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

4064 lines
200 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
using UnityEngine.InputSystem.Haptics;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.DualShock;
using UnityEngine.InputSystem.EnhancedTouch;
using UnityEngine.InputSystem.HID;
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.XInput;
using UnityEngine.InputSystem.Utilities;
using Unity.Profiling;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem.Editor;
using UnityEditor.Networking.PlayerConnection;
#else
using System.Linq;
using UnityEngine.Networking.PlayerConnection;
#endif
#if UNITY_EDITOR
using CustomBindingPathValidator = System.Func<string, System.Action>;
#endif
////TODO: allow aliasing processors etc
////REVIEW: rename all references to "frame" to refer to "update" instead (e.g. wasPressedThisUpdate)?
////TODO: add APIs to get to the state blocks (equivalent to what you currently get with e.g. InputSystem.devices[0].currentStatePtr)
////FIXME: modal dialogs (or anything that interrupts normal Unity operation) are likely a problem for the system as is; there's a good
//// chance the event queue will just get swamped; should be only the background queue though so I guess once it fills up we
//// simply start losing input but it won't grow infinitely
////REVIEW: make more APIs thread-safe?
////REVIEW: it'd be great to be able to set up monitors from control paths (independently of actions; or should we just use actions?)
////REVIEW: have InputSystem.onTextInput that's fired directly from the event processing loop?
//// (and allow text input events that have no associated target device? this way we don't need a keyboard to get text input)
////REVIEW: split lower-level APIs (anything mentioning events and state) off into InputSystemLowLevel API to make this API more focused?
////TODO: release native allocations when exiting
namespace UnityEngine.InputSystem
{
/// <summary>
/// This is the central hub for the input system.
/// </summary>
/// <remarks>
/// This class has the central APIs for working with the input system. You
/// can manage devices available in the system (<see cref="AddDevice{TDevice}"/>,
/// <see cref="devices"/>, <see cref="onDeviceChange"/> and related APIs) or extend
/// the input system with custom functionality (<see cref="RegisterLayout{TLayout}"/>,
/// <see cref="RegisterInteraction{T}"/>, <see cref="RegisterProcessor{T}"/>,
/// <see cref="RegisterBindingComposite{T}"/>, and related APIs).
///
/// To control haptics globally, you can use <see cref="PauseHaptics"/>, <see cref="ResumeHaptics"/>,
/// and <see cref="ResetHaptics"/>.
///
/// To enable and disable individual devices (such as <see cref="Sensor"/> devices),
/// you can use <see cref="EnableDevice"/> and <see cref="DisableDevice"/>.
///
/// The input system is initialized as part of Unity starting up. It is generally safe
/// to call the APIs here from any of Unity's script callbacks.
///
/// Note that, like most Unity APIs, most of the properties and methods in this API can only
/// be called on the main thread. However, select APIs like <see cref="QueueEvent"/> can be
/// called from threads. Where this is the case, it is stated in the documentation.
/// </remarks>
[SuppressMessage("Microsoft.Naming", "CA1724:TypeNamesShouldNotMatchNamespaces", Justification = "Options for namespaces are limited due to the legacy input class. Agreed on this as the least bad solution.")]
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public static partial class InputSystem
{
#if UNITY_EDITOR
static readonly ProfilerMarker k_InputInitializeInEditorMarker = new ProfilerMarker("InputSystem.InitializeInEditor");
#endif
static readonly ProfilerMarker k_InputResetMarker = new ProfilerMarker("InputSystem.Reset");
#region Layouts
/// <summary>
/// Event that is signalled when the layout setup in the system changes.
/// </summary>
/// <remarks>
/// First parameter is the name of the layout that has changed and second parameter is the
/// type of change that has occurred.
///
/// <example>
/// <code>
/// InputSystem.onLayoutChange +=
/// (name, change) =>
/// {
/// switch (change)
/// {
/// case InputControlLayoutChange.Added:
/// Debug.Log($"New layout {name} has been added");
/// break;
/// case InputControlLayoutChange.Removed:
/// Debug.Log($"Layout {name} has been removed");
/// break;
/// case InputControlLayoutChange.Replaced:
/// Debug.Log($"Layout {name} has been updated");
/// break;
/// }
/// }
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControlLayout"/>
public static event Action<string, InputControlLayoutChange> onLayoutChange
{
add
{
lock (s_Manager)
s_Manager.onLayoutChange += value;
}
remove
{
lock (s_Manager)
s_Manager.onLayoutChange -= value;
}
}
/// <summary>
/// Register a control layout based on a type.
/// </summary>
/// <param name="type">Type to derive a control layout from. Must be derived from <see cref="InputControl"/>.</param>
/// <param name="name">Name to use for the layout. If null or empty, the short name of the type (<c>Type.Name</c>) will be used.</param>
/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
/// be instantiated for newly discovered devices that match the description.</param>
/// <exception cref="ArgumentNullException"><paramref name="type"/> is <c>null</c>.</exception>
/// <remarks>
/// When the layout is instantiated, the system will reflect on all public fields and properties of the type
/// which have a value type derived from <see cref="InputControl"/> or which are annotated with <see cref="InputControlAttribute"/>.
///
/// The type can be annotated with <see cref="InputControlLayoutAttribute"/> for additional options
/// but the attribute is not necessary for a type to be usable as a control layout. Note that if the type
/// does have <see cref="InputControlLayoutAttribute"/> and has set <see cref="InputControlLayoutAttribute.stateType"/>,
/// the system will <em>not</em> reflect on properties and fields in the type but do that on the given
/// state type instead.
///
/// <example>
/// <code>
/// // InputControlLayoutAttribute attribute is only necessary if you want
/// // to override default behavior that occurs when registering your device
/// // as a layout.
/// // The most common use of InputControlLayoutAttribute is to direct the system
/// // to a custom "state struct" through the `stateType` property. See below for details.
/// [InputControlLayout(displayName = "My Device", stateType = typeof(MyDeviceState))]
/// #if UNITY_EDITOR
/// [InitializeOnLoad]
/// #endif
/// public class MyDevice : InputDevice
/// {
/// public ButtonControl button { get; private set; }
/// public AxisControl axis { get; private set; }
///
/// // Register the device.
/// static MyDevice()
/// {
/// // In case you want instance of your device to automatically be created
/// // when specific hardware is detected by the Unity runtime, you have to
/// // add one or more "device matchers" (InputDeviceMatcher) for the layout.
/// // These matchers are compared to an InputDeviceDescription received from
/// // the Unity runtime when a device is connected. You can add them either
/// // using InputSystem.RegisterLayoutMatcher() or by directly specifying a
/// // matcher when registering the layout.
/// InputSystem.RegisterLayout&lt;MyDevice&gt;(
/// // For the sake of demonstration, let's assume your device is a HID
/// // and you want to match by PID and VID.
/// matches: new InputDeviceMatcher()
/// .WithInterface("HID")
/// .WithCapability("PID", 1234)
/// .WithCapability("VID", 5678));
/// }
///
/// // This is only to trigger the static class constructor to automatically run
/// // in the player.
/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
/// private static void InitializeInPlayer() {}
///
/// protected override void FinishSetup()
/// {
/// base.FinishSetup();
/// button = GetChildControl&lt;ButtonControl&gt;("button");
/// axis = GetChildControl&lt;AxisControl&gt;("axis");
/// }
/// }
///
/// // A "state struct" describes the memory format used by a device. Each device can
/// // receive and store memory in its custom format. InputControls are then connected
/// // the individual pieces of memory and read out values from them.
/// [StructLayout(LayoutKind.Explicit, Size = 32)]
/// public struct MyDeviceState : IInputStateTypeInfo
/// {
/// // In the case of a HID (which we assume for the sake of this demonstration),
/// // the format will be "HID". In practice, the format will depend on how your
/// // particular device is connected and fed into the input system.
/// // The format is a simple FourCC code that "tags" state memory blocks for the
/// // device to give a base level of safety checks on memory operations.
/// public FourCC format => return new FourCC('H', 'I', 'D');
///
/// // InputControlAttributes on fields tell the input system to create controls
/// // for the public fields found in the struct.
///
/// // Assume a 16bit field of buttons. Create one button that is tied to
/// // bit #3 (zero-based). Note that buttons do not need to be stored as bits.
/// // They can also be stored as floats or shorts, for example.
/// [InputControl(name = "button", layout = "Button", bit = 3)]
/// public ushort buttons;
///
/// // Create a floating-point axis. The name, if not supplied, is taken from
/// // the field.
/// [InputControl(layout = "Axis")]
/// public short axis;
/// }
/// </code>
/// </example>
///
/// Note that if <paramref name="matches"/> is supplied, it will immediately be matched
/// against the descriptions (<see cref="InputDeviceDescription"/>) of all available devices.
/// If it matches any description where no layout matched before, a new device will immediately
/// be created (except if suppressed by <see cref="InputSettings.supportedDevices"/>). If it
/// matches a description better (see <see cref="InputDeviceMatcher.MatchPercentage"/>) than
/// the currently used layout, the existing device will be a removed and a new device with
/// the newly registered layout will be created.
///
/// See <see cref="Controls.StickControl"/> or <see cref="Gamepad"/> for examples of layouts.
