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

100 lines
4.3 KiB
C#

using System.Globalization;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Scripting;
namespace UnityEngine.InputSystem.Controls
{
/// <summary>
/// A key on a <see cref="Keyboard"/>.
/// </summary>
/// <remarks>
/// This is an extended button control which adds various features to account for the fact that keys
/// have symbols associated with them which may change depending on keyboard layout as well as in combination
/// with other keys.
///
/// Note:
/// Unity input system key codes and input manager key codes are designed with game controls in mind.
///
/// This means the way they are assigned is intended to preserve the location of keys on keyboards,
/// so that pressing a key in the same location on different keyboards should result in the same action
/// regardless of what is printed on a key or what current system language is set.
///
/// This means, for example, that <see cref="Key.A"/> is always the key to the right of <see cref="Key.CapsLock"/>,
/// regardless of which key (if any) produces the "a" character on the current keyboard layout.
///
/// Unity relies on physical hardware in the keyboards to report same USB HID "usage" for the keys in
/// the same location.This puts a practical limit on what can be achieved, because different keyboards
/// might report different data, and this is outside of Unity's control.
///
/// For this reason, you should not use key codes to read text input.
/// Instead, you should use the <see cref="Keyboard.onTextInput"/> callback.
/// The `onTextInput` callback provides you with the actual text characters which correspond
/// to the symbols printed on a keyboard, based on the end user's current system language layout.
///
/// To find the text character (if any) generated by a key according to the currently active keyboard
/// layout, use the <see cref="InputControl.displayName"/> property of <see cref="KeyControl"/>.
/// </remarks>
public class KeyControl : ButtonControl
{
/// <summary>
/// The code used in Unity to identify the key.
/// </summary>
/// <remarks>
/// This property must be initialized by <see cref="InputControl.FinishSetup"/> of
/// the device owning the control.
/// You should not use `keyCode` to read text input. For more information, <see cref="KeyControl"/>
/// </remarks>
public Key keyCode { get; set; }
////REVIEW: rename this to something like platformKeyCode? We're not really dealing with scan code here.
/// <summary>
/// The code that the underlying platform uses to identify the key.
/// </summary>
public int scanCode
{
get
{
RefreshConfigurationIfNeeded();
return m_ScanCode;
}
}
protected override void RefreshConfiguration()
{
// Wipe our last cached set of data (if any).
displayName = null;
m_ScanCode = 0;
var command = QueryKeyNameCommand.Create(keyCode);
if (device.ExecuteCommand(ref command) > 0)
{
m_ScanCode = command.scanOrKeyCode;
var rawKeyName = command.ReadKeyName();
if (string.IsNullOrEmpty(rawKeyName))
{
displayName = rawKeyName;
return;
}
var textInfo = CultureInfo.InvariantCulture.TextInfo;
// We need to lower case first because ToTitleCase preserves upper casing.
// For example on Swedish Windows layout right shift display name is "HÖGER SKIFT".
// Just passing it to ToTitleCase won't change anything. But passing "höger skift" will return "Höger Skift".
var keyNameLowerCase = textInfo.ToLower(rawKeyName);
if (string.IsNullOrEmpty(keyNameLowerCase))
{
displayName = rawKeyName;
return;
}
displayName = textInfo.ToTitleCase(keyNameLowerCase);
}
}
// Cached configuration data for the key. We fetch this from the
// device on demand.
private int m_ScanCode;
}
}