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

743 lines
40 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using Unity.Collections;
using UnityEngine.InputSystem.Utilities;
////TODO: reuse interaction, processor, and composite instances from prior resolves
namespace UnityEngine.InputSystem
{
/// <summary>
/// Heart of the binding resolution machinery. Consumes lists of bindings
/// and spits out out a list of resolved bindings together with their needed
/// execution state.
/// </summary>
/// <remarks>
/// One or more <see cref="InputActionMap">action maps</see> can be added to the same
/// resolver. The result is a combination of the binding state of all maps.
///
/// The data set up by a resolver is for consumption by <see cref="InputActionState"/>.
/// Essentially, InputBindingResolver does all the wiring and <see cref="InputActionState"/>
/// does all the actual execution based on the resulting data.
/// </remarks>
/// <seealso cref="InputActionState.Initialize"/>
internal struct InputBindingResolver : IDisposable
{
public int totalProcessorCount;
public int totalCompositeCount;
public int totalInteractionCount;
public int totalMapCount => memory.mapCount;
public int totalActionCount => memory.actionCount;
public int totalBindingCount => memory.bindingCount;
public int totalControlCount => memory.controlCount;
public InputActionMap[] maps;
public InputControl[] controls;
public InputActionState.UnmanagedMemory memory;
public IInputInteraction[] interactions;
public InputProcessor[] processors;
public InputBindingComposite[] composites;
/// <summary>
/// Binding mask used to globally mask out bindings.
/// </summary>
/// <remarks>
/// This is empty by default.
///
/// The bindings of each map will be <see cref="InputBinding.Matches">matched</see> against this
/// binding. Any bindings that don't match will get skipped and not resolved to controls.
///
/// Note that regardless of whether a binding will be resolved to controls or not, it will get
/// an entry in <see cref="memory"/>. Otherwise we would have to have a more complicated
/// mapping from <see cref="InputActionMap.bindings"/> to a binding state in <see cref="memory"/>.
/// </remarks>
public InputBinding? bindingMask;
private bool m_IsControlOnlyResolve;
/// <summary>
/// Release native memory held by the resolver.
/// </summary>
public void Dispose()
{
memory.Dispose();
}
/// <summary>
/// Steal the already allocated arrays from the given state.
/// </summary>
/// <param name="state">Action map state that was previously created.</param>
/// <param name="isFullResolve">If false, the only thing that is allowed to change in the re-resolution
/// is the list of controls. In other words, devices may have been added or removed but otherwise the configuration
/// is exactly the same as in the last resolve. If true, anything may have changed and the resolver will only reuse
/// allocations but not contents.</param>
public void StartWithPreviousResolve(InputActionState state, bool isFullResolve)
{
Debug.Assert(state != null, "Received null state");
Debug.Assert(!state.isProcessingControlStateChange,
"Cannot re-resolve bindings for an InputActionState that is currently executing an action callback; binding resolution must be deferred to until after the callback has completed");
m_IsControlOnlyResolve = !isFullResolve;
maps = state.maps;
interactions = state.interactions;
processors = state.processors;
composites = state.composites;
controls = state.controls;
// Clear the arrays so that we don't leave references around.
if (isFullResolve)
{
if (maps != null)
Array.Clear(maps, 0, state.totalMapCount);
if (interactions != null)
Array.Clear(interactions, 0, state.totalInteractionCount);
if (processors != null)
Array.Clear(processors, 0, state.totalProcessorCount);
if (composites != null)
Array.Clear(composites, 0, state.totalCompositeCount);
}
if (controls != null) // Always clear this one as every resolve will change it.
Array.Clear(controls, 0, state.totalControlCount);
// Null out the arrays on the state so that there is no strange bugs with
// the state reading from arrays that no longer belong to it.
state.maps = null;
state.interactions = null;
state.processors = null;
state.composites = null;
state.controls = null;
}
/// <summary>
/// Resolve and add all bindings and actions from the given map.