/// </remarks>
/// <seealso cref="InputControlLayout"/>
public static void RegisterLayout(Type type, string name = null, InputDeviceMatcher? matches = null)
{
if (type == null)
throw new ArgumentNullException(nameof(type));
if (string.IsNullOrEmpty(name))
name = type.Name;
s_Manager.RegisterControlLayout(name, type);
if (matches != null)
s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
}
/// <summary>
/// Register a type as a control layout.
/// </summary>
/// <typeparam name="T">Type to derive a control layout from.</typeparam>
/// <param name="name">Name to use for the layout. If null or empty, the short name of the type will be used.</param>
/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
/// be instantiated for newly discovered devices that match the description.</param>
/// <remarks>
/// This method is equivalent to calling <see cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/> with
/// <c>typeof(T)</c>. See that method for details of the layout registration process.
/// </remarks>
/// <seealso cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/>
public static void RegisterLayout<T>(string name = null, InputDeviceMatcher? matches = null)
where T : InputControl
{
RegisterLayout(typeof(T), name, matches);
}
/// <summary>
/// Register a layout in JSON format.
/// </summary>
/// <param name="json">JSON data describing the layout.</param>
/// <param name="name">Optional name of the layout. If null or empty, the name is taken from the "name"
/// property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
/// is supplied, an <see cref="ArgumentException"/> is thrown.</param>
/// <param name="matches">Optional device matcher. If this is supplied, the layout will automatically
/// be instantiated for newly discovered devices that match the description.</param>
/// <exception cref="ArgumentNullException"><paramref name="json"/> is null or empty.</exception>
/// <exception cref="ArgumentException">No name has been supplied either through <paramref name="name"/>
/// or the "name" JSON property.</exception>
/// <remarks>
/// The JSON format makes it possible to create new device and control layouts completely
/// in data. They have to ultimately be based on a layout backed by a C# type, however (e.g.
/// <see cref="Gamepad"/>).
///
/// Note that most errors in layouts will only be detected when instantiated (i.e. when a device or control is
/// being created from a layout). The JSON data will, however, be parsed once on registration to check for a
/// device description in the layout. JSON format errors will thus be detected during registration.
///
/// <example>
/// <code>
/// InputSystem.RegisterLayout(@"
/// {
/// ""name"" : ""MyDevice"",
/// ""controls"" : [
/// {
/// ""name"" : ""myButton"",
/// ""layout"" : ""Button""
/// }
/// ]
/// }
/// );
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="RemoveLayout"/>
public static void RegisterLayout(string json, string name = null, InputDeviceMatcher? matches = null)
{
s_Manager.RegisterControlLayout(json, name);
if (matches != null)
s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
}
/// <summary>
/// Register a layout that applies overrides to one or more other layouts.
/// </summary>
/// <param name="json">Layout in JSON format.</param>
/// <param name="name">Optional name of the layout. If null or empty, the name is taken from the "name"
/// property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
/// is supplied, an <see cref="ArgumentException"/> is thrown.</param>
/// <remarks>
/// Layout overrides are layout pieces that are applied on top of existing layouts.
/// This can be used to modify any layout in the system non-destructively. The process works the
/// same as extending an existing layout except that instead of creating a new layout
/// by merging the derived layout and the base layout, the overrides are merged
/// directly into the base layout.
///
/// The layout merging logic used for overrides, is the same as the one used for
/// derived layouts, i.e. <see cref="InputControlLayout.MergeLayout"/>.
///
/// Layouts used as overrides look the same as normal layouts and have the same format.
/// The only difference is that they are explicitly registered as overrides.
///
/// Note that unlike "normal" layouts, layout overrides have the ability to extend
/// multiple base layouts. The changes from the override will simply be merged into
/// each of the layouts it extends. Use the <c>extendMultiple</c> rather than the
/// <c>extend</c> property in JSON to give a list of base layouts instead of a single
/// one.
///
/// <example>
/// <code>
/// // Override default button press points on the gamepad triggers.
/// InputSystem.RegisterLayoutOverride(@"
/// {
/// ""name"" : ""CustomTriggerPressPoints"",
/// ""extend"" : ""Gamepad"",
/// ""controls"" : [
/// { ""name"" : ""leftTrigger"", ""parameters"" : ""pressPoint=0.25"" },
/// { ""name"" : ""rightTrigger"", ""parameters"" : ""pressPoint=0.25"" }
/// ]
/// }
/// ");
/// </code>
/// </example>
/// </remarks>
public static void RegisterLayoutOverride(string json, string name = null)
{
s_Manager.RegisterControlLayout(json, name, isOverride: true);
}
/// <summary>
/// Add an additional device matcher to an existing layout.
/// </summary>
/// <param name="layoutName">Name of the device layout that should be instantiated if <paramref name="matcher"/>
/// matches an <see cref="InputDeviceDescription"/> of a discovered device.</param>
/// <param name="matcher">Specification to match against <see cref="InputDeviceDescription"/> instances.</param>
/// <remarks>
/// Each device layout can have zero or more matchers associated with it. If any one of the
/// matchers matches a given <see cref="InputDeviceDescription"/> (see <see cref="InputDeviceMatcher.MatchPercentage"/>)
/// better than any other matcher (for the same or any other layout), then the given layout
/// will be used for the discovered device.
///
/// Note that registering a matcher may immediately lead to devices being created or recreated.
/// If <paramref name="matcher"/> matches any devices currently on the list of unsupported devices
/// (see <see cref="GetUnsupportedDevices()"/>), new <see cref="InputDevice"/>s will be created
/// using the layout called <paramref name="layoutName"/>. Also, if <paramref name="matcher"/>
/// matches the description of a device better than the matcher (if any) for the device's currently
/// used layout, the device will be recreated using the given layout.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="layoutName"/> is <c>null</c> or empty/</exception>
/// <exception cref="ArgumentException"><paramref name="matcher"/> is empty (<see cref="InputDeviceMatcher.empty"/>).</exception>
/// <seealso cref="RegisterLayout(Type,string,InputDeviceMatcher?)"/>
/// <seealso cref="TryFindMatchingLayout"/>
public static void RegisterLayoutMatcher(string layoutName, InputDeviceMatcher matcher)
{
s_Manager.RegisterControlLayoutMatcher(layoutName, matcher);
}
/// <summary>
/// Add an additional device matcher to the layout registered for <typeparamref name="TDevice"/>.
/// </summary>
/// <param name="matcher">A device matcher.</param>
/// <typeparam name="TDevice">Type that has been registered as a layout. See <see cref="RegisterLayout{T}"/>.</typeparam>
/// <remarks>
/// Calling this method is equivalent to calling <see cref="RegisterLayoutMatcher(string,InputDeviceMatcher)"/>
/// with the name under which <typeparamref name="TDevice"/> has been registered.
/// </remarks>
/// <exception cref="ArgumentException"><paramref name="matcher"/> is empty (<see cref="InputDeviceMatcher.empty"/>)
/// -or- <typeparamref name="TDevice"/> has not been registered as a layout.</exception>
public static void RegisterLayoutMatcher<TDevice>(InputDeviceMatcher matcher)
where TDevice : InputDevice
{
s_Manager.RegisterControlLayoutMatcher(typeof(TDevice), matcher);
}
/// <summary>
/// Register a builder that delivers an <see cref="InputControlLayout"/> instance on demand.
/// </summary>
/// <param name="buildMethod">Method to invoke to generate a layout when the layout is chosen.
/// Should not cache the layout but rather return a fresh instance every time.</param>
/// <param name="name">Name under which to register the layout. If a layout with the same
/// name is already registered, the call to this method will replace the existing layout.</param>
/// <param name="baseLayout">Name of the layout that the layout returned from <paramref name="buildMethod"/>
/// will be based on. The system needs to know this in advance in order to update devices
/// correctly if layout registrations in the system are changed.</param>
/// <param name="matches">Optional matcher for an <see cref="InputDeviceDescription"/>. If supplied,
/// it is equivalent to calling <see cref="RegisterLayoutMatcher"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="buildMethod"/> is <c>null</c> -or-
/// <paramref name="name"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// Layout builders are most useful for procedurally building device layouts from metadata
/// supplied by external systems. A good example is <see cref="HID"/> where the "HID" standard
/// includes a way for input devices to describe their various inputs and outputs in the form
/// of a <see cref="UnityEngine.InputSystem.HID.HID.HIDDeviceDescriptor"/>. While not sufficient to build a perfectly robust
/// <see cref="InputDevice"/>, these descriptions are usually enough to at least make the device
/// work out-of-the-box to some extent.
///
/// The builder method would usually use <see cref="InputControlLayout.Builder"/> to build the
/// actual layout.
///
/// <example>
/// <code>
/// InputSystem.RegisterLayoutBuilder(
/// () =>
/// {
/// var builder = new InputControlLayout.Builder()
/// .WithType&lt;MyDevice&gt;();
/// builder.AddControl("button1").WithLayout("Button");
/// return builder.Build();
/// }, "MyCustomLayout"
/// }
/// </code>
/// </example>
///
/// Layout builders can be used in combination with <see cref="onFindLayoutForDevice"/> to
/// build layouts dynamically for devices as they are connected to the system.
