UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs
2024-10-27 10:53:47 +03:00

2818 lines
144 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
// The way target bindings for overrides are found:
// - If specified, directly by index (e.g. "apply this override to the third binding in the map")
// - By path (e.g. "search for binding to '<Gamepad>/leftStick' and override it with '<Gamepad>/rightStick'")
// - By group (e.g. "search for binding on action 'fire' with group 'keyboard&mouse' and override it with '<Keyboard>/space'")
// - By action (e.g. "bind action 'fire' from whatever it is right now to '<Gamepad>/leftStick'")
////TODO: make this work implicitly with PlayerInputs such that rebinds can be restricted to the device's of a specific player
////TODO: allow rebinding by GUIDs now that we have IDs on bindings
////TODO: make RebindingOperation dispose its memory automatically; re-allocating is not a problem
////TODO: add simple method to RebindingOperation that will create keyboard binding paths by character rather than by key name
////FIXME: properly work with composites
////REVIEW: how well are we handling the case of rebinding to joysticks? (mostly auto-generated HID layouts)
namespace UnityEngine.InputSystem
{
/// <summary>
/// Extensions to help with dynamically rebinding <see cref="InputAction"/>s in
/// various ways.
/// </summary>
/// <remarks>
/// Unlike <see cref="InputActionSetupExtensions"/>, the extension methods in here are meant to be
/// called during normal game operation, i.e. as part of screens whether the user can rebind
/// controls.
///
/// The two primary duties of these extensions are to apply binding overrides that non-destructively
/// redirect existing bindings and to facilitate user-controlled rebinding by listening for controls
/// actuated by the user.
///
/// To implement user-controlled rebinding, create a UI with a button to trigger rebinding.
/// If the user clicks the button to bind a control to an action, use `InputAction.PerformInteractiveRebinding`
/// to handle the rebinding, as in the following example:
/// <example>
/// <code>
/// void RemapButtonClicked(InputAction actionToRebind)
/// {
/// var rebindOperation = actionToRebind.PerformInteractiveRebinding()
/// // To avoid accidental input from mouse motion
/// .WithControlsExcluding("Mouse")
/// .OnMatchWaitForAnother(0.1f)
/// .Start();
/// }
/// </code>
/// </example>
/// You can install the Tanks Demo sample from the Input System package using the Package Manager window, which has an example of an interactive rebinding UI.
/// </remarks>
/// <seealso cref="InputActionSetupExtensions"/>
/// <seealso cref="InputBinding"/>
/// <seealso cref="InputAction.bindings"/>
public static partial class InputActionRebindingExtensions
{
/// <summary>
/// Get the index of the first binding in <see cref="InputAction.bindings"/> on <paramref name="action"/>
/// that matches the given binding mask.
/// </summary>
/// <param name="action">An input action.</param>
/// <param name="bindingMask">Binding mask to match (see <see cref="InputBinding.Matches"/>).</param>
/// <returns>The first binding on the action matching <paramref name="bindingMask"/> or -1 if no binding
/// on the action matches the mask.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <seealso cref="InputBinding.Matches"/>
public static int GetBindingIndex(this InputAction action, InputBinding bindingMask)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var bindings = action.bindings;
for (var i = 0; i < bindings.Count; ++i)
if (bindingMask.Matches(bindings[i]))
return i;
return -1;
}
/// <summary>
/// Get the index of the first binding in <see cref="InputActionMap.bindings"/> on <paramref name="actionMap"/>
/// that matches the given binding mask.
/// </summary>
/// <param name="actionMap">An input action map.</param>
/// <param name="bindingMask">Binding mask to match (see <see cref="InputBinding.Matches"/>).</param>
/// <returns>The first binding on the action matching <paramref name="bindingMask"/> or -1 if no binding
/// on the action matches the mask.</returns>
/// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
/// <seealso cref="InputBinding.Matches"/>
public static int GetBindingIndex(this InputActionMap actionMap, InputBinding bindingMask)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
var bindings = actionMap.bindings;
for (var i = 0; i < bindings.Count; ++i)
if (bindingMask.Matches(bindings[i]))
return i;
return -1;
}
/// <summary>
/// Get the index of the first binding in <see cref="InputAction.bindings"/> on <paramref name="action"/>
/// that matches the given binding group and/or path.
/// </summary>
/// <param name="action">An input action.</param>
/// <param name="group">Binding group to match (see <see cref="InputBinding.groups"/>).</param>
/// <param name="path">Binding path to match (see <see cref="InputBinding.path"/>).</param>
/// <returns>The first binding on the action matching the given group and/or path or -1 if no binding
/// on the action matches.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <seealso cref="InputBinding.Matches"/>
public static int GetBindingIndex(this InputAction action, string group = default, string path = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.GetBindingIndex(new InputBinding(groups: group, path: path));
}
/// <summary>
/// Return the binding that the given control resolved from.
/// </summary>
/// <param name="action">An input action that may be using the given control.</param>
/// <param name="control">Control to look for a binding for.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
/// is <c>null</c>.</exception>
/// <returns>The binding from which <paramref name="control"/> has been resolved or <c>null</c> if no such binding
/// could be found on <paramref name="action"/>.</returns>
public static InputBinding? GetBindingForControl(this InputAction action, InputControl control)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (control == null)
throw new ArgumentNullException(nameof(control));
var bindingIndex = GetBindingIndexForControl(action, control);
if (bindingIndex == -1)
return null;
return action.bindings[bindingIndex];
}
/// <summary>
/// Return the index into <paramref name="action"/>'s <see cref="InputAction.bindings"/> that corresponds
/// to <paramref name="control"/> bound to the action.
/// </summary>
/// <param name="action">The input action whose bindings to use.</param>
/// <param name="control">An input control for which to look for a binding.</param>
/// <returns>The index into the action's binding array for the binding that <paramref name="control"/> was
/// resolved from or -1 if the control is not currently bound to the action.</returns>
/// <remarks>
/// Note that this method will only take currently active bindings into consideration. This means that if
/// the given control <em>could</em> come from one of the bindings on the action but does not currently
/// do so, the method still returns -1.
///
/// In case you want to manually find out which of the bindings on the action could match the given control,
/// you can do so using <see cref="InputControlPath.Matches"/>:
///
/// <example>
/// <code>
/// // Find the binding on 'action' that matches the given 'control'.
/// foreach (var binding in action.bindings)
/// if (InputControlPath.Matches(binding.effectivePath, control))
/// Debug.Log($"Binding for {control}: {binding}");
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
/// is <c>null</c>.</exception>
public static unsafe int GetBindingIndexForControl(this InputAction action, InputControl control)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (control == null)
throw new ArgumentNullException(nameof(control));
var actionMap = action.GetOrCreateActionMap();
actionMap.ResolveBindingsIfNecessary();
var state = actionMap.m_State;
Debug.Assert(state != null, "Bindings are expected to have been resolved at this point");
var controls = state.controls;
var controlCount = state.totalControlCount;
var bindingStates = state.bindingStates;
var controlIndexToBindingIndex = state.controlIndexToBindingIndex;
var actionIndex = action.m_ActionIndexInState;
// Go through all controls in the state until we find our control.
for (var i = 0; i < controlCount; ++i)
{
if (controls[i] != control)
continue;
// The control may be the same one we're looking for but may be bound to a completely
// different action. Skip anything that isn't related to our action.
var bindingIndexInState = controlIndexToBindingIndex[i];
if (bindingStates[bindingIndexInState].actionIndex != actionIndex)
continue;
// Got it.
var bindingIndexInMap = state.GetBindingIndexInMap(bindingIndexInState);
return action.BindingIndexOnMapToBindingIndexOnAction(bindingIndexInMap);
}
return -1;
}
////TODO: add option to make it *not* take bound controls into account when creating display strings
/// <summary>
/// Return a string suitable for display in UIs that shows what the given action is currently bound to.
/// </summary>
/// <param name="action">Action to create a display string for.</param>
/// <param name="options">Optional set of formatting flags.</param>
/// <param name="group">Optional binding group to restrict the operation to. If this is supplied, it effectively
/// becomes the binding mask (see <see cref="InputBinding.Matches(InputBinding)"/>) to supply to <see
/// cref="GetBindingDisplayString(InputAction,InputBinding,InputBinding.DisplayStringOptions)"/>.</param>
/// <returns>A string suitable for display in rebinding UIs.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// This method will take into account any binding masks (such as from control schemes) in effect on the action
/// (such as <see cref="InputAction.bindingMask"/> on the action itself, the <see cref="InputActionMap.bindingMask"/>
/// on its action map, or the <see cref="InputActionAsset.bindingMask"/> on its asset) as well as the actual controls
/// that the action is currently bound to (see <see cref="InputAction.controls"/>).
///
/// <example>
/// <code>
/// var action = new InputAction();
///
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth", groups: "Gamepad");
/// action.AddBinding("&lt;Mouse&gt;/leftButton", groups: "KeyboardMouse");
///
/// // Prints "A | LMB".
/// Debug.Log(action.GetBindingDisplayString());
///
/// // Prints "A".
/// Debug.Log(action.GetBindingDisplayString(group: "Gamepad");
///
/// // Prints "LMB".
/// Debug.Log(action.GetBindingDisplayString(group: "KeyboardMouse");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
public static string GetBindingDisplayString(this InputAction action, InputBinding.DisplayStringOptions options = default,
string group = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
// Default binding mask to the one found on the action or any of its
// containers.
InputBinding bindingMask;
if (!string.IsNullOrEmpty(group))
{
bindingMask = InputBinding.MaskByGroup(group);
}
else
{
var mask = action.FindEffectiveBindingMask();
if (mask.HasValue)
bindingMask = mask.Value;
else
bindingMask = default;
}
return GetBindingDisplayString(action, bindingMask, options);
}
/// <summary>
/// Return a string suitable for display in UIs that shows what the given action is currently bound to.
/// </summary>
/// <param name="action">Action to create a display string for.</param>
/// <param name="bindingMask">Mask for bindings to take into account. Any binding on the action not
/// matching (see <see cref="InputBinding.Matches(InputBinding)"/>) the mask is ignored and not included
/// in the resulting string.</param>
/// <param name="options">Optional set of formatting flags.</param>
/// <returns>A string suitable for display in rebinding UIs.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// This method will take into account any binding masks (such as from control schemes) in effect on the action
/// (such as <see cref="InputAction.bindingMask"/> on the action itself, the <see cref="InputActionMap.bindingMask"/>
/// on its action map, or the <see cref="InputActionAsset.bindingMask"/> on its asset) as well as the actual controls
/// that the action is currently bound to (see <see cref="InputAction.controls"/>).
///
/// <example>
/// <code>
/// var action = new InputAction();
///
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth", groups: "Gamepad");
/// action.AddBinding("&lt;Mouse&gt;/leftButton", groups: "KeyboardMouse");
///
/// // Prints "A".
/// Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("Gamepad"));
///
/// // Prints "LMB".
/// Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("KeyboardMouse"));
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
public static string GetBindingDisplayString(this InputAction action, InputBinding bindingMask,
InputBinding.DisplayStringOptions options = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var result = string.Empty;
var bindings = action.bindings;
for (var i = 0; i < bindings.Count; ++i)
{
if (bindings[i].isPartOfComposite)
continue;
if (!bindingMask.Matches(bindings[i]))
continue;
////REVIEW: should this filter out bindings that are not resolving to any controls?
var text = action.GetBindingDisplayString(i, options);
if (result != "")
result = $"{result} | {text}";
else
result = text;
}
return result;
}
/// <summary>
/// Return a string suitable for display in UIs that shows what the given action is currently bound to.
/// </summary>
/// <param name="action">Action to create a display string for.</param>
/// <param name="bindingIndex">Index of the binding in the <see cref="InputAction.bindings"/> array of
/// <paramref name="action"/> for which to get a display string.</param>
/// <param name="options">Optional set of formatting flags.</param>
/// <returns>A string suitable for display in rebinding UIs.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// This method will ignore active binding masks and return the display string for the given binding whether it
/// is masked out (disabled) or not.
///
/// <example>
/// <code>
/// var action = new InputAction();
///
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth", groups: "Gamepad");
/// action.AddBinding("&lt;Mouse&gt;/leftButton", groups: "KeyboardMouse");
///
/// // Prints "A".
/// Debug.Log(action.GetBindingDisplayString(0));
///
/// // Prints "LMB".
/// Debug.Log(action.GetBindingDisplayString(1));
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
public static string GetBindingDisplayString(this InputAction action, int bindingIndex, InputBinding.DisplayStringOptions options = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
return action.GetBindingDisplayString(bindingIndex, out var _, out var _, options);
}
/// <summary>
/// Return a string suitable for display in UIs that shows what the given action is currently bound to.