/// </summary>
/// <param name="actionMap"></param>
/// <remarks>
/// This is where all binding resolution happens for actions. The method walks through the binding array
/// in <paramref name="actionMap"/> and adds any controls, interactions, processors, and composites as it goes.
/// </remarks>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1809:AvoidExcessiveLocals", Justification = "TODO: Refactor later.")]
public unsafe void AddActionMap(InputActionMap actionMap)
{
Debug.Assert(actionMap != null, "Received null map");
InputSystem.EnsureInitialized();
var actionsInThisMap = actionMap.m_Actions;
var bindingsInThisMap = actionMap.m_Bindings;
var bindingCountInThisMap = bindingsInThisMap?.Length ?? 0;
var actionCountInThisMap = actionsInThisMap?.Length ?? 0;
var mapIndex = totalMapCount;
// Keep track of indices for this map.
var actionStartIndex = totalActionCount;
var bindingStartIndex = totalBindingCount;
var controlStartIndex = totalControlCount;
var interactionStartIndex = totalInteractionCount;
var processorStartIndex = totalProcessorCount;
var compositeStartIndex = totalCompositeCount;
// Allocate an initial block of memory. We probably will have to re-allocate once
// at the end to accommodate interactions and controls added from the map.
var newMemory = new InputActionState.UnmanagedMemory();
newMemory.Allocate(
mapCount: totalMapCount + 1,
actionCount: totalActionCount + actionCountInThisMap,
bindingCount: totalBindingCount + bindingCountInThisMap,
// We reallocate for the following once we know the final count.
interactionCount: totalInteractionCount,
compositeCount: totalCompositeCount,
controlCount: totalControlCount);
if (memory.isAllocated)
newMemory.CopyDataFrom(memory);
////TODO: make sure composite objects get all the bindings they need
////TODO: handle case where we have bindings resolving to the same control
//// (not so clear cut what to do there; each binding may have a different interaction setup, for example)
var currentCompositeBindingIndex = InputActionState.kInvalidIndex;
var currentCompositeIndex = InputActionState.kInvalidIndex;
var currentCompositePartCount = 0;
var currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
InputAction currentCompositeAction = null;
var bindingMaskOnThisMap = actionMap.m_BindingMask;
var devicesForThisMap = actionMap.devices;
var isSingletonAction = actionMap.m_SingletonAction != null;
// Can't use `using` as we need to use it with `ref`.
var resolvedControls = new InputControlList<InputControl>(Allocator.Temp);
// We gather all controls in temporary memory and then move them over into newMemory once
// we're done resolving.
try
{
for (var n = 0; n < bindingCountInThisMap; ++n)
{
var bindingStatesPtr = newMemory.bindingStates;
ref var unresolvedBinding = ref bindingsInThisMap[n];
var bindingIndex = bindingStartIndex + n;
var isComposite = unresolvedBinding.isComposite;
var isPartOfComposite = !isComposite && unresolvedBinding.isPartOfComposite;
var bindingState = &bindingStatesPtr[bindingIndex];
try
{
////TODO: if it's a composite, check if any of the children matches our binding masks (if any) and skip composite if none do
var firstControlIndex = 0; // numControls dictates whether this is a valid index or not.
var firstInteractionIndex = InputActionState.kInvalidIndex;
var firstProcessorIndex = InputActionState.kInvalidIndex;
var actionIndexForBinding = InputActionState.kInvalidIndex;
var partIndex = InputActionState.kInvalidIndex;
var numControls = 0;
var numInteractions = 0;
var numProcessors = 0;
// Make sure that if it's part of a composite, we are actually part of a composite.
if (isPartOfComposite && currentCompositeBindingIndex == InputActionState.kInvalidIndex)
throw new InvalidOperationException(
$"Binding '{unresolvedBinding}' is marked as being part of a composite but the preceding binding is not a composite");
// Try to find action.