///
/// Be aware that the same builder <em>must</em> not build different layouts. Each
/// layout registered in the system is considered to be immutable for as long as it
/// is registered. So, if a layout builder is registered under the name "Custom", for
/// example, then every time the builder is invoked, it must return the same identical
/// <see cref="InputControlLayout"/>.
/// </remarks>
/// <seealso cref="InputControlLayout.Builder"/>
/// <seealso cref="InputSystem.onFindLayoutForDevice"/>
public static void RegisterLayoutBuilder(Func<InputControlLayout> buildMethod, string name,
string baseLayout = null, InputDeviceMatcher? matches = null)
{
if (buildMethod == null)
throw new ArgumentNullException(nameof(buildMethod));
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
s_Manager.RegisterControlLayoutBuilder(buildMethod, name, baseLayout: baseLayout);
if (matches != null)
s_Manager.RegisterControlLayoutMatcher(name, matches.Value);
}
/// <summary>
/// Register a "baked" version of a device layout.
/// </summary>
/// <typeparam name="TDevice">C# class that represents the precompiled version of the device layout that the
/// class is derived from.</typeparam>
/// <param name="metadata">Metadata automatically generated for the precompiled layout.</param>
/// <remarks>
/// This method is used to register device implementations for which their layout has been "baked" into
/// a C# class. To generate such a class, right-click a device layout in the input debugger and select
/// "Generate Precompiled Layout". This generates a C# file containing a class that represents the precompiled
/// version of the device layout. The class can be registered using this method.
///
/// Note that registering a precompiled layout will not implicitly register the "normal" version of the layout.
/// In other words, <see cref="RegisterLayout{TDevice}"/> must be called before calling this method.
///
/// <example>
/// <code>
/// // Register the non-precompiled, normal version of the layout.
/// InputSystem.RegisterLayout&lt;MyDevice&gt;();
///
/// // Register a precompiled version of the layout.
/// InputSystem.RegisterPrecompiledLayout&lt;PrecompiledMyDevice&gt;(PrecompiledMyDevice.metadata);
///
/// // This implicitly uses the precompiled version.
/// InputSystem.AddDevice&lt;MyDevice&gt;();
/// </code>
/// </example>
///
/// The main advantage of precompiled layouts is that instantiating them is many times faster than the default
/// device creation path. By default, when creating an <see cref="InputDevice"/>, the system will have to load
/// the <see cref="InputControlLayout"/> for the device as well as any layouts used directly or indirectly by
/// that layout. This in itself is a slow process that generates GC heap garbage and uses .NET reflection (which
/// itself may add additional permanent data to the GC heap). In addition, interpreting the layouts to construct
/// an <see cref="InputDevice"/> and populate it with <see cref="InputControl"/> children is not a fast process.
///
/// A precompiled layout, however, has all necessary construction steps "baked" into the generated code. It will
/// not use reflection and will generally generate little to no GC heap garbage.
///
/// A precompiled layout derives from the C# device class whose layout is "baked". If, for example, you generate
/// a precompiled version for <see cref="Keyboard"/>, the resulting class will be derived from <see cref="Keyboard"/>.
/// When registering the precompiled layout. If someone afterwards creates a <see cref="Keyboard"/>, the precompiled
/// version will implicitly be instantiated and thus skips the default device creation path that will construct
/// a <see cref="Keyboard"/> device from an <see cref="InputControlLayout"/> (it will thus not require the
/// <see cref="Keyboard"/> layout or any other layout it depends on to be loaded).
///
/// Note that when layout overrides (see <see cref="RegisterLayoutOverride"/>) or new versions of
/// existing layouts are registered (e.g. if you replace the built-in "Button" layout by registering
/// a new layout with that name), precompiled layouts affected by the change will automatically be
/// <em>removed</em>. This causes the system to fall back to the default device creation path which can
/// take runtime layout changes into account.
/// </remarks>
public static void RegisterPrecompiledLayout<TDevice>(string metadata)
where TDevice : InputDevice, new()
{
s_Manager.RegisterPrecompiledLayout<TDevice>(metadata);
}
/// <summary>
/// Remove an already registered layout from the system.
/// </summary>
/// <param name="name">Name of the layout to remove. Note that layout names are case-insensitive.</param>
/// <remarks>
/// Note that removing a layout also removes all devices that directly or indirectly
/// use the layout.
///
/// This method can be used to remove both control or device layouts.
/// </remarks>
public static void RemoveLayout(string name)
{
s_Manager.RemoveControlLayout(name);
}
/// <summary>
/// Try to match a description for an input device to a layout.
/// </summary>
/// <param name="deviceDescription">Description of an input device.</param>
/// <returns>Name of the layout that has been matched to the given description or null if no
/// matching layout was found.</returns>
/// <remarks>
/// This method performs the same matching process that is invoked if a device is reported
/// by the Unity runtime or using <see cref="AddDevice(InputDeviceDescription)"/>. The result
/// depends on the matches (<see cref="InputDeviceMatcher"/>) registered for the device
/// layout in the system.
///
/// <example>
/// <code>
/// var layoutName = InputSystem.TryFindMatchingLayout(
/// new InputDeviceDescription
/// {
/// interface = "XInput",
/// product = "Xbox Wired Controller",
/// manufacturer = "Microsoft"
/// }
/// );
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="RegisterLayoutMatcher{TDevice}"/>
/// <seealso cref="RegisterLayoutMatcher(string,InputDeviceMatcher)"/>
public static string TryFindMatchingLayout(InputDeviceDescription deviceDescription)
{
return s_Manager.TryFindMatchingControlLayout(ref deviceDescription);
}
/// <summary>
/// Return a list with the names of all layouts that have been registered.
/// </summary>
/// <returns>A list of layout names.</returns>
/// <seealso cref="LoadLayout"/>
/// <seealso cref="ListLayoutsBasedOn"/>
/// <seealso cref="RegisterLayout(System.Type,string,Nullable{InputDeviceMatcher})"/>
public static IEnumerable<string> ListLayouts()
{
return s_Manager.ListControlLayouts();
}
/// <summary>
/// List all the layouts that are based on the given layout.
/// </summary>
/// <param name="baseLayout">Name of a registered layout.</param>
/// <exception cref="ArgumentNullException"><paramref name="baseLayout"/> is <c>null</c> or empty.</exception>
/// <returns>The names of all registered layouts based on <paramref name="baseLayout"/>.</returns>
/// <remarks>
/// The list will not include layout overrides (see <see cref="RegisterLayoutOverride"/>).
///
/// <example>
/// <code>
/// // List all gamepad layouts in the system.
/// Debug.Log(string.Join("\n", InputSystem.ListLayoutsBasedOn("Gamepad"));
/// </code>
/// </example>
/// </remarks>
public static IEnumerable<string> ListLayoutsBasedOn(string baseLayout)
{
if (string.IsNullOrEmpty(baseLayout))
throw new ArgumentNullException(nameof(baseLayout));
return s_Manager.ListControlLayouts(basedOn: baseLayout);
}
////TODO: allow loading an *unmerged* layout
/// <summary>
/// Load a registered layout.
/// </summary>
/// <param name="name">Name of the layout to load. Note that layout names are case-insensitive.</param>
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c> or empty.</exception>
/// <returns>The constructed layout instance or <c>null</c> if no layout of the given name could be found.</returns>
/// <remarks>
/// The result of this method is what's called a "fully merged" layout, i.e. a layout with
/// the information of all the base layouts as well as from all overrides merged into it. See
/// <see cref="InputControlLayout.MergeLayout"/> for details.
///
/// What this means in practice is that all inherited controls and settings will be present
/// on the layout.
///
/// <example>
/// // List all controls defined for gamepads.
/// var gamepadLayout = InputSystem.LoadLayout("Gamepad");
/// foreach (var control in gamepadLayout.controls)
/// {
/// // There may be control elements that are not introducing new controls but rather
/// // change settings on controls added indirectly by other layouts referenced from
/// // Gamepad. These are not adding new controls so we skip them here.
/// if (control.isModifyingExistingControl)
/// continue;
///
/// Debug.Log($"Control: {control.name} ({control.layout])");
/// }
/// </example>
///
/// However, note that controls which are added from other layouts referenced by the loaded layout
/// will not necessarily be visible on it (they will only if referenced by a <see cref="InputControlLayout.ControlItem"/>
/// where <see cref="InputControlLayout.ControlItem.isModifyingExistingControl"/> is <c>true</c>).
/// For example, let's assume we have the following layout which adds a device with a single stick.
///
/// <example>
/// <code>
/// InputSystem.RegisterLayout(@"
/// {
/// ""name"" : ""DeviceWithStick"",
/// ""controls"" : [
/// { ""name"" : ""stick"", ""layout"" : ""Stick"" }
/// ]
/// }
/// ");
/// </code>
/// </example>
///
/// If we load this layout, the <c>"stick"</c> control will be visible on the layout but the
/// X and Y (as well as up/down/left/right) controls added by the <c>"Stick"</c> layout will
/// not be.
/// </remarks>
/// <seealso cref="RegisterLayout(Type,string,Nullable{InputDeviceMatcher})"/>
public static InputControlLayout LoadLayout(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
////FIXME: this will intern the name even if the operation fails
return s_Manager.TryLoadControlLayout(new InternedString(name));
}
/// <summary>
/// Load the layout registered for the given type.
