UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ControlPicker/InputControlPickerDropdown.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////TODO: have tooltips on each entry in the picker
////TODO: find better way to present controls when filtering to specific devices
////REVIEW: if there's only a single device in the picker, automatically go into it?
namespace UnityEngine.InputSystem.Editor
{
internal class InputControlPickerDropdown : AdvancedDropdown, IDisposable
{
public InputControlPickerDropdown(
InputControlPickerState state,
Action<string> onPickCallback,
InputControlPicker.Mode mode = InputControlPicker.Mode.PickControl)
: base(state.advancedDropdownState)
{
m_Gui = new InputControlPickerGUI(this);
minimumSize = new Vector2(275, 300);
maximumSize = new Vector2(0, 300);
m_OnPickCallback = onPickCallback;
m_Mode = mode;
}
public void SetControlPathsToMatch(string[] controlPathsToMatch)
{
m_ControlPathsToMatch = controlPathsToMatch;
Reload();
}
public void SetExpectedControlLayout(string expectedControlLayout)
{
m_ExpectedControlLayout = expectedControlLayout;
if (string.Equals(expectedControlLayout, "InputDevice", StringComparison.InvariantCultureIgnoreCase))
m_ExpectedControlType = typeof(InputDevice);
else
m_ExpectedControlType = !string.IsNullOrEmpty(expectedControlLayout)
? InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(expectedControlLayout))
: null;
// If the layout is for a device, automatically switch to device
// picking mode.
if (m_ExpectedControlType != null && typeof(InputDevice).IsAssignableFrom(m_ExpectedControlType))
m_Mode = InputControlPicker.Mode.PickDevice;
Reload();
}
public void SetPickedCallback(Action<string> action)
{
m_OnPickCallback = action;
}
protected override void OnDestroy()
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, false);
#endif
m_RebindingOperation?.Dispose();
m_RebindingOperation = null;
}
public void Dispose()
{
m_RebindingOperation?.Dispose();
}
protected override AdvancedDropdownItem BuildRoot()
{
var root = new AdvancedDropdownItem(string.Empty);
// Usages.
if (m_Mode != InputControlPicker.Mode.PickDevice)
{
var usages = BuildTreeForControlUsages();
if (usages.children.Any())
{
root.AddChild(usages);
root.AddSeparator();
}
}
// Devices.
AddItemsForDevices(root);
return root;
}
protected override AdvancedDropdownItem BuildCustomSearch(string searchString,
IEnumerable<AdvancedDropdownItem> elements)
{
if (!isListening)
return null;
var root = new AdvancedDropdownItem(!string.IsNullOrEmpty(m_ExpectedControlLayout)
? $"Listening for {m_ExpectedControlLayout}..."
: "Listening for input...");
if (searchString == "\u0017")
return root;
var paths = searchString.Substring(1).Split('\u0017');
foreach (var element in elements)
{
if (element is ControlDropdownItem controlItem && paths.Any(x => controlItem.controlPathWithDevice == x))
root.AddChild(element);
}
return root;
}
protected override void ItemSelected(AdvancedDropdownItem item)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, true);
#endif
var path = ((InputControlDropdownItem)item).controlPathWithDevice;
m_OnPickCallback(path);
}
private AdvancedDropdownItem BuildTreeForControlUsages(string device = "", string usage = "")
{
var usageRoot = new AdvancedDropdownItem("Usages");
foreach (var usageAndLayouts in EditorInputControlLayoutCache.allUsages)
{
if (usageAndLayouts.Item2.Any(LayoutMatchesExpectedControlLayoutFilter))
{
var child = new ControlUsageDropdownItem(device, usage, usageAndLayouts.Item1);
usageRoot.AddChild(child);
}
}
return usageRoot;
}
private void AddItemsForDevices(AdvancedDropdownItem parent)
{
// Add devices that are marked as generic types of devices directly to the parent.
