UnityGame/Library/PackageCache/com.unity.inputsystem/Samples~/RebindingUI/RebindActionUI.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.UI;
////TODO: localization support
////TODO: deal with composites that have parts bound in different control schemes
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A reusable component with a self-contained UI for rebinding a single action.
/// </summary>
public class RebindActionUI : MonoBehaviour
{
/// <summary>
/// Reference to the action that is to be rebound.
/// </summary>
public InputActionReference actionReference
{
get => m_Action;
set
{
m_Action = value;
UpdateActionLabel();
UpdateBindingDisplay();
}
}
/// <summary>
/// ID (in string form) of the binding that is to be rebound on the action.
/// </summary>
/// <seealso cref="InputBinding.id"/>
public string bindingId
{
get => m_BindingId;
set
{
m_BindingId = value;
UpdateBindingDisplay();
}
}
public InputBinding.DisplayStringOptions displayStringOptions
{
get => m_DisplayStringOptions;
set
{
m_DisplayStringOptions = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Text component that receives the name of the action. Optional.
/// </summary>
public Text actionLabel
{
get => m_ActionLabel;
set
{
m_ActionLabel = value;
UpdateActionLabel();
}
}
/// <summary>
/// Text component that receives the display string of the binding. Can be <c>null</c> in which
/// case the component entirely relies on <see cref="updateBindingUIEvent"/>.
/// </summary>
public Text bindingText
{
get => m_BindingText;
set
{
m_BindingText = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Optional text component that receives a text prompt when waiting for a control to be actuated.
/// </summary>
/// <seealso cref="startRebindEvent"/>
/// <seealso cref="rebindOverlay"/>
public Text rebindPrompt
{
get => m_RebindText;
set => m_RebindText = value;
}
/// <summary>
/// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind
/// is finished. This is normally used to display an overlay over the current UI while the system is
/// waiting for a control to be actuated.
/// </summary>
/// <remarks>
/// If neither <see cref="rebindPrompt"/> nor <c>rebindOverlay</c> is set, the component will temporarily
/// replaced the <see cref="bindingText"/> (if not <c>null</c>) with <c>"Waiting..."</c>.
/// </remarks>
/// <seealso cref="startRebindEvent"/>
/// <seealso cref="rebindPrompt"/>
public GameObject rebindOverlay
{
get => m_RebindOverlay;
set => m_RebindOverlay = value;
}
/// <summary>
/// Event that is triggered every time the UI updates to reflect the current binding.
/// This can be used to tie custom visualizations to bindings.
/// </summary>
public UpdateBindingUIEvent updateBindingUIEvent
{
get
{
if (m_UpdateBindingUIEvent == null)
m_UpdateBindingUIEvent = new UpdateBindingUIEvent();
return m_UpdateBindingUIEvent;
}
}
/// <summary>
/// Event that is triggered when an interactive rebind is started on the action.
/// </summary>
public InteractiveRebindEvent startRebindEvent
{
get
{
if (m_RebindStartEvent == null)
m_RebindStartEvent = new InteractiveRebindEvent();
return m_RebindStartEvent;
}
}
/// <summary>
/// Event that is triggered when an interactive rebind has been completed or canceled.
/// </summary>
public InteractiveRebindEvent stopRebindEvent
{
get
{
if (m_RebindStopEvent == null)
m_RebindStopEvent = new InteractiveRebindEvent();
return m_RebindStopEvent;
}
}
/// <summary>
/// When an interactive rebind is in progress, this is the rebind operation controller.
/// Otherwise, it is <c>null</c>.
/// </summary>
public InputActionRebindingExtensions.RebindingOperation ongoingRebind => m_RebindOperation;
/// <summary>
/// Return the action and binding index for the binding that is targeted by the component
/// according to
/// </summary>
/// <param name="action"></param>
/// <param name="bindingIndex"></param>
/// <returns></returns>
public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex)
{
bindingIndex = -1;
action = m_Action?.action;
if (action == null)
return false;
if (string.IsNullOrEmpty(m_BindingId))
return false;
// Look up binding index.
var bindingId = new Guid(m_BindingId);
bindingIndex = action.bindings.IndexOf(x => x.id == bindingId);
if (bindingIndex == -1)
{
Debug.LogError($"Cannot find binding with ID '{bindingId}' on '{action}'", this);
return false;
}
return true;
}
/// <summary>
/// Trigger a refresh of the currently displayed binding.
