329 lines
13 KiB
C#
329 lines
13 KiB
C#
|
using System;
|
||
|
using Unity.Collections;
|
||
|
using UnityEngine.InputSystem.Layouts;
|
||
|
using UnityEngine.InputSystem.LowLevel;
|
||
|
using UnityEngine.InputSystem.Utilities;
|
||
|
|
||
|
////REVIEW: should we make this ExecuteInEditMode?
|
||
|
|
||
|
////TODO: handle display strings for this in some form; shouldn't display generic gamepad binding strings, for example, for OSCs
|
||
|
|
||
|
////TODO: give more control over when an OSC creates a new devices; going simply by name of layout only is inflexible
|
||
|
|
||
|
////TODO: make this survive domain reloads
|
||
|
|
||
|
////TODO: allow feeding into more than one control
|
||
|
|
||
|
namespace UnityEngine.InputSystem.OnScreen
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Base class for on-screen controls.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The set of on-screen controls together forms a device. A control layout
|
||
|
/// is automatically generated from the set and a device using the layout is
|
||
|
/// added to the system when the on-screen controls are enabled.
|
||
|
///
|
||
|
/// The layout that the generated layout is based on is determined by the
|
||
|
/// control paths chosen for each on-screen control. If, for example, an
|
||
|
/// on-screen control chooses the 'a' key from the "Keyboard" layout as its
|
||
|
/// path, a device layout is generated that is based on the "Keyboard" layout
|
||
|
/// and the on-screen control becomes the 'a' key in that layout.
|
||
|
///
|
||
|
/// If a <see cref="GameObject"/> has multiple on-screen controls that reference different
|
||
|
/// types of device layouts (e.g. one control references 'buttonWest' on
|
||
|
/// a gamepad and another references 'leftButton' on a mouse), then a device
|
||
|
/// is created for each type referenced by the setup.
|
||
|
/// </remarks>
|
||
|
public abstract class OnScreenControl : MonoBehaviour
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// The control path (see <see cref="InputControlPath"/>) for the control that the on-screen
|
||
|
/// control will feed input into.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// A device will be created from the device layout referenced by the control path (see
|
||
|
/// <see cref="InputControlPath.TryGetDeviceLayout"/>). The path is then used to look up
|
||
|
/// <see cref="control"/> on the device. The resulting control will be fed values from
|
||
|
/// the on-screen control.
|
||
|
///
|
||
|
/// Multiple on-screen controls sharing the same device layout will together create a single
|
||
|
/// virtual device. If, for example, one component uses <c>"<Gamepad>/buttonSouth"</c>
|
||
|
/// and another uses <c>"<Gamepad>/leftStick"</c> as the control path, a single
|
||
|
/// <see cref="Gamepad"/> will be created and the first component will feed data to
|
||
|
/// <see cref="Gamepad.buttonSouth"/> and the second component will feed data to
|
||
|
/// <see cref="Gamepad.leftStick"/>.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControlPath"/>
|
||
|
public string controlPath
|
||
|
{
|
||
|
get => controlPathInternal;
|
||
|
set
|
||
|
{
|
||
|
controlPathInternal = value;
|
||
|
if (isActiveAndEnabled)
|
||
|
SetupInputControl();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The actual control that is fed input from the on-screen control.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This is only valid while the on-screen control is enabled. Otherwise, it is <c>null</c>. Also,
|
||
|
/// if no <see cref="controlPath"/> has been set, this will remain <c>null</c> even if the component is enabled.
|
||
|
/// </remarks>
|
||
|
public InputControl control => m_Control;
|
||
|
|
||
|
private InputControl m_Control;
|
||
|
private OnScreenControl m_NextControlOnDevice;
|
||
|
private InputEventPtr m_InputEventPtr;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Accessor for the <see cref="controlPath"/> of the component. Must be implemented by subclasses.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Moving the definition of how the control path is stored into subclasses allows them to
|
||
|
/// apply their own <see cref="InputControlAttribute"/> attributes to them and thus set their
|
||
|
/// own layout filters.
|
||
|
/// </remarks>
|
||
|
protected abstract string controlPathInternal { get; set; }
|
||
|
|
||
|
private void SetupInputControl()
|
||
|
{
|
||
|
Debug.Assert(m_Control == null, "InputControl already initialized");
|
||
|
Debug.Assert(m_NextControlOnDevice == null, "Previous InputControl has not been properly uninitialized (m_NextControlOnDevice still set)");
|
||
|
Debug.Assert(!m_InputEventPtr.valid, "Previous InputControl has not been properly uninitialized (m_InputEventPtr still set)");
|
||
|
|
||
|
// Nothing to do if we don't have a control path.