/// </summary>
/// <typeparam name="TControl">An InputControl type.</typeparam>
/// <returns>The layout registered for <typeparamref name="TControl"/> or <c>null</c> if no
/// such layout exists.</returns>
/// <remarks>
/// This method is equivalent to calling <see cref="LoadLayout(string)"/> with the name
/// of the layout under which <typeparamref name="TControl"/> has been registered.
///
/// <example>
/// <code>
/// // Load the InputControlLayout generated from StickControl.
/// var stickLayout = InputSystem.LoadLayout&lt;StickControl&gt;();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="LoadLayout(string)"/>
public static InputControlLayout LoadLayout<TControl>()
where TControl : InputControl
{
return s_Manager.TryLoadControlLayout(typeof(TControl));
}
/// <summary>
/// Return the name of the layout that the layout registered as <paramref name="layoutName"/>
/// is based on.
/// </summary>
/// <param name="layoutName">Name of a layout as registered with a method such as <see
/// cref="RegisterLayout{T}(string,InputDeviceMatcher?)"/>. Case-insensitive.</param>
/// <returns>Name of the immediate parent layout of <paramref name="layoutName"/> or <c>null</c> if no layout
/// with the given name is registered or if it is not based on another layout or if it is a layout override.</returns>
/// <exception cref="ArgumentNullException"><paramref name="layoutName"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// This method does not work for layout overrides (which can be based on multiple base layouts). To find
/// out which layouts a specific override registered with <see cref="RegisterLayoutOverride"/> is based on,
/// load the layout with <see cref="LoadLayout"/> and inspect <see cref="InputControlLayout.baseLayouts"/>.
/// This method will return <c>null</c> when <paramref name="layoutName"/> is the name of a layout override.
///
/// One advantage of this method over calling <see cref="LoadLayout"/> and looking at <see cref="InputControlLayout.baseLayouts"/>
/// is that this method does not have to actually load the layout but instead only performs a simple lookup.
///
/// <example>
/// <code>
/// // Prints "Pointer".
/// Debug.Log(InputSystem.GetNameOfBaseLayout("Mouse"));
///
/// // Also works for control layouts. Prints "Axis".
/// Debug.Log(InputSystem.GetNameOfBaseLayout("Button"));
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControlLayout.baseLayouts"/>
public static string GetNameOfBaseLayout(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentNullException(nameof(layoutName));
var internedLayoutName = new InternedString(layoutName);
if (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(internedLayoutName, out var result))
return result;
return null;
}
/// <summary>
/// Check whether the first layout is based on the second.
/// </summary>
/// <param name="firstLayoutName">Name of a registered <see cref="InputControlLayout"/>.</param>
/// <param name="secondLayoutName">Name of a registered <see cref="InputControlLayout"/>.</param>
/// <returns>True if <paramref name="firstLayoutName"/> is based on <paramref name="secondLayoutName"/>.</returns>
/// <exception cref="ArgumentNullException"><paramref name="firstLayoutName"/> is <c>null</c> or empty -or-
/// <paramref name="secondLayoutName"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// This is
/// <example>
/// </example>
/// </remarks>
public static bool IsFirstLayoutBasedOnSecond(string firstLayoutName, string secondLayoutName)
{
if (string.IsNullOrEmpty(firstLayoutName))
throw new ArgumentNullException(nameof(firstLayoutName));
if (string.IsNullOrEmpty(secondLayoutName))
throw new ArgumentNullException(nameof(secondLayoutName));
var internedFirstName = new InternedString(firstLayoutName);
var internedSecondName = new InternedString(secondLayoutName);
if (internedFirstName == internedSecondName)
return true;
return InputControlLayout.s_Layouts.IsBasedOn(internedSecondName, internedFirstName);
}
#endregion
#region Processors
/// <summary>
/// Register an <see cref="InputProcessor{TValue}"/> with the system.
/// </summary>
/// <param name="type">Type that implements <see cref="InputProcessor"/>.</param>
/// <param name="name">Name to use for the processor. If <c>null</c> or empty, name will be taken from the short name
/// of <paramref name="type"/> (if it ends in "Processor", that suffix will be clipped from the name). Names
/// are case-insensitive.</param>
/// <remarks>
/// Processors are used by both bindings (see <see cref="InputBinding"/>) and by controls
/// (see <see cref="InputControl"/>) to post-process input values as they are being requested
/// from calls such as <see cref="InputAction.ReadValue{TValue}"/> or <see
/// cref="InputControl{T}.ReadValue"/>.
///
/// <example>
/// <code>
/// // Let's say that we want to define a processor that adds some random jitter to its input.
/// // We have to pick a value type to operate on if we want to derive from InputProcessor&lt;T&gt;
/// // so we go with float here.
/// //
/// // Also, as we will need to place our call to RegisterProcessor somewhere, we add attributes
/// // to hook into Unity's initialization. This works differently in the editor and in the player,
/// // so we use both [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod].
/// #if UNITY_EDITOR
/// [InitializeOnLoad]
/// #endif
/// public class JitterProcessor : InputProcessor&lt;float&gt;
/// {
/// // Add a parameter that defines the amount of jitter we apply.
/// // This will be editable in the Unity editor UI and can be set
/// // programmatically in code. For example:
/// //
/// // myAction.AddBinding("&lt;Gamepad&gt;/rightTrigger",
/// // processors: "jitter(amount=0.1)");
/// //
/// [Tooltip("Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
/// + "to each input value.)]
/// public float amount;
///
/// // Process is called when an input value is read from a control. This is
/// // where we perform our jitter.
/// public override float Process(float value, InputControl control)
/// {
/// return float + Random.Range(-amount, amount);
/// }
///
/// // [InitializeOnLoad] will call the static class constructor which
/// // we use to call Register.
/// #if UNITY_EDITOR
/// static JitterProcessor()
/// {
/// Register();
/// }
/// #endif
///
/// // [RuntimeInitializeOnLoadMethod] will make sure that Register gets called
/// // in the player on startup.
/// // NOTE: This will also get called when going into play mode in the editor. In that
/// // case we get two calls to Register instead of one. We don't bother with that
/// // here. Calling RegisterProcessor twice here doesn't do any harm.
/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
/// static void Register()
/// {
/// // We don't supply a name here. The input system will take "JitterProcessor"
/// // and automatically snip off the "Processor" suffix thus leaving us with
/// // a name of "Jitter" (all this is case-insensitive).
/// InputSystem.RegisterProcessor&lt;JitterProcessor&gt;();
/// }
/// }
///
/// // It doesn't really make sense in our case as the default parameter editor is just
/// // fine (it will pick up the tooltip we defined above) but let's say we want to replace
/// // the default float edit field we get on the "amount" parameter with a slider. We can
/// // do so by defining a custom parameter editor.
/// //
/// // NOTE: We don't need to have a registration call here. The input system will automatically
/// // find our parameter editor based on the JitterProcessor type parameter we give to
/// // InputParameterEditor&lt;T&gt;.
/// #if UNITY_EDITOR
/// public class JitterProcessorEditor : InputParameterEditor&lt;JitterProcessor&gt;
/// {
/// public override void OnGUI()
/// {
/// target.amount = EditorGUILayout.Slider(m_AmountLabel, target.amount, 0, 0.25f);
/// }
///
/// private GUIContent m_AmountLabel = new GUIContent("Amount",
/// "Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
/// + "to each input value.);
/// }
/// #endif
/// </code>
/// </example>
///
/// Note that it is allowed to register the same processor type multiple types with
/// different names. When doing so, the first registration is considered as the "proper"
/// name for the processor and all subsequent registrations will be considered aliases.
///
/// See the <a href="../manual/Processors.html">manual</a> for more details.
/// </remarks>
/// <seealso cref="InputProcessor{T}"/>
/// <seealso cref="InputBinding.processors"/>
/// <seealso cref="InputAction.processors"/>
/// <seealso cref="InputControlLayout.ControlItem.processors"/>
/// <seealso cref="UnityEngine.InputSystem.Editor.InputParameterEditor{TObject}"/>
public static void RegisterProcessor(Type type, string name = null)
{
if (type == null)
throw new ArgumentNullException(nameof(type));
// Default name to name of type without Processor suffix.
if (string.IsNullOrEmpty(name))
{
name = type.Name;
if (name.EndsWith("Processor"))
name = name.Substring(0, name.Length - "Processor".Length);
}
// Flush out any precompiled layout depending on the processor.
var precompiledLayouts = s_Manager.m_Layouts.precompiledLayouts;
foreach (var key in new List<InternedString>(precompiledLayouts.Keys)) // Need to keep key list stable while iterating; ToList() for some reason not available with .NET Standard 2.0 on Mono.
{
if (StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(precompiledLayouts[key].metadata, name, ';'))
s_Manager.m_Layouts.precompiledLayouts.Remove(key);
}
s_Manager.processors.AddTypeRegistration(name, type);
}
/// <summary>
/// Register an <see cref="InputProcessor{TValue}"/> with the system.