/// </summary>
public void UpdateBindingDisplay()
{
var displayString = string.Empty;
var deviceLayoutName = default(string);
var controlPath = default(string);
// Get display string from action.
var action = m_Action?.action;
if (action != null)
{
var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId);
if (bindingIndex != -1)
displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions);
}
// Set on label (if any).
if (m_BindingText != null)
m_BindingText.text = displayString;
// Give listeners a chance to configure UI in response.
m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath);
}
/// <summary>
/// Remove currently applied binding overrides.
/// </summary>
public void ResetToDefault()
{
if (!ResolveActionAndBinding(out var action, out var bindingIndex))
return;
if (action.bindings[bindingIndex].isComposite)
{
// It's a composite. Remove overrides from part bindings.
for (var i = bindingIndex + 1; i < action.bindings.Count && action.bindings[i].isPartOfComposite; ++i)
action.RemoveBindingOverride(i);
}
else
{
action.RemoveBindingOverride(bindingIndex);
}
UpdateBindingDisplay();
}
/// <summary>
/// Initiate an interactive rebind that lets the player actuate a control to choose a new binding
/// for the action.
/// </summary>
public void StartInteractiveRebind()
{
if (!ResolveActionAndBinding(out var action, out var bindingIndex))
return;
// If the binding is a composite, we need to rebind each part in turn.
if (action.bindings[bindingIndex].isComposite)
{
var firstPartIndex = bindingIndex + 1;
if (firstPartIndex < action.bindings.Count && action.bindings[firstPartIndex].isPartOfComposite)
PerformInteractiveRebind(action, firstPartIndex, allCompositeParts: true);
}
else
{
PerformInteractiveRebind(action, bindingIndex);
}
}
private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool allCompositeParts = false)
{
m_RebindOperation?.Cancel(); // Will null out m_RebindOperation.
void CleanUp()
{
m_RebindOperation?.Dispose();
m_RebindOperation = null;
action.Enable();
}
//Fixes the "InvalidOperationException: Cannot rebind action x while it is enabled" error
action.Disable();
// Configure the rebind.
m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex)
.OnCancel(
operation =>
{
m_RebindStopEvent?.Invoke(this, operation);
if (m_RebindOverlay != null)
m_RebindOverlay.SetActive(false);
UpdateBindingDisplay();
CleanUp();
})
.OnComplete(
operation =>
{
if (m_RebindOverlay != null)
m_RebindOverlay.SetActive(false);
m_RebindStopEvent?.Invoke(this, operation);
UpdateBindingDisplay();
CleanUp();
// If there's more composite parts we should bind, initiate a rebind
// for the next part.
if (allCompositeParts)
{
var nextBindingIndex = bindingIndex + 1;
if (nextBindingIndex < action.bindings.Count && action.bindings[nextBindingIndex].isPartOfComposite)
PerformInteractiveRebind(action, nextBindingIndex, true);
}
});
// If it's a part binding, show the name of the part in the UI.
var partName = default(string);
if (action.bindings[bindingIndex].isPartOfComposite)
partName = $"Binding '{action.bindings[bindingIndex].name}'. ";
// Bring up rebind overlay, if we have one.
m_RebindOverlay?.SetActive(true);
if (m_RebindText != null)
{
var text = !string.IsNullOrEmpty(m_RebindOperation.expectedControlType)
? $"{partName}Waiting for {m_RebindOperation.expectedControlType} input..."