|
||
|
var path = controlPathInternal;
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
return;
|
||
|
|
||
|
// Determine what type of device to work with.
|
||
|
var layoutName = InputControlPath.TryGetDeviceLayout(path);
|
||
|
if (layoutName == null)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
$"Cannot determine device layout to use based on control path '{path}' used in {GetType().Name} component",
|
||
|
this);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Try to find existing on-screen device that matches.
|
||
|
var internedLayoutName = new InternedString(layoutName);
|
||
|
var deviceInfoIndex = -1;
|
||
|
for (var i = 0; i < s_OnScreenDevices.length; ++i)
|
||
|
{
|
||
|
////FIXME: this does not take things such as different device usages into account
|
||
|
if (s_OnScreenDevices[i].device.m_Layout == internedLayoutName)
|
||
|
{
|
||
|
deviceInfoIndex = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we don't have a matching one, create a new one.
|
||
|
InputDevice device;
|
||
|
if (deviceInfoIndex == -1)
|
||
|
{
|
||
|
// Try to create device.
|
||
|
try
|
||
|
{
|
||
|
device = InputSystem.AddDevice(layoutName);
|
||
|
}
|
||
|
catch (Exception exception)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
$"Could not create device with layout '{layoutName}' used in '{GetType().Name}' component");
|
||
|
Debug.LogException(exception);
|
||
|
return;
|
||
|
}
|
||
|
InputSystem.AddDeviceUsage(device, "OnScreen");
|
||
|
|
||
|
// Create event buffer.
|
||
|
var buffer = StateEvent.From(device, out var eventPtr, Allocator.Persistent);
|
||
|
|
||
|
// Add to list.
|
||
|
deviceInfoIndex = s_OnScreenDevices.Append(new OnScreenDeviceInfo
|
||
|
{
|
||
|
eventPtr = eventPtr,
|
||
|
buffer = buffer,
|
||
|
device = device,
|
||
|
});
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
device = s_OnScreenDevices[deviceInfoIndex].device;
|
||
|
}
|
||
|
|
||
|
// Try to find control on device.
|
||
|
m_Control = InputControlPath.TryFindControl(device, path);
|
||
|
if (m_Control == null)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
$"Cannot find control with path '{path}' on device of type '{layoutName}' referenced by component '{GetType().Name}'",
|
||
|
this);
|
||
|
|
||
|
// Remove the device, if we just created one.
|
||
|
if (s_OnScreenDevices[deviceInfoIndex].firstControl == null)
|
||
|
{
|
||
|
s_OnScreenDevices[deviceInfoIndex].Destroy();
|
||
|
s_OnScreenDevices.RemoveAt(deviceInfoIndex);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
m_InputEventPtr = s_OnScreenDevices[deviceInfoIndex].eventPtr;
|
||
|
|
||
|
// We have all we need. Permanently add us.
|
||
|
s_OnScreenDevices[deviceInfoIndex] =
|
||
|
s_OnScreenDevices[deviceInfoIndex].AddControl(this);
|
||
|
}
|
||
|
|
||
|
protected void SendValueToControl<TValue>(TValue value)
|
||
|
where TValue : struct
|
||
|
{
|
||
|
if (m_Control == null)
|
||
|
return;
|
||
|
|
||
|
if (!(m_Control is InputControl<TValue> control))
|
||
|
throw new ArgumentException(
|
||
|
$"The control path {controlPath} yields a control of type {m_Control.GetType().Name} which is not an InputControl with value type {typeof(TValue).Name}", nameof(value));
|
||
|
|
||
|
////FIXME: this gives us a one-frame lag (use InputState.Change instead?)
|
||
|
m_InputEventPtr.internalTime = InputRuntime.s_Instance.currentTime;
|
||
|
control.WriteValueIntoEvent(value, m_InputEventPtr);
|
||
|
InputSystem.QueueEvent(m_InputEventPtr);
|
||
|
}
|
||
|
|
||
|
protected void SentDefaultValueToControl()
|
||
|
{
|
||
|
if (m_Control == null)
|
||
|
return;
|
||
|
|
||
|
////FIXME: this gives us a one-frame lag (use InputState.Change instead?)