/// </summary>
/// <param name="action">Action to create a display string for.</param>
/// <param name="bindingIndex">Index of the binding in the <see cref="InputAction.bindings"/> array of
/// <paramref name="action"/> for which to get a display string.</param>
/// <param name="deviceLayoutName">Receives the name of the <see cref="InputControlLayout"/> used for the
/// device in the given binding, if applicable. Otherwise is set to <c>null</c>. If, for example, the binding
/// is <c>"&lt;Gamepad&gt;/buttonSouth"</c>, the resulting value is <c>"Gamepad</c>.</param>
/// <param name="controlPath">Receives the path to the control on the device referenced in the given binding,
/// if applicable. Otherwise is set to <c>null</c>. If, for example, the binding is <c>"&lt;Gamepad&gt;/leftStick/x"</c>,
/// the resulting value is <c>"leftStick/x"</c>.</param>
/// <param name="options">Optional set of formatting flags.</param>
/// <returns>A string suitable for display in rebinding UIs.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// The information returned by <paramref name="deviceLayoutName"/> and <paramref name="controlPath"/> can be used, for example,
/// to associate images with controls. Based on knowing which layout is used and which control on the layout is referenced, you
/// can look up an image dynamically. For example, if the layout is based on <see cref="DualShock.DualShockGamepad"/> (use
/// <see cref="InputSystem.IsFirstLayoutBasedOnSecond"/> to determine inheritance), you can pick a PlayStation-specific image
/// for the control as named by <paramref name="controlPath"/>.
///
/// <example>
/// <code>
/// var action = new InputAction();
///
/// action.AddBinding("&lt;Gamepad&gt;/dpad/up", groups: "Gamepad");
/// action.AddBinding("&lt;Mouse&gt;/leftButton", groups: "KeyboardMouse");
///
/// // Prints "A", then "Gamepad", then "dpad/up".
/// Debug.Log(action.GetBindingDisplayString(0, out var deviceLayoutNameA, out var controlPathA));
/// Debug.Log(deviceLayoutNameA);
/// Debug.Log(controlPathA);
///
/// // Prints "LMB", then "Mouse", then "leftButton".
/// Debug.Log(action.GetBindingDisplayString(1, out var deviceLayoutNameB, out var controlPathB));
/// Debug.Log(deviceLayoutNameB);
/// Debug.Log(controlPathB);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/>
/// <seealso cref="InputActionRebindingExtensions.GetBindingIndex(InputAction,InputBinding)"/>
public static unsafe string GetBindingDisplayString(this InputAction action, int bindingIndex,
out string deviceLayoutName, out string controlPath,
InputBinding.DisplayStringOptions options = default)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
deviceLayoutName = null;
controlPath = null;
var bindings = action.bindings;
var bindingCount = bindings.Count;
if (bindingIndex < 0 || bindingIndex >= bindingCount)
throw new ArgumentOutOfRangeException(
$"Binding index {bindingIndex} is out of range on action '{action}' with {bindings.Count} bindings",
nameof(bindingIndex));
// If the binding is a composite, compose a string using the display format string for
// the composite.
// NOTE: In this case, there won't be a deviceLayoutName returned from the method.
if (bindings[bindingIndex].isComposite)
{
var compositeName = NameAndParameters.Parse(bindings[bindingIndex].effectivePath).name;
// Determine what parts we have.
var firstPartIndex = bindingIndex + 1;
var lastPartIndex = firstPartIndex;
while (lastPartIndex < bindingCount && bindings[lastPartIndex].isPartOfComposite)
++lastPartIndex;
var partCount = lastPartIndex - firstPartIndex;
// Get the display string for each part.
var partStrings = new string[partCount];
for (var i = 0; i < partCount; ++i)
{
var partString = action.GetBindingDisplayString(firstPartIndex + i, options);
if (string.IsNullOrEmpty(partString))
partString = " ";
partStrings[i] = partString;
}
// Put the parts together based on the display format string for
// the composite.
var displayFormatString = InputBindingComposite.GetDisplayFormatString(compositeName);
if (string.IsNullOrEmpty(displayFormatString))
{
// No display format string. Simply go and combine all part strings.
return StringHelpers.Join("/", partStrings);
}
return StringHelpers.ExpandTemplateString(displayFormatString,
fragment =>
{
var result = string.Empty;
// Go through all parts and look for one with the given name.
for (var i = 0; i < partCount; ++i)
{
if (!string.Equals(bindings[firstPartIndex + i].name, fragment, StringComparison.InvariantCultureIgnoreCase))
continue;
if (!string.IsNullOrEmpty(result))
result = $"{result}|{partStrings[i]}";
else
result = partStrings[i];
}
if (string.IsNullOrEmpty(result))
result = " ";
return result;
});
}
// See if the binding maps to controls.
InputControl control = null;
var actionMap = action.GetOrCreateActionMap();
actionMap.ResolveBindingsIfNecessary();
var actionState = actionMap.m_State;
Debug.Assert(actionState != null, "Expecting action state to be in place at this point");
var bindingIndexInMap = action.BindingIndexOnActionToBindingIndexOnMap(bindingIndex);
var bindingIndexInState = actionState.GetBindingIndexInState(actionMap.m_MapIndexInState, bindingIndexInMap);
Debug.Assert(bindingIndexInState >= 0 && bindingIndexInState < actionState.totalBindingCount,
"Computed binding index is out of range");
var bindingStatePtr = &actionState.bindingStates[bindingIndexInState];
if (bindingStatePtr->controlCount > 0)
{
////REVIEW: does it make sense to just take a single control here?
control = actionState.controls[bindingStatePtr->controlStartIndex];
}
// Take interactions applied to the action into account (except if explicitly forced off).
var binding = bindings[bindingIndex];
if (string.IsNullOrEmpty(binding.effectiveInteractions))
binding.overrideInteractions = action.interactions;
else if (!string.IsNullOrEmpty(action.interactions))
binding.overrideInteractions = $"{binding.effectiveInteractions};action.interactions";
return binding.ToDisplayString(out deviceLayoutName, out controlPath, options, control: control);
}
/// <summary>
/// Put an override on all matching bindings of <paramref name="action"/>.
/// </summary>
/// <param name="action">Action to apply the override to.</param>
/// <param name="newPath">New binding path to take effect. Supply an empty string
/// to disable the binding(s). See <see cref="InputControlPath"/> for details on
/// the path language.</param>
/// <param name="group">Optional list of binding groups to target the override
/// to. For example, <c>"Keyboard;Gamepad"</c> will only apply overrides to bindings
/// that either have the <c>"Keyboard"</c> or the <c>"Gamepad"</c> binding group
/// listed in <see cref="InputBinding.groups"/>.</param>
/// <param name="path">Only override bindings that have this exact path.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// Calling this method is equivalent to calling <see cref="ApplyBindingOverride(InputAction,InputBinding)"/>
/// with the properties of the given <see cref="InputBinding"/> initialized accordingly.
///
/// <example>
/// <code>
/// // Override the binding to the gamepad A button with a binding to
/// // the Y button.
/// fireAction.ApplyBindingOverride("&lt;Gamepad&gt;/buttonNorth",
/// path: "&lt;Gamepad&gt;/buttonSouth);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="ApplyBindingOverride(InputAction,InputBinding)"/>
/// <seealso cref="InputBinding.effectivePath"/>
/// <seealso cref="InputBinding.overridePath"/>
/// <seealso cref="InputBinding.Matches"/>
public static void ApplyBindingOverride(this InputAction action, string newPath, string group = null, string path = null)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
ApplyBindingOverride(action, new InputBinding {overridePath = newPath, groups = group, path = path});
}
/// <summary>
/// Apply overrides to all bindings on <paramref name="action"/> that match <paramref name="bindingOverride"/>.
/// The override values are taken from <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
/// and <seealso cref="InputBinding.overrideInteractions"/> on <paramref name="bindingOverride"/>.
/// </summary>
/// <param name="action">Action to override bindings on.</param>
/// <param name="bindingOverride">A binding that both acts as a mask (see <see cref="InputBinding.Matches"/>)
/// on the bindings to <paramref name="action"/> and as a container for the override values.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// The method will go through all of the bindings for <paramref name="action"/> (i.e. its <see cref="InputAction.bindings"/>)
/// and call <see cref="InputBinding.Matches"/> on them with <paramref name="bindingOverride"/>.
/// For every binding that returns <c>true</c> from <c>Matches</c>, the override values from the
/// binding (i.e. <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
/// and <see cref="InputBinding.overrideInteractions"/>) are copied into the binding.
///
/// Binding overrides are non-destructive. They do not change the bindings set up for an action
/// but rather apply non-destructive modifications that change the paths of existing bindings.
/// However, this also means that for overrides to work, there have to be existing bindings that
/// can be modified.
///
/// This is achieved by setting <see cref="InputBinding.overridePath"/> which is a non-serialized
/// property. When resolving bindings, the system will use <see cref="InputBinding.effectivePath"/>
/// which uses <see cref="InputBinding.overridePath"/> if set or <see cref="InputBinding.path"/>
/// otherwise. The same applies to <see cref="InputBinding.effectiveProcessors"/> and <see
/// cref="InputBinding.effectiveInteractions"/>.
///
/// <example>
/// <code>
/// // Override the binding in the "KeyboardMouse" group on 'fireAction'
/// // by setting its override binding path to the space bar on the keyboard.
/// fireAction.ApplyBindingOverride(new InputBinding
/// {
/// groups = "KeyboardMouse",
/// overridePath = "&lt;Keyboard&gt;/space"
/// });
/// </code>
/// </example>
///
/// If the given action is enabled when calling this method, the effect will be immediate,
/// i.e. binding resolution takes place and <see cref="InputAction.controls"/> are updated.
/// If the action is not enabled, binding resolution is deferred to when controls are needed
/// next (usually when either <see cref="InputAction.controls"/> is queried or when the
/// action is enabled).
/// </remarks>
/// <seealso cref="InputAction.bindings"/>
/// <seealso cref="InputBinding.Matches"/>
public static void ApplyBindingOverride(this InputAction action, InputBinding bindingOverride)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var enabled = action.enabled;
if (enabled)
action.Disable();
bindingOverride.action = action.name;
var actionMap = action.GetOrCreateActionMap();
ApplyBindingOverride(actionMap, bindingOverride);
if (enabled)
{
action.Enable();
action.RequestInitialStateCheckOnEnabledAction();
}
}
/// <summary>
/// Apply a binding override to the Nth binding on the given action.
/// </summary>
/// <param name="action">Action to apply the binding override to.</param>
/// <param name="bindingIndex">Index of the binding in <see cref="InputAction.bindings"/> to
/// which to apply the override to.</param>
/// <param name="bindingOverride">A binding that specifies the overrides to apply. In particular,
/// the <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>, and
/// <see cref="InputBinding.overrideInteractions"/> properties will be copied into the binding
/// in <see cref="InputAction.bindings"/>. The remaining fields will be ignored by this method.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is out of range.</exception>
/// <remarks>
/// Unlike <see cref="ApplyBindingOverride(InputAction,InputBinding)"/> this method will
/// not use <see cref="InputBinding.Matches"/> to determine which binding to apply the
/// override to. Instead, it will apply the override to the binding at the given index
/// and to that binding alone.
///
/// The remaining details of applying overrides are identical to <see
/// cref="ApplyBindingOverride(InputAction,InputBinding)"/>.
///
/// Note that calling this method with an empty (default-constructed) <paramref name="bindingOverride"/>
/// is equivalent to resetting all overrides on the given binding.
///
/// <example>
/// <code>
/// // Reset the overrides on the second binding on 'fireAction'.
/// fireAction.ApplyBindingOverride(1, default);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="ApplyBindingOverride(InputAction,InputBinding)"/>
public static void ApplyBindingOverride(this InputAction action, int bindingIndex, InputBinding bindingOverride)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var indexOnMap = action.BindingIndexOnActionToBindingIndexOnMap(bindingIndex);
bindingOverride.action = action.name;
ApplyBindingOverride(action.GetOrCreateActionMap(), indexOnMap, bindingOverride);
}
/// <summary>
/// Apply a binding override to the Nth binding on the given action.
/// </summary>
/// <param name="action">Action to apply the binding override to.</param>
/// <param name="bindingIndex">Index of the binding in <see cref="InputAction.bindings"/> to
/// which to apply the override to.</param>
/// <param name="path">Override path (<see cref="InputBinding.overridePath"/>) to set on
/// the given binding in <see cref="InputAction.bindings"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is out of range.</exception>
/// <remarks>
/// Calling this method is equivalent to calling <see cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
/// like so:
///
/// <example>
/// <code>
/// action.ApplyBindingOverride(new InputBinding { overridePath = path });
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
public static void ApplyBindingOverride(this InputAction action, int bindingIndex, string path)
{
if (path == null)
throw new ArgumentException("Binding path cannot be null", nameof(path));
ApplyBindingOverride(action, bindingIndex, new InputBinding {overridePath = path});
}
/// <summary>
/// Apply the given binding override to all bindings in the map that are matched by the override.
