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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Runtime.InteropServices;
- using Unity.Collections;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine.InputSystem.Controls;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
- using UnityEngine.Profiling;
-
- ////TODO: now that we can bind to controls by display name, we need to re-resolve controls when those change (e.g. when the keyboard layout changes)
-
- ////TODO: remove direct references to InputManager
-
- ////TODO: make sure controls in per-action and per-map control arrays are unique (the internal arrays are probably okay to have duplicates)
-
- ////REVIEW: should the default interaction be an *explicit* interaction?
-
- ////REVIEW: should "pass-through" be an interaction instead of a setting on actions?
-
- ////REVIEW: allow setup where state monitor is enabled but action is disabled?
-
- namespace UnityEngine.InputSystem
- {
- using InputActionListener = Action<InputAction.CallbackContext>;
-
- /// <summary>
- /// Dynamic execution state of one or more <see cref="InputActionMap">action maps</see> and
- /// all the actions they contain.
- /// </summary>
- /// <remarks>
- /// The aim of this class is to both put all the dynamic execution state into one place as well
- /// as to organize state in tight, GC-optimized arrays. Also, by moving state out of individual
- /// <see cref="InputActionMap">action maps</see>, we can combine the state of several maps
- /// into one single object with a single set of arrays. Ideally, if you have a single action
- /// asset in the game, you get a single InputActionState that contains the entire dynamic
- /// execution state for your game's actions.
- ///
- /// Note that this class allocates unmanaged memory. It has to be disposed of or it will leak
- /// memory!
- ///
- /// An instance of this class is also used for singleton actions by means of the hidden action
- /// map we create for those actions. In that case, there will be both a hidden map instance
- /// as well as an action state for every separate singleton action. This makes singleton actions
- /// relatively expensive.
- /// </remarks>
- internal unsafe class InputActionState : IInputStateChangeMonitor, ICloneable, IDisposable
- {
- public const int kInvalidIndex = -1;
-
- /// <summary>
- /// Array of all maps added to the state.
- /// </summary>
- public InputActionMap[] maps;
-
- /// <summary>
- /// List of all resolved controls.
- /// </summary>
- /// <remarks>
- /// As we don't know in advance how many controls a binding may match (if any), we bump the size of
- /// this array in increments during resolution. This means it may be end up being larger than the total
- /// number of used controls and have empty entries at the end. Use <see cref="UnmanagedMemory.controlCount"/> and not
- /// <c>.Length</c> to find the actual number of controls.
- ///
- /// All bound controls are included in the array regardless of whether only a partial set of actions
- /// is currently enabled. What ultimately decides whether controls get triggered or not is whether we
- /// have installed state monitors for them or not.
- /// </remarks>
- public InputControl[] controls;
-
- /// <summary>
- /// Array of instantiated interaction objects.
- /// </summary>
- /// <remarks>
- /// Every binding that has interactions corresponds to a slice of this array.
- ///
- /// Indices match between this and interaction states in <see cref="memory"/>.
- /// </remarks>
- public IInputInteraction[] interactions;
-
- /// <summary>
- /// Processor objects instantiated for the bindings in the state.
- /// </summary>
- public InputProcessor[] processors;
-
- /// <summary>
- /// Array of instantiated composite objects.
- /// </summary>
- public InputBindingComposite[] composites;
-
- public int totalProcessorCount;
- public int totalCompositeCount => memory.compositeCount;
- public int totalMapCount => memory.mapCount;
- public int totalActionCount => memory.actionCount;
- public int totalBindingCount => memory.bindingCount;
- public int totalInteractionCount => memory.interactionCount;
- public int totalControlCount => memory.controlCount;
-
- /// <summary>
- /// Block of unmanaged memory that holds the dynamic execution state of the actions and their controls.
- /// </summary>
- /// <remarks>
- /// We keep several arrays of structured data in a single block of unmanaged memory.
- /// </remarks>
- public UnmanagedMemory memory;
-
- public ActionMapIndices* mapIndices => memory.mapIndices;
- public TriggerState* actionStates => memory.actionStates;
- public BindingState* bindingStates => memory.bindingStates;
- public InteractionState* interactionStates => memory.interactionStates;
- public int* controlIndexToBindingIndex => memory.controlIndexToBindingIndex;
- public ushort* controlGroupingAndComplexity => memory.controlGroupingAndComplexity;
- public float* controlMagnitudes => memory.controlMagnitudes;
- public uint* enabledControls => (uint*)memory.enabledControls;
-
- public bool isProcessingControlStateChange => m_InProcessControlStateChange;
-
- private bool m_OnBeforeUpdateHooked;
- private bool m_OnAfterUpdateHooked;
- private bool m_InProcessControlStateChange;
- private InputEventPtr m_CurrentlyProcessingThisEvent;
- private Action m_OnBeforeUpdateDelegate;
- private Action m_OnAfterUpdateDelegate;
-
- /// <summary>
- /// Initialize execution state with given resolved binding information.
- /// </summary>
- /// <param name="resolver"></param>
- public void Initialize(InputBindingResolver resolver)
- {
- ClaimDataFrom(resolver);
- AddToGlobalList();
- }
-
- private void ComputeControlGroupingIfNecessary()
- {
- if (memory.controlGroupingInitialized)
- return;
-
- // If shortcut support is disabled, we simply put put all bindings at complexity=1 and
- // in their own group.
- var disableControlGrouping = !InputSystem.settings.shortcutKeysConsumeInput;
-
- var currentGroup = 1u;
- for (var i = 0; i < totalControlCount; ++i)
- {
- var control = controls[i];
- var bindingIndex = controlIndexToBindingIndex[i];
- ref var binding = ref bindingStates[bindingIndex];
-
- ////REVIEW: take processors and interactions into account??
-
- // Compute complexity.
- var complexity = 1;
- if (binding.isPartOfComposite && !disableControlGrouping)
- {
- var compositeBindingIndex = binding.compositeOrCompositeBindingIndex;
-
- for (var n = compositeBindingIndex + 1; n < totalBindingCount; ++n)
- {
- ref var partBinding = ref bindingStates[n];
- if (!partBinding.isPartOfComposite || partBinding.compositeOrCompositeBindingIndex != compositeBindingIndex)
- break;
- ++complexity;
- }
- }
- controlGroupingAndComplexity[i * 2 + 1] = (ushort)complexity;
-
- // Compute grouping. If already set, skip.
- if (controlGroupingAndComplexity[i * 2] == 0)
- {
- if (!disableControlGrouping)
- {
- for (var n = 0; n < totalControlCount; ++n)
- {
- // NOTE: We could compute group numbers based on device index + control offsets
- // and thus make them work globally in a stable way. But we'd need a mechanism
- // to then determine ordering of actions globally such that it is clear which
- // action gets a first shot at an input.
-
- var otherControl = controls[n];
- if (control != otherControl)
- continue;
-
- controlGroupingAndComplexity[n * 2] = (ushort)currentGroup;
- }
- }
-
- controlGroupingAndComplexity[i * 2] = (ushort)currentGroup;
-
- ++currentGroup;
- }
- }
-
- memory.controlGroupingInitialized = true;
- }
-
- public void ClaimDataFrom(InputBindingResolver resolver)
- {
- totalProcessorCount = resolver.totalProcessorCount;
-
- maps = resolver.maps;
- interactions = resolver.interactions;
- processors = resolver.processors;
- composites = resolver.composites;
- controls = resolver.controls;
-
- memory = resolver.memory;
- resolver.memory = new UnmanagedMemory();
-
- ComputeControlGroupingIfNecessary();
- }
-
- ~InputActionState()
- {
- Destroy(isFinalizing: true);
- }
-
- public void Dispose()
- {
- Destroy();
- }
-
- private void Destroy(bool isFinalizing = false)
- {
- Debug.Assert(!isProcessingControlStateChange, "Must not destroy InputActionState while executing an action callback within it");
-
- if (!isFinalizing)
- {
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
-
- // Remove state change monitors.
- if (map.enabled)
- DisableControls(i, mapIndices[i].controlStartIndex, mapIndices[i].controlCount);
-
- if (map.m_Asset != null)
- map.m_Asset.m_SharedStateForAllMaps = null;
-
- map.m_State = null;
- map.m_MapIndexInState = kInvalidIndex;
- map.m_EnabledActionsCount = 0;
-
- // Reset action indices on the map's actions.
- var actions = map.m_Actions;
- if (actions != null)
- {
- for (var n = 0; n < actions.Length; ++n)
- actions[n].m_ActionIndexInState = kInvalidIndex;
- }
- }
-
- RemoveMapFromGlobalList();
- }
- memory.Dispose();
- }
-
- /// <summary>
- /// Create a copy of the state.
- /// </summary>
- /// <returns></returns>
- /// <remarks>
- /// The copy is non-functional in so far as it cannot be used to keep track of changes made to
- /// any associated actions. However, it can be used to freeze the binding resolution state of
- /// a particular set of enabled actions. This is used by <see cref="InputActionTrace"/>.
- /// </remarks>
- public InputActionState Clone()
- {
- return new InputActionState
- {
- maps = ArrayHelpers.Copy(maps),
- controls = ArrayHelpers.Copy(controls),
- interactions = ArrayHelpers.Copy(interactions),
- processors = ArrayHelpers.Copy(processors),
- composites = ArrayHelpers.Copy(composites),
- totalProcessorCount = totalProcessorCount,
- memory = memory.Clone(),
- };
- }
-
- object ICloneable.Clone()
- {
- return Clone();
- }
-
- /// <summary>
- /// Check if the state is currently using a control from the given device.
- /// </summary>
- /// <param name="device">Any input device.</param>
- /// <returns>True if any of the maps in the state has the device in its <see cref="InputActionMap.devices"/>
- /// list or if any of the device's controls are contained in <see cref="controls"/>.</returns>
- private bool IsUsingDevice(InputDevice device)
- {
- Debug.Assert(device != null, "Device is null");
-
- // If all maps have device restrictions, the device must be in it
- // or we're not using it.
- var haveMapsWithoutDeviceRestrictions = false;
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- var devicesForMap = map.devices;
-
- if (devicesForMap == null)
- haveMapsWithoutDeviceRestrictions = true;
- else if (devicesForMap.Value.Contains(device))
- return true;
- }
-
- if (!haveMapsWithoutDeviceRestrictions)
- return false;
-
- // Check all our controls one by one.
- for (var i = 0; i < totalControlCount; ++i)
- if (controls[i].device == device)
- return true;
-
- return false;
- }
-
- // Check if the state would use a control from the given device.
- private bool CanUseDevice(InputDevice device)
- {
- Debug.Assert(device != null, "Device is null");
-
- // If all maps have device restrictions and the device isn't in them, we can't use
- // the device.
- var haveMapWithoutDeviceRestrictions = false;
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- var devicesForMap = map.devices;
-
- if (devicesForMap == null)
- haveMapWithoutDeviceRestrictions = true;
- else if (devicesForMap.Value.Contains(device))
- return true;
- }
-
- if (!haveMapWithoutDeviceRestrictions)
- return false;
-
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- var bindings = map.m_Bindings;
- if (bindings == null)
- continue;
-
- var bindingCount = bindings.Length;
- for (var n = 0; n < bindingCount; ++n)
- {
- if (InputControlPath.TryFindControl(device, bindings[n].effectivePath) != null)
- return true;
- }
- }
-
- return false;
- }
-
- /// <summary>
- /// Check whether the state has any actions that are currently enabled.
- /// </summary>
- /// <returns></returns>
- public bool HasEnabledActions()
- {
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- if (map.enabled)
- return true;
- }
-
- return false;
- }
-
- private void FinishBindingCompositeSetups()
- {
- for (var i = 0; i < totalBindingCount; ++i)
- {
- ref var binding = ref bindingStates[i];
- if (!binding.isComposite || binding.compositeOrCompositeBindingIndex == -1)
- continue;
-
- var composite = composites[binding.compositeOrCompositeBindingIndex];
- var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = i };
- composite.CallFinishSetup(ref context);
- }
- }
-
- internal void PrepareForBindingReResolution(bool needFullResolve,
- ref InputControlList<InputControl> activeControls, ref bool hasEnabledActions)
- {
- // Let listeners know we're about to modify bindings.
- var needToCloneActiveControls = false;
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
-
- if (map.enabled)
- {
- hasEnabledActions = true;
-
- if (needFullResolve)
- {
- // For a full-resolve, we temporarily disable all actions and then re-enable
- // all that were enabled after bindings have been resolved (plus we also flip on
- // initial state checks for those actions to make sure they react right away
- // to whatever state controls are in).
- DisableAllActions(map);
- }
- else
- {
- // Cancel any action that is driven from a control we will lose when we re-resolve.
- // For any other on-going action, save active controls.
- foreach (var action in map.actions)
- {
- if (!action.phase.IsInProgress())
- continue;
-
- // Skip action's that are in progress but whose active control is not affected
- // by the changes that lead to re-resolution.
- if (action.ActiveControlIsValid(action.activeControl))
- {
- // As part of re-resolving, we're losing m_State.controls. So, while we retain
- // the current execution state of the method including the index of the currently
- // active control, we lose the actual references to the control.
- // Thus, we retain an explicit list of active controls into which we *only* copy
- // those few controls that are currently active. Also, this list is kept in unmanaged
- // memory so we don't add an additional GC allocation here.
- if (needToCloneActiveControls == false)
- {
- activeControls = new InputControlList<InputControl>(Allocator.Temp);
- activeControls.Resize(totalControlCount);
- needToCloneActiveControls = true;
- }
-
- ref var actionState = ref actionStates[action.m_ActionIndexInState];
- var activeControlIndex = actionState.controlIndex;
- activeControls[activeControlIndex] = controls[activeControlIndex];
-
- // Also save active controls for other ongoing interactions.
- var bindingState = bindingStates[actionState.bindingIndex];
- for (var n = 0; n < bindingState.interactionCount; ++n)
- {
- var interactionIndex = bindingState.interactionStartIndex + n;
- if (!interactionStates[interactionIndex].phase.IsInProgress())
- continue;
-
- activeControlIndex = interactionStates[interactionIndex]
- .triggerControlIndex;
- if (action.ActiveControlIsValid(controls[activeControlIndex]))
- activeControls[activeControlIndex] = controls[activeControlIndex];
- else
- ResetInteractionState(interactionIndex);
- }
- }
- else
- {
- ResetActionState(action.m_ActionIndexInState);
- }
- }
-
- // NOTE: Removing state monitors here also means we're terminating any pending
- // timeouts. However, we have information in the action state about how much
- // is time is remaining on each of them so we can resume them later.
-
- DisableControls(map);
- }
- }
-
- map.ClearCachedActionData(onlyControls: !needFullResolve);
- }
-
- NotifyListenersOfActionChange(InputActionChange.BoundControlsAboutToChange);
- }
-
- public void FinishBindingResolution(bool hasEnabledActions, UnmanagedMemory oldMemory, InputControlList<InputControl> activeControls, bool isFullResolve)
- {
- // Fire InputBindingComposite.FinishSetup() calls.
- FinishBindingCompositeSetups();
-
- // Sync action states between the old and the new state. This also ensures
- // that any action that was already in progress just keeps going -- except
- // if we actually lost the control that was driving it.
- if (hasEnabledActions)
- RestoreActionStatesAfterReResolvingBindings(oldMemory, activeControls, isFullResolve);
- else
- NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged);
- }
-
- /// <summary>
- /// Synchronize the current action states based on what they were before.
- /// </summary>
- /// <param name="oldState"></param>
- /// <remarks>
- /// We do this when we have to temporarily disable actions in order to re-resolve bindings.
- ///
- /// Note that we do NOT restore action states perfectly. I.e. will we will not preserve trigger
- /// and interaction states exactly to what they were before. Given that the bound controls may change,
- /// it would be non-trivial to reliably correlate the old and the new state. Instead, we simply
- /// reenable all the actions and controls that were enabled before and then let the next update
- /// take it from there.
- /// </remarks>
- private void RestoreActionStatesAfterReResolvingBindings(UnmanagedMemory oldState, InputControlList<InputControl> activeControls, bool isFullResolve)
- {
- Debug.Assert(oldState.isAllocated, "Old state contains no memory");
-
- // No maps and/or actions must have been added, replaced, or removed.
- //
- // IF
- // isFullResolve==true:
- // - No bindings must have been added, replaced, or removed or touched in any other way.
- // - The only thing that is allowed to have changed is the list of controls used by the actions.
- // - Binding masks must not have changed.
- //
- // isFullResolve==false:
- // - Bindings may have been added, replaced, modified, and/or removed.
- // - Also, the list of controls may have changed.
- // - Binding masks may have changed.
- //
- // This means that when we compare UnmanagedMemory from before and after:
- // - Map indices are identical.
- // - Action indices are identical.
- // - Binding indices may have changed arbitrarily.
- // - Control indices may have changed arbitrarily (controls[] before and after need not relate at all).
- // - Processor indices may have changed arbitrarily.
- // - Interaction indices may have changed arbitrarily.
- //
- // HOWEVER, if isFullResolve==false, then ONLY control indices may have changed. All other
- // indices must have remained unchanged.
- Debug.Assert(oldState.actionCount == memory.actionCount, "Action count in old and new state must be the same");
- Debug.Assert(oldState.mapCount == memory.mapCount, "Map count in old and new state must be the same");
- if (!isFullResolve)
- {
- Debug.Assert(oldState.bindingCount == memory.bindingCount, "Binding count in old and new state must be the same");
- Debug.Assert(oldState.interactionCount == memory.interactionCount, "Interaction count in old and new state must be the same");
- Debug.Assert(oldState.compositeCount == memory.compositeCount, "Composite count in old and new state must be the same");
- }
-
- // Restore action states.
- for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex)
- {
- ref var oldActionState = ref oldState.actionStates[actionIndex];
- ref var newActionState = ref actionStates[actionIndex];
-
- newActionState.lastCanceledInUpdate = oldActionState.lastCanceledInUpdate;
- newActionState.lastPerformedInUpdate = oldActionState.lastPerformedInUpdate;
- newActionState.lastCompletedInUpdate = oldActionState.lastCompletedInUpdate;
- newActionState.pressedInUpdate = oldActionState.pressedInUpdate;
- newActionState.releasedInUpdate = oldActionState.releasedInUpdate;
- newActionState.startTime = oldActionState.startTime;
- newActionState.bindingIndex = oldActionState.bindingIndex;
-
- if (oldActionState.phase != InputActionPhase.Disabled)
- {
- // In this step, we only put enabled actions into Waiting phase.
- // When isFullResolve==false, we will restore the actual phase from
- // before when we look at bindings further down in the code.
- newActionState.phase = InputActionPhase.Waiting;
-
- // In a full resolve, we actually disable any action we find enabled.
- // So count any action we reenable here.
- if (isFullResolve)
- ++maps[newActionState.mapIndex].m_EnabledActionsCount;
- }
- }
-
- // Restore binding (and interaction) states.