//
// NOTE: We ignore actions on bindings that are part of composites. We only allow
// actions to be triggered from the composite itself.
var actionIndexInMap = InputActionState.kInvalidIndex;
var actionName = unresolvedBinding.action;
InputAction action = null;
if (!isPartOfComposite)
{
if (isSingletonAction)
{
// Singleton actions always ignore names.
actionIndexInMap = 0;
}
else if (!string.IsNullOrEmpty(actionName))
{
////REVIEW: should we fail here if we don't manage to find the action
actionIndexInMap = actionMap.FindActionIndex(actionName);
}
if (actionIndexInMap != InputActionState.kInvalidIndex)
action = actionsInThisMap[actionIndexInMap];
}
else
{
actionIndexInMap = currentCompositeActionIndexInMap;
action = currentCompositeAction;
}
// If it's a composite, start a chain.
if (isComposite)
{
currentCompositeBindingIndex = bindingIndex;
currentCompositeAction = action;
currentCompositeActionIndexInMap = actionIndexInMap;
}
// Determine if the binding is disabled.
// Disabled if path is empty.
var path = unresolvedBinding.effectivePath;
var bindingIsDisabled = string.IsNullOrEmpty(path)
// Also, if we can't find the action to trigger for the binding, we just go and disable
// the binding.
|| action == null
// Also, disabled if binding doesn't match with our binding mask (might be empty).
|| (!isComposite && bindingMask != null &&
!bindingMask.Value.Matches(ref unresolvedBinding,
InputBinding.MatchOptions.EmptyGroupMatchesAny))
// Also, disabled if binding doesn't match the binding mask on the map (might be empty).
|| (!isComposite && bindingMaskOnThisMap != null &&
!bindingMaskOnThisMap.Value.Matches(ref unresolvedBinding,
InputBinding.MatchOptions.EmptyGroupMatchesAny))
// Finally, also disabled if binding doesn't match the binding mask on the action (might be empty).
|| (!isComposite && action?.m_BindingMask != null &&
!action.m_BindingMask.Value.Matches(ref unresolvedBinding,
InputBinding.MatchOptions.EmptyGroupMatchesAny));
// If the binding isn't disabled, look up controls now. We do this first as we may still disable the
// binding if it doesn't resolve to any controls or resolves only to controls already bound to by
// other bindings.
//
// NOTE: We continuously add controls here to `resolvedControls`. Once we've completed our
// pass over the bindings in the map, `resolvedControls` will have all the controls for
// the current map.
if (!bindingIsDisabled && !isComposite)
{
firstControlIndex = memory.controlCount + resolvedControls.Count;
if (devicesForThisMap != null)
{
// Search in devices for only this map.
var list = devicesForThisMap.Value;
for (var i = 0; i < list.Count; ++i)
{
var device = list[i];
if (!device.added)
continue; // Skip devices that have been removed.
numControls += InputControlPath.TryFindControls(device, path, 0, ref resolvedControls);
}
}
else
{
// Search globally.
numControls = InputSystem.FindControls(path, ref resolvedControls);
}
}
// If the binding isn't disabled, resolve its controls, processors, and interactions.
if (!bindingIsDisabled)
{
// NOTE: When isFullResolve==false, it is *imperative* that we do count processor and interaction
// counts here come out exactly the same as in the previous full resolve.
// Instantiate processors.
var processorString = unresolvedBinding.effectiveProcessors;
if (!string.IsNullOrEmpty(processorString))
{
// Add processors from binding.
firstProcessorIndex = InstantiateWithParameters(InputProcessor.s_Processors, processorString,
ref processors, ref totalProcessorCount, actionMap, ref unresolvedBinding);
if (firstProcessorIndex != InputActionState.kInvalidIndex)
numProcessors = totalProcessorCount - firstProcessorIndex;
}
if (!string.IsNullOrEmpty(action.m_Processors))
{
// Add processors from action.