/// </summary>
/// <param name="actionMap">An action map. Overrides will be applied to its <see cref="InputActionMap.bindings"/>.</param>
/// <param name="bindingOverride">Binding that is matched (see <see cref="InputBinding.Matches"/>) against
/// the <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>. The binding's
/// <see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideInteractions"/>, and
/// <see cref="InputBinding.overrideProcessors"/> properties will be copied over to any matching binding.</param>
/// <returns>The number of bindings overridden in the given map.</returns>
/// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
/// <seealso cref="InputActionMap.bindings"/>
/// <seealso cref="InputBinding.overridePath"/>
/// <seealso cref="InputBinding.overrideInteractions"/>
/// <seealso cref="InputBinding.overrideProcessors"/>
public static int ApplyBindingOverride(this InputActionMap actionMap, InputBinding bindingOverride)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
var bindings = actionMap.m_Bindings;
if (bindings == null)
return 0;
// Go through all bindings in the map and match them to the override.
var bindingCount = bindings.Length;
var matchCount = 0;
for (var i = 0; i < bindingCount; ++i)
{
if (!bindingOverride.Matches(ref bindings[i]))
continue;
// Set overrides on binding.
bindings[i].overridePath = bindingOverride.overridePath;
bindings[i].overrideInteractions = bindingOverride.overrideInteractions;
bindings[i].overrideProcessors = bindingOverride.overrideProcessors;
++matchCount;
}
if (matchCount > 0)
actionMap.OnBindingModified();
return matchCount;
}
/// <summary>
/// Copy the override properties (<see cref="InputBinding.overridePath"/>, <see cref="InputBinding.overrideProcessors"/>,
/// and <see cref="InputBinding.overrideInteractions"/>) from <paramref name="bindingOverride"/> over to the
/// binding at index <paramref name="bindingIndex"/> in <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>.
/// </summary>
/// <param name="actionMap">Action map whose bindings to modify.</param>
/// <param name="bindingIndex">Index of the binding to modify in <see cref="InputActionMap.bindings"/> of
/// <paramref name="actionMap"/>.</param>
/// <param name="bindingOverride">Binding whose override properties (<see cref="InputBinding.overridePath"/>,
/// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/>) to copy.</param>
/// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is not a valid index for
/// <see cref="InputActionMap.bindings"/> of <paramref name="actionMap"/>.</exception>
public static void ApplyBindingOverride(this InputActionMap actionMap, int bindingIndex, InputBinding bindingOverride)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
var bindingsCount = actionMap.m_Bindings?.Length ?? 0;
if (bindingIndex < 0 || bindingIndex >= bindingsCount)
throw new ArgumentOutOfRangeException(nameof(bindingIndex),
$"Cannot apply override to binding at index {bindingIndex} in map '{actionMap}' with only {bindingsCount} bindings");
actionMap.m_Bindings[bindingIndex].overridePath = bindingOverride.overridePath;
actionMap.m_Bindings[bindingIndex].overrideInteractions = bindingOverride.overrideInteractions;
actionMap.m_Bindings[bindingIndex].overrideProcessors = bindingOverride.overrideProcessors;
actionMap.OnBindingModified();
}
/// <summary>
/// Remove any overrides from the binding on <paramref name="action"/> with the given index.
/// </summary>
/// <param name="action">Action whose bindings to modify.</param>
/// <param name="bindingIndex">Index of the binding within <paramref name="action"/>'s <see cref="InputAction.bindings"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is invalid.</exception>
public static void RemoveBindingOverride(this InputAction action, int bindingIndex)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
action.ApplyBindingOverride(bindingIndex, default(InputBinding));
}
/// <summary>
/// Remove any overrides from the binding on <paramref name="action"/> matching the given binding mask.
/// </summary>
/// <param name="action">Action whose bindings to modify.</param>
/// <param name="bindingMask">Mask that will be matched against the bindings on <paramref name="action"/>. All bindings
/// that match the mask (see <see cref="InputBinding.Matches"/>) will have their overrides removed. If none of the
/// bindings on the action match the mask, no bindings will be modified.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// <example>
/// <code>
/// // Remove all binding overrides from bindings associated with the "Gamepad" binding group.
/// myAction.RemoveBindingOverride(InputBinding.MaskByGroup("Gamepad"));
/// </code>
/// </example>
/// </remarks>
public static void RemoveBindingOverride(this InputAction action, InputBinding bindingMask)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
bindingMask.overridePath = null;
bindingMask.overrideInteractions = null;
bindingMask.overrideProcessors = null;
// Simply apply but with a null binding.
ApplyBindingOverride(action, bindingMask);
}
private static void RemoveBindingOverride(this InputActionMap actionMap, InputBinding bindingMask)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
bindingMask.overridePath = null;
bindingMask.overrideInteractions = null;
bindingMask.overrideProcessors = null;
// Simply apply but with a null binding.
ApplyBindingOverride(actionMap, bindingMask);
}
/// <summary>
/// Restore all bindings in the map to their defaults.
/// </summary>
/// <param name="actions">Collection of actions to remove overrides from.</param>
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
/// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
/// <seealso cref="InputBinding.overridePath"/>
/// <seealso cref="InputBinding.overrideInteractions"/>
/// <seealso cref="InputBinding.overrideProcessors"/>
public static void RemoveAllBindingOverrides(this IInputActionCollection2 actions)
{
if (actions == null)
throw new ArgumentNullException(nameof(actions));
using (DeferBindingResolution())
{
// Go through all actions and then through the bindings in their action maps
// and reset the bindings for those actions. Bit of a roundabout and inefficient
// way but should be okay. Problem is that IInputActionCollection2 doesn't give
// us quite the same level of access as InputActionMap and InputActionAsset do.
foreach (var action in actions)
{
var actionMap = action.GetOrCreateActionMap();
var bindings = actionMap.m_Bindings;
var numBindings = bindings.LengthSafe();
for (var i = 0; i < numBindings; ++i)
{
ref var binding = ref bindings[i];
if (!binding.TriggersAction(action))
continue;
binding.RemoveOverrides();
}
actionMap.OnBindingModified();
}
}
}
/// <summary>
/// Remove all binding overrides on <paramref name="action"/>, i.e. clear all <see cref="InputBinding.overridePath"/>,
/// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/> set on bindings
/// for the given action.
/// </summary>
/// <param name="action">Action to remove overrides from.</param>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <seealso cref="ApplyBindingOverride(InputAction,int,InputBinding)"/>
/// <seealso cref="InputBinding.overridePath"/>
/// <seealso cref="InputBinding.overrideInteractions"/>
/// <seealso cref="InputBinding.overrideProcessors"/>
public static void RemoveAllBindingOverrides(this InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var actionName = action.name;
var actionMap = action.GetOrCreateActionMap();
var bindings = actionMap.m_Bindings;
if (bindings == null)
return;
var bindingCount = bindings.Length;
for (var i = 0; i < bindingCount; ++i)
{
if (string.Compare(bindings[i].action, actionName, StringComparison.InvariantCultureIgnoreCase) != 0)
continue;
bindings[i].overridePath = null;
bindings[i].overrideInteractions = null;
bindings[i].overrideProcessors = null;
}
actionMap.OnBindingModified();
}
////REVIEW: are the IEnumerable variations worth having?
public static void ApplyBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (overrides == null)
throw new ArgumentNullException(nameof(overrides));
foreach (var binding in overrides)
ApplyBindingOverride(actionMap, binding);
}
public static void RemoveBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (overrides == null)
throw new ArgumentNullException(nameof(overrides));
foreach (var binding in overrides)
RemoveBindingOverride(actionMap, binding);
}
////TODO: add option to suppress any non-matching binding by setting its override to an empty path
////TODO: need ability to do this with a list of controls
/// <summary>
/// For all bindings in the <paramref name="action"/>, if a binding matches a control in the given control
/// hierarchy, set an override on the binding to refer specifically to that control.
/// </summary>
/// <param name="action">An action whose bindings to modify.</param>
/// <param name="control">A control hierarchy or an entire <see cref="InputDevice"/>.</param>
/// <returns>The number of binding overrides that have been applied to the given action.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c> -or- <paramref name="control"/>
/// is <c>null</c>.</exception>
/// <remarks>
/// This method can be used to restrict bindings that otherwise apply to a wide set of possible
/// controls.
///
/// <example>
/// <code>
/// // Create two gamepads.
/// var gamepad1 = InputSystem.AddDevice&lt;Gamepad&gt;();
/// var gamepad2 = InputSystem.AddDevice&lt;Gamepad&gt;();
///
/// // Create an action that binds to the A button on gamepads.
/// var action = new InputAction();
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth");
///
/// // When we enable the action now, it will bind to both
/// // gamepad1.buttonSouth and gamepad2.buttonSouth.
/// action.Enable();
///
/// // But let's say we want the action to specifically work
/// // only with the first gamepad. One way to do it is like
/// // this:
/// action.ApplyBindingOverridesOnMatchingControls(gamepad1);
///
/// // As "&lt;Gamepad&gt;/buttonSouth" matches the gamepad1.buttonSouth
/// // control, an override will automatically be applied such that
/// // the binding specifically refers to that button on that gamepad.
/// </code>
/// </example>
///
/// Note that for actions that are part of <see cref="InputActionMap"/>s and/or
/// <see cref="InputActionAsset"/>s, it is possible to restrict actions to
/// specific device without having to set overrides. See <see cref="InputActionMap.bindingMask"/>
/// and <see cref="InputActionAsset.bindingMask"/>.
/// </remarks>
/// <seealso cref="InputActionMap.devices"/>
/// <seealso cref="InputActionAsset.devices"/>
public static int ApplyBindingOverridesOnMatchingControls(this InputAction action, InputControl control)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (control == null)
throw new ArgumentNullException(nameof(control));
var bindings = action.bindings;
var bindingsCount = bindings.Count;
var numMatchingControls = 0;
for (var i = 0; i < bindingsCount; ++i)
{
var matchingControl = InputControlPath.TryFindControl(control, bindings[i].path);
if (matchingControl == null)
continue;
action.ApplyBindingOverride(i, matchingControl.path);
++numMatchingControls;
}
return numMatchingControls;
}
/// <summary>
/// For all bindings in the <paramref name="actionMap"/>, if a binding matches a control in the given control
/// hierarchy, set an override on the binding to refer specifically to that control.
/// </summary>
/// <param name="actionMap">An action map whose bindings to modify.</param>
/// <param name="control">A control hierarchy or an entire <see cref="InputDevice"/>.</param>
/// <returns>The number of binding overrides that have been applied to the given action.</returns>
/// <exception cref="ArgumentNullException"><paramref name="actionMap"/> is <c>null</c> -or- <paramref name="control"/>
/// is <c>null</c>.</exception>
/// <remarks>
/// This method can be used to restrict bindings that otherwise apply to a wide set of possible
/// controls. It will go through <see cref="InputActionMap.bindings"/> and apply overrides to
/// <example>
/// <code>
/// // Create two gamepads.
/// var gamepad1 = InputSystem.AddDevice&lt;Gamepad&gt;();
/// var gamepad2 = InputSystem.AddDevice&lt;Gamepad&gt;();
///
/// // Create an action map with an action for the A and B buttons
/// // on gamepads.
/// var actionMap = new InputActionMap();
/// var aButtonAction = actionMap.AddAction("a", binding: "&lt;Gamepad&gt;/buttonSouth");
/// var bButtonAction = actionMap.AddAction("b", binding: "&lt;Gamepad&gt;/buttonEast");
///
/// // When we enable the action map now, the actions will bind
/// // to the buttons on both gamepads.
/// actionMap.Enable();
///
/// // But let's say we want the actions to specifically work
/// // only with the first gamepad. One way to do it is like
/// // this:
/// actionMap.ApplyBindingOverridesOnMatchingControls(gamepad1);
///
/// // Now binding overrides on the actions will be set to specifically refer
/// // to the controls on the first gamepad.
/// </code>
/// </example>
///
/// Note that for actions that are part of <see cref="InputActionMap"/>s and/or
/// <see cref="InputActionAsset"/>s, it is possible to restrict actions to
/// specific device without having to set overrides. See <see cref="InputActionMap.bindingMask"/>
/// and <see cref="InputActionAsset.bindingMask"/>.
///
/// <example>
/// <code>
/// // For an InputActionMap, we could alternatively just do:
/// actionMap.devices = new InputDevice[] { gamepad1 };
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputActionMap.devices"/>
/// <seealso cref="InputActionAsset.devices"/>
public static int ApplyBindingOverridesOnMatchingControls(this InputActionMap actionMap, InputControl control)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (control == null)
throw new ArgumentNullException(nameof(control));
var actions = actionMap.actions;
var actionCount = actions.Count;
var numMatchingControls = 0;
for (var i = 0; i < actionCount; ++i)
{
var action = actions[i];
numMatchingControls = action.ApplyBindingOverridesOnMatchingControls(control);
}
return numMatchingControls;
}
/// <summary>
/// Return a JSON string containing all overrides applied to bindings in the given set of <paramref name="actions"/>.