- for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex)
- {
- ref var newBindingState = ref memory.bindingStates[bindingIndex];
- if (newBindingState.isPartOfComposite)
- {
- // Bindings that are part of composites get enabled through the composite itself.
- continue;
- }
-
- // For composites, bring magnitudes along.
- if (newBindingState.isComposite)
- {
- var compositeIndex = newBindingState.compositeOrCompositeBindingIndex;
- memory.compositeMagnitudes[compositeIndex] = oldState.compositeMagnitudes[compositeIndex];
- }
-
- var actionIndex = newBindingState.actionIndex;
- if (actionIndex == kInvalidIndex)
- {
- // Binding is not targeting an action.
- continue;
- }
-
- // Skip if action is disabled.
- ref var newActionState = ref actionStates[actionIndex];
- if (newActionState.isDisabled)
- continue;
-
- // For all bindings to actions that are enabled, we flip on initial state checks to make sure
- // we're checking the action's current state against the most up-to-date actuation state of controls.
- // NOTE: We're only restore execution state for currently active controls. So, if there were multiple
- // concurrent actuations on an action that was in progress, we let initial state checks restore
- // relevant state.
- newBindingState.initialStateCheckPending = newBindingState.wantsInitialStateCheck;
-
- // Enable all controls on the binding.
- EnableControls(newBindingState.mapIndex, newBindingState.controlStartIndex,
- newBindingState.controlCount);
-
- // For the remainder of what we do, we need binding indices to be stable.
- if (isFullResolve)
- continue;
-
- ref var oldBindingState = ref memory.bindingStates[bindingIndex];
- newBindingState.triggerEventIdForComposite = oldBindingState.triggerEventIdForComposite;
-
- // If we only re-resolved controls and the action was in progress from the binding we're currently
- // looking at and we still have the control that was driving the action, we can simply keep the
- // action going from its previous state. However, control indices may have shifted (devices may have been added
- // or removed) so we need to be careful to update those. Other indices (bindings, actions, maps, etc.)
- // are guaranteed to still match.
- ref var oldActionState = ref oldState.actionStates[actionIndex];
- if (bindingIndex == oldActionState.bindingIndex && oldActionState.phase.IsInProgress() &&
- activeControls.Count > 0 && activeControls[oldActionState.controlIndex] != null)
- {
- var control = activeControls[oldActionState.controlIndex];
-
- // Find the new control index. Binding index is guaranteed to be the same,
- // so we can simply look on the binding for where the control is now.
- var newControlIndex = FindControlIndexOnBinding(bindingIndex, control);
-
- // This assert is used by test: Actions_ActiveBindingsHaveCorrectBindingIndicesAfterBindingResolution
- Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control after binding resolution");
- if (newControlIndex != kInvalidIndex)
- {
- newActionState.phase = oldActionState.phase;
- newActionState.controlIndex = newControlIndex;
- newActionState.magnitude = oldActionState.magnitude;
- newActionState.interactionIndex = oldActionState.interactionIndex;
-
- memory.controlMagnitudes[newControlIndex] = oldActionState.magnitude;
- }
-
- // Also bring over interaction states.
- Debug.Assert(newBindingState.interactionCount == oldBindingState.interactionCount,
- "Interaction count on binding must not have changed when doing a control-only resolve");
- for (var n = 0; n < newBindingState.interactionCount; ++n)
- {
- ref var oldInteractionState = ref oldState.interactionStates[oldBindingState.interactionStartIndex + n];
- if (!oldInteractionState.phase.IsInProgress())
- continue;
-
- control = activeControls[oldInteractionState.triggerControlIndex];
- if (control == null)
- continue;
-
- newControlIndex = FindControlIndexOnBinding(bindingIndex, control);
- Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control on interaction after binding resolution");
-
- ref var newInteractionState = ref interactionStates[newBindingState.interactionStartIndex + n];
- newInteractionState.phase = oldInteractionState.phase;
- newInteractionState.performedTime = oldInteractionState.performedTime;
- newInteractionState.startTime = oldInteractionState.startTime;
- newInteractionState.triggerControlIndex = newControlIndex;
-
- // If there was a running timeout on the interaction, resume it now.
- if (oldInteractionState.isTimerRunning)
- {
- var trigger = new TriggerState
- {
- mapIndex = newBindingState.mapIndex,
- controlIndex = newControlIndex,
- bindingIndex = bindingIndex,
- time = oldInteractionState.timerStartTime,
- interactionIndex = newBindingState.interactionStartIndex + n
- };
- StartTimeout(oldInteractionState.timerDuration, ref trigger);
-
- newInteractionState.totalTimeoutCompletionDone = oldInteractionState.totalTimeoutCompletionDone;
- newInteractionState.totalTimeoutCompletionTimeRemaining = oldInteractionState.totalTimeoutCompletionTimeRemaining;
- }
- }
- }
- }
-
- // Make sure we get an initial state check.
- HookOnBeforeUpdate();
-
- // Let listeners know we have changed controls.
- NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged);
-
- // For a full resolve, we will have temporarily disabled actions and reenabled them now.
- // Let listeners now.
- if (isFullResolve && s_GlobalState.onActionChange.length > 0)
- {
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- if (map.m_SingletonAction == null && map.m_EnabledActionsCount == map.m_Actions.LengthSafe())
- {
- NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map);
- }
- else
- {
- var actions = map.actions;
- foreach (var action in actions)
- if (action.enabled)
- NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action);
- }
- }
- }
- }
-
- // Return true if the action that bindingIndex is bound to is currently driven from the given control
- // -OR- if any of the interactions on the binding are currently driven from the control.
- private bool IsActiveControl(int bindingIndex, int controlIndex)
- {
- ref var bindingState = ref bindingStates[bindingIndex];
- var actionIndex = bindingState.actionIndex;
- if (actionIndex == kInvalidIndex)
- return false;
- if (actionStates[actionIndex].controlIndex == controlIndex)
- return true;
- for (var i = 0; i < bindingState.interactionCount; ++i)
- if (interactionStates[bindingStates->interactionStartIndex + i].triggerControlIndex == controlIndex)
- return true;
- return false;
- }
-
- private int FindControlIndexOnBinding(int bindingIndex, InputControl control)
- {
- var controlStartIndex = bindingStates[bindingIndex].controlStartIndex;
- var controlCount = bindingStates[bindingIndex].controlCount;
-
- for (var n = 0; n < controlCount; ++n)
- {
- if (control == controls[controlStartIndex + n])
- return controlStartIndex + n;
- }
-
- return kInvalidIndex;
- }
-
- private void ResetActionStatesDrivenBy(InputDevice device)
- {
- using (InputActionRebindingExtensions.DeferBindingResolution())
- {
- for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex)
- {
- var actionState = &actionStates[actionIndex];
-
- // Skip actions that aren't in progress.
- if (actionState->phase == InputActionPhase.Waiting || actionState->phase == InputActionPhase.Disabled)
- continue;
-
- // Skip actions not driven from this device.
- if (actionState->isPassThrough)
- {
- // Pass-through actions are not driven from specific controls yet still benefit
- // from being able to observe resets. So for these, we need to check all bound controls,
- // not just the one that happen to trigger last.
- if (!IsActionBoundToControlFromDevice(device, actionIndex))
- continue;
- }
- else
- {
- // For button and value actions, we go by whatever is currently driving the action.
-
- var controlIndex = actionState->controlIndex;
- if (controlIndex == -1)
- continue;
- var control = controls[controlIndex];
- if (control.device != device)
- continue;
- }
-
- // Reset.
- ResetActionState(actionIndex);
- }
- }
- }
-
- private bool IsActionBoundToControlFromDevice(InputDevice device, int actionIndex)
- {
- var usesControlFromDevice = false;
- var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount);
- for (var i = 0; i < bindingCount; ++i)
- {
- var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i];
- var controlCount = bindingStates[bindingIndex].controlCount;
- var controlStartIndex = bindingStates[bindingIndex].controlStartIndex;
-
- for (var n = 0; n < controlCount; ++n)
- {
- var control = controls[controlStartIndex + n];
- if (control.device == device)
- {
- usesControlFromDevice = true;
- break;
- }
- }
- }
-
- return usesControlFromDevice;
- }
-
- /// <summary>
- /// Reset the trigger state of the given action such that the action has no record of being triggered.
- /// </summary>
- /// <param name="actionIndex">Action whose state to reset.</param>
- /// <param name="toPhase">Phase to reset the action to. Must be either <see cref="InputActionPhase.Waiting"/>
- /// or <see cref="InputActionPhase.Disabled"/>. Other phases cannot be transitioned to through resets.</param>
- /// <param name="hardReset">If true, also wipe state such as for <see cref="InputAction.WasPressedThisFrame"/> which normally
- /// persists even if an action is disabled.</param>
- public void ResetActionState(int actionIndex, InputActionPhase toPhase = InputActionPhase.Waiting, bool hardReset = false)
- {
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when resetting action");
- Debug.Assert(toPhase == InputActionPhase.Waiting || toPhase == InputActionPhase.Disabled,
- "Phase must be Waiting or Disabled");
-
- // If the action in started or performed phase, cancel it first.
- var actionState = &actionStates[actionIndex];
- if (actionState->phase != InputActionPhase.Waiting && actionState->phase != InputActionPhase.Disabled)
- {
- // Cancellation calls should receive current time.
- actionState->time = InputState.currentTime;
-
- // If the action got triggered from an interaction, go and reset all interactions on the binding
- // that got triggered.
- if (actionState->interactionIndex != kInvalidIndex)
- {
- var bindingIndex = actionState->bindingIndex;
- if (bindingIndex != kInvalidIndex)
- {
- var mapIndex = actionState->mapIndex;
- var interactionCount = bindingStates[bindingIndex].interactionCount;
- var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
-
- for (var i = 0; i < interactionCount; ++i)
- {
- var interactionIndex = interactionStartIndex + i;
- ResetInteractionStateAndCancelIfNecessary(mapIndex, bindingIndex, interactionIndex, phaseAfterCanceled: toPhase);
- }
- }
- }
- else
- {
- // No interactions. Cancel the action directly.
-
- Debug.Assert(actionState->bindingIndex != kInvalidIndex, "Binding index on trigger state is invalid");
- Debug.Assert(bindingStates[actionState->bindingIndex].interactionCount == 0,
- "Action has been triggered but apparently not from an interaction yet there's interactions on the binding that got triggered?!?");
-
- if (actionState->phase != InputActionPhase.Canceled)
- ChangePhaseOfAction(InputActionPhase.Canceled, ref actionStates[actionIndex],
- phaseAfterPerformedOrCanceled: toPhase);
- }
- }
-
- // Wipe state.
- actionState->phase = toPhase;
- actionState->controlIndex = kInvalidIndex;
- actionState->bindingIndex = memory.actionBindingIndices[memory.actionBindingIndicesAndCounts[actionIndex]];
- actionState->interactionIndex = kInvalidIndex;
- actionState->startTime = 0;
- actionState->time = 0;
- actionState->hasMultipleConcurrentActuations = false;
- actionState->inProcessing = false;
- actionState->isPressed = false;
-
- // For "hard resets", wipe state we don't normally wipe. This resets things such as WasPressedThisFrame().
- if (hardReset)
- {
- actionState->lastCanceledInUpdate = default;
- actionState->lastPerformedInUpdate = default;
- actionState->lastCompletedInUpdate = default;
- actionState->pressedInUpdate = default;
- actionState->releasedInUpdate = default;
- }
-
- Debug.Assert(!actionState->isStarted, "Cannot reset an action to started phase");
- Debug.Assert(!actionState->isPerformed, "Cannot reset an action to performed phase");
- Debug.Assert(!actionState->isCanceled, "Cannot reset an action to canceled phase");
- }
-
- public ref TriggerState FetchActionState(InputAction action)
- {
- Debug.Assert(action != null, "Action must not be null");
- Debug.Assert(action.m_ActionMap != null, "Action must have an action map");
- Debug.Assert(action.m_ActionMap.m_MapIndexInState != kInvalidIndex, "Action must have index set");
- Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
- Debug.Assert(action.m_ActionIndexInState >= 0 && action.m_ActionIndexInState < totalActionCount, "Action index is out of range");
-
- return ref actionStates[action.m_ActionIndexInState];
- }
-
- public ActionMapIndices FetchMapIndices(InputActionMap map)
- {
- Debug.Assert(map != null, "Must must not be null");
- Debug.Assert(maps.Contains(map), "Map must be contained in state");
- return mapIndices[map.m_MapIndexInState];
- }
-
- public void EnableAllActions(InputActionMap map)
- {
- Debug.Assert(map != null, "Map must not be null");
- Debug.Assert(map.m_Actions != null, "Map must have actions");
- Debug.Assert(maps.Contains(map), "Map must be contained in state");
-
- // Enable all controls in map that aren't already enabled.
- EnableControls(map);
-
- // Put all actions that aren't already enabled into waiting state.
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range");
- var actionCount = mapIndices[mapIndex].actionCount;
- var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
- for (var i = 0; i < actionCount; ++i)
- {
- var actionIndex = actionStartIndex + i;
- var actionState = &actionStates[actionIndex];
- if (actionState->isDisabled)
- actionState->phase = InputActionPhase.Waiting;
- actionState->inProcessing = false;
- }
- map.m_EnabledActionsCount = actionCount;
-
- HookOnBeforeUpdate();
-
- // Make sure that if we happen to get here with one of the hidden action maps we create for singleton
- // action, we notify on the action, not the hidden map.
- if (map.m_SingletonAction != null)
- NotifyListenersOfActionChange(InputActionChange.ActionEnabled, map.m_SingletonAction);
- else
- NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map);
- }
-
- private void EnableControls(InputActionMap map)
- {
- Debug.Assert(map != null, "Map must not be null");
- Debug.Assert(map.m_Actions != null, "Map must have actions");
- Debug.Assert(maps.Contains(map), "Map must be contained in state");
-
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range");
-
- // Install state monitors for all controls.
- var controlCount = mapIndices[mapIndex].controlCount;
- var controlStartIndex = mapIndices[mapIndex].controlStartIndex;
- if (controlCount > 0)
- EnableControls(mapIndex, controlStartIndex, controlCount);
- }
-
- public void EnableSingleAction(InputAction action)
- {
- Debug.Assert(action != null, "Action must not be null");
- Debug.Assert(action.m_ActionMap != null, "Action must have action map");
- Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
-
- EnableControls(action);
-
- // Put action into waiting state.
- var actionIndex = action.m_ActionIndexInState;
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when enabling single action");
- actionStates[actionIndex].phase = InputActionPhase.Waiting;
- ++action.m_ActionMap.m_EnabledActionsCount;
-
- HookOnBeforeUpdate();
- NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action);
- }
-
- private void EnableControls(InputAction action)
- {
- Debug.Assert(action != null, "Action must not be null");
- Debug.Assert(action.m_ActionMap != null, "Action must have action map");
- Debug.Assert(maps.Contains(action.m_ActionMap), "Map must be contained in state");
-
- var actionIndex = action.m_ActionIndexInState;
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when enabling controls");
-
- var map = action.m_ActionMap;
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in EnableControls");
-
- // Go through all bindings in the map and for all that belong to the given action,
- // enable the associated controls.
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- var bindingCount = mapIndices[mapIndex].bindingCount;
- var bindingStatesPtr = memory.bindingStates;
- for (var i = 0; i < bindingCount; ++i)
- {
- var bindingIndex = bindingStartIndex + i;
- var bindingState = &bindingStatesPtr[bindingIndex];
- if (bindingState->actionIndex != actionIndex)
- continue;
-
- // Composites enable en-bloc through the composite binding itself.
- if (bindingState->isPartOfComposite)
- continue;
-
- var controlCount = bindingState->controlCount;
- if (controlCount == 0)
- continue;
-
- EnableControls(mapIndex, bindingState->controlStartIndex, controlCount);
- }
- }
-
- public void DisableAllActions(InputActionMap map)
- {
- Debug.Assert(map != null, "Map must not be null");
- Debug.Assert(map.m_Actions != null, "Map must have actions");
- Debug.Assert(maps.Contains(map), "Map must be contained in state");
-
- DisableControls(map);
-
- // Mark all actions as disabled.
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableAllActions");
- var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
- var actionCount = mapIndices[mapIndex].actionCount;
- var allActionsEnabled = map.m_EnabledActionsCount == actionCount;
- for (var i = 0; i < actionCount; ++i)
- {
- var actionIndex = actionStartIndex + i;
- if (actionStates[actionIndex].phase != InputActionPhase.Disabled)
- {
- ResetActionState(actionIndex, toPhase: InputActionPhase.Disabled);
- if (!allActionsEnabled)
- NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_Actions[i]);
- }
- }
- map.m_EnabledActionsCount = 0;
-
- // Make sure that if we happen to get here with one of the hidden action maps we create for singleton
- // action, we notify on the action, not the hidden map.
- if (map.m_SingletonAction != null)
- NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_SingletonAction);
- else if (allActionsEnabled)
- NotifyListenersOfActionChange(InputActionChange.ActionMapDisabled, map);
- }
-
- public void DisableControls(InputActionMap map)
- {
- Debug.Assert(map != null, "Map must not be null");
- Debug.Assert(map.m_Actions != null, "Map must have actions");
- Debug.Assert(maps.Contains(map), "Map must be contained in state");
-
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputActionMap)");
-
- // Remove state monitors from all controls.
- var controlCount = mapIndices[mapIndex].controlCount;
- var controlStartIndex = mapIndices[mapIndex].controlStartIndex;
- if (controlCount > 0)
- DisableControls(mapIndex, controlStartIndex, controlCount);
- }
-
- public void DisableSingleAction(InputAction action)
- {
- Debug.Assert(action != null, "Action must not be null");
- Debug.Assert(action.m_ActionMap != null, "Action must have action map");
- Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
-
- DisableControls(action);
- ResetActionState(action.m_ActionIndexInState, toPhase: InputActionPhase.Disabled);
- --action.m_ActionMap.m_EnabledActionsCount;
-
- NotifyListenersOfActionChange(InputActionChange.ActionDisabled, action);
- }
-
- private void DisableControls(InputAction action)
- {
- Debug.Assert(action != null, "Action must not be null");
- Debug.Assert(action.m_ActionMap != null, "Action must have action map");
- Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
-
- var actionIndex = action.m_ActionIndexInState;
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when disabling controls");
-
- var map = action.m_ActionMap;
- var mapIndex = map.m_MapIndexInState;
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputAction)");
-
- // Go through all bindings in the map and for all that belong to the given action,
- // disable the associated controls.
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- var bindingCount = mapIndices[mapIndex].bindingCount;
- var bindingStatesPtr = memory.bindingStates;
- for (var i = 0; i < bindingCount; ++i)
- {
- var bindingIndex = bindingStartIndex + i;
- var bindingState = &bindingStatesPtr[bindingIndex];
- if (bindingState->actionIndex != actionIndex)
- continue;
-
- // Composites enable en-bloc through the composite binding itself.