// E.g. adds "Gamepad" and then underneath all the more specific types of gamepads.
foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && x.isGenericTypeOfDevice && !x.hideInUI)
.OrderBy(a => a.displayName))
{
AddDeviceTreeItemRecursive(deviceLayout, parent);
}
// We have devices that are based directly on InputDevice but are not marked as generic types
// of devices (e.g. Vive Lighthouses). We do not want them to clutter the list at the root so we
// put all of them in a group called "Other" at the end of the list.
var otherGroup = new AdvancedDropdownItem("Other");
foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && !x.isGenericTypeOfDevice &&
(x.type.BaseType == typeof(InputDevice) || x.type == typeof(InputDevice)) &&
!x.hideInUI && !x.baseLayouts.Any()).OrderBy(a => a.displayName))
{
AddDeviceTreeItemRecursive(deviceLayout, otherGroup);
}
if (otherGroup.children.Any())
parent.AddChild(otherGroup);
}
private void AddDeviceTreeItemRecursive(InputControlLayout layout, AdvancedDropdownItem parent, bool searchable = true)
{
// Find all layouts directly based on this one (ignoring overrides).
var childLayouts = EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && !x.hideInUI && x.baseLayouts.Contains(layout.name)).OrderBy(x => x.displayName);
// See if the entire tree should be excluded.
var shouldIncludeDeviceLayout = ShouldIncludeDeviceLayout(layout);
var shouldIncludeAtLeastOneChildLayout = childLayouts.Any(ShouldIncludeDeviceLayout);
if (!shouldIncludeDeviceLayout && !shouldIncludeAtLeastOneChildLayout)
return;
// Add toplevel item for device.
var deviceItem = new DeviceDropdownItem(layout, searchable: searchable);
var defaultControlPickerLayout = new DefaultInputControlPickerLayout();
// Add common usage variants of the device
if (layout.commonUsages.Count > 0)
{
foreach (var usage in layout.commonUsages)
{
var usageItem = new DeviceDropdownItem(layout, usage);
// Add control usages to the device variants
var deviceVariantControlUsages = BuildTreeForControlUsages(layout.name, usage);
if (deviceVariantControlUsages.children.Any())
{
usageItem.AddChild(deviceVariantControlUsages);
usageItem.AddSeparator();
}
if (m_Mode == InputControlPicker.Mode.PickControl)
AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, usageItem, layout.name, usage, searchable);
deviceItem.AddChild(usageItem);
}
deviceItem.AddSeparator();
}
// Add control usages
var deviceControlUsages = BuildTreeForControlUsages(layout.name);
if (deviceControlUsages.children.Any())
{
deviceItem.AddChild(deviceControlUsages);
deviceItem.AddSeparator();
}
// Add controls.
if (m_Mode != InputControlPicker.Mode.PickDevice)
{
// The keyboard is special in that we want to allow binding by display name (i.e. character
// generated by a key) instead of only by physical key location. Also, we want to give an indication
// of which specific key an entry refers to by taking the current keyboard layout into account.
//
// So what we do is add an extra level to the keyboard where key's can be bound by character
// according to the current layout. And in the top level of the keyboard we display keys with
// both physical and logical names.
if (layout.type == typeof(Keyboard) && InputSystem.GetDevice<Keyboard>() != null)
{
var byLocationGroup = new AdvancedDropdownItem("By Location of Key (Using US Layout)");
var byCharacterGroup = new AdvancedDropdownItem("By Character Mapped to Key");
deviceItem.AddChild(byLocationGroup);
deviceItem.AddChild(byCharacterGroup);
var keyboard = InputSystem.GetDevice<Keyboard>();
AddCharacterKeyBindingsTo(byCharacterGroup, keyboard);
AddPhysicalKeyBindingsTo(byLocationGroup, keyboard, searchable);
// AnyKey won't appear in either group. Add it explicitly.
AddControlItem(defaultControlPickerLayout, deviceItem, null,
layout.FindControl(new InternedString("anyKey")).Value, layout.name, null, searchable);
}
else if (layout.type == typeof(Touchscreen))
{
AddControlTreeItemsRecursive(new TouchscreenControlPickerLayout(), layout, deviceItem, layout.name, null, searchable);
}
else
{
AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, deviceItem, layout.name, null, searchable);
}
}
// Add child items.
var isFirstChild = true;
foreach (var childLayout in childLayouts)
{
if (!ShouldIncludeDeviceLayout(childLayout))
continue;
if (isFirstChild)
deviceItem.AddSeparator("More Specific " + deviceItem.name.GetPlural());
isFirstChild = false;
AddDeviceTreeItemRecursive(childLayout, deviceItem, searchable && !childLayout.isGenericTypeOfDevice);
}
// When picking devices, it must be possible to select a device that itself has more specific types
// of devices underneath it. However in the dropdown, such a device will be a foldout and not itself
// be selectable. We solve this problem by adding an entry for the device underneath the device
// itself (e.g. "Gamepad >> Gamepad").