/// </summary>
/// <param name="actions">A collection of <see cref="InputAction"/>s such as an <see cref="InputActionAsset"/> or
/// an <see cref="InputActionMap"/>.</param>
/// <returns>A JSON string containing a serialized version of the overrides applied to bindings in the given set of actions.</returns>
/// <remarks>
/// This method can be used to serialize the overrides, i.e. <see cref="InputBinding.overridePath"/>,
/// <see cref="InputBinding.overrideProcessors"/>, and <see cref="InputBinding.overrideInteractions"/>, applied to
/// bindings in the set of actions. Only overrides will be saved.
///
/// <example>
/// <code>
/// void SaveUserRebinds(PlayerInput player)
/// {
/// var rebinds = player.actions.SaveBindingOverridesAsJson();
/// PlayerPrefs.SetString("rebinds", rebinds);
/// }
///
/// void LoadUserRebinds(PlayerInput player)
/// {
/// var rebinds = PlayerPrefs.GetString("rebinds");
/// player.actions.LoadBindingOverridesFromJson(rebinds);
/// }
/// </code>
/// </example>
///
/// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
/// <seealso cref="LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/>
public static string SaveBindingOverridesAsJson(this IInputActionCollection2 actions)
{
if (actions == null)
throw new ArgumentNullException(nameof(actions));
var overrides = new List<InputActionMap.BindingOverrideJson>();
foreach (var binding in actions.bindings)
actions.AddBindingOverrideJsonTo(binding, overrides);
if (overrides.Count == 0)
return string.Empty;
return JsonUtility.ToJson(new InputActionMap.BindingOverrideListJson {bindings = overrides});
}
/// <summary>
/// Return a string in JSON format that contains all overrides applied <see cref="InputAction.bindings"/>
/// of <paramref name="action"/>.
/// </summary>
/// <param name="action">An action for which to extract binding overrides.</param>
/// <returns>A string in JSON format containing binding overrides for <paramref name="action"/>.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <remarks>
/// This overrides can be restored using <seealso cref="LoadBindingOverridesFromJson(InputAction,string,bool)"/>.
/// </remarks>
public static string SaveBindingOverridesAsJson(this InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var isSingletonAction = action.isSingletonAction;
var actionMap = action.GetOrCreateActionMap();
var list = new List<InputActionMap.BindingOverrideJson>();
foreach (var binding in action.bindings)
{
// If we're not looking at a singleton action, the bindings in the map may be
// for other actions. Skip all that are.
if (!isSingletonAction && !binding.TriggersAction(action))
continue;
actionMap.AddBindingOverrideJsonTo(binding, list, isSingletonAction ? action : null);
}
if (list.Count == 0)
return string.Empty;
return JsonUtility.ToJson(new InputActionMap.BindingOverrideListJson {bindings = list});
}
private static void AddBindingOverrideJsonTo(this IInputActionCollection2 actions, InputBinding binding,
List<InputActionMap.BindingOverrideJson> list, InputAction action = null)
{
if (!binding.hasOverrides)
return;
////REVIEW: should this throw if there's no existing GUID on the binding? or should we rather have
//// move avenues for locating a binding on an action?
if (action == null)
action = actions.FindAction(binding.action);
string actionName = action != null && !action.isSingletonAction ? $"{action.actionMap.name}/{action.name}" : "";
var @override = InputActionMap.BindingOverrideJson.FromBinding(binding, actionName);
list.Add(@override);
}
/// <summary>
/// Restore all binding overrides stored in the given JSON string to the bindings in <paramref name="actions"/>.
/// </summary>
/// <param name="actions">A set of actions and their bindings, such as an <see cref="InputActionMap"/>, an
/// <see cref="InputActionAsset"/>, or a C# wrapper class generated from an .inputactions asset.</param>
/// <param name="json">A string persisting binding overrides in JSON format. See
/// <see cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>.</param>
/// <param name="removeExisting">If true (default), all existing overrides present on the bindings
/// of <paramref name="actions"/> will be removed first. If false, existing binding overrides will be left
/// in place but may be overwritten by overrides present in <paramref name="json"/>.</param>
/// <remarks>
/// <example>
/// <code>
/// void SaveUserRebinds(PlayerInput player)
/// {
/// var rebinds = player.actions.SaveBindingOverridesAsJson();
/// PlayerPrefs.SetString("rebinds", rebinds);
/// }
///
/// void LoadUserRebinds(PlayerInput player)
/// {
/// var rebinds = PlayerPrefs.GetString("rebinds");
/// player.actions.LoadBindingOverridesFromJson(rebinds);
/// }
/// </code>
/// </example>
///
/// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
/// <seealso cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>
/// <seealso cref="InputBinding.overridePath"/>
public static void LoadBindingOverridesFromJson(this IInputActionCollection2 actions, string json, bool removeExisting = true)
{
if (actions == null)
throw new ArgumentNullException(nameof(actions));
using (DeferBindingResolution())
{
if (removeExisting)
actions.RemoveAllBindingOverrides();
actions.LoadBindingOverridesFromJsonInternal(json);
}
}
/// <summary>
/// Restore all binding overrides stored in the given JSON string to the bindings of <paramref name="action"/>.
/// </summary>
/// <param name="action">Action to restore bindings on.</param>
/// <param name="json">A string persisting binding overrides in JSON format. See
/// <see cref="SaveBindingOverridesAsJson(InputAction)"/>.</param>
/// <param name="removeExisting">If true (default), all existing overrides present on the bindings
/// of <paramref name="action"/> will be removed first. If false, existing binding overrides will be left
/// in place but may be overwritten by overrides present in <paramref name="json"/>.</param>
/// <remarks>
/// <example>
/// <code>
/// void SaveUserRebinds(PlayerInput player)
/// {
/// var rebinds = player.actions.SaveBindingOverridesAsJson();
/// PlayerPrefs.SetString("rebinds", rebinds);
/// }
///
/// void LoadUserRebinds(PlayerInput player)
/// {
/// var rebinds = PlayerPrefs.GetString("rebinds");
/// player.actions.LoadBindingOverridesFromJson(rebinds);
/// }
/// </code>
/// </example>
///
/// Note that this method can also be used with C# wrapper classes generated from .inputactions assets.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is <c>null</c>.</exception>
/// <seealso cref="SaveBindingOverridesAsJson(IInputActionCollection2)"/>
/// <seealso cref="InputBinding.overridePath"/>
public static void LoadBindingOverridesFromJson(this InputAction action, string json, bool removeExisting = true)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
using (DeferBindingResolution())
{
if (removeExisting)
action.RemoveAllBindingOverrides();
action.GetOrCreateActionMap().LoadBindingOverridesFromJsonInternal(json);
}
}
private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollection2 actions, string json)
{
if (string.IsNullOrEmpty(json))
return;
var overrides = JsonUtility.FromJson<InputActionMap.BindingOverrideListJson>(json);
foreach (var entry in overrides.bindings)
{
// Try to find the binding by ID.
if (!string.IsNullOrEmpty(entry.id))
{
var bindingIndex = actions.FindBinding(new InputBinding { m_Id = entry.id }, out var action);
if (bindingIndex != -1)
{
action.ApplyBindingOverride(bindingIndex, InputActionMap.BindingOverrideJson.ToBinding(entry));
continue;
}
}
Debug.LogWarning("Could not override binding as no existing binding was found with the id: " + entry.id);
}
}
////TODO: allow overwriting magnitude with custom values; maybe turn more into an overall "score" for a control
/// <summary>
/// An ongoing rebinding operation.
/// </summary>
/// <remarks>
/// <example>
/// An example for how to use this class comes with the Input System package in the form of the "Rebinding UI" sample
/// that can be installed from the Package Manager UI in the Unity editor. The sample comes with a reusable <c>RebindActionUI</c>
/// component that also has a dedicated custom inspector.
/// </example>
///
/// The most convenient way to use this class is by using <see cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>.
/// This method sets up many default behaviors based on the information found in the given action.
///
/// Note that instances of this class <em>must</em> be disposed of to not leak memory on the unmanaged heap.
///
/// <example>
/// <code>
/// using TMPro;
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class RebindButton : MonoBehaviour
/// {
///
/// // A MonoBehaviour that can be hooked up to a UI.Button control.
/// // This example requires you to set up a Text Mesh Pro text field,
/// // And a UI button which calls the OnClick method in this script.
///
/// public InputActionReference actionReference; // Reference to an action to rebind.
/// public int bindingIndex; // Index into m_Action.bindings for binding to rebind.
/// public TextMeshProUGUI displayText; // Text in UI that receives the binding display string.
/// private InputActionRebindingExtensions.RebindingOperation rebind;
///
/// public void OnEnable()
/// {
/// UpdateDisplayText();
/// }
///
/// public void OnDisable()
/// {
/// rebind?.Dispose();
/// }
///
/// public void OnClick()
/// {
/// var rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
/// rebind.Start();
/// }
///
/// private void UpdateDisplayText()
/// {
/// displayText.text = actionReference.action.GetBindingDisplayString(bindingIndex);
/// }
/// }
/// </code>
/// </example>
///
/// The goal of a rebind is always to generate a control path (see <see cref="InputControlPath"/>) usable
/// with a binding. By default, the generated path will be installed in <see cref="InputBinding.overridePath"/>.
/// This is non-destructive as the original path is left intact in the form of <see cref="InputBinding.path"/>.
///
/// This class acts as both a configuration interface for rebinds as well as a controller while
/// the rebind is ongoing. An instance can be reused arbitrary many times. Doing so can avoid allocating
/// additional GC memory (the class internally retains state that it can reuse for multiple rebinds).
///
/// Note, however, that during rebinding it can be necessary to look at the <see cref="InputControlLayout"/>
/// information registered in the system which means that layouts may have to be loaded. These will be
/// cached for as long as the rebind operation is not disposed of.
///
/// To reset the configuration of a rebind operation without releasing its memory, call <see cref="Reset"/>.
/// Note that changing configuration while a rebind is in progress in not allowed and will throw
/// <see cref="InvalidOperationException"/>.
///
/// Note that it is also possible to use this class for selecting controls interactively without also
/// having an <see cref="InputAction"/> or even associated <see cref="InputBinding"/>s. To set this up,
/// configure the rebind accordingly with the respective methods (such as <see cref="WithExpectedControlType{Type}"/>)
/// and use <see cref="OnApplyBinding"/> to intercept the binding override process and instead use custom
/// logic to do something with the resulting path (or to even just use the control list found in <see cref="candidates"/>).
/// </remarks>
/// <seealso cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>
public sealed class RebindingOperation : IDisposable
{
public const float kDefaultMagnitudeThreshold = 0.2f;
/// <summary>
/// The action that rebinding is being performed on.
/// </summary>
/// <seealso cref="WithAction"/>
public InputAction action => m_ActionToRebind;
/// <summary>
/// Optional mask to determine which bindings to apply overrides to.
/// </summary>
/// <remarks>
/// If this is not null, all bindings that match this mask will have overrides applied to them.
/// </remarks>
public InputBinding? bindingMask => m_BindingMask;
////REVIEW: exposing this as InputControlList is very misleading as users will not get an error when modifying the list;
//// however, exposing through an interface will lead to boxing...
/// <summary>
/// Controls that had input and were deemed potential matches to rebind to.
/// </summary>
/// <remarks>
/// Controls in the list should be ordered by priority with the first element in the list being
/// considered the best match.
/// </remarks>
/// <seealso cref="AddCandidate"/>
/// <seealso cref="RemoveCandidate"/>
/// <seealso cref="scores"/>
/// <seealso cref="magnitudes"/>
public InputControlList<InputControl> candidates => m_Candidates;
/// <summary>
/// The matching score for each control in <see cref="candidates"/>.
/// </summary>
/// <value>A relative floating-point score for each control in <see cref="candidates"/>.</value>
/// <remarks>
/// Candidates are ranked and sorted by their score. By default, a score is computed for each candidate
/// control automatically. However, this can be overridden using <see cref="OnComputeScore"/>.
///
/// Default scores are directly based on magnitudes (see <see cref="InputControl.EvaluateMagnitude()"/>).
/// The greater the magnitude of actuation, the greater the score associated with the control. This means,
/// for example, that if both X and Y are actuated on a gamepad stick, the axis with the greater amount
/// of actuation will get scored higher and thus be more likely to get picked.
///
/// In addition, 1 is added to each default score if the respective control is non-synthetic (see <see
/// cref="InputControl.synthetic"/>). This will give controls that correspond to actual controls present
/// on the device precedence over those added internally. For example, if both are actuated, the synthetic
/// <see cref="Controls.StickControl.up"/> button on stick controls will be ranked lower than the <see
/// cref="Gamepad.buttonSouth"/> which is an actual button on the device.