- if (bindingState->isPartOfComposite)
- continue;
-
- var controlCount = bindingState->controlCount;
- if (controlCount == 0)
- continue;
-
- DisableControls(mapIndex, bindingState->controlStartIndex, controlCount);
- }
- }
-
- ////REVIEW: can we have a method on InputManager doing this in bulk?
-
- ////NOTE: This must not enable only a partial set of controls on a binding (currently we have no setup that would lead to that)
- private void EnableControls(int mapIndex, int controlStartIndex, int numControls)
- {
- Debug.Assert(controls != null, "State must have controls");
- Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0),
- "Control start index out of range");
- Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds");
-
- var manager = InputSystem.s_Manager;
- for (var i = 0; i < numControls; ++i)
- {
- var controlIndex = controlStartIndex + i;
-
- // We don't want to add multiple state monitors for the same control. This can happen if enabling
- // single actions is mixed with enabling actions maps containing them.
- if (IsControlEnabled(controlIndex))
- continue;
-
- var bindingIndex = controlIndexToBindingIndex[controlIndex];
- var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex);
-
- var bindingStatePtr = &bindingStates[bindingIndex];
- if (bindingStatePtr->wantsInitialStateCheck)
- SetInitialStateCheckPending(bindingStatePtr, true);
- manager.AddStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex, controlGroupingAndComplexity[controlIndex * 2]);
-
- SetControlEnabled(controlIndex, true);
- }
- }
-
- private void DisableControls(int mapIndex, int controlStartIndex, int numControls)
- {
- Debug.Assert(controls != null, "State must have controls");
- Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0),
- "Control start index out of range");
- Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds");
-
- var manager = InputSystem.s_Manager;
- for (var i = 0; i < numControls; ++i)
- {
- var controlIndex = controlStartIndex + i;
- ////TODO: This can be done much more efficiently by at least going byte by byte in the mask instead of just bit by bit
- if (!IsControlEnabled(controlIndex))
- continue;
-
- var bindingIndex = controlIndexToBindingIndex[controlIndex];
- var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex);
- var bindingStatePtr = &bindingStates[bindingIndex];
- if (bindingStatePtr->wantsInitialStateCheck)
- SetInitialStateCheckPending(bindingStatePtr, false);
- manager.RemoveStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex);
-
- SetControlEnabled(controlIndex, false);
- }
- }
-
- public void SetInitialStateCheckPending(int actionIndex, bool value = true)
- {
- var mapIndex = actionStates[actionIndex].mapIndex;
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- var bindingCount = mapIndices[mapIndex].bindingCount;
- for (var i = 0; i < bindingCount; ++i)
- {
- ref var bindingState = ref bindingStates[bindingStartIndex + i];
- if (bindingState.actionIndex == actionIndex && !bindingState.isPartOfComposite)
- bindingState.initialStateCheckPending = value;
- }
- }
-
- private void SetInitialStateCheckPending(BindingState* bindingStatePtr, bool value)
- {
- if (bindingStatePtr->isPartOfComposite)
- {
- // For composites, we always flag the composite itself as wanting an initial state check. This
- // way, we don't have to worry about triggering the composite multiple times when several of its
- // controls are actuated.
- var compositeIndex = bindingStatePtr->compositeOrCompositeBindingIndex;
- bindingStates[compositeIndex].initialStateCheckPending = value;
- }
- else
- {
- bindingStatePtr->initialStateCheckPending = value;
- }
- }
-
- private bool IsControlEnabled(int controlIndex)
- {
- var intIndex = controlIndex / 32;
- var mask = 1U << (controlIndex % 32);
- return (enabledControls[intIndex] & mask) != 0;
- }
-
- private void SetControlEnabled(int controlIndex, bool state)
- {
- var intIndex = controlIndex / 32;
- var mask = 1U << (controlIndex % 32);
-
- if (state)
- enabledControls[intIndex] |= mask;
- else
- enabledControls[intIndex] &= ~mask;
- }
-
- private void HookOnBeforeUpdate()
- {
- if (m_OnBeforeUpdateHooked)
- return;
-
- if (m_OnBeforeUpdateDelegate == null)
- m_OnBeforeUpdateDelegate = OnBeforeInitialUpdate;
- InputSystem.s_Manager.onBeforeUpdate += m_OnBeforeUpdateDelegate;
- m_OnBeforeUpdateHooked = true;
- }
-
- private void UnhookOnBeforeUpdate()
- {
- if (!m_OnBeforeUpdateHooked)
- return;
-
- InputSystem.s_Manager.onBeforeUpdate -= m_OnBeforeUpdateDelegate;
- m_OnBeforeUpdateHooked = false;
- }
-
- // We hook this into InputManager.onBeforeUpdate every time actions are enabled and then take it off
- // the list after the first call. Inside here we check whether any actions we enabled already have
- // non-default state on bound controls.
- //
- // NOTE: We do this as a callback from onBeforeUpdate rather than directly when the action is enabled
- // to ensure that the callbacks happen during input processing and not randomly from wherever
- // an action happens to be enabled.
- private void OnBeforeInitialUpdate()
- {
- if (InputState.currentUpdateType == InputUpdateType.BeforeRender
- #if UNITY_EDITOR
- || InputState.currentUpdateType == InputUpdateType.Editor
- #endif
- )
- return;
-
- // Remove us from the callback as the processing we're doing here is a one-time thing.
- UnhookOnBeforeUpdate();
-
- Profiler.BeginSample("InitialActionStateCheck");
-
- // Use current time as time of control state change.
- var time = InputState.currentTime;
-
- ////REVIEW: should we store this data in a separate place rather than go through all bindingStates?
-
- // Go through all binding states and for every binding that needs an initial state check,
- // go through all bound controls and for each one that isn't in its default state, pretend
- // that the control just got actuated.
- var manager = InputSystem.s_Manager;
- for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex)
- {
- ref var bindingState = ref bindingStates[bindingIndex];
- if (!bindingState.initialStateCheckPending)
- continue;
-
- Debug.Assert(!bindingState.isPartOfComposite, "Initial state check flag must be set on composite, not on its parts");
- bindingState.initialStateCheckPending = false;
-
- var controlStartIndex = bindingState.controlStartIndex;
- var controlCount = bindingState.controlCount;
-
- var isComposite = bindingState.isComposite;
- var didFindControlToSignal = false;
- for (var n = 0; n < controlCount; ++n)
- {
- var controlIndex = controlStartIndex + n;
- var control = controls[controlIndex];
-
- // Leave any control alone that is already driving an interaction and/or action.
- if (IsActiveControl(bindingIndex, controlIndex))
- continue;
-
- if (!control.CheckStateIsAtDefault())
- {
- // Update press times.
- if (control.IsValueConsideredPressed(control.magnitude))
- {
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (bindingState.pressTime == default || bindingState.pressTime > time)
- bindingState.pressTime = time;
- }
-
- // For composites, any one actuated control will lead to the composite being
- // processed as a whole so we can stop here. This also ensures that we are
- // not triggering the composite repeatedly if there are multiple actuated
- // controls bound to its parts.
- if (isComposite && didFindControlToSignal)
- continue;
-
- manager.SignalStateChangeMonitor(control, this);
- didFindControlToSignal = true;
- }
- }
- }
- manager.FireStateChangeNotifications();
-
- Profiler.EndSample();
- }
-
- // Called from InputManager when one of our state change monitors has fired.
- // Tells us the time of the change *according to the state events coming in*.
- // Also tells us which control of the controls we are binding to triggered the
- // change and relays the binding index we gave it when we called AddChangeMonitor.
- void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, double time,
- InputEventPtr eventPtr, long mapControlAndBindingIndex)
- {
- #if UNITY_EDITOR
- if (InputState.currentUpdateType == InputUpdateType.Editor)
- return;
- #endif
-
- SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex);
- ProcessControlStateChange(mapIndex, controlIndex, bindingIndex, time, eventPtr);
- }
-
- void IInputStateChangeMonitor.NotifyTimerExpired(InputControl control, double time,
- long mapControlAndBindingIndex, int interactionIndex)
- {
- SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex);
- ProcessTimeout(time, mapIndex, controlIndex, bindingIndex, interactionIndex);
- }
-
- /// <summary>
- /// Bit pack the mapIndex, controlIndex, bindingIndex and complexity components into a single long monitor index value.
- /// </summary>
- /// <param name="mapIndex">The mapIndex value to pack.</param>
- /// <param name="controlIndex">The controlIndex value to pack.</param>
- /// <param name="bindingIndex">The bindingIndex value to pack..</param>
- /// <remarks>
- /// We mangle the various indices we use into a single long for association with state change
- /// monitors. While we could look up map and binding indices from control indices, keeping
- /// all the information together avoids having to unnecessarily jump around in memory to grab
- /// the various pieces of data.
- /// The complexity component is implicitly derived and does not need to be passed as an argument.
- /// </remarks>
- private long ToCombinedMapAndControlAndBindingIndex(int mapIndex, int controlIndex, int bindingIndex)
- {
- // We have limits on the numbers of maps, controls, and bindings we allow in any single
- // action state (see TriggerState.kMaxNumXXX).
- var complexity = controlGroupingAndComplexity[controlIndex * 2 + 1];
- var result = (long)controlIndex;
- result |= (long)bindingIndex << 24;
- result |= (long)mapIndex << 40;
- result |= (long)complexity << 48;
- return result;
- }
-
- /// <summary>
- /// Extract the mapIndex, controlIndex and bindingIndex components from the provided bit packed argument (monitor index).
- /// </summary>
- /// <param name="mapControlAndBindingIndex">Represents a monitor index, which is a bit packed field containing multiple components.</param>
- /// <param name="mapIndex">Will hold the extracted mapIndex value after the function completes.</param>
- /// <param name="controlIndex">Will hold the extracted controlIndex value after the function completes.</param>
- /// <param name="bindingIndex">Will hold the extracted bindingIndex value after the function completes.</param>
- private void SplitUpMapAndControlAndBindingIndex(long mapControlAndBindingIndex, out int mapIndex,
- out int controlIndex, out int bindingIndex)
- {
- controlIndex = (int)(mapControlAndBindingIndex & 0x00ffffff);
- bindingIndex = (int)((mapControlAndBindingIndex >> 24) & 0xffff);
- mapIndex = (int)((mapControlAndBindingIndex >> 40) & 0xff);
- }
-
- /// <summary>
- /// Extract the 'complexity' component from the provided bit packed argument (monitor index).
- /// </summary>
- /// <param name="mapControlAndBindingIndex">Represents a monitor index, which is a bit packed field containing multiple components.</param>
- internal static int GetComplexityFromMonitorIndex(long mapControlAndBindingIndex)
- {
- return (int)((mapControlAndBindingIndex >> 48) & 0xff);
- }
-
- /// <summary>
- /// Process a state change that has happened in one of the controls attached
- /// to this action map state.
- /// </summary>
- /// <param name="mapIndex">Index of the action map to which the binding belongs.</param>
- /// <param name="controlIndex">Index of the control that changed state.</param>
- /// <param name="bindingIndex">Index of the binding associated with the given control.</param>
- /// <param name="time">The timestamp associated with the state change (comes from the state change event).</param>
- /// <param name="eventPtr">Event (if any) that triggered the state change.</param>
- /// <remarks>
- /// This is where we end up if one of the state monitors we've put in the system has triggered.
- /// From here we go back to the associated binding and then let it figure out what the state change
- /// means for it.
- ///
- /// Note that we get called for any change in state even if the change in state does not actually
- /// result in a change of value on the respective control.
- /// </remarks>
- private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindingIndex, double time, InputEventPtr eventPtr)
- {
- Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in ProcessControlStateChange");
- Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
-
- using (InputActionRebindingExtensions.DeferBindingResolution())
- {
- // Callbacks can do pretty much anything and thus trigger arbitrary state/configuration
- // changes in the system. We have to ensure that while we're executing callbacks, our
- // current InputActionState is not getting changed from under us. We dictate that while
- // m_InProcessControlStateChange is true, no binding resolution can be triggered on the state and
- // it cannot be destroyed.
- //
- // This is also why we defer binding resolution above. If there is a configuration change
- // triggered by an action callback, the state will be marked dirty and re-resolved after
- // we have completed the callback.
- m_InProcessControlStateChange = true;
- m_CurrentlyProcessingThisEvent = eventPtr;
-
- try
- {
- var bindingStatePtr = &bindingStates[bindingIndex];
- var actionIndex = bindingStatePtr->actionIndex;
-
- var trigger = new TriggerState
- {
- mapIndex = mapIndex,
- controlIndex = controlIndex,
- bindingIndex = bindingIndex,
- interactionIndex = kInvalidIndex,
- time = time,
- startTime = time,
- isPassThrough = actionIndex != kInvalidIndex && actionStates[actionIndex].isPassThrough,
- isButton = actionIndex != kInvalidIndex && actionStates[actionIndex].isButton,
- };
-
- // If we have pending initial state checks that will run in the next update,
- // force-reset the flag on the control that just triggered. This ensures that we're
- // not triggering an action twice from the same state change in case the initial state
- // check happens later (see Actions_ValueActionsEnabledInOnEvent_DoNotReactToCurrentStateOfControlTwice).
- if (m_OnBeforeUpdateHooked)
- bindingStatePtr->initialStateCheckPending = false;
-
- // Store magnitude. We do this once and then only read it from here.
- var control = controls[controlIndex];
- trigger.magnitude = control.CheckStateIsAtDefault() ? 0f : control.magnitude;
- controlMagnitudes[controlIndex] = trigger.magnitude;
-
- // Update press times.
- if (control.IsValueConsideredPressed(trigger.magnitude))
- {
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (bindingStatePtr->pressTime == default || bindingStatePtr->pressTime > trigger.time)
- bindingStatePtr->pressTime = trigger.time;
- }
-
- // If the binding is part of a composite, check for interactions on the composite
- // itself and give them a first shot at processing the value change.
- var haveInteractionsOnComposite = false;
- if (bindingStatePtr->isPartOfComposite)
- {
- var compositeBindingIndex = bindingStatePtr->compositeOrCompositeBindingIndex;
- var compositeBindingPtr = &bindingStates[compositeBindingIndex];
-
- // If the composite has already been triggered from the very same event, ignore it.
- // Example: KeyboardState change that includes both A and W key state changes and we're looking
- // at a WASD composite binding. There's a state change monitor on both the A and the W
- // key and thus the manager will notify us individually of both changes. However, we
- // want to perform the action only once.
- if (ShouldIgnoreInputOnCompositeBinding(compositeBindingPtr, eventPtr))
- return;
-
- // Update magnitude for composite.
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeContext = new InputBindingCompositeContext
- {
- m_State = this,
- m_BindingIndex = compositeBindingIndex
- };
- trigger.magnitude = composites[compositeIndex].EvaluateMagnitude(ref compositeContext);
- memory.compositeMagnitudes[compositeIndex] = trigger.magnitude;
-
- // Run through interactions on composite.
- var interactionCountOnComposite = compositeBindingPtr->interactionCount;
- if (interactionCountOnComposite > 0)
- {
- haveInteractionsOnComposite = true;
- ProcessInteractions(ref trigger,
- compositeBindingPtr->interactionStartIndex,
- interactionCountOnComposite);
- }
- }
-
- // Check if we have multiple concurrent actuations on the same action. This may lead us
- // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having
- // one of higher magnitude) or may even lead us to switch to processing a different binding
- // (e.g. when an input of previously greater magnitude has now fallen below the level of another
- // ongoing input with now higher magnitude).
- var isConflictingInput = IsConflictingInput(ref trigger, actionIndex);
- bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding.
-
- // Process button presses/releases.
- if (!isConflictingInput)
- ProcessButtonState(ref trigger, actionIndex, bindingStatePtr);
-
- // If we have interactions, let them do all the processing. The presence of an interaction
- // essentially bypasses the default phase progression logic of an action.
- var interactionCount = bindingStatePtr->interactionCount;
- if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite)
- {
- ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount);
- }
- else if (!haveInteractionsOnComposite && !isConflictingInput)
- {
- ProcessDefaultInteraction(ref trigger, actionIndex);
- }
- }
- finally
- {
- m_InProcessControlStateChange = default;
- m_CurrentlyProcessingThisEvent = default;
- }
- }
- }
-
- private void ProcessButtonState(ref TriggerState trigger, int actionIndex, BindingState* bindingStatePtr)
- {
- var control = controls[trigger.controlIndex];
- var pressPoint = control.isButton
- ? ((ButtonControl)control).pressPointOrDefault
- : ButtonControl.s_GlobalDefaultButtonPressPoint;
-
- // NOTE: This method relies on conflict resolution happening *first*. Otherwise, we may inadvertently
- // detect a "release" from a control that is not actually driving the action.
-
- // Record release time on the binding.
- // NOTE: Explicitly look up control magnitude here instead of using trigger.magnitude
- // as for part bindings, the trigger will have the magnitude of the whole composite.
- var controlActuation = controlMagnitudes[trigger.controlIndex];
- if (controlActuation <= pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold)
- bindingStatePtr->pressTime = 0d;
-
- var actuation = trigger.magnitude;
- var actionState = &actionStates[actionIndex];
- if (!actionState->isPressed && actuation >= pressPoint)
- {
- actionState->pressedInUpdate = InputUpdate.s_UpdateStepCount;
- actionState->isPressed = true;
- }
- else if (actionState->isPressed)
- {
- var releasePoint = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
- if (actuation <= releasePoint)
- {
- actionState->releasedInUpdate = InputUpdate.s_UpdateStepCount;
- actionState->isPressed = false;
- }
- }
- }
-
- /// <summary>
- /// Whether the given state change on a composite binding should be ignored.
- /// </summary>
- /// <param name="binding"></param>
- /// <param name="eventPtr"></param>
- /// <returns></returns>
- /// <remarks>
- /// Each state event may change the state of arbitrary many controls on a device and thus may trigger
- /// several bindings at once that are part of the same composite binding. We still want to trigger the
- /// composite binding only once for the event.
- ///
- /// To do so, we store the ID of the event on the binding and ignore events if they have the same
- /// ID as the one we've already recorded.
- /// </remarks>
- private static bool ShouldIgnoreInputOnCompositeBinding(BindingState* binding, InputEvent* eventPtr)
- {
- if (eventPtr == null)
- return false;
-
- var eventId = eventPtr->eventId;
- if (eventId != 0 && binding->triggerEventIdForComposite == eventId)
- return true;
-
- binding->triggerEventIdForComposite = eventId;
- return false;
- }
-
- /// <summary>
- /// Whether the given control state should be ignored.
- /// </summary>
- /// <param name="trigger"></param>
- /// <param name="actionIndex"></param>
- /// <returns></returns>
- /// <remarks>
- /// If an action has multiple controls bound to it, control state changes on the action may conflict with each other.
- /// If that happens, we resolve the conflict by always sticking to the most actuated control.
- ///
- /// Pass-through actions (<see cref="InputActionType.PassThrough"/>) will always bypass conflict resolution and respond
- /// to every value change.
- ///
- /// Actions that are resolved to only a single control will early out of conflict resolution.
