnCancel();
- break;
- }
-
- // If controls must not match certain paths, make sure the control doesn't.
- if (m_ExcludePathCount > 0 && HavePathMatch(control, m_ExcludePaths, m_ExcludePathCount))
- 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 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;
-
- ////REVIEW: shouldn't we generally require any already actuated control to go back to 0 actuation before considering it for a rebind?
-
- // 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))
- {
- // For controls that were already actuated when we started the rebind, we record starting actuations below.
- // However, when such a control goes back to default state, we want to reset that recorded value. This makes
- // sure that if, for example, a key is down when the rebind started, when the key is released and then pressed
- // again, we don't compare to the previously recorded magnitude of 1 but rather to 0.
- if (!m_StartingActuations.ContainsKey(control))
- // ...but we also need to record the first time this control appears in it's default state for the case where
- // the user is holding a discrete control when rebinding starts. On the first release, we'll record here a
- // starting actuation of 0, then when the key is pressed again, the code below will successfully compare the
- // starting value of 0 to the pressed value of 1. If we didn't set this to zero on release, the user would
- // have to release the key, press and release again, and on the next press, it would register as actuated.
- m_StartingActuations.Add(control, 0);
-
- m_StartingActuations[control] = 0;
-
- continue;
- }
-
- // At this point the control is a potential candidate for rebinding and therefore the event may need to be suppressed, if that's enabled.
- suppressEvent = true;
-
- var magnitude = control.EvaluateMagnitude(statePtr);
- if (magnitude >= 0)
- {
- // Determine starting actuation.
- if (m_StartingActuations.TryGetValue(control, out var startingMagnitude) == false)
- {
- // Haven't seen this control changing actuation yet. Record its current actuation as its
- // starting actuation and ignore the control if we haven't reached our actuation threshold yet.
- startingMagnitude = control.magnitude;
- m_StartingActuations.Add(control, startingMagnitude);
- }
-
- // Ignore control if it hasn't exceeded the magnitude threshold relative to its starting actuation yet.
- if (Mathf.Abs(startingMagnitude - magnitude) < m_MagnitudeThreshold)
- continue;
- }
-
- ////REVIEW: this would be more useful by providing the default score *to* the callback (which may alter it or just replace it altogether)
- // 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 = InputState.currentTime;
- }
- }
- else
- {
- // No, so add it.
- var scoreCount = m_Candidates.Count;
- var magnitudeCount = m_Candidates.Count;
- m_Candidates.Add(control);
- ArrayHelpers.AppendWithCapacity(ref m_Scores, ref scoreCount, score);
- ArrayHelpers.AppendWithCapacity(ref m_Magnitudes, ref magnitudeCount, magnitude);
- haveChangedCandidates = true;
-
- if (m_WaitSecondsAfterMatch > 0)
- m_LastMatchTime = InputState.currentTime;
- }
- }
-
- // See if we should suppress the event. If so, mark it handled so that the input manager
- // will skip further processing of the event.
- if (suppressEvent && (m_Flags & Flags.SuppressMatchingEvents) != 0)
- eventPtr.handled = true;
-
- if (haveChangedCandidates && !canceled)
- {
- // 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();
- }
- }
- }
-
- private void SortCandidatesByScore()
- {
- var candidateCount = m_Candidates.Count;
- if (candidateCount <= 1)
- return;
-
- // Simple insertion sort that sorts both m_Candidates and m_Scores at the same time.
- // Note that we're sorting by *decreasing* score here, not by increasing score.
- for (var i = 1; i < candidateCount; ++i)
- {
- for (var j = i; j > 0 && m_Scores[j - 1] < m_Scores[j]; --j)
- {
- var k = j - 1;
- m_Scores.SwapElements(j, k);
- m_Candidates.SwapElements(j, k);
- m_Magnitudes.SwapElements(j, k);
- }
- }
- }
-
- private static bool HavePathMatch(InputControl control, string[] paths, int pathCount)
- {
- for (var i = 0; i < pathCount; ++i)
- {
- if (InputControlPath.MatchesPrefix(paths[i], control))
- return true;
- }
-
- return false;
- }
-
- private void HookOnAfterUpdate()
- {
- if ((m_Flags & Flags.OnAfterUpdateHooked) != 0)
- return;
-
- if (m_OnAfterUpdateDelegate == null)
- m_OnAfterUpdateDelegate = OnAfterUpdate;
-
- InputSystem.onAfterUpdate += m_OnAfterUpdateDelegate;
- m_Flags |= Flags.OnAfterUpdateHooked;
- }
-
- private void UnhookOnAfterUpdate()
- {
- if ((m_Flags & Flags.OnAfterUpdateHooked) == 0)
- return;
-
- InputSystem.onAfterUpdate -= m_OnAfterUpdateDelegate;
- m_Flags &= ~Flags.OnAfterUpdateHooked;
- }
-
- private void OnAfterUpdate()
- {
- // If we don't have a match yet but we have a timeout and have expired it,
- // cancel the operation.