/// </remarks>
/// <seealso cref="OnComputeScore"/>
/// <seealso cref="candidates"/>
/// <seealso cref="magnitudes"/>
public ReadOnlyArray<float> scores => new ReadOnlyArray<float>(m_Scores, 0, m_Candidates.Count);
/// <summary>
/// The matching control actuation level (see <see cref="InputControl.EvaluateMagnitude()"/> for each control in <see cref="candidates"/>.
/// </summary>
/// <value><see cref="InputControl.EvaluateMagnitude()"/> result for each <see cref="InputControl"/> in <see cref="candidates"/>.</value>
/// <remarks>
/// This array mirrors <see cref="candidates"/>, i.e. each entry corresponds to the entry in <see cref="candidates"/> at
/// the same index.
/// </remarks>
/// <seealso cref="InputControl.EvaluateMagnitude()"/>
/// <seealso cref="candidates"/>
/// <seealso cref="scores"/>
public ReadOnlyArray<float> magnitudes => new ReadOnlyArray<float>(m_Magnitudes, 0, m_Candidates.Count);
/// <summary>
/// The control currently deemed the best candidate.
/// </summary>
/// <value>Primary candidate control at this point.</value>
/// <remarks>
/// If there are no candidates yet, this returns <c>null</c>. If there are candidates,
/// it returns the first element of <see cref="candidates"/> which is always the control
/// with the highest matching score.
/// </remarks>
public InputControl selectedControl
{
get
{
if (m_Candidates.Count == 0)
return null;
return m_Candidates[0];
}
////TODO: allow setting this directly from a callback
}
/// <summary>
/// Whether the rebind is currently in progress.
/// </summary>
/// <value>Whether rebind is in progress.</value>
/// <remarks>
/// This is true after calling <see cref="Start"/> and set to false when
/// <see cref="OnComplete"/> or <see cref="OnCancel"/> is called.
/// </remarks>
/// <seealso cref="Start"/>
/// <seealso cref="completed"/>
/// <seealso cref="canceled"/>
public bool started => (m_Flags & Flags.Started) != 0;
/// <summary>
/// Whether the rebind has been completed.
/// </summary>
/// <value>True if the rebind has been completed.</value>
/// <seealso cref="OnComplete(Action{RebindingOperation})"/>
/// <seealso cref="OnComplete"/>
public bool completed => (m_Flags & Flags.Completed) != 0;
/// <summary>
/// Whether the rebind has been cancelled.
/// </summary>
/// <seealso cref="OnCancel"/>
public bool canceled => (m_Flags & Flags.Canceled) != 0;
public double startTime => m_StartTime;
public float timeout => m_Timeout;
/// <summary>
/// Name of the control layout that the rebind is looking for.
/// </summary>
/// <remarks>
/// This is optional but in general, rebinds will be more successful when the operation knows
/// what kind of input it is looking for.
///
/// If an action is supplied with <see cref="WithAction"/> (automatically done by <see cref="InputActionRebindingExtensions.PerformInteractiveRebinding"/>),
/// the expected control type is automatically set to <see cref="InputAction.expectedControlType"/> or, if that is
/// not set, to <c>"Button"</c> in case the action has type <see cref="InputActionType.Button"/>.
///
/// If a binding is supplied with <see cref="WithTargetBinding"/> and the binding is a part binding (see <see cref="InputBinding.isPartOfComposite"/>),
/// the expected control type is automatically set to that expected by the respective part of the composite.
///
/// If this is set, any input on controls that are not of the expected type is ignored. If this is not set,
/// any control that matches all of the other criteria is considered for rebinding.
/// </remarks>
/// <seealso cref="InputControl.layout"/>
/// <seealso cref="InputAction.expectedControlType"/>
public string expectedControlType => m_ExpectedLayout;
/// <summary>
/// Perform rebinding on the bindings of the given action.
/// </summary>
/// <param name="action">Action to perform rebinding on.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Note that by default, a rebind does not have a binding mask or any other setting
/// that constrains which binding the rebind is applied to. This means that if the action
/// has multiple bindings, all of them will have overrides applied to them.
///
/// To target specific bindings, either set a binding index with <see cref="WithTargetBinding"/>,
/// or set a binding mask with <see cref="WithBindingMask"/> or <see cref="WithBindingGroup"/>.
///
/// If the action has an associated <see cref="InputAction.expectedControlType"/> set,
/// it will automatically be passed to <see cref="WithExpectedControlType(string)"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <exception cref="InvalidOperationException"><paramref name="action"/> is currently enabled.</exception>
/// <seealso cref="PerformInteractiveRebinding"/>
public RebindingOperation WithAction(InputAction action)
{
ThrowIfRebindInProgress();
if (action == null)
throw new ArgumentNullException(nameof(action));
if (action.enabled)
throw new InvalidOperationException($"Cannot rebind action '{action}' while it is enabled");
m_ActionToRebind = action;
// If the action has an associated expected layout, constrain ourselves by it.
// NOTE: We do *NOT* translate this to a control type and constrain by that as a whole chain
// of derived layouts may share the same control type.
if (!string.IsNullOrEmpty(action.expectedControlType))
WithExpectedControlType(action.expectedControlType);
else if (action.type == InputActionType.Button)
WithExpectedControlType("Button");
return this;
}
/// <summary>
/// Prevent all input events that have input matching the rebind operation's configuration from reaching
/// its targeted <see cref="InputDevice"/>s and thus taking effect.
/// </summary>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// While rebinding interactively, it is usually for the most part undesirable for input to actually have an effect.
/// For example, when rebind gamepad input, pressing the "A" button should not lead to a "submit" action in the UI.
/// For this reason, a rebind can be configured to automatically swallow any input event except the ones having
/// input on controls matching <see cref="WithControlsExcluding"/>.
///
/// Not at all input necessarily should be suppressed. For example, it can be desirable to have UI that
/// allows the user to cancel an ongoing rebind by clicking with the mouse. This means that mouse position and
/// click input should come through. For this reason, input from controls matching <see cref="WithControlsExcluding"/>
/// is still let through.
/// </remarks>
public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true)
{
ThrowIfRebindInProgress();
if (value)
m_Flags |= Flags.SuppressMatchingEvents;
else
m_Flags &= ~Flags.SuppressMatchingEvents;
return this;
}
/// <summary>
/// Set the control path that is matched against actuated controls.
/// </summary>
/// <param name="binding">A control path (see <see cref="InputControlPath"/>) such as <c>"&lt;Keyboard&gt;/escape"</c>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Note that every rebind operation has only one such path. Calling this method repeatedly will overwrite
/// the path set from prior calls.
///
/// <code>
/// var rebind = new RebindingOperation();
///
/// // Cancel from keyboard escape key.
/// rebind
/// .WithCancelingThrough("&lt;Keyboard&gt;/escape");
///
/// // Cancel from any control with "Cancel" usage.
/// // NOTE: This can be dangerous. The control that the wants to bind to may have the "Cancel"
/// // usage assigned to it, thus making it impossible for the user to bind to the control.
/// rebind
/// .WithCancelingThrough("*/{Cancel}");
/// </code>
/// </remarks>
public RebindingOperation WithCancelingThrough(string binding)
{
ThrowIfRebindInProgress();
m_CancelBinding = binding;
return this;
}
public RebindingOperation WithCancelingThrough(InputControl control)
{
ThrowIfRebindInProgress();
if (control == null)
throw new ArgumentNullException(nameof(control));
return WithCancelingThrough(control.path);
}
public RebindingOperation WithExpectedControlType(string layoutName)
{
ThrowIfRebindInProgress();
m_ExpectedLayout = new InternedString(layoutName);
return this;
}
public RebindingOperation WithExpectedControlType(Type type)
{
ThrowIfRebindInProgress();
if (type != null && !typeof(InputControl).IsAssignableFrom(type))
throw new ArgumentException($"Type '{type.Name}' is not an InputControl", "type");
m_ControlType = type;
return this;
}
public RebindingOperation WithExpectedControlType<TControl>()
where TControl : InputControl
{
ThrowIfRebindInProgress();
return WithExpectedControlType(typeof(TControl));
}
////TODO: allow targeting bindings by name (i.e. be able to say WithTargetBinding("Left"))
/// <summary>
/// Rebinding a specific <see cref="InputBinding"/> on an <see cref="InputAction"/> as identified
/// by the given index into <see cref="InputAction.bindings"/>.
/// </summary>
/// <param name="bindingIndex">Index into <see cref="InputAction.bindings"/> of the action supplied
/// by <see cref="WithAction"/>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Note that if the given binding is a part binding of a composite (see <see cref="InputBinding.isPartOfComposite"/>),
/// then the expected control type (see <see cref="WithExpectedControlType(string)"/>) is implicitly changed to
/// match the type of control expected by the given part. If, for example, the composite the part belongs to
/// is a <see cref="Composites.Vector2Composite"/>, then the expected control type is implicitly changed to
/// <see cref="Controls.ButtonControl"/>.
///
/// <example>
/// <code>
/// // Create an action with a WASD setup.
/// var moveAction = new InputAction(expectedControlType: "Vector2");
/// moveAction.AddCompositeBinding("2DVector")
/// .With("Up", "&lt;Keyboard&gt;/w")
/// .With("Down", "&lt;Keyboard&gt;/s")
/// .With("Left", "&lt;Keyboard&gt;/a")
/// .With("Right", "&lt;Keyboard&gt;/d");
///
/// // Start a rebind of the "Up" binding.
/// moveAction.PerformInteractiveRebinding()
/// .WithTargetBinding(1)
/// .Start();
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is negative.</exception>
/// <seealso cref="WithAction"/>
/// <seealso cref="InputAction.bindings"/>
/// <seealso cref="WithBindingMask"/>
/// <seealso cref="WithBindingGroup"/>
public RebindingOperation WithTargetBinding(int bindingIndex)
{
if (bindingIndex < 0)
throw new ArgumentOutOfRangeException(nameof(bindingIndex));
m_TargetBindingIndex = bindingIndex;
////REVIEW: This works nicely with this method but doesn't work as nicely with other means of selecting bindings (by group or mask).
if (m_ActionToRebind != null && bindingIndex < m_ActionToRebind.bindings.Count)
{
var binding = m_ActionToRebind.bindings[bindingIndex];
// If it's a composite, this also changes the type of the control we're looking for.
if (binding.isPartOfComposite)
{
var composite = m_ActionToRebind.ChangeBinding(bindingIndex).PreviousCompositeBinding().binding.GetNameOfComposite();
var partName = binding.name;
var expectedLayout = InputBindingComposite.GetExpectedControlLayoutName(composite, partName);
if (!string.IsNullOrEmpty(expectedLayout))
WithExpectedControlType(expectedLayout);
}
// If the binding is part of a control scheme, only accept controls
// that also match device requirements.
var asset = action.actionMap?.asset;
if (asset != null && !string.IsNullOrEmpty(binding.groups))
{
foreach (var group in binding.groups.Split(InputBinding.Separator))
{
var controlSchemeIndex =
asset.controlSchemes.IndexOf(x => group.Equals(x.bindingGroup, StringComparison.InvariantCultureIgnoreCase));
if (controlSchemeIndex == -1)
continue;
////TODO: make this deal with and/or requirements
var controlScheme = asset.controlSchemes[controlSchemeIndex];
foreach (var requirement in controlScheme.deviceRequirements)
WithControlsHavingToMatchPath(requirement.controlPath);
}
}
}
return this;
}
/// <summary>
/// Apply the rebinding to all <see cref="InputAction.bindings"/> of the action given by <see cref="WithAction"/>
/// which are match the given binding mask (see <see cref="InputBinding.Matches"/>).
/// </summary>
/// <param name="bindingMask">A binding mask. See <see cref="InputBinding.Matches"/>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <seealso cref="WithBindingGroup"/>
/// <seealso cref="WithTargetBinding"/>
public RebindingOperation WithBindingMask(InputBinding? bindingMask)
{
m_BindingMask = bindingMask;
return this;
}
/// <summary>
/// Apply the rebinding to all <see cref="InputAction.bindings"/> of the action given by <see cref="WithAction"/>
/// which are associated with the given binding group (see <see cref="InputBinding.groups"/>).
/// </summary>
/// <param name="group">A binding group. See <see cref="InputBinding.groups"/>. A binding matches if any of its
/// group associates matches.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <seealso cref="WithBindingMask"/>
/// <seealso cref="WithTargetBinding"/>
public RebindingOperation WithBindingGroup(string group)
{
return WithBindingMask(new InputBinding {groups = group});
}
/// <summary>
/// Disable the default behavior of automatically generalizing the path of a selected control.
/// </summary>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// At runtime, every <see cref="InputControl"/> has a unique path in the system (<see cref="InputControl.path"/>).