if (m_Mode == InputControlPicker.Mode.PickDevice && deviceItem.m_Children.Count > 0)
{
var item = new DeviceDropdownItem(layout);
deviceItem.m_Children.Insert(0, item);
}
if (deviceItem.m_Children.Count > 0 || m_Mode == InputControlPicker.Mode.PickDevice)
parent.AddChild(deviceItem);
}
private void AddControlTreeItemsRecursive(IInputControlPickerLayout controlPickerLayout, InputControlLayout layout,
DeviceDropdownItem parent, string device, string usage, bool searchable, ControlDropdownItem parentControl = null)
{
foreach (var control in layout.controls.OrderBy(a => a.name))
{
if (control.isModifyingExistingControl)
continue;
// Skip variants except the default variant and variants dictated by the layout itself.
if (!control.variants.IsEmpty() && control.variants != InputControlLayout.DefaultVariant
&& (layout.variants.IsEmpty() || !InputControlLayout.VariantsMatch(layout.variants, control.variants)))
{
continue;
}
controlPickerLayout.AddControlItem(this, parent, parentControl, control, device, usage, searchable);
}
// Add optional controls for devices.
var optionalControls = EditorInputControlLayoutCache.GetOptionalControlsForLayout(layout.name);
if (optionalControls.Any() && layout.isDeviceLayout)
{
var optionalGroup = new AdvancedDropdownItem("Optional Controls");
foreach (var optionalControl in optionalControls)
{
////FIXME: this should list children, too
////FIXME: this should handle arrays, too
if (LayoutMatchesExpectedControlLayoutFilter(optionalControl.layout))
{
var child = new OptionalControlDropdownItem(optionalControl, device, usage);
child.icon = EditorInputControlLayoutCache.GetIconForLayout(optionalControl.layout);
optionalGroup.AddChild(child);
}
}
if (optionalGroup.children.Any())
{
var deviceName = EditorInputControlLayoutCache.TryGetLayout(device).m_DisplayName ??
ObjectNames.NicifyVariableName(device);
parent.AddSeparator("Controls Present on More Specific " + deviceName.GetPlural());
parent.AddChild(optionalGroup);
}
}
}
internal void AddControlItem(IInputControlPickerLayout controlPickerLayout,
DeviceDropdownItem parent, ControlDropdownItem parentControl,
InputControlLayout.ControlItem control, string device, string usage, bool searchable,
string controlNameOverride = default)
{
var controlName = controlNameOverride ?? control.name;
// If it's an array, generate a control entry for each array element.
for (var i = 0; i < (control.isArray ? control.arraySize : 1); ++i)
{
var name = control.isArray ? controlName + i : controlName;
var displayName = !string.IsNullOrEmpty(control.displayName)
? (control.isArray ? $"{control.displayName} #{i}" : control.displayName)
: name;
var child = new ControlDropdownItem(parentControl, name, displayName,
device, usage, searchable);
child.icon = EditorInputControlLayoutCache.GetIconForLayout(control.layout);
var controlLayout = EditorInputControlLayoutCache.TryGetLayout(control.layout);
if (LayoutMatchesExpectedControlLayoutFilter(control.layout))
parent.AddChild(child);
else if (controlLayout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)))
{
child.enabled = false;
parent.AddChild(child);
}
// Add children.
if (controlLayout != null)
AddControlTreeItemsRecursive(controlPickerLayout, controlLayout, parent, device, usage,
searchable, child);
}
}
private static void AddPhysicalKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard, bool searchable)
{
foreach (var key in keyboard.children.OfType<KeyControl>())
{
// If the key has a display name that differs from the key name, show it in the UI.
var displayName = key.m_DisplayNameFromLayout;
var keyDisplayName = key.displayName;
if (keyDisplayName.All(x => x.IsPrintable()) && string.Compare(keyDisplayName, displayName,
StringComparison.InvariantCultureIgnoreCase) != 0)
displayName = $"{displayName} (Current Layout: {key.displayName})";
// For left/right modifier keys, prepend artificial combined version.