var index = InstantiateWithParameters(InputProcessor.s_Processors, action.m_Processors, ref processors,
ref totalProcessorCount, actionMap, ref unresolvedBinding);
if (index != InputActionState.kInvalidIndex)
{
if (firstProcessorIndex == InputActionState.kInvalidIndex)
firstProcessorIndex = index;
numProcessors += totalProcessorCount - index;
}
}
// Instantiate interactions.
if (isPartOfComposite)
{
// Composite's part use composite interactions
if (currentCompositeBindingIndex != InputActionState.kInvalidIndex)
{
firstInteractionIndex = bindingStatesPtr[currentCompositeBindingIndex].interactionStartIndex;
numInteractions = bindingStatesPtr[currentCompositeBindingIndex].interactionCount;
}
}
else
{
var interactionString = unresolvedBinding.effectiveInteractions;
if (!string.IsNullOrEmpty(interactionString))
{
// Add interactions from binding.
firstInteractionIndex = InstantiateWithParameters(InputInteraction.s_Interactions, interactionString,
ref interactions, ref totalInteractionCount, actionMap, ref unresolvedBinding);
if (firstInteractionIndex != InputActionState.kInvalidIndex)
numInteractions = totalInteractionCount - firstInteractionIndex;
}
if (!string.IsNullOrEmpty(action.m_Interactions))
{
// Add interactions from action.
var index = InstantiateWithParameters(InputInteraction.s_Interactions, action.m_Interactions,
ref interactions, ref totalInteractionCount, actionMap, ref unresolvedBinding);
if (index != InputActionState.kInvalidIndex)
{
if (firstInteractionIndex == InputActionState.kInvalidIndex)
firstInteractionIndex = index;
numInteractions += totalInteractionCount - index;
}
}
}
// If it's the start of a composite chain, create the composite.
if (isComposite)
{
// The composite binding entry itself does not resolve to any controls.
// It creates a composite binding object which is then populated from
// subsequent bindings.
// Instantiate. For composites, the path is the name of the composite.
var composite = InstantiateBindingComposite(ref unresolvedBinding, actionMap);
currentCompositeIndex =
ArrayHelpers.AppendWithCapacity(ref composites, ref totalCompositeCount, composite);
// Record where the controls for parts of the composite start.
firstControlIndex = memory.controlCount + resolvedControls.Count;
}
else
{
// If we've reached the end of a composite chain, finish
// off the current composite.
if (!isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex)
{
currentCompositePartCount = 0;
currentCompositeBindingIndex = InputActionState.kInvalidIndex;
currentCompositeIndex = InputActionState.kInvalidIndex;
currentCompositeAction = null;
currentCompositeActionIndexInMap = InputActionState.kInvalidIndex;
}
}
}
// If the binding is part of a composite, pass the resolved controls
// on to the composite.
if (isPartOfComposite && currentCompositeBindingIndex != InputActionState.kInvalidIndex && numControls > 0)
{
// Make sure the binding is named. The name determines what in the composite
// to bind to.
if (string.IsNullOrEmpty(unresolvedBinding.name))
throw new InvalidOperationException(
$"Binding '{unresolvedBinding}' that is part of composite '{composites[currentCompositeIndex]}' is missing a name");
// Assign an index to the current part of the composite which
// can be used by the composite to read input from this part.
partIndex = AssignCompositePartIndex(composites[currentCompositeIndex], unresolvedBinding.name,
ref currentCompositePartCount);
// Keep track of total number of controls bound in the composite.
bindingStatesPtr[currentCompositeBindingIndex].controlCount += numControls;
// Force action index on part binding to be same as that of composite.
actionIndexForBinding = bindingStatesPtr[currentCompositeBindingIndex].actionIndex;
}
else if (actionIndexInMap != InputActionState.kInvalidIndex)
{
actionIndexForBinding = actionStartIndex + actionIndexInMap;
}
// Store resolved binding.