- ///
- /// Actions that are bound to multiple controls but have only one control actuated will early out of conflict
- /// resolution as well.
- ///
- /// Note that conflict resolution here is entirely tied to magnitude. This ignores other qualities that the value
- /// of a control may have. For example, one 2D vector may have a similar magnitude to another yet point in an
- /// entirely different direction.
- ///
- /// There are other conflict resolution mechanisms that could be used. For example, we could average the values
- /// from all controls. However, it would not necessarily result in more useful conflict resolution and would
- /// at the same time be much more expensive.
- /// </remarks>
- private bool IsConflictingInput(ref TriggerState trigger, int actionIndex)
- {
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when checking for conflicting control input");
-
- // The goal of this method is to provide conflict resolution but do so ONLY if it is
- // really needed. In the vast majority of cases, this method should do almost nothing and
- // simply return straight away.
-
- // If conflict resolution is disabled on the action, early out. This is the case for pass-through
- // actions and for actions that cannot get into an ambiguous state based on the controls they
- // are bound to.
- var actionState = &actionStates[actionIndex];
- if (!actionState->mayNeedConflictResolution)
- return false;
-
- // Anything past here happens only for actions that may have conflicts.
- // Anything below here we want to avoid executing whenever we can.
- Debug.Assert(actionState->mayNeedConflictResolution);
-
- Profiler.BeginSample("InputActionResolveConflict");
-
- // We take a local copy of this value, so we can change it to use the starting control of composites
- // for simpler conflict resolution (so composites always use the same value), but still report the actually
- // actuated control to the user.
- var triggerControlIndex = trigger.controlIndex;
- if (bindingStates[trigger.bindingIndex].isPartOfComposite)
- {
- // For actions that need conflict resolution, we force TriggerState.controlIndex to the
- // first control in a composite. Otherwise it becomes much harder to tell if the we have
- // multiple concurrent actuations or not.
- // Since composites always evaluate as a whole instead of as single controls, having
- // triggerControlIndex differ from the state monitor that fired should be fine.
- var compositeBindingIndex = bindingStates[trigger.bindingIndex].compositeOrCompositeBindingIndex;
- triggerControlIndex = bindingStates[compositeBindingIndex].controlStartIndex;
- Debug.Assert(triggerControlIndex >= 0 && triggerControlIndex < totalControlCount,
- "Control start index on composite binding out of range");
- }
-
- // Determine which control to consider the one currently associated with the action.
- // We do the same thing as for the triggered control and in the case of a composite,
- // switch to the first control of the composite.
- var actionStateControlIndex = actionState->controlIndex;
- if (bindingStates[actionState->bindingIndex].isPartOfComposite)
- {
- var compositeBindingIndex = bindingStates[actionState->bindingIndex].compositeOrCompositeBindingIndex;
- actionStateControlIndex = bindingStates[compositeBindingIndex].controlStartIndex;
- }
-
- // Never ignore state changes for actions that aren't currently driven by
- // anything.
- if (actionStateControlIndex == kInvalidIndex)
- {
- actionState->magnitude = trigger.magnitude;
- Profiler.EndSample();
- return false;
- }
-
- // Find out if we get triggered from the control that is actively driving the action.
- var isControlCurrentlyDrivingTheAction = triggerControlIndex == actionStateControlIndex ||
- controls[triggerControlIndex] == controls[actionStateControlIndex]; // Same control, different binding.
-
- // If the control is actuated *more* than the current level of actuation we recorded for the
- // action, we process the state change normally. If this isn't the control that is already
- // driving the action, it will become the one now.
- //
- // NOTE: For composites, we're looking at the combined actuation of the entire binding here,
- // not just at the actuation level of the individual control. ComputeMagnitude()
- // automatically takes care of that for us.
- if (trigger.magnitude > actionState->magnitude)
- {
- // If this is not the control that is currently driving the action, we know
- // there are multiple controls that are concurrently actuated on the action.
- // Remember that so that when the controls are released again, we can more
- // efficiently determine whether we need to take multiple bound controls into
- // account or not.
- // NOTE: For composites, we have forced triggerControlIndex to the first control
- // in the composite. See above.
- if (trigger.magnitude > 0 && !isControlCurrentlyDrivingTheAction && actionState->magnitude > 0)
- actionState->hasMultipleConcurrentActuations = true;
-
- // Keep recorded magnitude in action state up to date.
- actionState->magnitude = trigger.magnitude;
- Profiler.EndSample();
- return false;
- }
-
- // If the control is actuated *less* then the current level of actuation we
- // recorded for the action *and* the control that changed is the one that is currently
- // driving the action, we have to check whether there is another actuation
- // that is now *higher* than what we're getting from the current control.
- if (trigger.magnitude < actionState->magnitude)
- {
- // If we're not currently driving the action, it's simple. Doesn't matter that we lowered
- // actuation as we didn't have the highest actuation anyway.
- if (!isControlCurrentlyDrivingTheAction)
- {
- Profiler.EndSample();
- ////REVIEW: should we *count* actuations instead? (problem is that then we have to reliably determine when a control
- //// first actuates; the current solution will occasionally run conflict resolution when it doesn't have to
- //// but won't require the extra bookkeeping)
- // Do NOT let this control state change affect the action.
- if (trigger.magnitude > 0)
- actionState->hasMultipleConcurrentActuations = true;
- return true;
- }
-
- // If we don't have multiple controls that are currently actuated, it's simple.
- if (!actionState->hasMultipleConcurrentActuations)
- {
- // Keep recorded magnitude in action state up to date.
- actionState->magnitude = trigger.magnitude;
- Profiler.EndSample();
- return false;
- }
-
- ////REVIEW: is there a simpler way we can do this???
-
- // So, now we know we are actually looking at a potential conflict. Multiple
- // controls bound to the action are actuated but we don't yet know whether
- // any of them is actuated *more* than the control that had just changed value.
- // Go through the bindings for the action and see what we've got.
- var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount);
- var highestActuationLevel = trigger.magnitude;
- var controlWithHighestActuation = kInvalidIndex;
- var bindingWithHighestActuation = kInvalidIndex;
- var numActuations = 0;
- for (var i = 0; i < bindingCount; ++i)
- {
- var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i];
- var binding = &memory.bindingStates[bindingIndex];
-
- if (binding->isComposite)
- {
- // Composite bindings result in a single actuation value regardless of how
- // many controls are bound through the parts of the composite.
-
- var firstControlIndex = binding->controlStartIndex;
- var compositeIndex = binding->compositeOrCompositeBindingIndex;
-
- Debug.Assert(compositeIndex >= 0 && compositeIndex < totalCompositeCount,
- "Composite index out of range on composite");
-
- var magnitude = memory.compositeMagnitudes[compositeIndex];
- if (magnitude > 0)
- ++numActuations;
- if (magnitude > highestActuationLevel)
- {
- Debug.Assert(firstControlIndex >= 0 && firstControlIndex < totalControlCount,
- "Control start index out of range on composite");
-
- controlWithHighestActuation = firstControlIndex;
- bindingWithHighestActuation = controlIndexToBindingIndex[firstControlIndex];
- highestActuationLevel = magnitude;
- }
- }
- else if (!binding->isPartOfComposite)
- {
- // Check actuation of each control on the binding.
- for (var n = 0; n < binding->controlCount; ++n)
- {
- var controlIndex = binding->controlStartIndex + n;
- var magnitude = memory.controlMagnitudes[controlIndex];
-
- if (magnitude > 0)
- ++numActuations;
-
- if (magnitude > highestActuationLevel)
- {
- controlWithHighestActuation = controlIndex;
- bindingWithHighestActuation = bindingIndex;
- highestActuationLevel = magnitude;
- }
- }
- }
- }
-
- // Update our record of whether there are multiple concurrent actuations.
- if (numActuations <= 1)
- actionState->hasMultipleConcurrentActuations = false;
-
- // If we didn't find a control with a higher actuation level, then go and process
- // the control value change.
- if (controlWithHighestActuation != kInvalidIndex)
- {
- // We do have a control with a higher actuation level. Switch from our current
- // control to processing the control with the now highest actuation level.
- //
- // NOTE: We are processing an artificial control state change here. Information
- // such as the timestamp will not correspond to when the control actually
- // changed value. However, if we skip processing this as a separate control
- // change here, interactions may not behave properly as they would not be
- // seeing that we just lowered the actuation level on the action.
- trigger.controlIndex = controlWithHighestActuation;
- trigger.bindingIndex = bindingWithHighestActuation;
- trigger.magnitude = highestActuationLevel;
-
- // If we're switching to a different binding, we may also have to switch to a
- // different stack of interactions.
- if (actionState->bindingIndex != bindingWithHighestActuation)
- {
- // If there's an interaction currently driving the action, reset it.
- // NOTE: This will also cancel an ongoing timer. So, say we're currently 0.5 seconds into
- // a 1 second "Hold" when the user shifts to a different control, then this code here
- // will *cancel* the current "Hold" and restart from scratch.
- if (actionState->interactionIndex != kInvalidIndex)
- ResetInteractionState(actionState->interactionIndex);
-
- // If there's an interaction in progress on the new binding, let
- // it drive the action.
- var bindingState = &bindingStates[bindingWithHighestActuation];
- var interactionCount = bindingState->interactionCount;
- var interactionStartIndex = bindingState->interactionStartIndex;
- for (var i = 0; i < interactionCount; ++i)
- {
- if (!interactionStates[interactionStartIndex + i].phase.IsInProgress())
- continue;
-
- actionState->interactionIndex = interactionStartIndex + i;
- trigger.interactionIndex = interactionStartIndex + i;
- break;
- }
- }
-
- // We're switching the action to a different control so regardless of whether
- // the processing of the control state change results in a call to ChangePhaseOfAction,
- // we need to record this or the disambiguation code may start ignoring valid input.
- actionState->controlIndex = controlWithHighestActuation;
- actionState->bindingIndex = bindingWithHighestActuation;
- actionState->magnitude = highestActuationLevel;
-
- Profiler.EndSample();
- return false;
- }
- }
-
- Profiler.EndSample();
-
- // If we're not really effecting any change on the action, ignore the control state change.
- // NOTE: We may be looking at a control here that points in a completely direction, for example, even
- // though it has the same magnitude. However, we require a control to *increase* absolute actuation
- // before we let it drive the action.
- if (!isControlCurrentlyDrivingTheAction && Mathf.Approximately(trigger.magnitude, actionState->magnitude))
- {
- // If we do have an actuation on a control that isn't currently driving the action, flag the action has
- // having multiple concurrent inputs ATM.
- if (trigger.magnitude > 0)
- actionState->hasMultipleConcurrentActuations = true;
- return true;
- }
-
- return false;
- }
-
- private ushort GetActionBindingStartIndexAndCount(int actionIndex, out ushort bindingCount)
- {
- bindingCount = memory.actionBindingIndicesAndCounts[actionIndex * 2 + 1];
- return memory.actionBindingIndicesAndCounts[actionIndex * 2];
- }
-
- /// <summary>
- /// When there is no interaction on an action, this method perform the default interaction logic that we
- /// run when a bound control changes value.
- /// </summary>
- /// <param name="trigger">Control trigger state.</param>
- /// <param name="actionIndex"></param>
- /// <remarks>
- /// The default interaction does not have its own <see cref="InteractionState"/>. Whatever we do in here,
- /// we store directly on the action state.
- ///
- /// The default interaction is basically a sort of optimization where we don't require having an explicit
- /// interaction object. Conceptually, it can be thought of, however, as putting this interaction on any
- /// binding that doesn't have any other interaction on it.
- /// </remarks>
- private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex)
- {
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when processing default interaction");
-
- var actionState = &actionStates[actionIndex];
- switch (actionState->phase)
- {
- case InputActionPhase.Waiting:
- {
- // Pass-through actions we perform on every value change and then go back
- // to waiting.
- if (trigger.isPassThrough)
- {
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Waiting);
- break;
- }
- // Button actions need to cross the button-press threshold.
- if (trigger.isButton)
- {
- var actuation = trigger.magnitude;
- if (actuation > 0)
- ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
- var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
- if (actuation >= threshold)
- {
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
- }
- }
- else
- {
- // Value-type action.
- // Ignore if the control has not crossed its actuation threshold.
- if (IsActuated(ref trigger))
- {
- ////REVIEW: Why is it we don't stay in performed but rather go back to started all the time?
-
- // Go into started, then perform and then go back to started.
- ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Started);
- }
- }
-
- break;
- }
-
- case InputActionPhase.Started:
- {
- if (actionState->isButton)
- {
- var actuation = trigger.magnitude;
- var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
- if (actuation >= threshold)
- {
- // Button crossed press threshold. Perform.
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
- }
- else if (Mathf.Approximately(actuation, 0))
- {
- // Button is no longer actuated. Never reached threshold to perform.
- // Cancel.
- ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
- }
- }
- else
- {
- if (!IsActuated(ref trigger))
- {
- // Control went back to below actuation threshold. Cancel interaction.
- ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
- }
- else
- {
- // Control changed value above magnitude threshold. Perform and remain started.
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Started);
- }
- }
- break;
- }
-
- case InputActionPhase.Performed:
- {
- if (actionState->isButton)
- {
- var actuation = trigger.magnitude;
- var pressPoint = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
- if (Mathf.Approximately(0f, actuation))
- {
- ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
- }
- else
- {
- var threshold = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
- if (actuation <= threshold)
- {
- // Button released to below threshold but not fully released.
- ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
- }
- }
- }
- else if (actionState->isPassThrough)
- {
- ////REVIEW: even for pass-through actions, shouldn't we cancel when seeing a default value?
- ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
- phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
- }
- break;
- }
-
- default:
- Debug.Assert(false, "Should not get here");
- break;
- }
- }
-
- private void ProcessInteractions(ref TriggerState trigger, int interactionStartIndex, int interactionCount)
- {
- var context = new InputInteractionContext
- {
- m_State = this,
- m_TriggerState = trigger
- };
-
- for (var i = 0; i < interactionCount; ++i)
- {
- var index = interactionStartIndex + i;
- var state = interactionStates[index];
- var interaction = interactions[index];
-
- context.m_TriggerState.phase = state.phase;
- context.m_TriggerState.startTime = state.startTime;
- context.m_TriggerState.interactionIndex = index;
-
- interaction.Process(ref context);
- }
- }
-
- private void ProcessTimeout(double time, int mapIndex, int controlIndex, int bindingIndex, int interactionIndex)
- {
- Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
-
- ref var currentState = ref interactionStates[interactionIndex];
-
- var context = new InputInteractionContext
- {
- m_State = this,
- m_TriggerState =
- new TriggerState
- {
- phase = currentState.phase,
- time = time,
- mapIndex = mapIndex,
- controlIndex = controlIndex,
- bindingIndex = bindingIndex,
- interactionIndex = interactionIndex,
- startTime = currentState.startTime
- },
- timerHasExpired = true,
- };
-
- currentState.isTimerRunning = false;
- currentState.totalTimeoutCompletionTimeRemaining =
- Mathf.Max(currentState.totalTimeoutCompletionTimeRemaining - currentState.timerDuration, 0);
- currentState.timerDuration = default;
-
- // Let interaction handle timer expiration.
- interactions[interactionIndex].Process(ref context);
- }
-
- internal void SetTotalTimeoutCompletionTime(float seconds, ref TriggerState trigger)
- {
- Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
-
- ref var interactionState = ref interactionStates[trigger.interactionIndex];
- interactionState.totalTimeoutCompletionDone = 0;
- interactionState.totalTimeoutCompletionTimeRemaining = seconds;
- }
-
- internal void StartTimeout(float seconds, ref TriggerState trigger)
- {
- Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
- Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
- Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
-
- var manager = InputSystem.s_Manager;
- var currentTime = trigger.time;
- var control = controls[trigger.controlIndex];
- var interactionIndex = trigger.interactionIndex;
- var monitorIndex =
- ToCombinedMapAndControlAndBindingIndex(trigger.mapIndex, trigger.controlIndex, trigger.bindingIndex);
-
- // If there's already a timeout running, cancel it first.
- ref var interactionState = ref interactionStates[interactionIndex];
- if (interactionState.isTimerRunning)
- StopTimeout(interactionIndex);
-
- // Add new timeout.
- manager.AddStateChangeMonitorTimeout(control, this, currentTime + seconds, monitorIndex,
- interactionIndex);
-
- // Update state.
- interactionState.isTimerRunning = true;
- interactionState.timerStartTime = currentTime;
- interactionState.timerDuration = seconds;
- interactionState.timerMonitorIndex = monitorIndex;
- }
-
- private void StopTimeout(int interactionIndex)
- {
- Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
-
- ref var interactionState = ref interactionStates[interactionIndex];
-
- var manager = InputSystem.s_Manager;
- manager.RemoveStateChangeMonitorTimeout(this, interactionState.timerMonitorIndex, interactionIndex);
-
- // Update state.
- interactionState.isTimerRunning = false;
- interactionState.totalTimeoutCompletionDone += interactionState.timerDuration;
- interactionState.totalTimeoutCompletionTimeRemaining =
- Mathf.Max(interactionState.totalTimeoutCompletionTimeRemaining - interactionState.timerDuration, 0);
- interactionState.timerDuration = default;
- interactionState.timerStartTime = default;
- interactionState.timerMonitorIndex = default;
- }
-
- /// <summary>
- /// Perform a phase change on the given interaction. Only visible to observers
- /// if it happens to change the phase of the action, too.
- /// </summary>
- /// <param name="newPhase">New phase to transition the interaction to.</param>
- /// <param name="trigger">Information about the binding and control that triggered the phase change.</param>
- /// <param name="phaseAfterPerformed">If <paramref name="newPhase"/> is <see cref="InputActionPhase.Performed"/>,
- /// this determines which phase to transition to after the action has been performed. This would usually be
- /// <see cref="InputActionPhase.Waiting"/> (default), <see cref="InputActionPhase.Started"/> (if the action is supposed
- /// to be oscillate between started and performed), or <see cref="InputActionPhase.Performed"/> (if the action is
- /// supposed to perform over and over again until canceled).</param>
- /// <param name="phaseAfterCanceled">If <paramref name="newPhase"/> is <see cref="InputActionPhase.Canceled"/>,
- /// this determines which phase to transition to after the action has been canceled.</param>
- /// <param name="processNextInteractionOnCancel">Indicates if the system should try and change the phase of other
- /// interactions on the same action that are already started or performed after cancelling this interaction. This should be
- /// false when resetting interactions.</param>
- /// <remarks>
- /// Multiple interactions on the same binding can be started concurrently but the
- /// first interaction that starts will get to drive an action until it either cancels
- /// or performs the action.
- ///
- /// If an interaction driving an action performs it, all interactions will reset and
- /// go back waiting.
- ///
- /// If an interaction driving an action cancels it, the next interaction in the list which
- /// has already started will get to drive the action (example: a TapInteraction and a
- /// SlowTapInteraction both start and the TapInteraction gets to drive the action because
- /// it comes first; then the TapInteraction cancels because the button is held for too
- /// long and the SlowTapInteraction will get to drive the action next).
