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- using System.Runtime.CompilerServices;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.Scripting;
-
- ////REVIEW: introduce separate base class for ButtonControl and AxisControl instead of deriving ButtonControl from AxisControl?
-
- namespace UnityEngine.InputSystem.Controls
- {
- /// <summary>
- /// An axis that has a trigger point beyond which it is considered to be pressed.
- /// </summary>
- /// <remarks>
- /// By default stored as a single bit. In that format, buttons will only yield 0
- /// and 1 as values. However, buttons return are <see cref="AxisControl"/>s and
- /// yield full floating-point values and may thus have a range of values. See
- /// <see cref="pressPoint"/> for how button presses on such buttons are handled.
- /// </remarks>
- public class ButtonControl : AxisControl
- {
- ////REVIEW: are per-control press points really necessary? can we just drop them?
- /// <summary>
- /// The minimum value the button has to reach for it to be considered pressed.
- /// </summary>
- /// <value>Button press threshold.</value>
- /// <remarks>
- /// The button is considered pressed, if it has a value equal to or greater than
- /// this value.
- ///
- /// By default, this property is set to -1. If the value of the property is negative,
- /// <see cref="InputSettings.defaultButtonPressPoint"/> is used.
- ///
- /// The value can be configured as a parameter in a layout.
- ///
- /// <example>
- /// <code>
- /// public class MyDevice : InputDevice
- /// {
- /// [InputControl(parameters = "pressPoint=0.234")]
- /// public ButtonControl button { get; private set; }
- ///
- /// //...
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- /// <seealso cref="pressPointOrDefault"/>
- /// <seealso cref="isPressed"/>
- public float pressPoint = -1;
-
- /// <summary>
- /// Return <see cref="pressPoint"/> if set, otherwise return <see cref="InputSettings.defaultButtonPressPoint"/>.
- /// </summary>
- /// <value>Effective value to use for press point thresholds.</value>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- public float pressPointOrDefault => pressPoint > 0 ? pressPoint : s_GlobalDefaultButtonPressPoint;
-
- /// <summary>
- /// Default-initialize the control.
- /// </summary>
- /// <remarks>
- /// The default format for the control is <see cref="InputStateBlock.FormatBit"/>.
- /// The control's minimum value is set to 0 and the maximum value to 1.
- /// </remarks>
- public ButtonControl()
- {
- m_StateBlock.format = InputStateBlock.FormatBit;
- m_MinValue = 0f;
- m_MaxValue = 1f;
- }
-
- /// <summary>
- /// Whether the given value would be considered pressed for this button.
- /// </summary>
- /// <param name="value">Value for the button.</param>
- /// <returns>True if <paramref name="value"/> crosses the threshold to be considered pressed.</returns>
- /// <seealso cref="pressPoint"/>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public new bool IsValueConsideredPressed(float value)
- {
- return value >= pressPointOrDefault;
- }
-
- /// <summary>
- /// Whether the button is currently pressed.
- /// </summary>
- /// <value>True if button is currently pressed.</value>
- /// <remarks>
- /// A button is considered press if it's value is equal to or greater
- /// than its button press threshold (<see cref="pressPointOrDefault"/>).
- /// </remarks>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- /// <seealso cref="pressPoint"/>
- /// <seealso cref="InputSystem.onAnyButtonPress"/>
- public bool isPressed => IsValueConsideredPressed(value);
-
- /// <summary>
- /// Whether the press started this frame.
- /// </summary>
- /// <value>True if the current press of the button started this frame.</value>
- /// <remarks>
- /// <example>
- /// <code>
- /// // An example showing the use of this property on a gamepad button and a keyboard key.
- ///
- /// using UnityEngine;
- /// using UnityEngine.InputSystem;
- ///
- /// public class ExampleScript : MonoBehaviour
- /// {
- /// void Update()
- /// {
- /// bool buttonPressed = Gamepad.current.aButton.wasPressedThisFrame;
- /// bool spaceKeyPressed = Keyboard.current.spaceKey.wasPressedThisFrame;
- /// }
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- public bool wasPressedThisFrame => device.wasUpdatedThisFrame && IsValueConsideredPressed(value) && !IsValueConsideredPressed(ReadValueFromPreviousFrame());
-
- public bool wasReleasedThisFrame => device.wasUpdatedThisFrame && !IsValueConsideredPressed(value) && IsValueConsideredPressed(ReadValueFromPreviousFrame());
-
- // We make the current global default button press point available as a static so that we don't have to
- // constantly make the hop from InputSystem.settings -> InputManager.m_Settings -> defaultButtonPressPoint.
- internal static float s_GlobalDefaultButtonPressPoint;
- internal static float s_GlobalDefaultButtonReleaseThreshold;
-
- // We clamp button press points to this value as allowing 0 as the press point causes all buttons
- // to implicitly be pressed all the time. Not useful.
- internal const float kMinButtonPressPoint = 0.0001f;
- }
- }
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