/// However, when performing rebinds, we are not generally interested in the specific runtime path of the
/// control -- which may depend on the number and types of devices present. In fact, most of the time we are not
/// even interested in what particular brand of device the user is rebinding to but rather want to just bind based
/// on the device's broad category.
///
/// For example, if the user has a DualShock controller and performs an interactive rebind, we usually do not want
/// to generate override paths that reflects that the input specifically came from a DualShock controller. Rather,
/// we're usually interested in the fact that it came from a gamepad.
/// </remarks>
/// <seealso cref="InputBinding.overridePath"/>
/// <seealso cref="OnGeneratePath"/>
public RebindingOperation WithoutGeneralizingPathOfSelectedControl()
{
m_Flags |= Flags.DontGeneralizePathOfSelectedControl;
return this;
}
/// <summary>
/// Instead of applying the generated path as an <see cref="InputBinding.overridePath"/>,
/// create a new binding on the given action (see <see cref="WithAction"/>).
/// </summary>
/// <param name="group">Binding group (see <see cref="InputBinding.groups"/>) to apply to the new binding.
/// This determines, for example, which control scheme (if any) the binding is associated with.</param>
/// <returns></returns>
/// <seealso cref="OnApplyBinding"/>
public RebindingOperation WithRebindAddingNewBinding(string group = null)
{
m_Flags |= Flags.AddNewBinding;
m_BindingGroupForNewBinding = group;
return this;
}
/// <summary>
/// Require actuation of controls to exceed a certain level.
/// </summary>
/// <param name="magnitude">Minimum magnitude threshold that has to be reached on a control
/// for it to be considered a candidate. See <see cref="InputControl.EvaluateMagnitude()"/> for
/// details about magnitude evaluations.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <exception cref="ArgumentException"><paramref name="magnitude"/> is negative.</exception>
/// <remarks>
/// Rebind operations use a default threshold of 0.2. This means that the actuation level
/// of any control as returned by <see cref="InputControl.EvaluateMagnitude()"/> must be equal
/// or greater than 0.2 for it to be considered a potential candidate. This helps filter out
/// controls that are actuated incidentally as part of actuating other controls.
///
/// For example, if the player wants to bind an action to the X axis of the gamepad's right
/// stick, the player will almost unavoidably also actuate the Y axis to a certain degree.
/// However, if actuation of the Y axis stays under 2.0, it will automatically get filtered out.
///
/// Note that the magnitude threshold is not the only mechanism that helps trying to find
/// the most actuated control. In fact, all controls will eventually be sorted by magnitude
/// of actuation so even if both X and Y of a stick make it into the candidate list, if X
/// is actuated more strongly than Y, it will be favored.
///
/// Note that you can also use this method to <em>lower</em> the default threshold of 0.2
/// in case you want more controls to make it through the matching process.
/// </remarks>
/// <seealso cref="magnitudes"/>
/// <seealso cref="InputControl.EvaluateMagnitude()"/>
public RebindingOperation WithMagnitudeHavingToBeGreaterThan(float magnitude)
{
ThrowIfRebindInProgress();
if (magnitude < 0)
throw new ArgumentException($"Magnitude has to be positive but was {magnitude}",
nameof(magnitude));
m_MagnitudeThreshold = magnitude;
return this;
}
/// <summary>
/// Do not ignore input from noisy controls.
/// </summary>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// By default, noisy controls are ignored for rebinds. This means that, for example, a gyro
/// inside a gamepad will not be considered as a potential candidate control as it is hard
/// to tell valid user interaction on the control apart from random jittering that occurs
/// on noisy controls.
///
/// By calling this method, this behavior can be disabled. This is usually only useful when
/// implementing custom candidate selection through <see cref="OnPotentialMatch"/>.
/// </remarks>
/// <seealso cref="InputControl.noisy"/>
public RebindingOperation WithoutIgnoringNoisyControls()
{
ThrowIfRebindInProgress();
m_Flags |= Flags.DontIgnoreNoisyControls;
return this;
}
/// <summary>
/// Restrict candidate controls using a control path (see <see cref="InputControlPath"/>).
/// </summary>
/// <param name="path">A control path. See <see cref="InputControlPath"/>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// This method is most useful to, for example, restrict controls to specific types of devices.
/// If, say, you want to let the player only bind to gamepads, you can do so using
///
/// <example>
/// <code>
/// rebind.WithControlsHavingToMatchPath("&lt;Gamepad&gt;");
/// </code>
/// </example>
///
/// This method can be called repeatedly to add multiple paths. The effect is that candidates
/// are accepted if <em>any</em> of the given paths matches. To reset the list, call <see
/// cref="Reset"/>.
/// </remarks>
/// <seealso cref="InputControlPath.Matches"/>
public RebindingOperation WithControlsHavingToMatchPath(string path)
{
ThrowIfRebindInProgress();
if (string.IsNullOrEmpty(path))
throw new ArgumentNullException(nameof(path));
for (var i = 0; i < m_IncludePathCount; ++i)
if (string.Compare(m_IncludePaths[i], path, StringComparison.InvariantCultureIgnoreCase) == 0)
return this;
ArrayHelpers.AppendWithCapacity(ref m_IncludePaths, ref m_IncludePathCount, path);
return this;
}
////REVIEW: This API has been confusing for users who usually will do something like WithControlsExcluding("Mouse"); find a more intuitive way to do this
/// <summary>
/// Prevent specific controls from being considered as candidate controls.
/// </summary>
/// <param name="path">A control path. See <see cref="InputControlPath"/>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// Some controls can be undesirable to include in the candidate selection process even
/// though they constitute valid, non-noise user input. For example, in a desktop application,
/// the mouse will usually be used to navigate the UI including a rebinding UI that makes
/// use of RebindingOperation. It can thus be advisable to exclude specific pointer controls
/// like so:
///
/// <example>
/// <code>
/// rebind
/// .WithControlsExcluding("&lt;Pointer&gt;/position") // Don't bind to mouse position
/// .WithControlsExcluding("&lt;Pointer&gt;/delta") // Don't bind to mouse movement deltas
/// .WithControlsExcluding("&lt;Pointer&gt;/{PrimaryAction}") // don't bind to controls such as leftButton and taps.
/// </code>
/// </example>
///
/// This method can be called repeatedly to add multiple exclusions. To reset the list,
/// call <see cref="Reset"/>.
/// </remarks>
/// <seealso cref="InputControlPath.Matches"/>
public RebindingOperation WithControlsExcluding(string path)
{
ThrowIfRebindInProgress();
if (string.IsNullOrEmpty(path))
throw new ArgumentNullException(nameof(path));
for (var i = 0; i < m_ExcludePathCount; ++i)
if (string.Compare(m_ExcludePaths[i], path, StringComparison.InvariantCultureIgnoreCase) == 0)
return this;
ArrayHelpers.AppendWithCapacity(ref m_ExcludePaths, ref m_ExcludePathCount, path);
return this;
}
/// <summary>
/// If no match materializes with <paramref name="timeInSeconds"/>, cancel the rebind automatically.
/// </summary>
/// <param name="timeInSeconds">Time in seconds to wait for a successful rebind. Disabled if timeout is less than or equal to 0.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Limiting rebinds by time can be useful in situations where a rebind may potentially put the user in a situation where
/// there is no other way to escape the rebind. For example, if <see cref="WithMatchingEventsBeingSuppressed"/> is engaged,
/// input may be consumed by the rebind and thus not reach the UI if <see cref="WithControlsExcluding"/> has not also been
/// configured accordingly.
///
/// By default, no timeout is set.
/// </remarks>
/// <seealso cref="timeout"/>
public RebindingOperation WithTimeout(float timeInSeconds)
{
m_Timeout = timeInSeconds;
return this;
}
/// <summary>
/// Delegate to invoke when the rebind completes successfully.
/// </summary>
/// <param name="callback">A delegate to invoke when the rebind is <see cref="completed"/>.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Note that by the time this is invoked, the rebind has been fully applied, that is
/// <see cref="OnApplyBinding"/> has been executed.
/// </remarks>
public RebindingOperation OnComplete(Action<RebindingOperation> callback)
{
m_OnComplete = callback;
return this;
}
/// <summary>
/// Delegate to invoke when the rebind is cancelled instead of completing. This happens when either an
/// input is received from a control explicitly set up to trigger cancellation (see <see cref="WithCancelingThrough(string)"/>
/// and <see cref="WithCancelingThrough(InputControl)"/>) or when <see cref="Cancel"/> is called
/// explicitly.
/// </summary>
/// <param name="callback">Delegate to invoke when the rebind is cancelled.</param>
/// <returns></returns>
/// <seealso cref="WithCancelingThrough(string)"/>
/// <seealso cref="Cancel"/>
/// <seealso cref="canceled"/>
public RebindingOperation OnCancel(Action<RebindingOperation> callback)
{
m_OnCancel = callback;
return this;
}
/// <summary>
/// Delegate to invoke when the rebind has found one or more controls that it considers
/// potential matches. This allows modifying priority of matches or adding or removing
/// matches altogether.
/// </summary>
/// <param name="callback">Callback to invoke when one or more suitable controls have been found.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// The matches will be contained in <see cref="candidates"/>. In the callback, you can,
/// for example, alter the contents of the list in order to customize the selection process.
/// You can remove candidates with <see cref="AddCandidate"/> and/or remove candidates
/// with <see cref="RemoveCandidate"/>.
/// </remarks>
/// <seealso cref="candidates"/>
public RebindingOperation OnPotentialMatch(Action<RebindingOperation> callback)
{
m_OnPotentialMatch = callback;
return this;
}
/// <summary>
/// Set function to call when generating the final binding path (see <see cref="InputBinding.path"/>) for a control
/// that has been selected.
/// </summary>
/// <param name="callback">Delegate to call for when to generate a binding path.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// A rebind will by default create a path that it deems most useful for the purpose of rebinding. However, this
/// logic may be undesirable for your use case. By supplying a custom callback you can bypass this logic and thus replace it.
///
/// When a matching control is singled out, the default logic will look for the device that introduces the given
/// control. For example, if the A button is pressed on an Xbox gamepad, the resulting path will be <c>"&lt;Gamepad&gt;/buttonSouth"</c>
/// as it is the <see cref="Gamepad"/> device that introduces the south face button on gamepads. Thus, the binding will work
/// with any other gamepad, not just the Xbox controller.
///
/// If the delegate returns a null or empty string, the default logic will be re-engaged.
/// </remarks>
/// <seealso cref="InputBinding.path"/>
/// <seealso cref="WithoutGeneralizingPathOfSelectedControl"/>
public RebindingOperation OnGeneratePath(Func<InputControl, string> callback)
{
m_OnGeneratePath = callback;
return this;
}
/// <summary>
/// Delegate to invoke for compute the matching score for a candidate control.
/// </summary>
/// <param name="callback">A delegate that computes matching scores.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// By default, the actuation level of a control is used as its matching score. For a <see cref="Controls.StickControl"/>,
/// for example, the vector magnitude of the control will be its score. So, a stick that is actuated just a little
/// will have a lower score than a stick that is actuated to maximum extent in one direction.
///
/// The control with the highest score will be the one appearing at index 0 in <see cref="candidates"/> and thus
/// will be the control picked by the rebind as the top candidate.
///
/// By installing a custom delegate, it is possible to customize the scoring and apply custom logic to boost
/// or lower scores of controls.
///
/// The first argument to the delegate is the control that is being added to <see cref="candidates"/> and the
/// second argument is a pointer to the input event that contains an input on the control.
/// </remarks>
/// <seealso cref="scores"/>
/// <seealso cref="candidates"/>
public RebindingOperation OnComputeScore(Func<InputControl, InputEventPtr, float> callback)
{
m_OnComputeScore = callback;
return this;
}
/// <summary>
/// Apply a generated binding <see cref="InputBinding.path"/> as the final step to complete a rebind.
/// </summary>
/// <param name="callback">Delegate to invoke in order to the apply the generated binding path.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Once a binding path has been generated (see <see cref="OnGeneratePath"/>) from a candidate control,
/// the last step is to apply the path. The default logic will take the supplied action (see <see cref="WithAction"/>)
/// and apply the path as an <see cref="InputBinding.overridePath"/> on all bindings that have been selected
/// for rebinding with <see cref="WithTargetBinding"/>, <see cref="WithBindingMask"/>, or <see cref="WithBindingGroup"/>.
///
/// To customize this process, you can supply a custom delegate via this method. If you do so, the default
/// logic is bypassed and the step left entirely to the delegate. This also makes it possible to use
/// rebind operations without even having an action or even <see cref="InputBinding"/>s.
/// </remarks>
public RebindingOperation OnApplyBinding(Action<RebindingOperation, string> callback)
{
m_OnApplyBinding = callback;
return this;
}
/// <summary>
/// If a successful match has been found, wait for the given time for a better match to appear before
/// committing to the match.