ButtonControl combinedVersion = null;
if (key == keyboard.leftShiftKey)
combinedVersion = keyboard.shiftKey;
else if (key == keyboard.leftAltKey)
combinedVersion = keyboard.altKey;
else if (key == keyboard.leftCtrlKey)
combinedVersion = keyboard.ctrlKey;
if (combinedVersion != null)
parent.AddChild(new ControlDropdownItem(null, combinedVersion.name, combinedVersion.displayName, keyboard.layout,
"", searchable));
var item = new ControlDropdownItem(null, key.name, displayName,
keyboard.layout, "", searchable);
parent.AddChild(item);
}
}
private static void AddCharacterKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard)
{
foreach (var key in keyboard.children.OfType<KeyControl>())
{
if (!key.keyCode.IsTextInputKey())
continue;
// We can only bind to characters that can be printed.
var displayName = key.displayName;
if (!displayName.All(x => x.IsPrintable()))
continue;
if (displayName.Contains(')'))
displayName = string.Join("", displayName.Select(x => "\\" + x));
////TODO: should be searchable; when searching, needs different display name
var item = new ControlDropdownItem(null, $"#({displayName})", "", keyboard.layout, "", false);
item.name = key.displayName;
parent.AddChild(item);
}
}
private bool LayoutMatchesExpectedControlLayoutFilter(string layout)
{
if (m_ExpectedControlType == null)
return true;
var layoutType = InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(layout));
return m_ExpectedControlType.IsAssignableFrom(layoutType);
}
private bool ShouldIncludeDeviceLayout(InputControlLayout layout)
{
if (layout.hideInUI)
return false;
// By default, if a device has no (usable) controls, we don't want it listed in the control picker
// except if we're picking devices.
if (!layout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)) && layout.controls.Any(x => true) &&
m_Mode != InputControlPicker.Mode.PickDevice)
return false;
// If we have a device filter, see if we should ignore the device.
if (m_ControlPathsToMatch != null && m_ControlPathsToMatch.Length > 0)
{
var matchesAnyInDeviceFilter = false;
foreach (var entry in m_ControlPathsToMatch)
{
// Include the layout if it's in the inheritance hierarchy of the layout we expect (either below
// or above it or, well, just right on it).
var expectedLayout = InputControlPath.TryGetDeviceLayout(entry);
if (!string.IsNullOrEmpty(expectedLayout) &&
(expectedLayout == layout.name ||
InputControlLayout.s_Layouts.IsBasedOn(layout.name, new InternedString(expectedLayout)) ||
InputControlLayout.s_Layouts.IsBasedOn(new InternedString(expectedLayout), layout.name)))
{
matchesAnyInDeviceFilter = true;
break;
}
}
if (!matchesAnyInDeviceFilter)
return false;
}
return true;
}
private void StartListening()
{
if (m_RebindingOperation == null)
m_RebindingOperation = new InputActionRebindingExtensions.RebindingOperation();
////TODO: for keyboard, generate both possible paths (physical and by display name)
m_RebindingOperation.Reset();
m_RebindingOperation
.WithExpectedControlType(m_ExpectedControlLayout)
// Require minimum actuation of 0.15f. This is after deadzoning has been applied.
.WithMagnitudeHavingToBeGreaterThan(0.15f)
////REVIEW: should we exclude only the system's active pointing device?
// With the mouse operating the UI, its cursor control is too fickle a thing to
// bind to. Ignore mouse position and delta and clicks.
// NOTE: We go for all types of pointers here, not just mice.
.WithControlsExcluding("<Pointer>/position")
.WithControlsExcluding("<Pointer>/delta")
.WithControlsExcluding("<Pointer>/press")
.WithControlsExcluding("<Pointer>/clickCount")
.WithControlsExcluding("<Pointer>/{PrimaryAction}")
.WithControlsExcluding("<Mouse>/scroll")
.OnPotentialMatch(
operation =>
{
// We never really complete the pick but keep listening for as long as the "Interactive"
// button is toggled on.
Repaint();
})
.OnCancel(
operation =>
{
Repaint();
})
.OnApplyBinding(
(operation, newPath) =>
{
// This is never invoked (because we don't complete the pick) but we need it nevertheless
// as RebindingOperation requires the callback if we don't supply an action to apply the binding to.