*bindingState = new InputActionState.BindingState
{
controlStartIndex = firstControlIndex,
// For composites, this will be adjusted as we add each part.
controlCount = numControls,
interactionStartIndex = firstInteractionIndex,
interactionCount = numInteractions,
processorStartIndex = firstProcessorIndex,
processorCount = numProcessors,
isComposite = isComposite,
isPartOfComposite = unresolvedBinding.isPartOfComposite,
partIndex = partIndex,
actionIndex = actionIndexForBinding,
compositeOrCompositeBindingIndex = isComposite ? currentCompositeIndex : currentCompositeBindingIndex,
mapIndex = totalMapCount,
wantsInitialStateCheck = action?.wantsInitialStateCheck ?? false
};
}
catch (Exception exception)
{
Debug.LogError(
$"{exception.GetType().Name} while resolving binding '{unresolvedBinding}' in action map '{actionMap}'");
Debug.LogException(exception);
// Don't swallow exceptions that indicate something is wrong in the code rather than
// in the data.
if (exception.IsExceptionIndicatingBugInCode())
throw;
}
}
// Re-allocate memory to accommodate controls and interaction states. The count for those
// we only know once we've completed all resolution.
var controlCountInThisMap = resolvedControls.Count;
var newTotalControlCount = memory.controlCount + controlCountInThisMap;
if (newMemory.interactionCount != totalInteractionCount ||
newMemory.compositeCount != totalCompositeCount ||
newMemory.controlCount != newTotalControlCount)
{
var finalMemory = new InputActionState.UnmanagedMemory();
finalMemory.Allocate(
mapCount: newMemory.mapCount,
actionCount: newMemory.actionCount,
bindingCount: newMemory.bindingCount,
controlCount: newTotalControlCount,
interactionCount: totalInteractionCount,
compositeCount: totalCompositeCount);
finalMemory.CopyDataFrom(newMemory);
newMemory.Dispose();
newMemory = finalMemory;
}
// Add controls to array.
var controlCountInArray = memory.controlCount;
ArrayHelpers.AppendListWithCapacity(ref controls, ref controlCountInArray, resolvedControls);
Debug.Assert(controlCountInArray == newTotalControlCount,
"Control array should have combined count of old and new controls");
// Set up control to binding index mapping.
for (var i = 0; i < bindingCountInThisMap; ++i)
{
var bindingStatesPtr = newMemory.bindingStates;
var bindingState = &bindingStatesPtr[bindingStartIndex + i];
var numControls = bindingState->controlCount;
var startIndex = bindingState->controlStartIndex;
for (var n = 0; n < numControls; ++n)
newMemory.controlIndexToBindingIndex[startIndex + n] = bindingStartIndex + i;
}
// Initialize initial interaction states.
for (var i = memory.interactionCount; i < newMemory.interactionCount; ++i)
{
ref var interactionState = ref newMemory.interactionStates[i];
interactionState.phase = InputActionPhase.Waiting;
interactionState.triggerControlIndex = InputActionState.kInvalidIndex;
}
// Initialize action data.
var runningIndexInBindingIndices = memory.bindingCount;
for (var i = 0; i < actionCountInThisMap; ++i)
{
var action = actionsInThisMap[i];
var actionIndex = actionStartIndex + i;
// Correlate action with its trigger state.
action.m_ActionIndexInState = actionIndex;
Debug.Assert(runningIndexInBindingIndices < ushort.MaxValue, "Binding start index on action exceeds limit");
newMemory.actionBindingIndicesAndCounts[actionIndex * 2] = (ushort)runningIndexInBindingIndices;
// Collect bindings for action.
var firstBindingIndexForAction = -1;
var bindingCountForAction = 0;
var numPossibleConcurrentActuations = 0;
for (var n = 0; n < bindingCountInThisMap; ++n)
{
var bindingIndex = bindingStartIndex + n;
var bindingState = &newMemory.bindingStates[bindingIndex];
if (bindingState->actionIndex != actionIndex)
continue;
if (bindingState->isPartOfComposite)
continue;
Debug.Assert(bindingIndex <= ushort.MaxValue, "Binding index exceeds limit");
newMemory.actionBindingIndices[runningIndexInBindingIndices] = (ushort)bindingIndex;
++runningIndexInBindingIndices;
++bindingCountForAction;
if (firstBindingIndexForAction == -1)
firstBindingIndexForAction = bindingIndex;
// Keep track of how many concurrent actuations we may be seeing on the action so that
// we know whether we need to enable conflict resolution or not.