- /// </remarks>
- internal void ChangePhaseOfInteraction(InputActionPhase newPhase, ref TriggerState trigger,
- InputActionPhase phaseAfterPerformed = InputActionPhase.Waiting,
- InputActionPhase phaseAfterCanceled = InputActionPhase.Waiting,
- bool processNextInteractionOnCancel = true)
- {
- var interactionIndex = trigger.interactionIndex;
- var bindingIndex = trigger.bindingIndex;
-
- Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
-
- ////TODO: need to make sure that performed and canceled phase changes happen on the *same* binding&control
- //// as the start of the phase
-
- var phaseAfterPerformedOrCanceled = InputActionPhase.Waiting;
- if (newPhase == InputActionPhase.Performed)
- phaseAfterPerformedOrCanceled = phaseAfterPerformed;
- else if (newPhase == InputActionPhase.Canceled)
- phaseAfterPerformedOrCanceled = phaseAfterCanceled;
-
- // Any time an interaction changes phase, we cancel all pending timeouts.
- ref var interactionState = ref interactionStates[interactionIndex];
- if (interactionState.isTimerRunning)
- StopTimeout(trigger.interactionIndex);
-
- // Update interaction state.
- interactionState.phase = newPhase;
- interactionState.triggerControlIndex = trigger.controlIndex;
- interactionState.startTime = trigger.startTime;
- if (newPhase == InputActionPhase.Performed)
- interactionState.performedTime = trigger.time;
-
- // See if it affects the phase of an associated action.
- var actionIndex = bindingStates[bindingIndex].actionIndex; // We already had to tap this array and entry in ProcessControlStateChange.
- if (actionIndex != -1)
- {
- if (actionStates[actionIndex].phase == InputActionPhase.Waiting)
- {
- // We're the first interaction to go to the start phase.
- if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled))
- return;
- }
- else if (newPhase == InputActionPhase.Canceled && actionStates[actionIndex].interactionIndex == trigger.interactionIndex)
- {
- // We're canceling but maybe there's another interaction ready
- // to go into start phase. *Or* there's an interaction that has
- // already performed.
-
- if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled))
- return;
-
- if (processNextInteractionOnCancel == false)
- return;
-
- var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
- var numInteractions = bindingStates[bindingIndex].interactionCount;
- for (var i = 0; i < numInteractions; ++i)
- {
- var index = interactionStartIndex + i;
- if (index != trigger.interactionIndex && (interactionStates[index].phase == InputActionPhase.Started ||
- interactionStates[index].phase == InputActionPhase.Performed))
- {
- // Trigger start.
- var startTime = interactionStates[index].startTime;
- var triggerForInteraction = new TriggerState
- {
- phase = InputActionPhase.Started,
- controlIndex = interactionStates[index].triggerControlIndex,
- bindingIndex = trigger.bindingIndex,
- interactionIndex = index,
- mapIndex = trigger.mapIndex,
- time = startTime,
- startTime = startTime,
- };
- if (!ChangePhaseOfAction(InputActionPhase.Started, ref triggerForInteraction, phaseAfterPerformedOrCanceled))
- return;
-
- // If the interaction has already performed, trigger it now.
- if (interactionStates[index].phase == InputActionPhase.Performed)
- {
- triggerForInteraction = new TriggerState
- {
- phase = InputActionPhase.Performed,
- controlIndex = interactionStates[index].triggerControlIndex,
- bindingIndex = trigger.bindingIndex,
- interactionIndex = index,
- mapIndex = trigger.mapIndex,
- time = interactionStates[index].performedTime, // Time when the interaction performed.
- startTime = startTime,
- };
- if (!ChangePhaseOfAction(InputActionPhase.Performed, ref triggerForInteraction, phaseAfterPerformedOrCanceled))
- return;
- }
- break;
- }
- }
- }
- else if (actionStates[actionIndex].interactionIndex == trigger.interactionIndex)
- {
- // Any other phase change goes to action if we're the interaction driving
- // the current phase.
- if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled))
- return;
-
- // We're the interaction driving the action and we performed the action,
- // so reset any other interaction to waiting state.
- if (newPhase == InputActionPhase.Performed)
- {
- var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
- var numInteractions = bindingStates[bindingIndex].interactionCount;
- for (var i = 0; i < numInteractions; ++i)
- {
- var index = interactionStartIndex + i;
- if (index != trigger.interactionIndex)
- ResetInteractionState(index);
- }
- }
- }
- }
-
- // If the interaction performed or canceled, go back to waiting.
- // Exception: if it was performed and we're to remain in started state, set the interaction
- // to started. Note that for that phase transition, there are no callbacks being
- // triggered (i.e. we don't call 'started' every time after 'performed').
- if (newPhase == InputActionPhase.Performed && actionStates[actionIndex].interactionIndex != trigger.interactionIndex)
- {
- // We performed but we're not the interaction driving the action. We want to stay performed to make
- // sure that if the interaction that is currently driving the action cancels, we get to perform
- // the action. If we go back to waiting here, then the system can't tell that there's another interaction
- // ready to perform (in fact, that has already performed).
- }
- else if (newPhase == InputActionPhase.Performed && phaseAfterPerformed != InputActionPhase.Waiting)
- {
- interactionState.phase = phaseAfterPerformed;
- }
- else if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled)
- {
- ResetInteractionState(trigger.interactionIndex);
- }
- }
-
- /// <summary>
- /// Change the current phase of the action referenced by <paramref name="trigger"/> to <paramref name="newPhase"/>.
- /// </summary>
- /// <param name="newPhase">New phase to transition to.</param>
- /// <param name="trigger">Trigger that caused the change in phase.</param>
- /// <param name="phaseAfterPerformedOrCanceled">The phase to immediately transition to after <paramref name="newPhase"/>
- /// when that is <see cref="InputActionPhase.Performed"/> or <see cref="InputActionPhase.Canceled"/> (<see cref="InputActionPhase.Waiting"/>
- /// by default).</param>
- /// <remarks>
- /// The change in phase is visible to observers, i.e. on the various callbacks and notifications.
- ///
- /// If <paramref name="newPhase"/> is <see cref="InputActionPhase.Performed"/> or <see cref="InputActionPhase.Canceled"/>,
- /// the action will subsequently immediately transition to <paramref name="phaseAfterPerformedOrCanceled"/>
- /// (<see cref="InputActionPhase.Waiting"/> by default). This change is not visible to observers, i.e. there won't
- /// be another run through callbacks.
- /// </remarks>
- private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState trigger,
- InputActionPhase phaseAfterPerformedOrCanceled = InputActionPhase.Waiting)
- {
- Debug.Assert(newPhase != InputActionPhase.Disabled, "Should not disable an action using this method");
- Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
- Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
- Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range");
-
- var actionIndex = bindingStates[trigger.bindingIndex].actionIndex;
- if (actionIndex == kInvalidIndex)
- return true; // No action associated with binding.
-
- // Ignore if action is disabled.
- var actionState = &actionStates[actionIndex];
- if (actionState->isDisabled)
- return true;
-
- // We mark the action as in-processing while we execute its phase transitions and perform
- // callbacks. The callbacks may alter system state such that the action may get disabled
- // (and potentially re-enabled) while the callback is in progress. We need to make sure that
- // if that happens, we don't go and then do more processing on the action.
- actionState->inProcessing = true;
- try
- {
- // Enforce transition constraints.
- if (actionState->isPassThrough && trigger.interactionIndex == kInvalidIndex)
- {
- // No constraints on pass-through actions except if there are interactions driving the action.
- ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger,
- isDisablingAction: newPhase == InputActionPhase.Canceled && phaseAfterPerformedOrCanceled == InputActionPhase.Disabled);
- if (!actionState->inProcessing)
- return false;
- }
- else if (newPhase == InputActionPhase.Performed && actionState->phase == InputActionPhase.Waiting)
- {
- // Going from waiting to performed, we make a detour via started.
- ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Started, ref trigger);
- if (!actionState->inProcessing)
- return false;
-
- // Then we perform.
- ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger);
- if (!actionState->inProcessing)
- return false;
-
- // And finally, if we're going back to waiting, we make a detour via canceled.
- if (phaseAfterPerformedOrCanceled == InputActionPhase.Waiting)
- ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Canceled, ref trigger);
- if (!actionState->inProcessing)
- return false;
-
- actionState->phase = phaseAfterPerformedOrCanceled;
- }
- else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly.
- {
- ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger,
- isDisablingAction: newPhase == InputActionPhase.Canceled && phaseAfterPerformedOrCanceled == InputActionPhase.Disabled);
- if (!actionState->inProcessing)
- return false;
-
- if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled)
- actionState->phase = phaseAfterPerformedOrCanceled;
- }
- }
- finally
- {
- actionState->inProcessing = false;
- }
-
- // If we're now waiting, reset control state. This is important for the disambiguation code
- // to not consider whatever control actuation happened on the action last.
- if (actionState->phase == InputActionPhase.Waiting)
- {
- actionState->controlIndex = kInvalidIndex;
- actionState->flags &= ~TriggerState.Flags.HaveMagnitude;
- }
-
- return true;
- }
-
- private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, ref TriggerState trigger, bool isDisablingAction = false)
- {
- Debug.Assert(trigger.mapIndex == actionState->mapIndex,
- "Map index on trigger does not correspond to map index of trigger state");
-
- // Update action state.
- var newState = trigger;
-
- // We need to make sure here that any HaveMagnitude flag we may be carrying over from actionState
- // is handled correctly (case 1239551).
- newState.flags = actionState->flags; // Preserve flags.
- if (newPhase != InputActionPhase.Canceled)
- newState.magnitude = trigger.magnitude;
- else
- newState.magnitude = 0f;
-
- newState.phase = newPhase;
- if (newPhase == InputActionPhase.Performed)
- {
- newState.lastPerformedInUpdate = InputUpdate.s_UpdateStepCount;
- newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate;
-
- // When we perform an action, we mark the event handled such that FireStateChangeNotifications()
- // can then reset state monitors in the same group.
- // NOTE: We don't consume for controls at binding complexity 1. Those we fire in unison.
- if (controlGroupingAndComplexity[trigger.controlIndex * 2 + 1] > 1 &&
- // we can end up switching to performed state from an interaction with a timeout, at which point
- // the original event will probably have been removed from memory, so make sure to check
- // we still have one
- m_CurrentlyProcessingThisEvent.valid)
- m_CurrentlyProcessingThisEvent.handled = true;
- }
- else if (newPhase == InputActionPhase.Canceled)
- {
- newState.lastCanceledInUpdate = InputUpdate.s_UpdateStepCount;
- newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate;
- }
- else
- {
- newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate;
- newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate;
- }
-
- // When we go from Performed to Disabling, we take a detour through Canceled.
- // To replicate the behavior of releasedInUpdate where it doesn't get updated when the action is disabled
- // from being performed, we skip updating lastCompletedInUpdate if Disabled is the phase after Canceled.
- if (actionState->phase == InputActionPhase.Performed && newPhase != InputActionPhase.Performed && !isDisablingAction)
- newState.lastCompletedInUpdate = InputUpdate.s_UpdateStepCount;
- else
- newState.lastCompletedInUpdate = actionState->lastCompletedInUpdate;
-
- newState.pressedInUpdate = actionState->pressedInUpdate;
- newState.releasedInUpdate = actionState->releasedInUpdate;
- if (newPhase == InputActionPhase.Started)
- newState.startTime = newState.time;
- *actionState = newState;
-
- // Let listeners know.
- var map = maps[trigger.mapIndex];
- Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex,
- "actionIndex is below actionStartIndex for map that the action belongs to");
- var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex];
- trigger.phase = newPhase;
- switch (newPhase)
- {
- case InputActionPhase.Started:
- {
- Debug.Assert(trigger.controlIndex != -1, "Must have control to start an action");
- CallActionListeners(actionIndex, map, newPhase, ref action.m_OnStarted, "started");
- break;
- }
-
- case InputActionPhase.Performed:
- {
- Debug.Assert(trigger.controlIndex != -1, "Must have control to perform an action");
- CallActionListeners(actionIndex, map, newPhase, ref action.m_OnPerformed, "performed");
- break;
- }
-
- case InputActionPhase.Canceled:
- {
- Debug.Assert(trigger.controlIndex != -1, "When canceling, must have control that started action");
- CallActionListeners(actionIndex, map, newPhase, ref action.m_OnCanceled, "canceled");
- break;
- }
- }
- }
-
- private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, ref CallbackArray<InputActionListener> listeners, string callbackName)
- {
- // If there's no listeners, don't bother with anything else.
- var callbacksOnMap = actionMap.m_ActionCallbacks;
- if (listeners.length == 0 && callbacksOnMap.length == 0 && s_GlobalState.onActionChange.length == 0)
- return;
-
- var context = new InputAction.CallbackContext
- {
- m_State = this,
- m_ActionIndex = actionIndex,
- };
-
- Profiler.BeginSample("InputActionCallback");
-
- // Global callback goes first.
- var action = context.action;
- if (s_GlobalState.onActionChange.length > 0)
- {
- InputActionChange change;
- switch (phase)
- {
- case InputActionPhase.Started:
- change = InputActionChange.ActionStarted;
- break;
- case InputActionPhase.Performed:
- change = InputActionChange.ActionPerformed;
- break;
- case InputActionPhase.Canceled:
- change = InputActionChange.ActionCanceled;
- break;
- default:
- Debug.Assert(false, "Should not reach here");
- return;
- }
-
- DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, action, change, "InputSystem.onActionChange");
- }
-
- // Run callbacks (if any) directly on action.
- DelegateHelpers.InvokeCallbacksSafe(ref listeners, context, callbackName, action);
-
- // Run callbacks (if any) on action map.
- DelegateHelpers.InvokeCallbacksSafe(ref callbacksOnMap, context, callbackName, actionMap);
-
- Profiler.EndSample();
- }
-
- private object GetActionOrNoneString(ref TriggerState trigger)
- {
- var action = GetActionOrNull(ref trigger);
- if (action == null)
- return "<none>";
- return action;
- }
-
- internal InputAction GetActionOrNull(int bindingIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
-
- var actionIndex = bindingStates[bindingIndex].actionIndex;
- if (actionIndex == kInvalidIndex)
- return null;
-
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
- "Action index out of range when getting action");
- var mapIndex = bindingStates[bindingIndex].mapIndex;
- var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
- return maps[mapIndex].m_Actions[actionIndex - actionStartIndex];
- }
-
- internal InputAction GetActionOrNull(ref TriggerState trigger)
- {
- Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
- Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range");
-
- var actionIndex = bindingStates[trigger.bindingIndex].actionIndex;
- if (actionIndex == kInvalidIndex)
- return null;
-
- Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range");
- var actionStartIndex = mapIndices[trigger.mapIndex].actionStartIndex;
- return maps[trigger.mapIndex].m_Actions[actionIndex - actionStartIndex];
- }
-
- internal InputControl GetControl(ref TriggerState trigger)
- {
- Debug.Assert(trigger.controlIndex != kInvalidIndex, "Control index is invalid");
- Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
- return controls[trigger.controlIndex];
- }
-
- private IInputInteraction GetInteractionOrNull(ref TriggerState trigger)
- {
- if (trigger.interactionIndex == kInvalidIndex)
- return null;
-
- Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
- return interactions[trigger.interactionIndex];
- }
-
- internal int GetBindingIndexInMap(int bindingIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- var mapIndex = bindingStates[bindingIndex].mapIndex;
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- return bindingIndex - bindingStartIndex;
- }
-
- internal int GetBindingIndexInState(int mapIndex, int bindingIndexInMap)
- {
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- return bindingStartIndex + bindingIndexInMap;
- }
-
- // Iterators may not use unsafe code so do the detour here.
- internal ref BindingState GetBindingState(int bindingIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- return ref bindingStates[bindingIndex];
- }
-
- internal ref InputBinding GetBinding(int bindingIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- var mapIndex = bindingStates[bindingIndex].mapIndex;
- var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
- return ref maps[mapIndex].m_Bindings[bindingIndex - bindingStartIndex];
- }
-
- internal InputActionMap GetActionMap(int bindingIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- var mapIndex = bindingStates[bindingIndex].mapIndex;
- return maps[mapIndex];
- }
-
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "mapIndex", Justification = "Keep this for future implementation")]
- private void ResetInteractionStateAndCancelIfNecessary(int mapIndex, int bindingIndex, int interactionIndex, InputActionPhase phaseAfterCanceled)
- {
- Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
-
- // If interaction is currently driving an action and it has been started or performed,
- // cancel it.
- //
- // NOTE: We could just blindly call ChangePhaseOfInteraction() and it would handle the case of
- // when the interaction is currently driving the action automatically. However, doing so
- // would give other interactions a chance to take over which is something we don't want to
- // happen when resetting actions.
- var actionIndex = bindingStates[bindingIndex].actionIndex;
- if (actionStates[actionIndex].interactionIndex == interactionIndex)
- {
- switch (interactionStates[interactionIndex].phase)
- {
- case InputActionPhase.Started:
- case InputActionPhase.Performed:
- ChangePhaseOfInteraction(InputActionPhase.Canceled, ref actionStates[actionIndex],
- phaseAfterCanceled: phaseAfterCanceled,
- processNextInteractionOnCancel: false);
- break;
- }
-
- actionStates[actionIndex].interactionIndex = kInvalidIndex;
- }
-
- ResetInteractionState(interactionIndex);
- }
-
- private void ResetInteractionState(int interactionIndex)
- {
- Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
-
- // Clean up internal state that the interaction may keep.
- interactions[interactionIndex].Reset();
-
- // Clean up timer.
- if (interactionStates[interactionIndex].isTimerRunning)
- StopTimeout(interactionIndex);
-
- // Reset state record.
- interactionStates[interactionIndex] =
- new InteractionState
- {
- // We never set interactions to disabled. This way we don't have to go through them
- // when we disable/enable actions.
- phase = InputActionPhase.Waiting,
- triggerControlIndex = kInvalidIndex
- };
- }
-
- internal int GetValueSizeInBytes(int bindingIndex, int controlIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
-
- if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
- {
- var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeObject = composites[compositeIndex];
- Debug.Assert(compositeObject != null, "Composite object on composite state is null");
-
- return compositeObject.valueSizeInBytes;
- }
-
- var control = controls[controlIndex];
- Debug.Assert(control != null, "Control at given index is null");
- return control.valueSizeInBytes;
- }
-
- internal Type GetValueType(int bindingIndex, int controlIndex)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
-
- if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
- {
- var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeObject = composites[compositeIndex];
- Debug.Assert(compositeObject != null, "Composite object is null");
-
- return compositeObject.valueType;
- }
-
- var control = controls[controlIndex];
- Debug.Assert(control != null, "Control is null");
- return control.valueType;
- }
-
- internal static bool IsActuated(ref TriggerState trigger, float threshold = 0)
- {
- var magnitude = trigger.magnitude;
- if (magnitude < 0)
- return true;
- if (Mathf.Approximately(threshold, 0))
- return magnitude > 0;
- return magnitude >= threshold;
- }
-
- ////REVIEW: we can unify the reading paths once we have blittable type constraints
-
- internal void ReadValue(int bindingIndex, int controlIndex, void* buffer, int bufferSize, bool ignoreComposites = false)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
- Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
-
- InputControl control = null;
-
- // If the binding that triggered the action is part of a composite, let
- // the composite determine the value we return.