- if (m_LastMatchTime < 0 && m_Timeout > 0 &&
- InputState.currentTime - m_StartTime > m_Timeout)
- {
- Cancel();
- return;
- }
-
- // Sanity check to make sure we're actually waiting for completion.
- if (m_WaitSecondsAfterMatch <= 0)
- return;
-
- // Can't complete if we have no match yet.
- if (m_LastMatchTime < 0)
- return;
-
- // Complete if timeout has expired.
- if (InputState.currentTime >= m_LastMatchTime + m_WaitSecondsAfterMatch)
- Complete();
- }
-
- private void OnComplete()
- {
- SortCandidatesByScore();
-
- if (m_Candidates.Count > 0)
- {
- // Create a path from the selected control.
- var selectedControl = m_Candidates[0];
- var path = selectedControl.path;
- if (m_OnGeneratePath != null)
- {
- // We have a callback. Give it a shot to generate a path. If it doesn't,
- // fall back to our default logic.
- var newPath = m_OnGeneratePath(selectedControl);
- if (!string.IsNullOrEmpty(newPath))
- path = newPath;
- else if ((m_Flags & Flags.DontGeneralizePathOfSelectedControl) == 0)
- path = GeneratePathForControl(selectedControl);
- }
- else if ((m_Flags & Flags.DontGeneralizePathOfSelectedControl) == 0)
- path = GeneratePathForControl(selectedControl);
-
- // If we have a custom callback for applying the binding, let it handle
- // everything.
- if (m_OnApplyBinding != null)
- m_OnApplyBinding(this, path);
- else
- {
- Debug.Assert(m_ActionToRebind != null);
-
- // See if we should modify an existing binding or create a new one.
- if ((m_Flags & Flags.AddNewBinding) != 0)
- {
- // Create new binding.
- m_ActionToRebind.AddBinding(path, groups: m_BindingGroupForNewBinding);
- }
- else
- {
- // Apply binding override to existing binding.
- if (m_TargetBindingIndex >= 0)
- {
- if (m_TargetBindingIndex >= m_ActionToRebind.bindings.Count)
- throw new InvalidOperationException(
- $"Target binding index {m_TargetBindingIndex} out of range for action '{m_ActionToRebind}' with {m_ActionToRebind.bindings.Count} bindings");
-
- m_ActionToRebind.ApplyBindingOverride(m_TargetBindingIndex, path);
- }
- else if (m_BindingMask != null)
- {
- var bindingOverride = m_BindingMask.Value;
- bindingOverride.overridePath = path;
- m_ActionToRebind.ApplyBindingOverride(bindingOverride);
- }
- else
- {
- m_ActionToRebind.ApplyBindingOverride(path);
- }
- }
- }
- }
-
- // Complete.
- m_Flags |= Flags.Completed;
- m_OnComplete?.Invoke(this);
-
- ResetAfterMatchCompleted();
- }
-
- private void OnCancel()
- {
- m_Flags |= Flags.Canceled;
-
- m_OnCancel?.Invoke(this);
-
- ResetAfterMatchCompleted();
- }
-
- private void ResetAfterMatchCompleted()
- {
- m_Flags &= ~Flags.Started;
- m_Candidates.Clear();
- m_Candidates.Capacity = 0; // Release our unmanaged memory.
- m_StartTime = -1;
- m_StartingActuations.Clear();
-
- UnhookOnEvent();
- UnhookOnAfterUpdate();
- }
-
- private void ThrowIfRebindInProgress()
- {
- if (started)
- throw new InvalidOperationException("Cannot reconfigure rebinding while operation is in progress");
- }
-
- ////TODO: this *must* be publicly accessible
- /// <summary>
- /// Based on the chosen control, generate an override path to rebind to.