/// </summary>
/// <typeparam name="T">Type that implements <see cref="InputProcessor"/>.</typeparam>
/// <param name="name">Name to use for the processor. If <c>null</c> or empty, name will be taken from the short name
/// of <typeparamref name="T"/> (if it ends in "Processor", that suffix will be clipped from the name). Names
/// are case-insensitive.</param>
/// <remarks>
/// Processors are used by both bindings (see <see cref="InputBinding"/>) and by controls
/// (see <see cref="InputControl"/>) to post-process input values as they are being requested
/// from calls such as <see cref="InputAction.ReadValue{TValue}"/> or <see
/// cref="InputControl{T}.ReadValue"/>.
///
/// <example>
/// <code>
/// // Let's say that we want to define a processor that adds some random jitter to its input.
/// // We have to pick a value type to operate on if we want to derive from InputProcessor&lt;T&gt;
/// // so we go with float here.
/// //
/// // Also, as we will need to place our call to RegisterProcessor somewhere, we add attributes
/// // to hook into Unity's initialization. This works differently in the editor and in the player,
/// // so we use both [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod].
/// #if UNITY_EDITOR
/// [InitializeOnLoad]
/// #endif
/// public class JitterProcessor : InputProcessor&lt;float&gt;
/// {
/// // Add a parameter that defines the amount of jitter we apply.
/// // This will be editable in the Unity editor UI and can be set
/// // programmatically in code. For example:
/// //
/// // myAction.AddBinding("&lt;Gamepad&gt;/rightTrigger",
/// // processors: "jitter(amount=0.1)");
/// //
/// [Tooltip("Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
/// + "to each input value.)]
/// public float amount;
///
/// // Process is called when an input value is read from a control. This is
/// // where we perform our jitter.
/// public override float Process(float value, InputControl control)
/// {
/// return float + Random.Range(-amount, amount);
/// }
///
/// // [InitializeOnLoad] will call the static class constructor which
/// // we use to call Register.
/// #if UNITY_EDITOR
/// static JitterProcessor()
/// {
/// Register();
/// }
/// #endif
///
/// // [RuntimeInitializeOnLoadMethod] will make sure that Register gets called
/// // in the player on startup.
/// // NOTE: This will also get called when going into play mode in the editor. In that
/// // case we get two calls to Register instead of one. We don't bother with that
/// // here. Calling RegisterProcessor twice here doesn't do any harm.
/// [RuntimeInitializeOnLoadMethod]
/// static void Register()
/// {
/// // We don't supply a name here. The input system will take "JitterProcessor"
/// // and automatically snip off the "Processor" suffix thus leaving us with
/// // a name of "Jitter" (all this is case-insensitive).
/// InputSystem.RegisterProcessor&lt;JitterProcessor&gt;();
/// }
/// }
///
/// // It doesn't really make sense in our case as the default parameter editor is just
/// // fine (it will pick up the tooltip we defined above) but let's say we want to replace
/// // the default float edit field we get on the "amount" parameter with a slider. We can
/// // do so by defining a custom parameter editor.
/// //
/// // NOTE: We don't need to have a registration call here. The input system will automatically
/// // find our parameter editor based on the JitterProcessor type parameter we give to
/// // InputParameterEditor&lt;T&gt;.
/// #if UNITY_EDITOR
/// public class JitterProcessorEditor : InputParameterEditor&lt;JitterProcessor&gt;
/// {
/// public override void OnGUI()
/// {
/// target.amount = EditorGUILayout.Slider(m_AmountLabel, target.amount, 0, 0.25f);
/// }
///
/// private GUIContent m_AmountLabel = new GUIContent("Amount",
/// "Amount of jitter to apply. Will add a random value in the range [-amount..amount] "
/// + "to each input value.);
/// }
/// #endif
/// </code>
/// </example>
///
/// Note that it is allowed to register the same processor type multiple types with
/// different names. When doing so, the first registration is considered as the "proper"
/// name for the processor and all subsequent registrations will be considered aliases.
///
/// See the <a href="../manual/Processors.html">manual</a> for more details.
/// </remarks>
/// <seealso cref="InputProcessor{T}"/>
/// <seealso cref="InputBinding.processors"/>
/// <seealso cref="InputAction.processors"/>
/// <seealso cref="InputControlLayout.ControlItem.processors"/>
/// <seealso cref="UnityEngine.InputSystem.Editor.InputParameterEditor{TObject}"/>
public static void RegisterProcessor<T>(string name = null)
{
RegisterProcessor(typeof(T), name);
}
/// <summary>
/// Return the processor type registered under the given name. If no such processor
/// has been registered, return <c>null</c>.
/// </summary>
/// <param name="name">Name of processor. Case-insensitive.</param>
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c> or empty.</exception>
/// <returns>The given processor type or <c>null</c> if not found.</returns>
/// <seealso cref="RegisterProcessor{T}"/>
public static Type TryGetProcessor(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
return s_Manager.processors.LookupTypeRegistration(name);
}
/// <summary>
/// List the names of all processors have been registered.
/// </summary>
/// <returns>List of registered processors.</returns>
/// <remarks>
/// Note that the result will include both "proper" names and aliases registered
/// for processors. If, for example, a given type <c>JitterProcessor</c> has been registered
/// under both "Jitter" and "Randomize", it will appear in the list with both those names.
/// </remarks>
/// <seealso cref="TryGetProcessor"/>
/// <seealso cref="RegisterProcessor{T}"/>
public static IEnumerable<string> ListProcessors()
{
return s_Manager.processors.names;
}
#endregion
#region Devices
/// <summary>
/// The list of currently connected devices.
/// </summary>
/// <value>Currently connected devices.</value>
/// <remarks>
/// Note that accessing this property does not allocate. It gives read-only access
/// directly to the system's internal array of devices.
///
/// The value returned by this property should not be held on to. When the device
/// setup in the system changes, any value previously returned by this property
/// may become invalid. Query the property directly whenever you need it.
/// </remarks>
/// <seealso cref="AddDevice{TDevice}"/>
/// <seealso cref="RemoveDevice"/>
public static ReadOnlyArray<InputDevice> devices => s_Manager.devices;
/// <summary>
/// Devices that have been disconnected but are retained by the input system in case
/// they are plugged back in.
/// </summary>
/// <value>Devices that have been retained by the input system in case they are plugged
/// back in.</value>
/// <remarks>
/// During gameplay it is undesirable to have the system allocate and release managed memory
/// as devices are unplugged and plugged back in as it would ultimately lead to GC spikes
/// during gameplay. To avoid that, input devices that have been reported by the <see cref="IInputRuntime">
/// runtime</see> and are removed through <see cref="DeviceRemoveEvent">events</see> are retained
/// by the system and then reused if the device is plugged back in.
///
/// Note that the devices moved to disconnected status will still see a <see cref="InputDeviceChange.Removed"/>
/// notification and a <see cref="InputDeviceChange.Added"/> notification when plugged back in.
///
/// To determine if a newly discovered device is one we have seen before, the system uses a
/// simple approach of comparing <see cref="InputDeviceDescription">device descriptions</see>.
/// Note that there can be errors and a device may be incorrectly classified as <see cref="InputDeviceChange.Reconnected"/>
/// when in fact it is a different device from before. The problem is that based on information
/// made available by platforms, it can be inherently difficult to determine whether a device is
/// indeed the very same one.
///
/// For example, it is often not possible to determine with 100% certainty whether an identical looking device
/// to one we've previously seen on a different USB port is indeed the very same device. OSs will usually
/// reattach a USB device to its previous instance if it is plugged into the same USB port but create a
/// new instance of the same device is plugged into a different port.
///
/// For devices that do relay their <see cref="InputDeviceDescription.serial">serials</see> the matching
/// is reliable.
///
/// The list can be purged by calling <see cref="FlushDisconnectedDevices"/>. Doing so, will release
/// all reference we hold to the devices or any controls inside of them and allow the devices to be
/// reclaimed by the garbage collector.
///
/// Note that if you call <see cref="RemoveDevice"/> explicitly, the given device is not retained
/// by the input system and will not appear on this list.
///
/// Also note that devices on this list will be lost when domain reloads happen in the editor (i.e. on
/// script recompilation and when entering play mode).
/// </remarks>
/// <seealso cref="FlushDisconnectedDevices"/>
public static ReadOnlyArray<InputDevice> disconnectedDevices =>
new ReadOnlyArray<InputDevice>(s_Manager.m_DisconnectedDevices, 0,
s_Manager.m_DisconnectedDevicesCount);
/// <summary>
/// Event that is signalled when the device setup in the system changes.
/// </summary>
/// <value>Callback when device setup ni system changes.</value>
/// <remarks>
/// This can be used to detect when devices are added or removed as well as
/// detecting when existing devices change their configuration.
///
/// <example>
/// <code>
/// InputSystem.onDeviceChange +=
/// (device, change) =>
/// {
/// switch (change)
/// {
/// case InputDeviceChange.Added:
/// Debug.Log("Device added: " + device);
/// break;
/// case InputDeviceChange.Removed:
/// Debug.Log("Device removed: " + device);
/// break;
/// case InputDeviceChange.ConfigurationChanged:
/// Debug.Log("Device configuration changed: " + device);
/// break;
/// }
/// };
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
/// <seealso cref="devices"/>
/// <seealso cref="AddDevice{TDevice}"/>
/// <seealso cref="RemoveDevice"/>
public static event Action<InputDevice, InputDeviceChange> onDeviceChange
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
lock (s_Manager)
s_Manager.onDeviceChange += value;
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
lock (s_Manager)
s_Manager.onDeviceChange -= value;
}
}
////REVIEW: this one isn't really well-designed and the means of intercepting communication
//// with the backend should be revisited >1.0
/// <summary>
/// Event that is signalled when an <see cref="InputDeviceCommand"/> is sent to
/// an <see cref="InputDevice"/>.