- if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite)
- {
- var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeObject = composites[compositeIndex];
- Debug.Assert(compositeObject != null, "Composite object is null");
-
- var context = new InputBindingCompositeContext
- {
- m_State = this,
- m_BindingIndex = compositeBindingIndex
- };
-
- compositeObject.ReadValue(ref context, buffer, bufferSize);
-
- // Switch bindingIndex to that of composite so that we use the right processors.
- bindingIndex = compositeBindingIndex;
- }
- else
- {
- control = controls[controlIndex];
- Debug.Assert(control != null, "Control is null");
- control.ReadValueIntoBuffer(buffer, bufferSize);
- }
-
- // Run value through processors, if any.
- var processorCount = bindingStates[bindingIndex].processorCount;
- if (processorCount > 0)
- {
- var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
- for (var i = 0; i < processorCount; ++i)
- processors[processorStartIndex + i].Process(buffer, bufferSize, control);
- }
- }
-
- internal TValue ReadValue<TValue>(int bindingIndex, int controlIndex, bool ignoreComposites = false)
- where TValue : struct
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
-
- var value = default(TValue);
-
- // In the case of a composite, this will be null.
- InputControl<TValue> controlOfType = null;
-
- // If the binding that triggered the action is part of a composite, let
- // the composite determine the value we return.
- if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite)
- {
- var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
- Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Composite binding index is out of range");
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeObject = composites[compositeIndex];
- Debug.Assert(compositeObject != null, "Composite object is null");
-
- var context = new InputBindingCompositeContext
- {
- m_State = this,
- m_BindingIndex = compositeBindingIndex
- };
-
- var compositeOfType = compositeObject as InputBindingComposite<TValue>;
- if (compositeOfType == null)
- {
- // Composite is not derived from InputBindingComposite<TValue>. Do an explicit value
- // type check here. Might be a composite like OneModifierComposite that dynamically
- // determines its value type based on what its parts are bound to.
- var valueType = compositeObject.valueType;
- if (!valueType.IsAssignableFrom(typeof(TValue)))
- throw new InvalidOperationException(
- $"Cannot read value of type '{typeof(TValue).Name}' from composite '{compositeObject}' bound to action '{GetActionOrNull(bindingIndex)}' (composite is a '{compositeIndex.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(valueType)}')");
-
- compositeObject.ReadValue(ref context, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf<TValue>());
- }
- else
- {
- value = compositeOfType.ReadValue(ref context);
- }
-
- // Switch bindingIndex to that of composite so that we use the right processors.
- bindingIndex = compositeBindingIndex;
- }
- else
- {
- if (controlIndex != kInvalidIndex)
- {
- var control = controls[controlIndex];
- Debug.Assert(control != null, "Control is null");
-
- controlOfType = control as InputControl<TValue>;
- if (controlOfType == null)
- throw new InvalidOperationException(
- $"Cannot read value of type '{TypeHelpers.GetNiceTypeName(typeof(TValue))}' from control '{control.path}' bound to action '{GetActionOrNull(bindingIndex)}' (control is a '{control.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(control.valueType)}')");
-
- value = controlOfType.value;
- }
- }
-
- // Run value through processors, if any.
- return ApplyProcessors(bindingIndex, value, controlOfType);
- }
-
- internal TValue ApplyProcessors<TValue>(int bindingIndex, TValue value, InputControl<TValue> controlOfType = null)
- where TValue : struct
- {
- var processorCount = bindingStates[bindingIndex].processorCount;
- if (processorCount > 0)
- {
- var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
- for (var i = 0; i < processorCount; ++i)
- {
- if (processors[processorStartIndex + i] is InputProcessor<TValue> processor)
- value = processor.Process(value, controlOfType);
- }
- }
-
- return value;
- }
-
- public float EvaluateCompositePartMagnitude(int bindingIndex, int partNumber)
- {
- var firstChildBindingIndex = bindingIndex + 1;
- var currentMagnitude = float.MinValue;
- for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
- {
- if (bindingStates[index].partIndex != partNumber)
- continue;
-
- var controlCount = bindingStates[index].controlCount;
- var controlStartIndex = bindingStates[index].controlStartIndex;
- for (var i = 0; i < controlCount; ++i)
- {
- var control = controls[controlStartIndex + i];
-
- // NOTE: We do *NOT* go to controlMagnitudes here. The reason is we may not yet have received the ProcessControlStateChange
- // call for a specific control that is part of the composite and thus controlMagnitudes may not yet have been updated
- // for a specific control.
- currentMagnitude = Mathf.Max(control.magnitude, currentMagnitude);
- }
- }
-
- return currentMagnitude;
- }
-
- internal double GetCompositePartPressTime(int bindingIndex, int partNumber)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
- Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
-
- var firstChildBindingIndex = bindingIndex + 1;
- var pressTime = double.MaxValue;
- for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
- {
- ref var bindingState = ref bindingStates[index];
-
- if (bindingState.partIndex != partNumber)
- continue;
-
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (bindingState.pressTime != default && bindingState.pressTime < pressTime)
- pressTime = bindingState.pressTime;
- }
-
- // ReSharper disable once CompareOfFloatsByEqualityOperator
- if (pressTime == double.MaxValue)
- return -1d;
-
- return pressTime;
- }
-
- /// <summary>
- /// Read the value of the given part of a composite binding.
- /// </summary>
- /// <param name="bindingIndex">Index of the composite binding in <see cref="bindingStates"/>.</param>
- /// <param name="partNumber">Index of the part. Note that part indices start at 1!</param>
- /// <typeparam name="TValue">Value type to read. Must correspond to the value of bound controls or an exception will
- /// be thrown.</typeparam>
- /// <returns>Greatest value from among the bound controls for the given part.</returns>
- /// <remarks>
- /// Composites are composed of "parts". Each part has an associated name (e.g. "negative" or "positive") which is
- /// referenced by <see cref="InputBinding.name"/> of bindings that are part of the composite. However, multiple
- /// bindings may reference the same part (e.g. there could be a binding for "W" and another binding for "UpArrow"
- /// and both would reference the "Up" part).
- ///
- /// However, a given composite will only be interested in a single value for any given part. What we do is give
- /// a composite an integer key for every part. When it asks for a value for the given part, we go through all
- /// bindings that reference the given part and return the greatest value from among the controls of all those
- /// bindings.
- ///
- /// <example>
- /// <code>
- /// // Read a float value from the second part of the composite binding at index 3.
- /// ReadCompositePartValue<float>(3, 2);
- /// </code>
- /// </example>
- /// </remarks>
- internal TValue ReadCompositePartValue<TValue, TComparer>(int bindingIndex, int partNumber,
- bool* buttonValuePtr, out int controlIndex, TComparer comparer = default)
- where TValue : struct
- where TComparer : IComparer<TValue>
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
- Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
-
- var result = default(TValue);
- var firstChildBindingIndex = bindingIndex + 1;
- var isFirstValue = true;
-
- controlIndex = kInvalidIndex;
-
- // Find the binding in the composite that has both the given part number and
- // the greatest value.
- //
- // NOTE: It is tempting to go by control magnitudes instead as those are readily available to us (controlMagnitudes)
- // and avoids us reading values that we're not going to use. Unfortunately, we can't do that as several controls
- // used by a composite may all have been updated with a single event (e.g. WASD on a keyboard will usually see
- // just one update that refreshes the entire state of the keyboard). In that case, one of the controls will
- // see its state monitor trigger first and in turn trigger processing of the action and composite. Thus only
- // that one single control would have its value refreshed in controlMagnitudes whereas the other control magnitudes
- // would be stale.
- for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
- {
- if (bindingStates[index].partIndex != partNumber)
- continue;
-
- var controlCount = bindingStates[index].controlCount;
- var controlStartIndex = bindingStates[index].controlStartIndex;
- for (var i = 0; i < controlCount; ++i)
- {
- var thisControlIndex = controlStartIndex + i;
- var value = ReadValue<TValue>(index, thisControlIndex, ignoreComposites: true);
-
- if (isFirstValue)
- {
- result = value;
- controlIndex = thisControlIndex;
- isFirstValue = false;
- }
- else if (comparer.Compare(value, result) > 0)
- {
- result = value;
- controlIndex = thisControlIndex;
- }
-
- if (buttonValuePtr != null && controlIndex == thisControlIndex)
- {
- var control = controls[thisControlIndex];
- if (control is ButtonControl button)
- {
- *buttonValuePtr = button.isPressed;
- }
- else if (control is InputControl<float>)
- {
- var valuePtr = UnsafeUtility.AddressOf(ref value);
- *buttonValuePtr = *(float*)valuePtr >= ButtonControl.s_GlobalDefaultButtonPressPoint;
- }
-
- ////REVIEW: Early out here as soon as *any* button is pressed? Technically, the comparer
- //// could still select a different control, though...
- }
- }
- }
-
- return result;
- }
-
- internal bool ReadCompositePartValue(int bindingIndex, int partNumber, void* buffer, int bufferSize)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
- Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
-
- var firstChildBindingIndex = bindingIndex + 1;
-
- // Find the binding in the composite that has both the given part number and
- // the greatest amount of actuation.
- var currentMagnitude = float.MinValue;
- for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
- {
- if (bindingStates[index].partIndex != partNumber)
- continue;
-
- var controlCount = bindingStates[index].controlCount;
- var controlStartIndex = bindingStates[index].controlStartIndex;
- for (var i = 0; i < controlCount; ++i)
- {
- var thisControlIndex = controlStartIndex + i;
-
- // Check if the control has greater actuation than the most actuated control
- // we've found so far.
- //
- // NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated
- // with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state
- // of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn
- // trigger processing of the action and composite. Thus only that one single control would have its value
- // refreshed in controlMagnitudes whereas the other control magnitudes would be stale.
- var control = controls[thisControlIndex];
- var magnitude = control.magnitude;
- if (magnitude < currentMagnitude)
- continue;
-
- // If so, read the value.
- ReadValue(index, thisControlIndex, buffer, bufferSize, ignoreComposites: true);
- currentMagnitude = magnitude;
- }
- }
-
- return currentMagnitude > float.MinValue;
- }
-
- internal object ReadCompositePartValueAsObject(int bindingIndex, int partNumber)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
- Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
-
- var firstChildBindingIndex = bindingIndex + 1;
-
- // Find the binding in the composite that both has the given part number and
- // the greatest amount of actuation.
- var currentMagnitude = float.MinValue;
- object currentValue = null;
- for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
- {
- if (bindingStates[index].partIndex != partNumber)
- continue;
-
- var controlCount = bindingStates[index].controlCount;
- var controlStartIndex = bindingStates[index].controlStartIndex;
- for (var i = 0; i < controlCount; ++i)
- {
- var thisControlIndex = controlStartIndex + i;
-
- // Check if the control has greater actuation than the most actuated control
- // we've found so far.
- //
- // NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated
- // with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state
- // of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn
- // trigger processing of the action and composite. Thus only that one single control would have its value
- // refreshed in controlMagnitudes whereas the other control magnitudes would be stale.
- var control = controls[thisControlIndex];
- var magnitude = control.magnitude;
- if (magnitude < currentMagnitude)
- continue;
-
- // If so, read the value.
- currentValue = ReadValueAsObject(index, thisControlIndex, ignoreComposites: true);
- currentMagnitude = magnitude;
- }
- }
-
- return currentValue;
- }
-
- internal object ReadValueAsObject(int bindingIndex, int controlIndex, bool ignoreComposites = false)
- {
- Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
-
- InputControl control = null;
- object value = null;
-
- // If the binding that triggered the action is part of a composite, let
- // the composite determine the value we return.
- if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
- {
- var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
- Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Binding index is out of range");
- var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
- var compositeObject = composites[compositeIndex];
- Debug.Assert(compositeObject != null, "Composite object is null");
-
- var context = new InputBindingCompositeContext
- {
- m_State = this,
- m_BindingIndex = compositeBindingIndex
- };
-
- value = compositeObject.ReadValueAsObject(ref context);
-
- // Switch bindingIndex to that of composite so that we use the right processors.
- bindingIndex = compositeBindingIndex;
- }
- else
- {
- if (controlIndex != kInvalidIndex)
- {
- control = controls[controlIndex];
- Debug.Assert(control != null, "Control is null");
- value = control.ReadValueAsObject();
- }
- }
-
- if (value != null)
- {
- // Run value through processors, if any.
- var processorCount = bindingStates[bindingIndex].processorCount;
- if (processorCount > 0)
- {
- var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
- for (var i = 0; i < processorCount; ++i)
- value = processors[processorStartIndex + i].ProcessAsObject(value, control);
- }
- }
-
- return value;
- }
-
- internal bool ReadValueAsButton(int bindingIndex, int controlIndex)
- {
- var buttonControl = default(ButtonControl);
- if (!bindingStates[bindingIndex].isPartOfComposite)
- buttonControl = controls[controlIndex] as ButtonControl;
-
- // Read float value.
- var floatValue = ReadValue<float>(bindingIndex, controlIndex);
-
- // Compare to press point.
- if (buttonControl != null)
- return floatValue >= buttonControl.pressPointOrDefault;
- return floatValue >= ButtonControl.s_GlobalDefaultButtonPressPoint;
- }
-
- /// <summary>
- /// Records the current state of a single interaction attached to a binding.
- /// Each interaction keeps track of its own trigger control and phase progression.
- /// </summary>
- [StructLayout(LayoutKind.Explicit, Size = 48)]
- internal struct InteractionState
- {
- [FieldOffset(0)] private ushort m_TriggerControlIndex;
- [FieldOffset(2)] private byte m_Phase;
- [FieldOffset(3)] private byte m_Flags;
- [FieldOffset(4)] private float m_TimerDuration;
- [FieldOffset(8)] private double m_StartTime;
- [FieldOffset(16)] private double m_TimerStartTime;
- [FieldOffset(24)] private double m_PerformedTime;
- [FieldOffset(32)] private float m_TotalTimeoutCompletionTimeDone;
- [FieldOffset(36)] private float m_TotalTimeoutCompletionTimeRemaining;
- [FieldOffset(40)] private long m_TimerMonitorIndex;
-
- public int triggerControlIndex
- {
- get
- {
- if (m_TriggerControlIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_TriggerControlIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_TriggerControlIndex = ushort.MaxValue;
- else
- {
- if (value < 0 || value >= ushort.MaxValue)
- throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState");
- m_TriggerControlIndex = (ushort)value;
- }
- }
- }
-
- public double startTime
- {
- get => m_StartTime;
- set => m_StartTime = value;
- }
-
- public double performedTime
- {
- get => m_PerformedTime;
- set => m_PerformedTime = value;
- }
-
- public double timerStartTime
- {
- get => m_TimerStartTime;
- set => m_TimerStartTime = value;
- }
-
- public float timerDuration
- {
- get => m_TimerDuration;
- set => m_TimerDuration = value;
- }
-
- public float totalTimeoutCompletionDone
- {
- get => m_TotalTimeoutCompletionTimeDone;
- set => m_TotalTimeoutCompletionTimeDone = value;
- }
-
- public float totalTimeoutCompletionTimeRemaining
- {
- get => m_TotalTimeoutCompletionTimeRemaining;
- set => m_TotalTimeoutCompletionTimeRemaining = value;
- }
-
- public long timerMonitorIndex
- {
- get => m_TimerMonitorIndex;
- set => m_TimerMonitorIndex = value;
- }
-
- public bool isTimerRunning
- {
- get => ((Flags)m_Flags & Flags.TimerRunning) == Flags.TimerRunning;
- set
- {
- if (value)
- m_Flags |= (byte)Flags.TimerRunning;
- else
- {
- var mask = ~Flags.TimerRunning;
- m_Flags &= (byte)mask;
- }
- }
- }
-
- public InputActionPhase phase
- {
- get => (InputActionPhase)m_Phase;
- set => m_Phase = (byte)value;
- }
-
- [Flags]
- private enum Flags
- {
- TimerRunning = 1 << 0,
- }
- }
-
- /// <summary>
- /// Runtime state for a single binding.
- /// </summary>
- /// <remarks>
- /// Correlated to the <see cref="InputBinding"/> it corresponds to by the index in the binding
- /// array.
- /// </remarks>
- [StructLayout(LayoutKind.Explicit, Size = 32)]
- internal struct BindingState
- {
- [FieldOffset(0)] private byte m_ControlCount;
- [FieldOffset(1)] private byte m_InteractionCount;
- [FieldOffset(2)] private byte m_ProcessorCount;
- [FieldOffset(3)] private byte m_MapIndex;
- [FieldOffset(4)] private byte m_Flags;
- [FieldOffset(5)] private byte m_PartIndex;
- [FieldOffset(6)] private ushort m_ActionIndex;
- [FieldOffset(8)] private ushort m_CompositeOrCompositeBindingIndex;
- [FieldOffset(10)] private ushort m_ProcessorStartIndex;
- [FieldOffset(12)] private ushort m_InteractionStartIndex;
- [FieldOffset(14)] private ushort m_ControlStartIndex;
- [FieldOffset(16)] private double m_PressTime;
- [FieldOffset(24)] private int m_TriggerEventIdForComposite;
- [FieldOffset(28)] private int __padding; // m_PressTime double must be aligned
-
- [Flags]
- public enum Flags
- {
- ChainsWithNext = 1 << 0,
- EndOfChain = 1 << 1,
- Composite = 1 << 2,
- PartOfComposite = 1 << 3,
- InitialStateCheckPending = 1 << 4,
- WantsInitialStateCheck = 1 << 5,
- }
-
- /// <summary>
- /// Index into <see cref="controls"/> of first control associated with the binding.
- /// </summary>
- /// <remarks>
- /// For composites, this is the index of the first control that is bound by any of the parts in the composite.
- /// </remarks>
- public int controlStartIndex
- {
- get => m_ControlStartIndex;
- set
- {
- Debug.Assert(value != kInvalidIndex, "Control state index is invalid");
- if (value >= ushort.MaxValue)
- throw new NotSupportedException("Total control count in state cannot exceed byte.MaxValue=" + ushort.MaxValue);
- m_ControlStartIndex = (ushort)value;
- }
- }
-
- /// <summary>
- /// Number of controls associated with this binding.
- /// </summary>
- /// <remarks>
- /// For composites, this is the total number of controls bound by all parts of the composite combined.
- /// </remarks>
- public int controlCount
- {
- get => m_ControlCount;
- set
- {
- if (value >= byte.MaxValue)
- throw new NotSupportedException("Control count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
- m_ControlCount = (byte)value;
- }
- }
-
- /// <summary>
- /// Index into <see cref="InputActionState.interactionStates"/> of first interaction associated with the binding.