- /// </summary>
- private string GeneratePathForControl(InputControl control)
- {
- var device = control.device;
- Debug.Assert(control != device, "Control must not be a device");
-
- var deviceLayoutName =
- InputControlLayout.s_Layouts.FindLayoutThatIntroducesControl(control, m_LayoutCache);
-
- if (m_PathBuilder == null)
- m_PathBuilder = new StringBuilder();
- else
- m_PathBuilder.Length = 0;
-
- control.BuildPath(deviceLayoutName, m_PathBuilder);
-
- return m_PathBuilder.ToString();
- }
-
- private InputAction m_ActionToRebind;
- private InputBinding? m_BindingMask;
- private Type m_ControlType;
- private InternedString m_ExpectedLayout;
- private int m_IncludePathCount;
- private string[] m_IncludePaths;
- private int m_ExcludePathCount;
- private string[] m_ExcludePaths;
- private int m_TargetBindingIndex = -1;
- private string m_BindingGroupForNewBinding;
- private string m_CancelBinding;
- private float m_MagnitudeThreshold = kDefaultMagnitudeThreshold;
- private float[] m_Scores; // Scores for the controls in m_Candidates.
- private float[] m_Magnitudes;
- private double m_LastMatchTime; // Last input event time we discovered a better match.
- private double m_StartTime;
- private float m_Timeout;
- private float m_WaitSecondsAfterMatch;
- private InputControlList<InputControl> m_Candidates;
- private Action<RebindingOperation> m_OnComplete;
- private Action<RebindingOperation> m_OnCancel;
- private Action<RebindingOperation> m_OnPotentialMatch;
- private Func<InputControl, string> m_OnGeneratePath;
- private Func<InputControl, InputEventPtr, float> m_OnComputeScore;
- private Action<RebindingOperation, string> m_OnApplyBinding;
- private Action<InputEventPtr, InputDevice> m_OnEventDelegate;
- private Action m_OnAfterUpdateDelegate;
- ////TODO: use global cache
- private InputControlLayout.Cache m_LayoutCache;
- private StringBuilder m_PathBuilder;
- private Flags m_Flags;
-
- // Controls may already be actuated by the time we start a rebind. For those, we track starting actuations
- // individually and require them to cross the actuation threshold WRT the starting actuation.
- private Dictionary<InputControl, float> m_StartingActuations = new Dictionary<InputControl, float>();
-
- [Flags]
- private enum Flags
- {
- Started = 1 << 0,
- Completed = 1 << 1,
- Canceled = 1 << 2,
- OnEventHooked = 1 << 3,
- OnAfterUpdateHooked = 1 << 4,
- DontIgnoreNoisyControls = 1 << 6,
- DontGeneralizePathOfSelectedControl = 1 << 7,
- AddNewBinding = 1 << 8,
- SuppressMatchingEvents = 1 << 9,
- }
- }
-
- /// <summary>
- /// Initiate an operation that interactively rebinds the given action based on received input.
- /// </summary>
- /// <param name="action">Action to perform rebinding on.</param>
- /// <param name="bindingIndex">Optional index (within the <see cref="InputAction.bindings"/> array of <paramref name="action"/>)
- /// of binding to perform rebinding on. Must not be a composite binding.</param>
- /// <returns>A rebind operation configured to perform the rebind.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
- /// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is not a valid index.</exception>
- /// <exception cref="InvalidOperationException">The binding at <paramref name="bindingIndex"/> is a composite binding.</exception>
- /// <remarks>
- /// This method will automatically perform a set of configuration on the <see cref="RebindingOperation"/>
- /// based on the action and, if specified, binding. In particular, it will apply the following default
- /// configuration:
- ///
- /// <ul>
- /// <li><see cref="RebindingOperation.WithAction"/> will be called with <paramref name="action"/></li>
- /// <li>The default timeout will be set to 0.05f seconds with <see cref="RebindingOperation.OnMatchWaitForAnother"/>.</li>
- /// <li>Pointer <see cref="Pointer.delta"/> and <see cref="Pointer.position"/> as well as touch <see cref="Controls.TouchControl.position"/>
- /// and <see cref="Controls.TouchControl.delta"/> controls will be excluded with <see cref="RebindingOperation.WithControlsExcluding"/>.