|
||
|
m_InputEventPtr.internalTime = InputRuntime.s_Instance.currentTime;
|
||
|
m_Control.ResetToDefaultStateInEvent(m_InputEventPtr);
|
||
|
InputSystem.QueueEvent(m_InputEventPtr);
|
||
|
}
|
||
|
|
||
|
protected virtual void OnEnable()
|
||
|
{
|
||
|
SetupInputControl();
|
||
|
}
|
||
|
|
||
|
protected virtual void OnDisable()
|
||
|
{
|
||
|
if (m_Control == null)
|
||
|
return;
|
||
|
|
||
|
var device = m_Control.device;
|
||
|
for (var i = 0; i < s_OnScreenDevices.length; ++i)
|
||
|
{
|
||
|
if (s_OnScreenDevices[i].device != device)
|
||
|
continue;
|
||
|
|
||
|
var deviceInfo = s_OnScreenDevices[i].RemoveControl(this);
|
||
|
if (deviceInfo.firstControl == null)
|
||
|
{
|
||
|
// We're the last on-screen control on this device. Remove the device.
|
||
|
s_OnScreenDevices[i].Destroy();
|
||
|
s_OnScreenDevices.RemoveAt(i);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
s_OnScreenDevices[i] = deviceInfo;
|
||
|
|
||
|
// We're keeping the device but we're disabling the on-screen representation
|
||
|
// for one of its controls. If the control isn't in default state, reset it
|
||
|
// to that now. This is what ensures that if, for example, OnScreenButton is
|
||
|
// disabled after OnPointerDown, we reset its button control to zero even
|
||
|
// though we will not see an OnPointerUp.
|
||
|
if (!m_Control.CheckStateIsAtDefault())
|
||
|
SentDefaultValueToControl();
|
||
|
}
|
||
|
|
||
|
m_Control = null;
|
||
|
m_InputEventPtr = new InputEventPtr();
|
||
|
Debug.Assert(m_NextControlOnDevice == null);
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private struct OnScreenDeviceInfo
|
||
|
{
|
||
|
public InputEventPtr eventPtr;
|
||
|
public NativeArray<byte> buffer;
|
||
|
public InputDevice device;
|
||
|
public OnScreenControl firstControl;
|
||
|
|
||
|
public OnScreenDeviceInfo AddControl(OnScreenControl control)
|
||
|
{
|
||
|
control.m_NextControlOnDevice = firstControl;
|
||
|
firstControl = control;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
public OnScreenDeviceInfo RemoveControl(OnScreenControl control)
|
||
|
{
|
||
|
if (firstControl == control)
|
||
|
firstControl = control.m_NextControlOnDevice;
|
||
|
else
|
||
|
{
|
||
|
for (OnScreenControl current = firstControl.m_NextControlOnDevice, previous = firstControl;
|
||
|
current != null; previous = current, current = current.m_NextControlOnDevice)
|
||
|
{
|
||
|
if (current != control)
|
||
|
continue;
|
||
|
|
||
|
previous.m_NextControlOnDevice = current.m_NextControlOnDevice;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
control.m_NextControlOnDevice = null;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
public void Destroy()
|
||
|
{
|
||
|
if (buffer.IsCreated)
|
||
|
buffer.Dispose();
|
||
|
if (device != null)
|
||
|
InputSystem.RemoveDevice(device);
|
||
|
device = null;
|
||
|
buffer = new NativeArray<byte>();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static InlinedArray<OnScreenDeviceInfo> s_OnScreenDevices;
|
||
|
|
||
|
internal string GetWarningMessage()
|
||
|
{
|
||
|
return $"{GetType()} needs to be attached as a child to a UI Canvas and have a RectTransform component to function properly.";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal static class UGUIOnScreenControlUtils
|
||
|
{
|
||
|
public static RectTransform GetCanvasRectTransform(Transform transform)
|
||
|
{
|
||
|
var parentTransform = transform.parent;
|
||
|
return parentTransform != null ? transform.parent.GetComponentInParent<RectTransform>() : null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
internal static class UGUIOnScreenControlEditorUtils
|
||
|
{
|
||
|
public static void ShowWarningIfNotPartOfCanvasHierarchy(OnScreenControl target)
|
||
|
{
|
||
|
if (UGUIOnScreenControlUtils.GetCanvasRectTransform(target.transform) == null)
|
||
|
UnityEditor.EditorGUILayout.HelpBox(target.GetWarningMessage(), UnityEditor.MessageType.Warning);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|