- /// </summary>
- public int interactionStartIndex
- {
- get
- {
- if (m_InteractionStartIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_InteractionStartIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_InteractionStartIndex = ushort.MaxValue;
- else
- {
- if (value >= ushort.MaxValue)
- throw new NotSupportedException("Interaction count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
- m_InteractionStartIndex = (ushort)value;
- }
- }
- }
-
- /// <summary>
- /// Number of interactions associated with this binding.
- /// </summary>
- public int interactionCount
- {
- get => m_InteractionCount;
- set
- {
- if (value >= byte.MaxValue)
- throw new NotSupportedException("Interaction count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
- m_InteractionCount = (byte)value;
- }
- }
-
- public int processorStartIndex
- {
- get
- {
- if (m_ProcessorStartIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_ProcessorStartIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_ProcessorStartIndex = ushort.MaxValue;
- else
- {
- if (value >= ushort.MaxValue)
- throw new NotSupportedException("Processor count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
- m_ProcessorStartIndex = (ushort)value;
- }
- }
- }
-
- public int processorCount
- {
- get => m_ProcessorCount;
- set
- {
- if (value >= byte.MaxValue)
- throw new NotSupportedException("Processor count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
- m_ProcessorCount = (byte)value;
- }
- }
-
- /// <summary>
- /// Index of the action being triggered by the binding (if any).
- /// </summary>
- /// <remarks>
- /// For bindings that don't trigger actions, this is <see cref="kInvalidIndex"/>.
- ///
- /// For bindings that are part of a composite, we force this to be the action set on the composite itself.
- /// </remarks>
- public int actionIndex
- {
- get
- {
- if (m_ActionIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_ActionIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_ActionIndex = ushort.MaxValue;
- else
- {
- if (value >= ushort.MaxValue)
- throw new NotSupportedException("Action count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
- m_ActionIndex = (ushort)value;
- }
- }
- }
-
- public int mapIndex
- {
- get => m_MapIndex;
- set
- {
- Debug.Assert(value != kInvalidIndex, "Map index is invalid");
- if (value >= byte.MaxValue)
- throw new NotSupportedException("Map count cannot exceed byte.MaxValue=" + byte.MaxValue);
- m_MapIndex = (byte)value;
- }
- }
-
- /// <summary>
- /// If this is a composite binding, this is the index of the composite in <see cref="composites"/>.
- /// If the binding is part of a composite, this is the index of the binding that is the composite.
- /// If the binding is neither a composite nor part of a composite, this is <see cref="kInvalidIndex"/>.
- /// </summary>
- public int compositeOrCompositeBindingIndex
- {
- get
- {
- if (m_CompositeOrCompositeBindingIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_CompositeOrCompositeBindingIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_CompositeOrCompositeBindingIndex = ushort.MaxValue;
- else
- {
- if (value >= ushort.MaxValue)
- throw new NotSupportedException("Composite count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
- m_CompositeOrCompositeBindingIndex = (ushort)value;
- }
- }
- }
-
- /// <summary>
- /// <see cref="InputEvent.eventId">ID</see> of the event that last triggered the binding.
- /// </summary>
- /// <remarks>
- /// We only store this for composites ATM.
- /// </remarks>
- public int triggerEventIdForComposite
- {
- get => m_TriggerEventIdForComposite;
- set => m_TriggerEventIdForComposite = value;
- }
-
- // For now, we only record this for part bindings!
- public double pressTime
- {
- get => m_PressTime;
- set => m_PressTime = value;
- }
-
- public Flags flags
- {
- get => (Flags)m_Flags;
- set => m_Flags = (byte)value;
- }
-
- public bool chainsWithNext
- {
- get => (flags & Flags.ChainsWithNext) == Flags.ChainsWithNext;
- set
- {
- if (value)
- flags |= Flags.ChainsWithNext;
- else
- flags &= ~Flags.ChainsWithNext;
- }
- }
-
- public bool isEndOfChain
- {
- get => (flags & Flags.EndOfChain) == Flags.EndOfChain;
- set
- {
- if (value)
- flags |= Flags.EndOfChain;
- else
- flags &= ~Flags.EndOfChain;
- }
- }
-
- public bool isPartOfChain => chainsWithNext || isEndOfChain;
-
- public bool isComposite
- {
- get => (flags & Flags.Composite) == Flags.Composite;
- set
- {
- if (value)
- flags |= Flags.Composite;
- else
- flags &= ~Flags.Composite;
- }
- }
-
- public bool isPartOfComposite
- {
- get => (flags & Flags.PartOfComposite) == Flags.PartOfComposite;
- set
- {
- if (value)
- flags |= Flags.PartOfComposite;
- else
- flags &= ~Flags.PartOfComposite;
- }
- }
-
- public bool initialStateCheckPending
- {
- get => (flags & Flags.InitialStateCheckPending) != 0;
- set
- {
- if (value)
- flags |= Flags.InitialStateCheckPending;
- else
- flags &= ~Flags.InitialStateCheckPending;
- }
- }
-
- public bool wantsInitialStateCheck
- {
- get => (flags & Flags.WantsInitialStateCheck) != 0;
- set
- {
- if (value)
- flags |= Flags.WantsInitialStateCheck;
- else
- flags &= ~Flags.WantsInitialStateCheck;
- }
- }
-
- public int partIndex
- {
- get => m_PartIndex;
- set
- {
- if (partIndex < 0)
- throw new ArgumentOutOfRangeException(nameof(value), "Part index must not be negative");
- if (partIndex > byte.MaxValue)
- throw new InvalidOperationException("Part count must not exceed byte.MaxValue=" + byte.MaxValue);
- m_PartIndex = (byte)value;
- }
- }
- }
-
- /// <summary>
- /// Record of an input control change and its related data.
- /// </summary>
- /// <remarks>
- /// This serves a dual purpose. One is, trigger states represent control actuations while we process them. The
- /// other is to represent the current actuation state of an action as a whole. The latter is stored in <see cref="actionStates"/>
- /// while the former is passed around as temporary instances on the stack.
- /// </remarks>
- [StructLayout(LayoutKind.Explicit, Size = 52)]
- public struct TriggerState
- {
- public const int kMaxNumMaps = byte.MaxValue;
- public const int kMaxNumControls = ushort.MaxValue;
- public const int kMaxNumBindings = ushort.MaxValue;
-
- [FieldOffset(0)] private byte m_Phase;
- [FieldOffset(1)] private byte m_Flags;
- [FieldOffset(2)] private byte m_MapIndex;
- // One byte available here.
- [FieldOffset(4)] private ushort m_ControlIndex;
- // Two bytes available here.
- ////REVIEW: can we condense these to floats? would save us a whopping 8 bytes
- [FieldOffset(8)] private double m_Time;
- [FieldOffset(16)] private double m_StartTime;
- [FieldOffset(24)] private ushort m_BindingIndex;
- [FieldOffset(26)] private ushort m_InteractionIndex;
- [FieldOffset(28)] private float m_Magnitude;
- [FieldOffset(32)] private uint m_LastPerformedInUpdate;
- [FieldOffset(36)] private uint m_LastCanceledInUpdate;
- [FieldOffset(40)] private uint m_PressedInUpdate;
- [FieldOffset(44)] private uint m_ReleasedInUpdate;
- [FieldOffset(48)] private uint m_LastCompletedInUpdate;
-
- /// <summary>
- /// Phase being triggered by the control value change.
- /// </summary>
- public InputActionPhase phase
- {
- get => (InputActionPhase)m_Phase;
- set => m_Phase = (byte)value;
- }
-
- public bool isDisabled => phase == InputActionPhase.Disabled;
- public bool isWaiting => phase == InputActionPhase.Waiting;
- public bool isStarted => phase == InputActionPhase.Started;
- public bool isPerformed => phase == InputActionPhase.Performed;
- public bool isCanceled => phase == InputActionPhase.Canceled;
-
- /// <summary>
- /// The time the binding got triggered.
- /// </summary>
- public double time
- {
- get => m_Time;
- set => m_Time = value;
- }
-
- /// <summary>
- /// The time when the binding moved into <see cref="InputActionPhase.Started"/>.
- /// </summary>
- public double startTime
- {
- get => m_StartTime;
- set => m_StartTime = value;
- }
-
- /// <summary>
- /// Amount of actuation on the control.
- /// </summary>
- /// <remarks>
- /// This is only valid if <see cref="haveMagnitude"/> is true.
- ///
- /// Note that this may differ from the actuation stored for <see cref="controlIndex"/> in <see
- /// cref="UnmanagedMemory.controlMagnitudes"/> if the binding is a composite.
- /// </remarks>
- public float magnitude
- {
- get => m_Magnitude;
- set
- {
- flags |= Flags.HaveMagnitude;
- m_Magnitude = value;
- }
- }
-
- /// <summary>
- /// Whether <see cref="magnitude"/> has been set.
- /// </summary>
- /// <remarks>
- /// Magnitude computation is expensive so we only want to do it once. Also, we sometimes need to compare
- /// a current magnitude to a magnitude value from a previous frame and the magnitude of the control
- /// may have already changed.
- /// </remarks>
- public bool haveMagnitude => (flags & Flags.HaveMagnitude) != 0;
-
- /// <summary>
- /// Index of the action map in <see cref="maps"/> that contains the binding that triggered.
- /// </summary>
- public int mapIndex
- {
- get => m_MapIndex;
- set
- {
- if (value < 0 || value > kMaxNumMaps)
- throw new NotSupportedException("More than byte.MaxValue InputActionMaps in a single InputActionState");
- m_MapIndex = (byte)value;
- }
- }
-
- /// <summary>
- /// Index of the control currently driving the action or <see cref="kInvalidIndex"/> if none.
- /// </summary>
- public int controlIndex
- {
- get
- {
- if (m_ControlIndex == kMaxNumControls)
- return kInvalidIndex;
- return m_ControlIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_ControlIndex = ushort.MaxValue;
- else
- {
- if (value < 0 || value >= kMaxNumControls)
- throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState");
- m_ControlIndex = (ushort)value;
- }
- }
- }
-
- /// <summary>
- /// Index into <see cref="bindingStates"/> for the binding that triggered.
- /// </summary>
- /// <remarks>
- /// This corresponds 1:1 to an <see cref="InputBinding"/>.
- /// </remarks>
- public int bindingIndex
- {
- get => m_BindingIndex;
- set
- {
- if (value < 0 || value > kMaxNumBindings)
- throw new NotSupportedException("More than ushort.MaxValue bindings in a single InputActionState");
- m_BindingIndex = (ushort)value;
- }
- }
-
- /// <summary>
- /// Index into <see cref="InputActionState.interactionStates"/> for the interaction that triggered.
- /// </summary>
- /// <remarks>
- /// Is <see cref="InputActionState.kInvalidIndex"/> if there is no interaction present on the binding.
- /// </remarks>
- public int interactionIndex
- {
- get
- {
- if (m_InteractionIndex == ushort.MaxValue)
- return kInvalidIndex;
- return m_InteractionIndex;
- }
- set
- {
- if (value == kInvalidIndex)
- m_InteractionIndex = ushort.MaxValue;
- else
- {
- if (value < 0 || value >= ushort.MaxValue)
- throw new NotSupportedException("More than ushort.MaxValue-1 interactions in a single InputActionState");
- m_InteractionIndex = (ushort)value;
- }
- }
- }
-
- /// <summary>
- /// Update step count (<see cref="InputUpdate.s_UpdateStepCount"/>) in which action triggered/performed last.
- /// Zero if the action did not trigger yet. Also reset to zero when the action is hard reset.
- /// </summary>
- public uint lastPerformedInUpdate
- {
- get => m_LastPerformedInUpdate;
- set => m_LastPerformedInUpdate = value;
- }
-
- /// <summary>
- /// Update step count (<see cref="InputUpdate.s_UpdateStepCount"/>) in which action completed last.
- /// Zero if the action did not become completed yet. Also reset to zero when the action is hard reset.
- /// </summary>
- public uint lastCompletedInUpdate
- {
- get => m_LastCompletedInUpdate;
- set => m_LastCompletedInUpdate = value;
- }
-
- public uint lastCanceledInUpdate
- {
- get => m_LastCanceledInUpdate;
- set => m_LastCanceledInUpdate = value;
- }
-
- public uint pressedInUpdate
- {
- get => m_PressedInUpdate;
- set => m_PressedInUpdate = value;
- }
-
- public uint releasedInUpdate
- {
- get => m_ReleasedInUpdate;
- set => m_ReleasedInUpdate = value;
- }
-
- /// <summary>
- /// Whether the action associated with the trigger state is marked as pass-through.
- /// </summary>
- /// <seealso cref="InputActionType.PassThrough"/>
- public bool isPassThrough
- {
- get => (flags & Flags.PassThrough) != 0;
- set
- {
- if (value)
- flags |= Flags.PassThrough;
- else
- flags &= ~Flags.PassThrough;
- }
- }
-
- /// <summary>
- /// Whether the action associated with the trigger state is a button-type action.
- /// </summary>
- /// <seealso cref="InputActionType.Button"/>
- public bool isButton
- {
- get => (flags & Flags.Button) != 0;
- set
- {
- if (value)
- flags |= Flags.Button;
- else
- flags &= ~Flags.Button;
- }
- }
-
- public bool isPressed
- {
- get => (flags & Flags.Pressed) != 0;
- set
- {
- if (value)
- flags |= Flags.Pressed;
- else
- flags &= ~Flags.Pressed;
- }
- }
-
- /// <summary>
- /// Whether the action may potentially see multiple concurrent actuations from its bindings
- /// and wants them resolved automatically.
- /// </summary>
- /// <remarks>
- /// We use this to gate some of the more expensive checks that are pointless to
- /// perform if we don't have to disambiguate input from concurrent sources.
- ///
- /// Always disabled if <see cref="isPassThrough"/> is true.
- /// </remarks>
- public bool mayNeedConflictResolution
- {
- get => (flags & Flags.MayNeedConflictResolution) != 0;
- set
- {
- if (value)
- flags |= Flags.MayNeedConflictResolution;
- else
- flags &= ~Flags.MayNeedConflictResolution;
- }
- }
-
- /// <summary>
- /// Whether the action currently has several concurrent actuations from its bindings.
- /// </summary>
- /// <remarks>
- /// This is only used when automatic conflict resolution is enabled (<see cref="mayNeedConflictResolution"/>).
- /// </remarks>
- public bool hasMultipleConcurrentActuations
- {
- get => (flags & Flags.HasMultipleConcurrentActuations) != 0;
- set
- {
- if (value)
- flags |= Flags.HasMultipleConcurrentActuations;
- else
- flags &= ~Flags.HasMultipleConcurrentActuations;
- }
- }
-
- public bool inProcessing
- {
- get => (flags & Flags.InProcessing) != 0;
- set
- {
- if (value)
- flags |= Flags.InProcessing;
- else
- flags &= ~Flags.InProcessing;
- }
- }
-
- public Flags flags
- {
- get => (Flags)m_Flags;
- set => m_Flags = (byte)value;
- }
-
- [Flags]
- public enum Flags
- {
- /// <summary>
- /// Whether <see cref="magnitude"/> has been set.
- /// </summary>
- HaveMagnitude = 1 << 0,
-
- /// <summary>
- /// Whether the action associated with the trigger state is marked as pass-through.
- /// </summary>
- /// <seealso cref="InputActionType.PassThrough"/>
- PassThrough = 1 << 1,
-
- /// <summary>
- /// Whether the action has more than one control bound to it.
- /// </summary>
- /// <remarks>
- /// An action may have arbitrary many bindings yet may still resolve only to a single control
- /// at runtime. In that case, this flag is NOT set. We only set it if binding resolution for
- /// an action indeed ended up with multiple controls able to trigger the same action.
- /// </remarks>
- MayNeedConflictResolution = 1 << 2,
-
- /// <summary>
- /// Whether there are currently multiple bound controls that are actuated.
- /// </summary>
- /// <remarks>
- /// This is only used if <see cref="TriggerState.mayNeedConflictResolution"/> is true.
- /// </remarks>
- HasMultipleConcurrentActuations = 1 << 3,
-
- InProcessing = 1 << 4,
-
- /// <summary>
- /// Whether the action associated with the trigger state is a button-type action.
- /// </summary>
- /// <seealso cref="InputActionType.Button"/>
- Button = 1 << 5,
-
- Pressed = 1 << 6,
- }
- }
-
- /// <summary>
- /// Tells us where the data for a single action map is found in the
- /// various arrays.
- /// </summary>
- public struct ActionMapIndices
- {
- public int actionStartIndex;
- public int actionCount;
- public int controlStartIndex;
- public int controlCount;
- public int bindingStartIndex;
- public int bindingCount;
- public int interactionStartIndex;
- public int interactionCount;
- public int processorStartIndex;
- public int processorCount;
- public int compositeStartIndex;
- public int compositeCount;
- }
-
- /// <summary>
- /// Unmanaged memory kept for action maps.
- /// </summary>
- /// <remarks>
- /// Most of the dynamic execution state for actions we keep in a single block of unmanaged memory.
- /// Essentially, only the C# heap objects (like IInputInteraction and such) we keep in managed arrays.
- /// Aside from being able to condense the data into a single block of memory and not having to have
- /// it spread out on the GC heap, we gain the advantage of being able to freely allocate and re-allocate
- /// these blocks without creating garbage on the GC heap.
- ///
- /// The data here is set up by <see cref="InputBindingResolver"/>.
- /// </remarks>
- public struct UnmanagedMemory : IDisposable
- {
- public bool isAllocated => basePtr != null;
-
- public void* basePtr;
-
- /// <summary>
- /// Number of action maps and entries in <see cref="mapIndices"/> and <see cref="maps"/>.
- /// </summary>
- public int mapCount;
-
- /// <summary>
- /// Total number of actions (i.e. from all maps combined) and entries in <see cref="actionStates"/>.
- /// </summary>
- public int actionCount;
-
- /// <summary>
- /// Total number of interactions and entries in <see cref="interactionStates"/> and <see cref="interactions"/>.
- /// </summary>
- public int interactionCount;
-
- /// <summary>
- /// Total number of bindings and entries in <see cref="bindingStates"/>.
- /// </summary>
- public int bindingCount;
-
- /// <summary>
- /// Total number of bound controls and entries in <see cref="controls"/>.
- /// </summary>
- public int controlCount;
-
- /// <summary>
- /// Total number of composite bindings and entries in <see cref="composites"/>.
- /// </summary>
- public int compositeCount;
-
- /// <summary>
- /// Total size of allocated unmanaged memory.
- /// </summary>
- public int sizeInBytes =>
- mapCount * sizeof(ActionMapIndices) + // mapIndices
- actionCount * sizeof(TriggerState) + // actionStates
- bindingCount * sizeof(BindingState) + // bindingStates
- interactionCount * sizeof(InteractionState) + // interactionStates
- controlCount * sizeof(float) + // controlMagnitudes
- compositeCount * sizeof(float) + // compositeMagnitudes
- controlCount * sizeof(int) + // controlIndexToBindingIndex
- controlCount * sizeof(ushort) * 2 + // controlGrouping
- actionCount * sizeof(ushort) * 2 + // actionBindingIndicesAndCounts
- bindingCount * sizeof(ushort) + // actionBindingIndices
- (controlCount + 31) / 32 * sizeof(int); // enabledControlsArray
-
- /// <summary>
- /// Trigger state of all actions added to the state.
