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- using System;
- using System.ComponentModel;
- using UnityEngine.InputSystem.Controls;
- using UnityEngine.Scripting;
- #if UNITY_EDITOR
- using UnityEngine.InputSystem.Editor;
- using UnityEngine.UIElements;
- #endif
-
- ////REVIEW: this is confusing when considered next to HoldInteraction; also it's confusingly named
-
- namespace UnityEngine.InputSystem.Interactions
- {
- /// <summary>
- /// Performs the action if the control is pressed and held for at least the set
- /// duration (which defaults to <see cref="InputSettings.defaultSlowTapTime"/>)
- /// and then released.
- /// </summary>
- [DisplayName("Long Tap")]
- public class SlowTapInteraction : IInputInteraction
- {
- /// <summary>
- /// The time in seconds within which the control needs to be pressed and released to perform the interaction.
- /// </summary>
- /// <remarks>
- /// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultSlowTapTime"/>) instead.
- /// </remarks>
- public float duration;
-
- /// <summary>
- /// The press point required to perform the interaction.
- /// </summary>
- /// <remarks>
- /// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
- /// value to perform the interaction.
- /// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
- /// </remarks>
- public float pressPoint;
-
- ////REVIEW: this seems stupid; shouldn't a slow tap just be anything that takes longer than TapTime?
- private float durationOrDefault => duration > 0.0f ? duration : InputSystem.settings.defaultSlowTapTime;
- private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
-
- private double m_SlowTapStartTime;
-
- public void Process(ref InputInteractionContext context)
- {
- if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
- {
- m_SlowTapStartTime = context.time;
- context.Started();
- return;
- }
-
- if (context.isStarted && !context.ControlIsActuated(pressPointOrDefault))
- {
- if (context.time - m_SlowTapStartTime >= durationOrDefault)
- context.Performed();
- else
- ////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
- context.Canceled();
- }
- }
-
- public void Reset()
- {
- m_SlowTapStartTime = 0.0;
- }
- }
-
- #if UNITY_EDITOR
- internal class SlowTapInteractionEditor : InputParameterEditor<SlowTapInteraction>
- {
- protected override void OnEnable()
- {
- m_DurationSetting.Initialize("Min Tap Duration",
- "Minimum time (in seconds) that a control has to be held for it to register as a slow tap. If the control is released "
- + "before this time, the slow tap is canceled.",
- "Default Slow Tap Time",
- () => target.duration, x => target.duration = x, () => InputSystem.settings.defaultSlowTapTime);
- m_PressPointSetting.Initialize("Press Point",
- "The amount of actuation a control requires before being considered pressed. If not set, default to "
- + "'Default Button Press Point' in the global input settings.",
- "Default Button Press Point",
- () => target.pressPoint, v => target.pressPoint = v,
- () => InputSystem.settings.defaultButtonPressPoint);
- }
-
- public override void OnGUI()
- {
- m_DurationSetting.OnGUI();
- m_PressPointSetting.OnGUI();
- }
-
- #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
- public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
- {
- m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
- m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
- }
-
- #endif
-
- private CustomOrDefaultSetting m_DurationSetting;
- private CustomOrDefaultSetting m_PressPointSetting;
- }
- #endif
- }
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