if (bindingState->isComposite)
{
// Composite binding. Actuates as a whole. Check if the composite has successfully
// resolved any controls. If so, it adds one possible actuation.
if (bindingState->controlCount > 0)
++numPossibleConcurrentActuations;
}
else
{
// Normal binding. Every successfully resolved control results in one possible actuation.
numPossibleConcurrentActuations += bindingState->controlCount;
}
}
if (firstBindingIndexForAction == -1)
firstBindingIndexForAction = 0;
Debug.Assert(bindingCountForAction < ushort.MaxValue, "Binding count on action exceeds limit");
newMemory.actionBindingIndicesAndCounts[actionIndex * 2 + 1] = (ushort)bindingCountForAction;
// See if we may need conflict resolution on this action. Never needed for pass-through actions.
// Otherwise, if we have more than one bound control or have several bindings and one of them
// is a composite, we enable it.
var isPassThroughAction = action.type == InputActionType.PassThrough;
var isButtonAction = action.type == InputActionType.Button;
var mayNeedConflictResolution = !isPassThroughAction && numPossibleConcurrentActuations > 1;
// Initialize initial trigger state.
newMemory.actionStates[actionIndex] =
new InputActionState.TriggerState
{
phase = InputActionPhase.Disabled,
mapIndex = mapIndex,
controlIndex = InputActionState.kInvalidIndex,
interactionIndex = InputActionState.kInvalidIndex,
isPassThrough = isPassThroughAction,
isButton = isButtonAction,
mayNeedConflictResolution = mayNeedConflictResolution,
bindingIndex = firstBindingIndexForAction
};
}
// Store indices for map.
newMemory.mapIndices[mapIndex] =
new InputActionState.ActionMapIndices
{
actionStartIndex = actionStartIndex,
actionCount = actionCountInThisMap,
controlStartIndex = controlStartIndex,
controlCount = controlCountInThisMap,
bindingStartIndex = bindingStartIndex,
bindingCount = bindingCountInThisMap,
interactionStartIndex = interactionStartIndex,
interactionCount = totalInteractionCount - interactionStartIndex,
processorStartIndex = processorStartIndex,
processorCount = totalProcessorCount - processorStartIndex,
compositeStartIndex = compositeStartIndex,
compositeCount = totalCompositeCount - compositeStartIndex,
};
actionMap.m_MapIndexInState = mapIndex;
var finalActionMapCount = memory.mapCount;
ArrayHelpers.AppendWithCapacity(ref maps, ref finalActionMapCount, actionMap, capacityIncrement: 4);
Debug.Assert(finalActionMapCount == newMemory.mapCount,
"Final action map count should match old action map count plus one");
// As a final act, swap the new memory in.
memory.Dispose();
memory = newMemory;
}
catch (Exception)
{
// Don't leak our native memory when we throw an exception.
newMemory.Dispose();
throw;
}
finally
{
resolvedControls.Dispose();
}
}
private List<NameAndParameters> m_Parameters; // We retain this to reuse the allocation.
private int InstantiateWithParameters<TType>(TypeTable registrations, string namesAndParameters, ref TType[] array, ref int count, InputActionMap actionMap, ref InputBinding binding)
{
if (!NameAndParameters.ParseMultiple(namesAndParameters, ref m_Parameters))
return InputActionState.kInvalidIndex;
var firstIndex = count;
for (var i = 0; i < m_Parameters.Count; ++i)
{
// Look up type.
var objectRegistrationName = m_Parameters[i].name;
var type = registrations.LookupTypeRegistration(objectRegistrationName);
if (type == null)
{
Debug.LogError(
$"No {typeof(TType).Name} with name '{objectRegistrationName}' (mentioned in '{namesAndParameters}') has been registered");
continue;
}
if (!m_IsControlOnlyResolve)
{
// Instantiate it.
if (!(Activator.CreateInstance(type) is TType instance))
{
Debug.LogError(
$"Type '{type.Name}' registered as '{objectRegistrationName}' (mentioned in '{namesAndParameters}') is not an {typeof(TType).Name}");
continue;
}
// Pass parameters to it.