/// </summary>
/// <value>Event that gets signalled on <see cref="InputDeviceCommand"/>s.</value>
/// <remarks>
/// This can be used to intercept commands and optionally handle them without them reaching
/// the <see cref="IInputRuntime"/>.
///
/// The first delegate in the list that returns a result other than <c>null</c> is considered
/// to have handled the command. If a command is handled by a delegate in the list, it will
/// not be sent on to the runtime.
/// </remarks>
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
/// <seealso cref="InputDevice.ExecuteCommand{TCommand}"/>
/// <seealso cref="IInputRuntime.DeviceCommand"/>
public static event InputDeviceCommandDelegate onDeviceCommand
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
lock (s_Manager)
s_Manager.onDeviceCommand += value;
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
lock (s_Manager)
s_Manager.onDeviceCommand -= value;
}
}
/// <summary>
/// Event that is signalled when the system is trying to match a layout to
/// a device it has discovered.
/// </summary>
/// <remarks>
/// This event allows customizing the layout discovery process and to generate
/// layouts on the fly, if need be. When a device is reported from the Unity
/// runtime or through <see cref="AddDevice(InputDeviceDescription)"/>, it is
/// reported in the form of an <see cref="InputDeviceDescription"/>. The system
/// will take that description and run it through all the <see cref="InputDeviceMatcher"/>s
/// that have been registered for layouts (<see cref="RegisterLayoutMatcher{TDevice}"/>).
/// Based on that, it will come up with either no matching layout or with a single
/// layout that has the highest matching score according to <see
/// cref="InputDeviceMatcher.MatchPercentage"/> (or, in case multiple layouts have
/// the same score, the first one to achieve that score -- which is quasi-non-deterministic).
///
/// It will then take this layout name (which, again, may be empty) and invoke this
/// event here passing it not only the layout name but also information such as the
/// <see cref="InputDeviceDescription"/> for the device. Each of the callbacks hooked
/// into the event will be run in turn. The <em>first</em> one to return a string
/// that is not <c>null</c> and not empty will cause a switch from the layout the
/// system has chosen to the layout that has been returned by the callback. The remaining
/// layouts after that will then be invoked with that newly selected name but will not
/// be able to change the name anymore.
///
/// If none of the callbacks returns a string that is not <c>null</c> or empty,
/// the system will stick with the layout that it had initially selected.
///
/// Once all callbacks have been run, the system will either have a final layout
/// name or not. If it does, a device is created using that layout. If it does not,
/// no device is created.
///
/// One thing this allows is to generate callbacks on the fly. Let's say that if
/// an input device is reported with the "Custom" interface, we want to generate
/// a layout for it on the fly. For details about how to build layouts dynamically
/// from code, see <see cref="InputControlLayout.Builder"/> and <see cref="RegisterLayoutBuilder"/>.
///
/// <example>
/// <code>
/// InputSystem.onFindLayoutForDevice +=
/// (deviceId, description, matchedLayout, runtime) =>
/// {
/// // If the system does have a matching layout, we do nothing.
/// // This could be the case, for example, if we already generated
/// // a layout for the device or if someone explicitly registered
/// // a layout.
/// if (!string.IsNullOrEmpty(matchedLayout))
/// return null; // Tell system we did nothing.
///
/// // See if the reported device uses the "Custom" interface. We
/// // are only interested in those.
/// if (description.interfaceName != "Custom")
/// return null; // Tell system we did nothing.
///
/// // So now we know that we want to build a layout on the fly
/// // for this device. What we do is to register what's called a
/// // layout builder. These can use C# code to build an InputControlLayout
/// // on the fly.
///
/// // First we need to come up with a sufficiently unique name for the layout
/// // under which we register the builder. This will usually involve some
/// // information from the InputDeviceDescription we have been supplied with.
/// // Let's say we can sufficiently tell devices on our interface apart by
/// // product name alone. So we just do this:
/// var layoutName = "Custom" + description.product;
///
/// // We also need an InputDeviceMatcher that in the future will automatically
/// // select our newly registered layout whenever a new device of the same type
/// // is connected. We can get one simply like so:
/// var matcher = InputDeviceMatcher.FromDescription(description);
///
/// // With these pieces in place, we can register our builder which
/// // mainly consists of a delegate that will get invoked when an instance
/// // of InputControlLayout is needed for the layout.
/// InputSystem.RegisterLayoutBuilder(
/// () =>
/// {
/// // Here is where we do the actual building. In practice,
/// // this would probably look at the 'capabilities' property
/// // of the InputDeviceDescription we got and create a tailor-made
/// // layout. But what you put in the layout here really depends on
/// // the specific use case you have.
/// //
/// // We just add some preset things here which should still sufficiently
/// // serve as a demonstration.
/// //
/// // Note that we can base our layout here on whatever other layout
/// // in the system. We could extend Gamepad, for example. If we don't
/// // choose a base layout, the system automatically implies InputDevice.
///
/// var builder = new InputControlLayout.Builder()
/// .WithDisplayName(description.product);
///
/// // Add controls.
/// builder.AddControl("stick")
/// .WithLayout("Stick");
///
/// return builder.Build();
/// },
/// layoutName,
/// matches: matcher);
///
/// // So, we want the system to use our layout for the device that has just
/// // been connected. We return it from this callback to do that.
/// return layoutName;
/// };
/// </code>
/// </example>
///
/// Note that it may appear like one could simply use <see cref="RegisterLayoutBuilder"/>
/// like below instead of going through <c>onFindLayoutForDevice</c>.
///
/// <example>
/// <code>
/// InputSystem.RegisterLayoutBuilder(
/// () =>
/// {
/// // Layout building code from above...
/// },
/// "CustomLayout",
/// matches: new InputDeviceMatcher().WithInterface("Custom"));
/// </code>
/// </example>
///
/// However, the difference here is that all devices using the "Custom" interface will
/// end up with the same single layout -- which has to be identical. By hooking into
/// <c>onFindLayoutForDevice</c>, it is possible to register a new layout for every new
/// type of device that is discovered and thus build a multitude of different layouts.
///
/// It is best to register for this callback during startup. One way to do it is to
/// use <c>InitializeOnLoadAttribute</c> and <c>RuntimeInitializeOnLoadMethod</c>.
/// </remarks>
/// <seealso cref="RegisterLayoutBuilder"/>
/// <seealso cref="InputControlLayout"/>
public static event InputDeviceFindControlLayoutDelegate onFindLayoutForDevice
{
add
{
lock (s_Manager)
s_Manager.onFindControlLayoutForDevice += value;
}
remove
{
lock (s_Manager)
s_Manager.onFindControlLayoutForDevice -= value;
}
}
////REVIEW: should this be disambiguated more to separate it more from sensor sampling frequency?
////REVIEW: this should probably be exposed as an input setting
/// <summary>
/// Frequency at which devices that need polling are being queried in the background.
/// </summary>
/// <value>Polled device sampling frequency in Hertz.</value>
/// <remarks>
/// Input data is gathered from platform APIs either as events or polled periodically.
///
/// In the former case, where we get input as events, the platform is responsible for monitoring
/// input devices and sending their state changes which the Unity runtime receives
/// and queues as <see cref="InputEvent"/>s. This form of input collection usually happens on a
/// system-specific thread (which may be Unity's main thread) as part of how the Unity player
/// loop operates. In most cases, this means that this form of input will invariably get picked up
/// once per frame.
///
/// In the latter case, where input has to be explicitly polled from the system, the Unity runtime
/// will periodically sample the state of input devices and send it off as input events. Wherever
/// possible, this happens in the background at a fixed frequency on a dedicated thread. The
/// <c>pollingFrequency</c> property controls the rate at which this sampling happens.
///
/// The unit is Hertz. A value of 120, for example, means that devices are sampled 120 times
/// per second.
///
/// The default polling frequency is 60 Hz.
///
/// For devices that are polled, the frequency setting will directly translate to changes in the
/// <see cref="InputEvent.time"/> patterns. At 60 Hz, for example, timestamps for a specific,
/// polled device will be spaced at roughly 1/60th of a second apart.
///
/// Note that it depends on the platform which devices are polled (if any). On Win32, for example,
/// only XInput gamepads are polled.
///
/// Also note that the polling frequency applies to all devices that are polled. It is not possible
/// to set polling frequency on a per-device basis.
/// </remarks>
public static float pollingFrequency
{
get => s_Manager.pollingFrequency;
set => s_Manager.pollingFrequency = value;
}
/// <summary>
/// Add a new device by instantiating the given device layout.