/// </summary>
/// <param name="seconds">Time in seconds to wait until committing to a match.</param>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// While this adds a certain amount of lag to the operation, the lag is not really perceptible if the timeout
/// is kept short.
///
/// What this helps with is controls such as sticks where, when moved out of the deadzone, the initial direction
/// that the user presses may not be the one actually intended. For example, the user may be pressing slightly
/// more in the X direction before finally very clearly going more strongly in the Y direction. If the rebind
/// does not wait for a bit but instead takes the first actuation as is, the rebind may appear overly brittle.
///
/// An alternative to timeouts is to set higher magnitude thresholds with <see cref="WithMagnitudeHavingToBeGreaterThan"/>.
/// The default threshold is 0.2f. By setting it to 0.6f or even higher, timeouts may be unnecessary.
/// </remarks>
public RebindingOperation OnMatchWaitForAnother(float seconds)
{
m_WaitSecondsAfterMatch = seconds;
return this;
}
/// <summary>
/// Start the rebinding. This should be invoked after the rebind operation has been fully configured.
/// </summary>
/// <returns>The same RebindingOperation instance.</returns>
/// <exception cref="InvalidOperationException">The rebind has been configure incorrectly. For example, no action has
/// been given but no <see cref="OnApplyBinding"/> callback has been installed either.</exception>
/// <seealso cref="Cancel"/>
/// <seealso cref="Dispose"/>
public RebindingOperation Start()
{
// Ignore if already started.
if (started)
return this;
// Make sure our configuration is sound.
if (m_ActionToRebind != null && m_ActionToRebind.bindings.Count == 0 && (m_Flags & Flags.AddNewBinding) == 0)
throw new InvalidOperationException(
$"Action '{action}' must have at least one existing binding or must be used with WithRebindingAddNewBinding()");
if (m_ActionToRebind == null && m_OnApplyBinding == null)
throw new InvalidOperationException(
"Must either have an action (call WithAction()) to apply binding to or have a custom callback to apply the binding (call OnApplyBinding())");
m_StartTime = InputState.currentTime;
if (m_WaitSecondsAfterMatch > 0 || m_Timeout > 0)
{
HookOnAfterUpdate();
m_LastMatchTime = -1;
}
HookOnEvent();
m_Flags |= Flags.Started;
m_Flags &= ~Flags.Canceled;
m_Flags &= ~Flags.Completed;
return this;
}
/// <summary>
/// Cancel an ongoing rebind. This will invoke the callback supplied by <see cref="OnCancel"/> (if any).
/// </summary>
/// <seealso cref="Start"/>
/// <see cref="started"/>
public void Cancel()
{
if (!started)
return;
OnCancel();
}
/// <summary>
/// Manually complete the rebinding operation.
/// </summary>
public void Complete()
{
if (!started)
return;
OnComplete();
}
/// <summary>
/// Add a candidate to <see cref="candidates"/>. This will also add values to <see cref="scores"/> and
/// <see cref="magnitudes"/>. If the control has already been added, it's values are simply updated based
/// on the given arguments.
/// </summary>
/// <param name="control">A control that is meant to be considered as a candidate for the rebind.</param>
/// <param name="score">The score to associate with the control (see <see cref="scores"/>). By default, the control with the highest
/// score will be picked by the rebind.</param>
/// <param name="magnitude">Actuation level of the control to enter into <see cref="magnitudes"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
/// <seealso cref="RemoveCandidate"/>
public void AddCandidate(InputControl control, float score, float magnitude = -1)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
// If it's already added, update score.
var index = m_Candidates.IndexOf(control);
if (index != -1)
{
m_Scores[index] = score;
}
else
{
// Otherwise, add it.
var scoreCount = m_Candidates.Count;
var magnitudeCount = m_Candidates.Count;
m_Candidates.Add(control);
ArrayHelpers.AppendWithCapacity(ref m_Scores, ref scoreCount, score);
ArrayHelpers.AppendWithCapacity(ref m_Magnitudes, ref magnitudeCount, magnitude);
}
SortCandidatesByScore();
}
/// <summary>
/// Remove a control from the list of <see cref="candidates"/>. This also removes its entries from
/// <see cref="scores"/> and <see cref="magnitudes"/>.
/// </summary>
/// <param name="control">Control to remove from <see cref="candidates"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
/// <seealso cref="AddCandidate"/>
public void RemoveCandidate(InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
var index = m_Candidates.IndexOf(control);
if (index == -1)
return;
var candidateCount = m_Candidates.Count;
m_Candidates.RemoveAt(index);
ArrayHelpers.EraseAtWithCapacity(m_Scores, ref candidateCount, index);
}
/// <summary>
/// Release all memory held by the option, especially unmanaged memory which will not otherwise
/// be freed.
/// </summary>
public void Dispose()
{
UnhookOnEvent();
UnhookOnAfterUpdate();
m_Candidates.Dispose();
m_LayoutCache.Clear();
}
~RebindingOperation()
{
Dispose();
}
/// <summary>
/// Reset the configuration on the rebind.
/// </summary>
/// <returns>The same RebindingOperation instance.</returns>
/// <remarks>
/// Call this method to reset the effects of calling methods such as <see cref="WithAction"/>,
/// <see cref="WithBindingGroup"/>, etc. but retain other data that the rebind operation
/// may have allocated already. If you are reusing the same <c>RebindingOperation</c>
/// multiple times, a good strategy is to reset and reconfigure the operation before starting
/// it again.
/// </remarks>
public RebindingOperation Reset()
{
Cancel();
m_ActionToRebind = default;
m_BindingMask = default;
m_ControlType = default;
m_ExpectedLayout = default;
m_IncludePathCount = default;
m_ExcludePathCount = default;
m_TargetBindingIndex = -1;
m_BindingGroupForNewBinding = default;
m_CancelBinding = default;
m_MagnitudeThreshold = kDefaultMagnitudeThreshold;
m_Timeout = default;
m_WaitSecondsAfterMatch = default;
m_Flags = default;
m_StartingActuations?.Clear();
return this;
}
private void HookOnEvent()
{
if ((m_Flags & Flags.OnEventHooked) != 0)
return;
if (m_OnEventDelegate == null)
m_OnEventDelegate = OnEvent;
InputSystem.onEvent += m_OnEventDelegate;
m_Flags |= Flags.OnEventHooked;
}
private void UnhookOnEvent()
{
if ((m_Flags & Flags.OnEventHooked) == 0)
return;
InputSystem.onEvent -= m_OnEventDelegate;
m_Flags &= ~Flags.OnEventHooked;
}
private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device)
{
// Ignore if not a state event.
var eventType = eventPtr.type;
if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
return;
////TODO: add callback that shows the candidate *and* the event to the user (this is particularly useful when we are suppressing
//// and thus throwing away events)
// Go through controls in the event and see if there's anything interesting.
// NOTE: We go through quite a few steps and operations here. However, the chief goal here is trying to be as robust
// as we can in isolating the control the user really means to single out. If this code here does its job, that
// control should always pop up as the first entry in the candidates list (if the configuration of the rebind
// operation is otherwise sane).
var haveChangedCandidates = false;
var suppressEvent = false;
var controlEnumerationFlags =
InputControlExtensions.Enumerate.IncludeNonLeafControls
| InputControlExtensions.Enumerate.IncludeSyntheticControls;
if ((m_Flags & Flags.DontIgnoreNoisyControls) != 0)
controlEnumerationFlags |= InputControlExtensions.Enumerate.IncludeNoisyControls;
foreach (var control in eventPtr.EnumerateControls(controlEnumerationFlags, device))
{
var statePtr = control.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
Debug.Assert(statePtr != null, "If EnumerateControls() returns a control, GetStatePtrFromStateEvent should not return null for it");
// If the control that cancels has been actuated, abort the operation now.
if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control) &&
control.HasValueChangeInState(statePtr))
{
OnCancel();
break;
}
// If controls must not match certain paths, make sure the control doesn't.
if (m_ExcludePathCount > 0 && HavePathMatch(control, m_ExcludePaths, m_ExcludePathCount))
continue;
// If controls have to match a certain path, check if this one does.
if (m_IncludePathCount > 0 && !HavePathMatch(control, m_IncludePaths, m_IncludePathCount))
continue;
// If we're expecting controls of a certain type, skip if control isn't of
// the right type.
if (m_ControlType != null && !m_ControlType.IsInstanceOfType(control))
continue;
// If we're expecting controls to be based on a specific layout, skip if control
// isn't based on that layout.
if (!m_ExpectedLayout.IsEmpty() &&
m_ExpectedLayout != control.m_Layout &&
!InputControlLayout.s_Layouts.IsBasedOn(m_ExpectedLayout, control.m_Layout))
continue;
////REVIEW: shouldn't we generally require any already actuated control to go back to 0 actuation before considering it for a rebind?
// Skip controls that are in their default state.
// NOTE: This is the cheapest check with respect to looking at actual state. So
// do this first before looking further at the state.
if (control.CheckStateIsAtDefault(statePtr))
{
// For controls that were already actuated when we started the rebind, we record starting actuations below.
// However, when such a control goes back to default state, we want to reset that recorded value. This makes
// sure that if, for example, a key is down when the rebind started, when the key is released and then pressed
// again, we don't compare to the previously recorded magnitude of 1 but rather to 0.
if (!m_StartingActuations.ContainsKey(control))
// ...but we also need to record the first time this control appears in it's default state for the case where
// the user is holding a discrete control when rebinding starts. On the first release, we'll record here a
// starting actuation of 0, then when the key is pressed again, the code below will successfully compare the
// starting value of 0 to the pressed value of 1. If we didn't set this to zero on release, the user would
// have to release the key, press and release again, and on the next press, it would register as actuated.
m_StartingActuations.Add(control, 0);
m_StartingActuations[control] = 0;
continue;
}
// At this point the control is a potential candidate for rebinding and therefore the event may need to be suppressed, if that's enabled.
suppressEvent = true;
var magnitude = control.EvaluateMagnitude(statePtr);
if (magnitude >= 0)
{
// Determine starting actuation.
if (m_StartingActuations.TryGetValue(control, out var startingMagnitude) == false)
{
// Haven't seen this control changing actuation yet. Record its current actuation as its
// starting actuation and ignore the control if we haven't reached our actuation threshold yet.
startingMagnitude = control.magnitude;
m_StartingActuations.Add(control, startingMagnitude);
}
// Ignore control if it hasn't exceeded the magnitude threshold relative to its starting actuation yet.
if (Mathf.Abs(startingMagnitude - magnitude) < m_MagnitudeThreshold)
continue;
}
////REVIEW: this would be more useful by providing the default score *to* the callback (which may alter it or just replace it altogether)
// Compute score.
float score;
if (m_OnComputeScore != null)
{
score = m_OnComputeScore(control, eventPtr);
}
else
{
score = magnitude;
// We don't want synthetic controls to not be bindable at all but they should
// generally cede priority to controls that aren't synthetic. So we bump all
// scores of controls that aren't synthetic.
if (!control.synthetic)
score += 1f;
}
// Control is a candidate.
// See if we already singled the control out as a potential candidate.
var candidateIndex = m_Candidates.IndexOf(control);
if (candidateIndex != -1)
{
// Yes, we did. So just check whether it became a better candidate than before.
if (m_Scores[candidateIndex] < score)
{
haveChangedCandidates = true;
m_Scores[candidateIndex] = score;
if (m_WaitSecondsAfterMatch > 0)
m_LastMatchTime = InputState.currentTime;
}
}
else
{
// No, so add it.
var scoreCount = m_Candidates.Count;
var magnitudeCount = m_Candidates.Count;
m_Candidates.Add(control);
ArrayHelpers.AppendWithCapacity(ref m_Scores, ref scoreCount, score);
ArrayHelpers.AppendWithCapacity(ref m_Magnitudes, ref magnitudeCount, magnitude);
haveChangedCandidates = true;
if (m_WaitSecondsAfterMatch > 0)
m_LastMatchTime = InputState.currentTime;
}
}
// See if we should suppress the event. If so, mark it handled so that the input manager
// will skip further processing of the event.
if (suppressEvent && (m_Flags & Flags.SuppressMatchingEvents) != 0)
eventPtr.handled = true;
if (haveChangedCandidates && !canceled)
{
// If we have a callback that wants to control matching, leave it to the callback to decide
// whether the rebind is complete or not. Otherwise, just complete.
if (m_OnPotentialMatch != null)
{
SortCandidatesByScore();
m_OnPotentialMatch(this);
}
else if (m_WaitSecondsAfterMatch <= 0)
{
OnComplete();
}
else
{
SortCandidatesByScore();
}
}
}
private void SortCandidatesByScore()
{
var candidateCount = m_Candidates.Count;
if (candidateCount <= 1)
return;
// Simple insertion sort that sorts both m_Candidates and m_Scores at the same time.