: $"{partName}Waiting for input...";
m_RebindText.text = text;
}
// If we have no rebind overlay and no callback but we have a binding text label,
// temporarily set the binding text label to "<Waiting>".
if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null)
m_BindingText.text = "<Waiting...>";
// Give listeners a chance to act on the rebind starting.
m_RebindStartEvent?.Invoke(this, m_RebindOperation);
m_RebindOperation.Start();
}
protected void OnEnable()
{
if (s_RebindActionUIs == null)
s_RebindActionUIs = new List<RebindActionUI>();
s_RebindActionUIs.Add(this);
if (s_RebindActionUIs.Count == 1)
InputSystem.onActionChange += OnActionChange;
}
protected void OnDisable()
{
m_RebindOperation?.Dispose();
m_RebindOperation = null;
s_RebindActionUIs.Remove(this);
if (s_RebindActionUIs.Count == 0)
{
s_RebindActionUIs = null;
InputSystem.onActionChange -= OnActionChange;
}
}
// When the action system re-resolves bindings, we want to update our UI in response. While this will
// also trigger from changes we made ourselves, it ensures that we react to changes made elsewhere. If
// the user changes keyboard layout, for example, we will get a BoundControlsChanged notification and
// will update our UI to reflect the current keyboard layout.
private static void OnActionChange(object obj, InputActionChange change)
{
if (change != InputActionChange.BoundControlsChanged)
return;
var action = obj as InputAction;
var actionMap = action?.actionMap ?? obj as InputActionMap;
var actionAsset = actionMap?.asset ?? obj as InputActionAsset;
for (var i = 0; i < s_RebindActionUIs.Count; ++i)
{
var component = s_RebindActionUIs[i];
var referencedAction = component.actionReference?.action;
if (referencedAction == null)
continue;
if (referencedAction == action ||
referencedAction.actionMap == actionMap ||
referencedAction.actionMap?.asset == actionAsset)
component.UpdateBindingDisplay();
}
}
[Tooltip("Reference to action that is to be rebound from the UI.")]
[SerializeField]
private InputActionReference m_Action;
[SerializeField]
private string m_BindingId;
[SerializeField]
private InputBinding.DisplayStringOptions m_DisplayStringOptions;
[Tooltip("Text label that will receive the name of the action. Optional. Set to None to have the "
+ "rebind UI not show a label for the action.")]
[SerializeField]
private Text m_ActionLabel;
[Tooltip("Text label that will receive the current, formatted binding string.")]
[SerializeField]
private Text m_BindingText;
[Tooltip("Optional UI that will be shown while a rebind is in progress.")]
[SerializeField]
private GameObject m_RebindOverlay;
[Tooltip("Optional text label that will be updated with prompt for user input.")]
[SerializeField]
private Text m_RebindText;
[Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying "
+ "bindings in custom ways, e.g. using images instead of text.")]
[SerializeField]
private UpdateBindingUIEvent m_UpdateBindingUIEvent;
[Tooltip("Event that is triggered when an interactive rebind is being initiated. This can be used, for example, "
+ "to implement custom UI behavior while a rebind is in progress. It can also be used to further "
+ "customize the rebind.")]
[SerializeField]
private InteractiveRebindEvent m_RebindStartEvent;
[Tooltip("Event that is triggered when an interactive rebind is complete or has been aborted.")]
[SerializeField]
private InteractiveRebindEvent m_RebindStopEvent;
private InputActionRebindingExtensions.RebindingOperation m_RebindOperation;
private static List<RebindActionUI> s_RebindActionUIs;
// We want the label for the action name to update in edit mode, too, so
// we kick that off from here.
#if UNITY_EDITOR
protected void OnValidate()
{
UpdateActionLabel();
UpdateBindingDisplay();
}
#endif
private void UpdateActionLabel()
{
if (m_ActionLabel != null)
{
var action = m_Action?.action;
m_ActionLabel.text = action != null ? action.name : string.Empty;
}
}
[Serializable]
public class UpdateBindingUIEvent : UnityEvent<RebindActionUI, string, string, string>
{
}
[Serializable]
public class InteractiveRebindEvent : UnityEvent<RebindActionUI, InputActionRebindingExtensions.RebindingOperation>
{
}
}
}