/// </summary>
/// <param name="layout">Name of the layout to instantiate. Must be a device layout. Note that
/// layout names are case-insensitive.</param>
/// <param name="name">Name to assign to the device. If null, the layout's display name (<see
/// cref="InputControlLayout.displayName"/> is used instead. Note that device names are made
/// unique automatically by the system by appending numbers to them (e.g. "gamepad", "gamepad1",
/// "gamepad2", etc.).</param>
/// <param name="variants">Semicolon-separated list of layout variants to use for the device.</param>
/// <exception cref="ArgumentNullException"><paramref name="layout"/> is <c>null</c> or empty.</exception>
/// <returns>The newly created input device.</returns>
/// <remarks>
/// The device will be added to the <see cref="devices"/> list and a notification on
/// <see cref="onDeviceChange"/> will be triggered.
///
/// Note that adding a device to the system will allocate and also create garbage on the GC heap.
///
/// <example>
/// <code>
/// // This is one way to instantiate the "Gamepad" layout.
/// InputSystem.AddDevice("Gamepad");
///
/// // In this case, because the "Gamepad" layout is based on the Gamepad
/// // class, we can also do this instead:
/// InputSystem.AddDevice&lt;Gamepad&gt;();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="AddDevice{T}"/>
/// <seealso cref="RemoveDevice"/>
/// <seealso cref="onDeviceChange"/>
/// <seealso cref="InputDeviceChange.Added"/>
/// <seealso cref="devices"/>
/// <seealso cref="RegisterLayout(Type,string,Nullable{InputDeviceMatcher})"/>
public static InputDevice AddDevice(string layout, string name = null, string variants = null)
{
if (string.IsNullOrEmpty(layout))
throw new ArgumentNullException(nameof(layout));
return s_Manager.AddDevice(layout, name, new InternedString(variants));
}
/// <summary>
/// Add a new device by instantiating the layout registered for type <typeparamref name="TDevice"/>.
/// </summary>
/// <param name="name">Name to assign to the device. If null, the layout's display name (<see
/// cref="InputControlLayout.displayName"/> is used instead. Note that device names are made
/// unique automatically by the system by appending numbers to them (e.g. "gamepad", "gamepad1",
/// "gamepad2", etc.).</param>
/// <typeparam name="TDevice">Type of device to add.</typeparam>
/// <returns>The newly added device.</returns>
/// <exception cref="InvalidOperationException">Instantiating the layout for <typeparamref name="TDevice"/>
/// did not produce a device of type <typeparamref name="TDevice"/>.</exception>
/// <remarks>
/// The device will be added to the <see cref="devices"/> list and a notification on
/// <see cref="onDeviceChange"/> will be triggered.
///
/// Note that adding a device to the system will allocate and also create garbage on the GC heap.
///
/// <example>
/// <code>
/// // Add a gamepad.
/// InputSystem.AddDevice&lt;Gamepad&gt;();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="RemoveDevice"/>
/// <seealso cref="onDeviceChange"/>
/// <seealso cref="InputDeviceChange.Added"/>
/// <seealso cref="devices"/>
public static TDevice AddDevice<TDevice>(string name = null)
where TDevice : InputDevice
{
var device = s_Manager.AddDevice(typeof(TDevice), name);
if (!(device is TDevice deviceOfType))
{
// Consider the entire operation as failed, so remove the device we just added.
if (device != null)
RemoveDevice(device);
throw new InvalidOperationException(
$"Layout registered for type '{typeof(TDevice).Name}' did not produce a device of that type; layout probably has been overridden");
}
return deviceOfType;
}
/// <summary>
/// Tell the input system that a new device has become available.
/// </summary>
/// <param name="description">Description of the input device.</param>
/// <returns>The newly created device that has been added to <see cref="devices"/>.</returns>
/// <exception cref="ArgumentException">The given <paramref name="description"/> is empty -or-
/// no layout can be found that matches the given device <paramref name="description"/>.</exception>
/// <remarks>
/// This method is different from methods such as <see cref="AddDevice(string,string,string)"/>
/// or <see cref="AddDevice{TDevice}"/> in that it employs the usual matching process the
/// same way that it happens when the Unity runtime reports an input device.
///
/// In particular, the same procedure described in the documentation for <see cref="onFindLayoutForDevice"/>
/// is employed where all registered <see cref="InputDeviceMatcher"/>s are matched against the
/// supplied device description and the most suitable match determines the layout to use. This in
/// turn is run through <see cref="onFindLayoutForDevice"/> to determine the final layout to use.
///
/// If no suitable layout can be found, the method throws <c>ArgumentException</c>.
/// <example>
/// <code>
/// InputSystem.AddDevice(
/// new InputDeviceDescription
/// {
/// interfaceName = "Custom",
/// product = "Product"
/// });
/// </code>
/// </example>
/// </remarks>
public static InputDevice AddDevice(InputDeviceDescription description)
{
if (description.empty)
throw new ArgumentException("Description must not be empty", nameof(description));
return s_Manager.AddDevice(description);
}
/// <summary>
/// Add the given device back to the system.
/// </summary>
/// <param name="device">An input device. If the device is currently already added to
/// the system (i.e. is in <see cref="devices"/>), the method will do nothing.</param>
/// <exception cref="ArgumentNullException"></exception>
/// <remarks>
/// This can be used when a device has been manually removed with <see cref="RemoveDevice"/>.
///
/// The device will be added to the <see cref="devices"/> list and a notification on
/// <see cref="onDeviceChange"/> will be triggered.
///
/// It may be tempting to do the following but this will not work:
///
/// <example>
/// <code>
/// // This will *NOT* work.
/// var device = new Gamepad();
/// InputSystem.AddDevice(device);
/// </code>
/// </example>
///
/// <see cref="InputDevice"/>s, like <see cref="InputControl"/>s in general, cannot
/// simply be instantiated with <c>new</c> but must be created by the input system
/// instead.
/// </remarks>
/// <seealso cref="RemoveDevice"/>
/// <seealso cref="AddDevice{TDevice}"/>
/// <seealso cref="devices"/>
public static void AddDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
s_Manager.AddDevice(device);
}
/// <summary>
/// Remove a device from the system such that it no longer receives input and is no longer part of the
/// set of devices in <see cref="devices"/>.
/// </summary>
/// <param name="device">Device to remove. If the device has already been removed (i.e. if <see cref="InputDevice.added"/>
/// is false), the method does nothing.</param>
/// <remarks>
/// Actions that are bound to controls on the device will automatically unbind when the device
/// is removed.
///
/// When a device is removed, <see cref="onDeviceChange"/> will be triggered with <see cref="InputDeviceChange.Removed"/>.
/// The device will be removed from <see cref="devices"/> as well as from any device-specific getters such as
/// <see cref="Gamepad.all"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <seealso cref="InputDevice.added"/>
public static void RemoveDevice(InputDevice device)
{
s_Manager.RemoveDevice(device);
}
/// <summary>
/// Purge all disconnected devices from <see cref="disconnectedDevices"/>.
/// </summary>
/// <remarks>
/// This will release all references held on to for these devices or any of their controls and will
/// allow the devices to be reclaimed by the garbage collector.
/// </remarks>
/// <seealso cref="disconnectedDevices"/>
public static void FlushDisconnectedDevices()
{
s_Manager.FlushDisconnectedDevices();
}
/// <summary>
/// Return the device with given name or layout <param name="nameOrLayout"/>.
/// Returns null if no such device currently exists.
/// </summary>
/// <param name="nameOrLayout">Unique device name or layout to search for.</param>
/// <returns>The device matching the given search criteria or null.</returns>
/// <seealso cref="GetDevice(Type)"/>
/// <seealso cref="GetDevice{TDevice}"/>
/// <seealso cref="AddDevice{TDevice}"/>
public static InputDevice GetDevice(string nameOrLayout)
{
return s_Manager.TryGetDevice(nameOrLayout);
}
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
/// <summary>
/// Return the most recently used device that is assignable to the given type <typeparamref name="TDevice"/>.
/// Returns null if no such device currently exists.
/// </summary>
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
/// <returns>The device that is assignable to the given type or null.</returns>
/// <seealso cref="GetDevice(string)"/>
/// <seealso cref="GetDevice(Type)"/>
public static TDevice GetDevice<TDevice>()
where TDevice : InputDevice
{
return (TDevice)GetDevice(typeof(TDevice));
}
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
/// <summary>
/// Return the most recently used device that is assignable to the given type <param name="type"/>.
/// Returns null if no such device currently exists.
/// </summary>
/// <param name="type">Type of the device</param>
/// <returns>The device that is assignable to the given type or null.</returns>
/// <seealso cref="GetDevice(string)"/>
/// <seealso cref="GetDevice&lt;TDevice&gt;()"/>
public static InputDevice GetDevice(Type type)
{
InputDevice result = null;
var lastUpdateTime = -1.0;
foreach (var device in devices)
{
if (!type.IsInstanceOfType(device))
continue;
if (result == null || device.m_LastUpdateTimeInternal > lastUpdateTime)
{
result = device;
lastUpdateTime = result.m_LastUpdateTimeInternal;
}
}
return result;
}
////REVIEW: this API seems inconsistent with GetDevice(string); both have very different meaning yet very similar signatures
/// <summary>
/// Return the device of the given type <typeparamref name="TDevice"/> that has the
/// given usage assigned. Returns null if no such device currently exists.
/// </summary>
/// <param name="usage">Usage of the device, e.g. "LeftHand".</param>
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
/// <returns>The device with the given type and usage or null.</returns>
/// <remarks>
/// Devices usages are most commonly employed to "tag" devices for a specific role.