- /// </summary>
- /// <remarks>
- /// This array also tells which actions are enabled or disabled. Any action with phase
- /// <see cref="InputActionPhase.Disabled"/> is disabled.
- /// </remarks>
- public TriggerState* actionStates;
-
- /// <summary>
- /// State of all bindings added to the state.
- /// </summary>
- /// <remarks>
- /// For the most part, this is read-only information set up during resolution.
- /// </remarks>
- public BindingState* bindingStates;
-
- /// <summary>
- /// State of all interactions on bindings in the action map.
- /// </summary>
- /// <remarks>
- /// Any interaction mentioned on any of the bindings gets its own execution state record
- /// in here. The interactions for any one binding are grouped together.
- /// </remarks>
- public InteractionState* interactionStates;
-
- /// <summary>
- /// Current remembered level of actuation of each of the controls in <see cref="controls"/>.
- /// </summary>
- /// <remarks>
- /// This array is NOT kept strictly up to date. In fact, we only use it for conflict resolution
- /// between multiple bound controls at the moment. Meaning that in the majority of cases, the magnitude
- /// stored for a control here will NOT be up to date.
- ///
- /// Also note that for controls that are part of composites, this will NOT be the magnitude of the
- /// control but rather be the magnitude of the entire compound.
- /// </remarks>
- public float* controlMagnitudes;
-
- public float* compositeMagnitudes;
-
- public int* enabledControls;
-
- /// <summary>
- /// Array of pair of ints, one pair for each action (same index as <see cref="actionStates"/>). First int
- /// is the index into <see cref="actionBindingIndices"/> where bindings of action are found and second int
- /// is the count of bindings on action.
- /// </summary>
- public ushort* actionBindingIndicesAndCounts;
-
- /// <summary>
- /// Array of indices into <see cref="bindingStates"/>. The indices for every action are laid out sequentially.
- /// The array slice corresponding to each action can be determined by looking it up in <see cref="actionBindingIndicesAndCounts"/>.
- /// </summary>
- public ushort* actionBindingIndices;
-
- ////REVIEW: make this an array of shorts rather than ints?
- public int* controlIndexToBindingIndex;
-
- // Two shorts per control. First one is group number. Second one is complexity count.
- public ushort* controlGroupingAndComplexity;
- public bool controlGroupingInitialized;
-
- public ActionMapIndices* mapIndices;
-
- public void Allocate(int mapCount, int actionCount, int bindingCount, int controlCount, int interactionCount, int compositeCount)
- {
- Debug.Assert(basePtr == null, "Memory already allocated! Free first!");
- Debug.Assert(mapCount >= 1, "Map count out of range");
- Debug.Assert(actionCount >= 0, "Action count out of range");
- Debug.Assert(bindingCount >= 0, "Binding count out of range");
- Debug.Assert(interactionCount >= 0, "Interaction count out of range");
- Debug.Assert(compositeCount >= 0, "Composite count out of range");
-
- this.mapCount = mapCount;
- this.actionCount = actionCount;
- this.interactionCount = interactionCount;
- this.bindingCount = bindingCount;
- this.controlCount = controlCount;
- this.compositeCount = compositeCount;
-
- var numBytes = sizeInBytes;
- var ptr = (byte*)UnsafeUtility.Malloc(numBytes, 8, Allocator.Persistent);
- UnsafeUtility.MemClear(ptr, numBytes);
-
- basePtr = ptr;
-
- // NOTE: This depends on the individual structs being sufficiently aligned in order to not
- // cause any misalignment here. TriggerState, InteractionState, and BindingState all
- // contain doubles so put them first in memory to make sure they get proper alignment.
- actionStates = (TriggerState*)ptr; ptr += actionCount * sizeof(TriggerState);
- interactionStates = (InteractionState*)ptr; ptr += interactionCount * sizeof(InteractionState);
- bindingStates = (BindingState*)ptr; ptr += bindingCount * sizeof(BindingState);
- mapIndices = (ActionMapIndices*)ptr; ptr += mapCount * sizeof(ActionMapIndices);
- controlMagnitudes = (float*)ptr; ptr += controlCount * sizeof(float);
- compositeMagnitudes = (float*)ptr; ptr += compositeCount * sizeof(float);
- controlIndexToBindingIndex = (int*)ptr; ptr += controlCount * sizeof(int);
- controlGroupingAndComplexity = (ushort*)ptr; ptr += controlCount * sizeof(ushort) * 2;
- actionBindingIndicesAndCounts = (ushort*)ptr; ptr += actionCount * sizeof(ushort) * 2;
- actionBindingIndices = (ushort*)ptr; ptr += bindingCount * sizeof(ushort);
- enabledControls = (int*)ptr; ptr += (controlCount + 31) / 32 * sizeof(int);
- }
-
- public void Dispose()
- {
- if (basePtr == null)
- return;
-
- UnsafeUtility.Free(basePtr, Allocator.Persistent);
-
- basePtr = null;
- actionStates = null;
- interactionStates = null;
- bindingStates = null;
- mapIndices = null;
- controlMagnitudes = null;
- compositeMagnitudes = null;
- controlIndexToBindingIndex = null;
- controlGroupingAndComplexity = null;
- actionBindingIndices = null;
- actionBindingIndicesAndCounts = null;
-
- mapCount = 0;
- actionCount = 0;
- bindingCount = 0;
- controlCount = 0;
- interactionCount = 0;
- compositeCount = 0;
- }
-
- public void CopyDataFrom(UnmanagedMemory memory)
- {
- Debug.Assert(memory.basePtr != null, "Given struct has no allocated data");
-
- // Even if a certain array is empty (e.g. we have no controls), we set the pointer
- // in Allocate() to something other than null.
-
- UnsafeUtility.MemCpy(mapIndices, memory.mapIndices, memory.mapCount * sizeof(ActionMapIndices));
- UnsafeUtility.MemCpy(actionStates, memory.actionStates, memory.actionCount * sizeof(TriggerState));
- UnsafeUtility.MemCpy(bindingStates, memory.bindingStates, memory.bindingCount * sizeof(BindingState));
- UnsafeUtility.MemCpy(interactionStates, memory.interactionStates, memory.interactionCount * sizeof(InteractionState));
- UnsafeUtility.MemCpy(controlMagnitudes, memory.controlMagnitudes, memory.controlCount * sizeof(float));
- UnsafeUtility.MemCpy(compositeMagnitudes, memory.compositeMagnitudes, memory.compositeCount * sizeof(float));
- UnsafeUtility.MemCpy(controlIndexToBindingIndex, memory.controlIndexToBindingIndex, memory.controlCount * sizeof(int));
- UnsafeUtility.MemCpy(controlGroupingAndComplexity, memory.controlGroupingAndComplexity, memory.controlCount * sizeof(ushort) * 2);
- UnsafeUtility.MemCpy(actionBindingIndicesAndCounts, memory.actionBindingIndicesAndCounts, memory.actionCount * sizeof(ushort) * 2);
- UnsafeUtility.MemCpy(actionBindingIndices, memory.actionBindingIndices, memory.bindingCount * sizeof(ushort));
- UnsafeUtility.MemCpy(enabledControls, memory.enabledControls, (memory.controlCount + 31) / 32 * sizeof(int));
- }
-
- public UnmanagedMemory Clone()
- {
- if (!isAllocated)
- return new UnmanagedMemory();
-
- var clone = new UnmanagedMemory();
- clone.Allocate(
- mapCount: mapCount,
- actionCount: actionCount,
- controlCount: controlCount,
- bindingCount: bindingCount,
- interactionCount: interactionCount,
- compositeCount: compositeCount);
- clone.CopyDataFrom(this);
-
- return clone;
- }
- }
-
- #region Global State
-
- /// <summary>
- /// Global state containing a list of weak references to all action map states currently in the system.
- /// </summary>
- /// <remarks>
- /// When the control setup in the system changes, we need a way for control resolution that
- /// has already been done to be invalidated and redone. We also want a way to find all
- /// currently enabled actions in the system.
- ///
- /// Both of these needs are served by this global list.
- /// </remarks>
- internal struct GlobalState
- {
- internal InlinedArray<GCHandle> globalList;
- internal CallbackArray<Action<object, InputActionChange>> onActionChange;
- internal CallbackArray<Action<object>> onActionControlsChanged;
- }
-
- internal static GlobalState s_GlobalState;
-
- internal static ISavedState SaveAndResetState()
- {
- // Save current state
- var savedState = new SavedStructState<GlobalState>(
- ref s_GlobalState,
- (ref GlobalState state) => s_GlobalState = state, // restore
- () => ResetGlobals()); // static dispose
-
- // Reset global state
- s_GlobalState = default;
-
- return savedState;
- }
-
- private void AddToGlobalList()
- {
- CompactGlobalList();
- var handle = GCHandle.Alloc(this, GCHandleType.Weak);
- s_GlobalState.globalList.AppendWithCapacity(handle);
- }
-
- private void RemoveMapFromGlobalList()
- {
- var count = s_GlobalState.globalList.length;
- for (var i = 0; i < count; ++i)
- if (s_GlobalState.globalList[i].Target == this)
- {
- s_GlobalState.globalList[i].Free();
- s_GlobalState.globalList.RemoveAtByMovingTailWithCapacity(i);
- break;
- }
- }
-
- /// <summary>
- /// Remove any entries for states that have been reclaimed by GC.
- /// </summary>
- private static void CompactGlobalList()
- {
- var length = s_GlobalState.globalList.length;
- var head = 0;
- for (var i = 0; i < length; ++i)
- {
- var handle = s_GlobalState.globalList[i];
- if (handle.IsAllocated && handle.Target != null)
- {
- if (head != i)
- s_GlobalState.globalList[head] = handle;
- ++head;
- }
- else
- {
- if (handle.IsAllocated)
- s_GlobalState.globalList[i].Free();
- s_GlobalState.globalList[i] = default;
- }
- }
- s_GlobalState.globalList.length = head;
- }
-
- internal void NotifyListenersOfActionChange(InputActionChange change)
- {
- for (var i = 0; i < totalMapCount; ++i)
- {
- var map = maps[i];
- if (map.m_SingletonAction != null)
- {
- NotifyListenersOfActionChange(change, map.m_SingletonAction);
- }
- else if (map.m_Asset == null)
- {
- NotifyListenersOfActionChange(change, map);
- }
- else
- {
- NotifyListenersOfActionChange(change, map.m_Asset);
- return;
- }
- }
- }
-
- internal static void NotifyListenersOfActionChange(InputActionChange change, object actionOrMapOrAsset)
- {
- Debug.Assert(actionOrMapOrAsset != null, "Should have action or action map or asset object to notify about");
- Debug.Assert(actionOrMapOrAsset is InputAction || (actionOrMapOrAsset as InputActionMap)?.m_SingletonAction == null,
- "Must not send notifications for changes made to hidden action maps of singleton actions");
-
- DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, actionOrMapOrAsset, change, "onActionChange");
- if (change == InputActionChange.BoundControlsChanged)
- DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionControlsChanged, actionOrMapOrAsset, "onActionControlsChange");
- }
-
- /// <summary>
- /// Nuke global state we have to keep track of action map states.
- /// </summary>
- private static void ResetGlobals()
- {
- DestroyAllActionMapStates();
- for (var i = 0; i < s_GlobalState.globalList.length; ++i)
- if (s_GlobalState.globalList[i].IsAllocated)
- s_GlobalState.globalList[i].Free();
- s_GlobalState.globalList.length = 0;
- s_GlobalState.onActionChange.Clear();
- s_GlobalState.onActionControlsChanged.Clear();
- }
-
- // Walk all maps with enabled actions and add all enabled actions to the given list.
- internal static int FindAllEnabledActions(List<InputAction> result)
- {
- var numFound = 0;
- var stateCount = s_GlobalState.globalList.length;
- for (var i = 0; i < stateCount; ++i)
- {
- var handle = s_GlobalState.globalList[i];
- if (!handle.IsAllocated)
- continue;
- var state = (InputActionState)handle.Target;
- if (state == null)
- continue;
-
- var mapCount = state.totalMapCount;
- var maps = state.maps;
- for (var n = 0; n < mapCount; ++n)
- {
- var map = maps[n];
- if (!map.enabled)
- continue;
-
- var actions = map.m_Actions;
- var actionCount = actions.Length;
- if (map.m_EnabledActionsCount == actionCount)
- {
- result.AddRange(actions);
- numFound += actionCount;
- }
- else
- {
- var actionStartIndex = state.mapIndices[map.m_MapIndexInState].actionStartIndex;
- for (var k = 0; k < actionCount; ++k)
- {
- if (state.actionStates[actionStartIndex + k].phase != InputActionPhase.Disabled)
- {
- result.Add(actions[k]);
- ++numFound;
- }
- }
- }
- }
- }
-
- return numFound;
- }
-
- ////TODO: when re-resolving, we need to preserve InteractionStates and not just reset them
-
- /// <summary>
- /// Deal with the fact that the control setup in the system may change at any time and can affect
- /// actions that had their controls already resolved.
- /// </summary>
- /// <remarks>
- /// Note that this method can NOT deal with changes other than the control setup in the system
- /// changing. Specifically, it will NOT handle configuration changes in action maps (e.g. bindings
- /// being altered) correctly.
- ///
- /// We get called from <see cref="InputManager"/> directly rather than hooking into <see cref="InputSystem.onDeviceChange"/>
- /// so that we're not adding needless calls for device changes that are not of interest to us.
- /// </remarks>
- internal static void OnDeviceChange(InputDevice device, InputDeviceChange change)
- {
- Debug.Assert(device != null, "Device is null");
- ////REVIEW: should we ignore disconnected devices in InputBindingResolver?
- Debug.Assert(
- change == InputDeviceChange.Added || change == InputDeviceChange.Removed ||
- change == InputDeviceChange.UsageChanged || change == InputDeviceChange.ConfigurationChanged ||
- change == InputDeviceChange.SoftReset || change == InputDeviceChange.HardReset,
- "Should only be called for relevant changes");
-
- for (var i = 0; i < s_GlobalState.globalList.length; ++i)
- {
- var handle = s_GlobalState.globalList[i];
- if (!handle.IsAllocated || handle.Target == null)
- {
- // Stale entry in the list. State has already been reclaimed by GC. Remove it.
- if (handle.IsAllocated)
- s_GlobalState.globalList[i].Free();
- s_GlobalState.globalList.RemoveAtWithCapacity(i);
- --i;
- continue;
- }
- var state = (InputActionState)handle.Target;
-
- // If this state is not affected by the change, skip.
- var needsFullResolve = true;
- switch (change)
- {
- case InputDeviceChange.Added:
- if (!state.CanUseDevice(device))
- continue;
- needsFullResolve = false;
- break;
-
- case InputDeviceChange.Removed:
- if (!state.IsUsingDevice(device))
- continue;
-
- // If the device is listed in a device mask (on either a map or an asset) in the
- // state, remove it (see Actions_WhenDeviceIsRemoved_DeviceIsRemovedFromDeviceMask).
- for (var n = 0; n < state.totalMapCount; ++n)
- {
- var map = state.maps[n];
- map.m_Devices.Remove(device);
- map.asset?.m_Devices.Remove(device);
- }
-
- needsFullResolve = false;
- break;
-
- // NOTE: ConfigurationChanges can affect display names of controls which may make a device usable that
- // we didn't find anything usable on before.
- case InputDeviceChange.ConfigurationChanged:
- case InputDeviceChange.UsageChanged:
- if (!state.IsUsingDevice(device) && !state.CanUseDevice(device))
- continue;
- // Full resolve necessary!
- break;
-
- // On reset, cancel all actions currently in progress from the device that got reset.
- // If we simply let change monitors trigger, we will respond to things like button releases
- // that are in fact just resets of buttons to their default state.
- case InputDeviceChange.SoftReset:
- case InputDeviceChange.HardReset:
- if (!state.IsUsingDevice(device))
- continue;
- state.ResetActionStatesDrivenBy(device);
- continue; // No re-resolving necessary.
- }
-
- // Trigger a lazy-resolve on all action maps in the state.
- for (var n = 0; n < state.totalMapCount; ++n)
- {
- if (state.maps[n].LazyResolveBindings(fullResolve: needsFullResolve))
- {
- // Map has chosen to resolve right away. This will resolve bindings for *all*
- // maps in the state, so we're done here.
- break;
- }
- }
- }
- }
-
- internal static void DeferredResolutionOfBindings()
- {
- ++InputActionMap.s_DeferBindingResolution;
- try
- {
- for (var i = 0; i < s_GlobalState.globalList.length; ++i)
- {
- var handle = s_GlobalState.globalList[i];
-
- var state = handle.IsAllocated ? (InputActionState)handle.Target : null;
- if (state == null)
- {
- // Stale entry in the list. State has already been reclaimed by GC. Remove it.
- if (handle.IsAllocated)
- s_GlobalState.globalList[i].Free();
- s_GlobalState.globalList.RemoveAtWithCapacity(i);
- --i;
- continue;
- }
-
- for (var n = 0; n < state.totalMapCount; ++n)
- state.maps[n].ResolveBindingsIfNecessary();
- }
- }
- finally
- {
- --InputActionMap.s_DeferBindingResolution;
- }
- }
-
- internal static void DisableAllActions()
- {
- for (var i = 0; i < s_GlobalState.globalList.length; ++i)
- {
- var handle = s_GlobalState.globalList[i];
- if (!handle.IsAllocated || handle.Target == null)
- continue;
- var state = (InputActionState)handle.Target;
-
- var mapCount = state.totalMapCount;
- var maps = state.maps;
- for (var n = 0; n < mapCount; ++n)
- {
- maps[n].Disable();
- Debug.Assert(!maps[n].enabled, "Map is still enabled after calling Disable");
- }
- }
- }
-
- /// <summary>
- /// Forcibly destroy all states currently on the global list.
- /// </summary>
- /// <remarks>
- /// We do this when exiting play mode in the editor to make sure we are cleaning up our
- /// unmanaged memory allocations.
- /// </remarks>
- internal static void DestroyAllActionMapStates()
- {
- while (s_GlobalState.globalList.length > 0)
- {
- var index = s_GlobalState.globalList.length - 1;
- var handle = s_GlobalState.globalList[index];
- if (!handle.IsAllocated || handle.Target == null)
- {
- // Already destroyed.
- if (handle.IsAllocated)
- s_GlobalState.globalList[index].Free();
- s_GlobalState.globalList.RemoveAtWithCapacity(index);
- continue;
- }
-
- var state = (InputActionState)handle.Target;
- state.Destroy();
- }
- }
-
- #endregion
- }
- }
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