});
// If we have control paths to match, pass them on.
if (m_ControlPathsToMatch.LengthSafe() > 0)
m_ControlPathsToMatch.Select(x => m_RebindingOperation.WithControlsHavingToMatchPath(x));
m_RebindingOperation.Start();
}
private void StopListening()
{
m_RebindingOperation?.Cancel();
}
// This differs from RebindingOperation.GeneratePathForControl in that it cycles through all
// layouts in the inheritance chain and generates a path for each one that contains the given control.
private static IEnumerable<string> GeneratePossiblePathsForControl(InputControl control)
{
var builder = new StringBuilder();
var deviceLayoutName = control.device.m_Layout;
do
{
// Skip layout if it is supposed to be hidden in the UI.
var layout = EditorInputControlLayoutCache.TryGetLayout(deviceLayoutName);
if (layout.hideInUI)
continue;
builder.Length = 0;
yield return control.BuildPath(deviceLayoutName, builder);
}
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(deviceLayoutName, out deviceLayoutName));
}
private Action<string> m_OnPickCallback;
private InputControlPicker.Mode m_Mode;
private string[] m_ControlPathsToMatch;
private string m_ExpectedControlLayout;
private Type m_ExpectedControlType;
private InputActionRebindingExtensions.RebindingOperation m_RebindingOperation;
private bool isListening => m_RebindingOperation != null && m_RebindingOperation.started;
private class InputControlPickerGUI : AdvancedDropdownGUI
{
private readonly InputControlPickerDropdown m_Owner;
public InputControlPickerGUI(InputControlPickerDropdown owner)
{
m_Owner = owner;
}
internal override void BeginDraw(EditorWindow window)
{
if (Event.current.isKey && Event.current.keyCode == KeyCode.Escape)
{
window.Close();
return;
}
if (m_Owner.isListening)
{
// Eat key events to suppress the editor from passing them to the OS
// (causing beeps or menu commands being triggered).
if (Event.current.isKey)
Event.current.Use();
}
}
internal override string DrawSearchFieldControl(string searchString)
{
using (new EditorGUILayout.HorizontalScope())
{
var isListening = false;
// When picking controls, have a "Listen" button that allows listening for input.
if (m_Owner.m_Mode == InputControlPicker.Mode.PickControl)
{
using (new EditorGUILayout.VerticalScope(GUILayout.MaxWidth(50)))
{
GUILayout.Space(4);
var isListeningOld = m_Owner.isListening;
var isListeningNew = GUILayout.Toggle(isListeningOld, "Listen",
EditorStyles.miniButton, GUILayout.MaxWidth(50));
if (isListeningOld != isListeningNew)
{
if (isListeningNew)
{
m_Owner.StartListening();
}
else
{
m_Owner.StopListening();
searchString = string.Empty;
}
}
isListening = isListeningNew;
}
}
////FIXME: the search box doesn't clear out when listening; no idea why the new string isn't taking effect
EditorGUI.BeginDisabledGroup(isListening);
var newSearchString = base.DrawSearchFieldControl(isListening ? string.Empty : searchString);
EditorGUI.EndDisabledGroup();
if (isListening)
{
var rebind = m_Owner.m_RebindingOperation;
return "\u0017" + string.Join("\u0017",
rebind.candidates.SelectMany(x => GeneratePossiblePathsForControl(x).Reverse()));
}
return newSearchString;
}
}
internal override void DrawItem(AdvancedDropdownItem item, string name, Texture2D icon, bool enabled,
bool drawArrow, bool selected, bool hasSearch, bool richText = false)
{
if (hasSearch && item is InputControlDropdownItem viewItem)
name = viewItem.searchableName;
base.DrawItem(item, name, icon, enabled, drawArrow, selected, hasSearch);
}
internal override void DrawFooter(AdvancedDropdownItem selectedItem)
{
//dun work because there is no selection
if (selectedItem is ControlDropdownItem controlItem)
{
var content = new GUIContent(controlItem.controlPath);
var rect = GUILayoutUtility.GetRect(content, headerStyle, GUILayout.ExpandWidth(true));
EditorGUI.TextField(rect, controlItem.controlPath, headerStyle);
}
}
}
private static class Styles
{
public static readonly GUIStyle waitingForInputLabel = new GUIStyle("WhiteBoldLabel").WithFontSize(22);
}
}
}
#endif // UNITY_EDITOR