- /// This prevents mouse movement or touch leading to rebinds as it will generally be used to operate the UI.</li>
- /// <li><see cref="RebindingOperation.WithMatchingEventsBeingSuppressed"/> will be invoked to suppress input funneled into rebinds
- /// from being picked up elsewhere.</li>
- /// <li>Except if the rebind is looking for a button, <see cref="Keyboard.escapeKey"/> will be set up to cancel the rebind
- /// using <see cref="RebindingOperation.WithCancelingThrough(string)"/>.</li>
- /// <li>If <paramref name="bindingIndex"/> is given, <see cref="RebindingOperation.WithTargetBinding"/> is invoked to
- /// target the given binding with the rebind.</li>
- /// </ul>
- ///
- /// Note that rebind operations must be disposed of once finished in order to not leak memory.
- ///
- /// <example>
- /// <code>
- /// // Target the first binding in the gamepad scheme.
- /// var bindingIndex = myAction.GetBindingIndex(InputBinding.MaskByGroup("Gamepad"));
- /// var rebind = myAction.PerformInteractiveRebinding(bindingIndex);
- ///
- /// // Dispose the operation on completion.
- /// rebind.OnComplete(
- /// operation =>
- /// {
- /// Debug.Log($"Rebound '{myAction}' to '{operation.selectedControl}'");
- /// operation.Dispose();
- /// };
- ///
- /// // Start the rebind. This will cause the rebind operation to start running in the
- /// // background listening for input.
- /// rebind.Start();
- /// </code>
- /// </example>
- /// </remarks>
- public static RebindingOperation PerformInteractiveRebinding(this InputAction action, int bindingIndex = -1)
- {
- if (action == null)
- throw new ArgumentNullException(nameof(action));
-
- var rebind = new RebindingOperation()
- .WithAction(action)
- // Give it an ever so slight delay to make sure there isn't a better match immediately
- // following the current event.
- .OnMatchWaitForAnother(0.05f)
- // It doesn't really make sense to interactively bind pointer position input as interactive
- // rebinds are usually initiated from UIs which are operated by pointers. So exclude pointer
- // position controls by default.
- .WithControlsExcluding("<Pointer>/delta")
- .WithControlsExcluding("<Pointer>/position")
- .WithControlsExcluding("<Touchscreen>/touch*/position")
- .WithControlsExcluding("<Touchscreen>/touch*/delta")
- .WithControlsExcluding("<Mouse>/clickCount")
- .WithMatchingEventsBeingSuppressed();
-
- // If we're not looking for a button, automatically add keyboard escape key to abort rebind.
- if (rebind.expectedControlType != "Button")
- rebind.WithCancelingThrough("<Keyboard>/escape");
-
- if (bindingIndex >= 0)
- {
- var bindings = action.bindings;
- if (bindingIndex >= bindings.Count)
- throw new ArgumentOutOfRangeException(
- $"Binding index {bindingIndex} is out of range for action '{action}' with {bindings.Count} bindings",
- nameof(bindings));
- if (bindings[bindingIndex].isComposite)
- throw new InvalidOperationException(
- $"Cannot perform rebinding on composite binding '{bindings[bindingIndex]}' of '{action}'");
-
- rebind.WithTargetBinding(bindingIndex);
- }
-
- return rebind;
- }
-
- /// <summary>
- /// Temporarily suspend immediate re-resolution of bindings.
- /// </summary>
- /// <remarks>
- /// When changing control setups, it may take multiple steps to get to the final setup but each individual
- /// step may trigger bindings to be resolved again in order to update controls on actions (see <see cref="InputAction.controls"/>).
- /// Using this struct, this can be avoided and binding resolution can be deferred to after the whole operation
- /// is complete and the final binding setup is in place.
- /// </remarks>
- internal static DeferBindingResolutionWrapper DeferBindingResolution()
- {
- if (s_DeferBindingResolutionWrapper == null)
- s_DeferBindingResolutionWrapper = new DeferBindingResolutionWrapper();
- s_DeferBindingResolutionWrapper.Acquire();
- return s_DeferBindingResolutionWrapper;
- }
-
- private static DeferBindingResolutionWrapper s_DeferBindingResolutionWrapper;
-
- internal class DeferBindingResolutionWrapper : IDisposable
- {
- public void Acquire()
- {
- ++InputActionMap.s_DeferBindingResolution;
- }
-
- public void Dispose()
- {
- if (InputActionMap.s_DeferBindingResolution > 0)
- --InputActionMap.s_DeferBindingResolution;
- if (InputActionMap.s_DeferBindingResolution == 0)
- InputActionState.DeferredResolutionOfBindings();
- }
- }
- }
- }
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