// Note that we're sorting by *decreasing* score here, not by increasing score.
for (var i = 1; i < candidateCount; ++i)
{
for (var j = i; j > 0 && m_Scores[j - 1] < m_Scores[j]; --j)
{
var k = j - 1;
m_Scores.SwapElements(j, k);
m_Candidates.SwapElements(j, k);
m_Magnitudes.SwapElements(j, k);
}
}
}
private static bool HavePathMatch(InputControl control, string[] paths, int pathCount)
{
for (var i = 0; i < pathCount; ++i)
{
if (InputControlPath.MatchesPrefix(paths[i], control))
return true;
}
return false;
}
private void HookOnAfterUpdate()
{
if ((m_Flags & Flags.OnAfterUpdateHooked) != 0)
return;
if (m_OnAfterUpdateDelegate == null)
m_OnAfterUpdateDelegate = OnAfterUpdate;
InputSystem.onAfterUpdate += m_OnAfterUpdateDelegate;
m_Flags |= Flags.OnAfterUpdateHooked;
}
private void UnhookOnAfterUpdate()
{
if ((m_Flags & Flags.OnAfterUpdateHooked) == 0)
return;
InputSystem.onAfterUpdate -= m_OnAfterUpdateDelegate;
m_Flags &= ~Flags.OnAfterUpdateHooked;
}
private void OnAfterUpdate()
{
// If we don't have a match yet but we have a timeout and have expired it,
// cancel the operation.
if (m_LastMatchTime < 0 && m_Timeout > 0 &&
InputState.currentTime - m_StartTime > m_Timeout)
{
Cancel();
return;
}
// Sanity check to make sure we're actually waiting for completion.
if (m_WaitSecondsAfterMatch <= 0)
return;
// Can't complete if we have no match yet.
if (m_LastMatchTime < 0)
return;
// Complete if timeout has expired.
if (InputState.currentTime >= m_LastMatchTime + m_WaitSecondsAfterMatch)
Complete();
}
private void OnComplete()
{
SortCandidatesByScore();
if (m_Candidates.Count > 0)
{
// Create a path from the selected control.
var selectedControl = m_Candidates[0];
var path = selectedControl.path;
if (m_OnGeneratePath != null)
{
// We have a callback. Give it a shot to generate a path. If it doesn't,
// fall back to our default logic.
var newPath = m_OnGeneratePath(selectedControl);
if (!string.IsNullOrEmpty(newPath))
path = newPath;
else if ((m_Flags & Flags.DontGeneralizePathOfSelectedControl) == 0)
path = GeneratePathForControl(selectedControl);
}
else if ((m_Flags & Flags.DontGeneralizePathOfSelectedControl) == 0)
path = GeneratePathForControl(selectedControl);
// If we have a custom callback for applying the binding, let it handle
// everything.
if (m_OnApplyBinding != null)
m_OnApplyBinding(this, path);
else
{
Debug.Assert(m_ActionToRebind != null);
// See if we should modify an existing binding or create a new one.
if ((m_Flags & Flags.AddNewBinding) != 0)
{
// Create new binding.
m_ActionToRebind.AddBinding(path, groups: m_BindingGroupForNewBinding);
}
else
{
// Apply binding override to existing binding.
if (m_TargetBindingIndex >= 0)
{
if (m_TargetBindingIndex >= m_ActionToRebind.bindings.Count)
throw new InvalidOperationException(
$"Target binding index {m_TargetBindingIndex} out of range for action '{m_ActionToRebind}' with {m_ActionToRebind.bindings.Count} bindings");
m_ActionToRebind.ApplyBindingOverride(m_TargetBindingIndex, path);
}
else if (m_BindingMask != null)
{
var bindingOverride = m_BindingMask.Value;
bindingOverride.overridePath = path;
m_ActionToRebind.ApplyBindingOverride(bindingOverride);
}
else
{
m_ActionToRebind.ApplyBindingOverride(path);
}
}
}
}
// Complete.
m_Flags |= Flags.Completed;
m_OnComplete?.Invoke(this);
ResetAfterMatchCompleted();
}
private void OnCancel()
{
m_Flags |= Flags.Canceled;
m_OnCancel?.Invoke(this);
ResetAfterMatchCompleted();
}
private void ResetAfterMatchCompleted()
{
m_Flags &= ~Flags.Started;
m_Candidates.Clear();
m_Candidates.Capacity = 0; // Release our unmanaged memory.
m_StartTime = -1;
m_StartingActuations.Clear();
UnhookOnEvent();
UnhookOnAfterUpdate();
}
private void ThrowIfRebindInProgress()
{
if (started)
throw new InvalidOperationException("Cannot reconfigure rebinding while operation is in progress");
}
////TODO: this *must* be publicly accessible
/// <summary>
/// Based on the chosen control, generate an override path to rebind to.
/// </summary>
private string GeneratePathForControl(InputControl control)
{
var device = control.device;
Debug.Assert(control != device, "Control must not be a device");
var deviceLayoutName =
InputControlLayout.s_Layouts.FindLayoutThatIntroducesControl(control, m_LayoutCache);
if (m_PathBuilder == null)
m_PathBuilder = new StringBuilder();
else
m_PathBuilder.Length = 0;
control.BuildPath(deviceLayoutName, m_PathBuilder);
return m_PathBuilder.ToString();
}
private InputAction m_ActionToRebind;
private InputBinding? m_BindingMask;
private Type m_ControlType;
private InternedString m_ExpectedLayout;
private int m_IncludePathCount;
private string[] m_IncludePaths;
private int m_ExcludePathCount;
private string[] m_ExcludePaths;
private int m_TargetBindingIndex = -1;
private string m_BindingGroupForNewBinding;
private string m_CancelBinding;
private float m_MagnitudeThreshold = kDefaultMagnitudeThreshold;
private float[] m_Scores; // Scores for the controls in m_Candidates.
private float[] m_Magnitudes;
private double m_LastMatchTime; // Last input event time we discovered a better match.
private double m_StartTime;
private float m_Timeout;
private float m_WaitSecondsAfterMatch;
private InputControlList<InputControl> m_Candidates;
private Action<RebindingOperation> m_OnComplete;
private Action<RebindingOperation> m_OnCancel;
private Action<RebindingOperation> m_OnPotentialMatch;
private Func<InputControl, string> m_OnGeneratePath;
private Func<InputControl, InputEventPtr, float> m_OnComputeScore;
private Action<RebindingOperation, string> m_OnApplyBinding;
private Action<InputEventPtr, InputDevice> m_OnEventDelegate;
private Action m_OnAfterUpdateDelegate;
////TODO: use global cache
private InputControlLayout.Cache m_LayoutCache;
private StringBuilder m_PathBuilder;
private Flags m_Flags;
// Controls may already be actuated by the time we start a rebind. For those, we track starting actuations
// individually and require them to cross the actuation threshold WRT the starting actuation.
private Dictionary<InputControl, float> m_StartingActuations = new Dictionary<InputControl, float>();
[Flags]
private enum Flags
{
Started = 1 << 0,
Completed = 1 << 1,
Canceled = 1 << 2,
OnEventHooked = 1 << 3,
OnAfterUpdateHooked = 1 << 4,
DontIgnoreNoisyControls = 1 << 6,
DontGeneralizePathOfSelectedControl = 1 << 7,
AddNewBinding = 1 << 8,
SuppressMatchingEvents = 1 << 9,
}
}
/// <summary>
/// Initiate an operation that interactively rebinds the given action based on received input.
/// </summary>
/// <param name="action">Action to perform rebinding on.</param>
/// <param name="bindingIndex">Optional index (within the <see cref="InputAction.bindings"/> array of <paramref name="action"/>)
/// of binding to perform rebinding on. Must not be a composite binding.</param>
/// <returns>A rebind operation configured to perform the rebind.</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="bindingIndex"/> is not a valid index.</exception>
/// <exception cref="InvalidOperationException">The binding at <paramref name="bindingIndex"/> is a composite binding.</exception>
/// <remarks>
/// This method will automatically perform a set of configuration on the <see cref="RebindingOperation"/>
/// based on the action and, if specified, binding. In particular, it will apply the following default
/// configuration:
///
/// <ul>
/// <li><see cref="RebindingOperation.WithAction"/> will be called with <paramref name="action"/></li>
/// <li>The default timeout will be set to 0.05f seconds with <see cref="RebindingOperation.OnMatchWaitForAnother"/>.</li>
/// <li>Pointer <see cref="Pointer.delta"/> and <see cref="Pointer.position"/> as well as touch <see cref="Controls.TouchControl.position"/>
/// and <see cref="Controls.TouchControl.delta"/> controls will be excluded with <see cref="RebindingOperation.WithControlsExcluding"/>.
/// This prevents mouse movement or touch leading to rebinds as it will generally be used to operate the UI.</li>
/// <li><see cref="RebindingOperation.WithMatchingEventsBeingSuppressed"/> will be invoked to suppress input funneled into rebinds
/// from being picked up elsewhere.</li>
/// <li>Except if the rebind is looking for a button, <see cref="Keyboard.escapeKey"/> will be set up to cancel the rebind
/// using <see cref="RebindingOperation.WithCancelingThrough(string)"/>.</li>
/// <li>If <paramref name="bindingIndex"/> is given, <see cref="RebindingOperation.WithTargetBinding"/> is invoked to
/// target the given binding with the rebind.</li>
/// </ul>
///
/// Note that rebind operations must be disposed of once finished in order to not leak memory.
///
/// <example>
/// <code>
/// // Target the first binding in the gamepad scheme.
/// var bindingIndex = myAction.GetBindingIndex(InputBinding.MaskByGroup("Gamepad"));
/// var rebind = myAction.PerformInteractiveRebinding(bindingIndex);
///
/// // Dispose the operation on completion.
/// rebind.OnComplete(
/// operation =>
/// {
/// Debug.Log($"Rebound '{myAction}' to '{operation.selectedControl}'");
/// operation.Dispose();
/// };
///
/// // Start the rebind. This will cause the rebind operation to start running in the
/// // background listening for input.
/// rebind.Start();
/// </code>
/// </example>
/// </remarks>
public static RebindingOperation PerformInteractiveRebinding(this InputAction action, int bindingIndex = -1)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
var rebind = new RebindingOperation()
.WithAction(action)
// Give it an ever so slight delay to make sure there isn't a better match immediately
// following the current event.
.OnMatchWaitForAnother(0.05f)
// It doesn't really make sense to interactively bind pointer position input as interactive
// rebinds are usually initiated from UIs which are operated by pointers. So exclude pointer
// position controls by default.
.WithControlsExcluding("<Pointer>/delta")
.WithControlsExcluding("<Pointer>/position")
.WithControlsExcluding("<Touchscreen>/touch*/position")
.WithControlsExcluding("<Touchscreen>/touch*/delta")
.WithControlsExcluding("<Mouse>/clickCount")
.WithMatchingEventsBeingSuppressed();
// If we're not looking for a button, automatically add keyboard escape key to abort rebind.
if (rebind.expectedControlType != "Button")
rebind.WithCancelingThrough("<Keyboard>/escape");
if (bindingIndex >= 0)
{
var bindings = action.bindings;
if (bindingIndex >= bindings.Count)
throw new ArgumentOutOfRangeException(
$"Binding index {bindingIndex} is out of range for action '{action}' with {bindings.Count} bindings",
nameof(bindings));
if (bindings[bindingIndex].isComposite)
throw new InvalidOperationException(
$"Cannot perform rebinding on composite binding '{bindings[bindingIndex]}' of '{action}'");
rebind.WithTargetBinding(bindingIndex);
}
return rebind;
}
/// <summary>
/// Temporarily suspend immediate re-resolution of bindings.
/// </summary>
/// <remarks>
/// When changing control setups, it may take multiple steps to get to the final setup but each individual
/// step may trigger bindings to be resolved again in order to update controls on actions (see <see cref="InputAction.controls"/>).
/// Using this struct, this can be avoided and binding resolution can be deferred to after the whole operation
/// is complete and the final binding setup is in place.
/// </remarks>
internal static DeferBindingResolutionWrapper DeferBindingResolution()
{
if (s_DeferBindingResolutionWrapper == null)
s_DeferBindingResolutionWrapper = new DeferBindingResolutionWrapper();
s_DeferBindingResolutionWrapper.Acquire();
return s_DeferBindingResolutionWrapper;
}
private static DeferBindingResolutionWrapper s_DeferBindingResolutionWrapper;
internal class DeferBindingResolutionWrapper : IDisposable
{
public void Acquire()
{
++InputActionMap.s_DeferBindingResolution;
}
public void Dispose()
{
if (InputActionMap.s_DeferBindingResolution > 0)
--InputActionMap.s_DeferBindingResolution;
if (InputActionMap.s_DeferBindingResolution == 0)
InputActionState.DeferredResolutionOfBindings();
}
}
}
}