ApplyParameters(m_Parameters[i].parameters, instance, actionMap, ref binding, objectRegistrationName,
namesAndParameters);
// Add to list.
ArrayHelpers.AppendWithCapacity(ref array, ref count, instance);
}
else
{
Debug.Assert(type.IsInstanceOfType(array[count]), "Type of instance in array does not match expected type");
++count;
}
}
return firstIndex;
}
private static InputBindingComposite InstantiateBindingComposite(ref InputBinding binding, InputActionMap actionMap)
{
var nameAndParametersParsed = NameAndParameters.Parse(binding.effectivePath);
// Look up.
var type = InputBindingComposite.s_Composites.LookupTypeRegistration(nameAndParametersParsed.name);
if (type == null)
throw new InvalidOperationException(
$"No binding composite with name '{nameAndParametersParsed.name}' has been registered");
// Instantiate.
if (!(Activator.CreateInstance(type) is InputBindingComposite instance))
throw new InvalidOperationException(
$"Registered type '{type.Name}' used for '{nameAndParametersParsed.name}' is not an InputBindingComposite");
// Set parameters.
ApplyParameters(nameAndParametersParsed.parameters, instance, actionMap, ref binding, nameAndParametersParsed.name,
binding.effectivePath);
return instance;
}
private static void ApplyParameters(ReadOnlyArray<NamedValue> parameters, object instance, InputActionMap actionMap, ref InputBinding binding, string objectRegistrationName, string namesAndParameters)
{
foreach (var parameter in parameters)
{
// Find field.
var field = instance.GetType().GetField(parameter.name,
BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field == null)
{
Debug.LogError(
$"Type '{instance.GetType().Name}' registered as '{objectRegistrationName}' (mentioned in '{namesAndParameters}') has no public field called '{parameter.name}'");
continue;
}
var fieldTypeCode = Type.GetTypeCode(field.FieldType);
// See if we have a parameter override.
var parameterOverride =
InputActionRebindingExtensions.ParameterOverride.Find(actionMap, ref binding, parameter.name, objectRegistrationName);
var value = parameterOverride != null
? parameterOverride.Value.value
: parameter.value;
field.SetValue(instance, value.ConvertTo(fieldTypeCode).ToObject());
}
}
private static int AssignCompositePartIndex(object composite, string name, ref int currentCompositePartCount)
{
var type = composite.GetType();
////REVIEW: check for [InputControl] attribute?
////TODO: allow this to be a property instead
// Look up field.
var field = type.GetField(name,
BindingFlags.IgnoreCase | BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field == null)
throw new InvalidOperationException(
$"Cannot find public field '{name}' used as parameter of binding composite '{composite}' of type '{type}'");
////REVIEW: should we wrap part numbers in a struct instead of using int?
// Type-check.
var fieldType = field.FieldType;
if (fieldType != typeof(int))
throw new InvalidOperationException(
$"Field '{name}' used as a parameter of binding composite '{composite}' must be of type 'int' but is of type '{type.Name}' instead");
////REVIEW: this creates garbage; need a better solution to get to zero garbage during re-resolving
// See if we've already assigned a part index. This can happen if there are multiple bindings
// for the same named slot on the composite (e.g. multiple "Negative" bindings on an axis composite).
var partIndex = (int)field.GetValue(composite);
if (partIndex == 0)
{
// No, not assigned yet. Create new part index.
partIndex = ++currentCompositePartCount;
field.SetValue(composite, partIndex);
}
return partIndex;
}
}
}