/// A common scenario, for example, is to distinguish which hand a specific <see cref="XR.XRController"/>
/// is associated with. However, arbitrary usages can be assigned to devices.
/// <example>
/// <code>
/// // Get the left hand XRController.
/// var leftHand = InputSystem.GetDevice&lt;XRController&gt;(CommonUsages.leftHand);
///
/// // Mark gamepad #2 as being for player 1.
/// InputSystem.SetDeviceUsage(Gamepad.all[1], "Player1");
/// // And later look it up.
/// var player1Gamepad = InputSystem.GetDevice&lt;Gamepad&gt;(new InternedString("Player1"));
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="GetDevice(string)"/>
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
/// <seealso cref="InputControl.usages"/>
public static TDevice GetDevice<TDevice>(InternedString usage)
where TDevice : InputDevice
{
TDevice result = null;
var lastUpdateTime = -1.0;
foreach (var device in devices)
{
var deviceOfType = device as TDevice;
if (deviceOfType == null)
continue;
if (!deviceOfType.usages.Contains(usage))
continue;
if (result == null || deviceOfType.m_LastUpdateTimeInternal > lastUpdateTime)
{
result = deviceOfType;
lastUpdateTime = result.m_LastUpdateTimeInternal;
}
}
return result;
}
/// <summary>
/// Return the device of the given type <typeparamref name="TDevice"/> that has the
/// given usage assigned. Returns null if no such device currently exists.
/// </summary>
/// <param name="usage">Usage of the device, e.g. "LeftHand".</param>
/// <typeparam name="TDevice">Type of device to look for.</typeparam>
/// <returns>The device with the given type and usage or null.</returns>
/// <remarks>
/// Devices usages are most commonly employed to "tag" devices for a specific role.
/// A common scenario, for example, is to distinguish which hand a specific <see cref="XR.XRController"/>
/// is associated with. However, arbitrary usages can be assigned to devices.
/// </remarks>
/// <seealso cref="GetDevice(InternedString)"/>
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
/// <seealso cref="InputControl.usages"/>
public static TDevice GetDevice<TDevice>(string usage)
where TDevice : InputDevice
{
return GetDevice<TDevice>(new InternedString(usage));
}
/// <summary>
/// Look up a device by its unique ID.
/// </summary>
/// <param name="deviceId">Unique ID of device. Such as given by <see cref="InputEvent.deviceId"/>.</param>
/// <returns>The device for the given ID or null if no device with the given ID exists (or no longer exists).</returns>
/// <remarks>
/// Device IDs are not reused in a given session of the application (or Unity editor).
/// </remarks>
/// <seealso cref="InputEvent.deviceId"/>
/// <seealso cref="InputDevice.deviceId"/>
/// <seealso cref="IInputRuntime.AllocateDeviceId"/>
public static InputDevice GetDeviceById(int deviceId)
{
return s_Manager.TryGetDeviceById(deviceId);
}
/// <summary>
/// Return the list of devices that have been reported by the <see cref="IInputRuntime">runtime</see>
/// but could not be matched to any known <see cref="InputControlLayout">layout</see>.
/// </summary>
/// <returns>A list of descriptions of devices that could not be recognized.</returns>
/// <remarks>
/// If new layouts are added to the system or if additional <see cref="InputDeviceMatcher">matches</see>
/// are added to existing layouts, devices in this list may appear or disappear.
/// </remarks>
/// <seealso cref="InputDeviceMatcher"/>
/// <seealso cref="RegisterLayoutMatcher"/>
public static List<InputDeviceDescription> GetUnsupportedDevices()
{
var list = new List<InputDeviceDescription>();
GetUnsupportedDevices(list);
return list;
}
/// <summary>
/// Populate a list of devices that have been reported by the <see cref="IInputRuntime">runtime</see>
/// but could not be matched to any known <see cref="InputControlLayout">layout</see>.
/// </summary>
/// <param name="descriptions">A list to be populated with descriptions of devices that could not be recognized.</param>
/// <returns>The number of devices that could not be recognized.</returns>
/// <remarks>
/// If new layouts are added to the system or if additional <see cref="InputDeviceMatcher">matches</see>
/// are added to existing layouts, devices in this list may appear or disappear.
/// </remarks>
/// <seealso cref="InputDeviceMatcher"/>
/// <seealso cref="RegisterLayoutMatcher"/>
public static int GetUnsupportedDevices(List<InputDeviceDescription> descriptions)
{
return s_Manager.GetUnsupportedDevices(descriptions);
}
/// <summary>
/// (Re-)enable the given device.
/// </summary>
/// <param name="device">Device to enable. If already enabled, the method will do nothing.</param>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <remarks>
/// This can be used after a device has been disabled with <see cref="DisableDevice"/> or
/// with devices that start out in disabled state (usually the case for all <see cref="Sensor"/>
/// devices).
///
/// When enabled, a device will receive input when available.
///
/// <example>
/// <code>
/// // Enable the gyroscope, if present.
/// if (Gyroscope.current != null)
/// InputSystem.EnableDevice(Gyroscope.current);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="DisableDevice"/>
/// <seealso cref="InputDevice.enabled"/>
public static void EnableDevice(InputDevice device)
{
s_Manager.EnableOrDisableDevice(device, true);
}
/// <summary>
/// Disable the given device, i.e. "mute" it.
/// </summary>
/// <param name="device">Device to disable. If already disabled, the method will do nothing.</param>
/// <param name="keepSendingEvents">If true, no <see cref="LowLevel.DisableDeviceCommand"/> will be sent
/// for the device. This means that the backend sending input events will not be notified about the device
/// being disabled and will thus keep sending events. This can be useful when input is being rerouted from
/// one device to another. For example, <see cref="TouchSimulation"/> uses this to disable the <see cref="Mouse"/>
/// while redirecting its events to input on a <see cref="Touchscreen"/>.<br/><br/>This parameter is false by default.</param>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <remarks>
/// A disabled device will not receive input and will remain in its default state. It will remain
/// present in the system but without actually feeding input into it.
///
/// Disabling devices is most useful for <see cref="Sensor"/> devices on battery-powered platforms
/// where having a sensor enabled will increase energy consumption. Sensors will usually start
/// out in disabled state and can be enabled, when needed, with <see cref="EnableDevice"/> and
/// disabled again wth this method.
///
/// However, disabling a device can be useful in other situations, too. For example, when simulating
/// input (say, mouse input) locally from a remote source, it can be desirable to turn off the respective
/// local device.
///
/// To remove a device altogether, use <see cref="RemoveDevice"/> instead. This will not only silence
/// input but remove the <see cref="InputDevice"/> instance from the system altogether.
/// </remarks>
/// <seealso cref="EnableDevice"/>
/// <seealso cref="InputDevice.enabled"/>
public static void DisableDevice(InputDevice device, bool keepSendingEvents = false)
{
s_Manager.EnableOrDisableDevice(device, false, keepSendingEvents ? InputManager.DeviceDisableScope.InFrontendOnly : default);
}
/// <summary>
/// Issue a <see cref="RequestSyncCommand"/> on <paramref name="device"/>. This requests the device to
/// send its current state as an event. If successful, the device will be updated in the next <see cref="InputSystem.Update"/>.
/// </summary>
/// <param name="device">An <see cref="InputDevice"/> that is currently part of <see cref="devices"/>.</param>
/// <returns>True if the request succeeded, false if it fails.</returns>
/// <remarks>
/// It depends on the backend/platform implementation whether explicit synchronization is supported. If it is, the method
/// will return true. If it is not, the method will return false and the request is ignored.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been <see cref="InputDevice.added"/>.</exception>
/// <seealso cref="RequestSyncCommand"/>
/// <seealso cref="ResetDevice"/>
public static bool TrySyncDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
if (!device.added)
throw new InvalidOperationException($"Device '{device}' has not been added");
return device.RequestSync();
}
/// <summary>
/// Reset the state of the given device.
/// </summary>
/// <param name="device">Device to reset. Must be <see cref="InputDevice.added"/> to the system.</param>
/// <param name="alsoResetDontResetControls">If true, also reset controls that are marked as <see cref="InputControlAttribute.dontReset"/>.
/// Leads to <see cref="InputDeviceChange.HardReset"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been <see cref="InputDevice.added"/>.</exception>
/// <remarks>
/// There are two different kinds of resets performed by the input system: a "soft" reset and a "hard" reset.
///
/// A "hard" reset resets all controls on the device to their default state and also sends a <see cref="RequestResetCommand"/>
/// to the backend, instructing to also reset its own internal state (if any) to the default.
///
/// A "soft" reset will reset only controls that are not marked as <see cref="InputControlAttribute.noisy"/> and not marked as
/// <see cref="InputControlAttribute.dontReset"/>. It will also not set a <see cref="RequestResetCommand"/> to the backend,
/// i.e. the reset will be internal to the input system only (and thus can be partial in nature).
///
/// By default, the method will perform a "soft" reset if <paramref name="device"/> has <see cref="InputControlAttribute.noisy"/>
/// or <see cref="InputControlAttribute.dontReset"/> controls. If it does not, it will perform a "hard" reset.
///
/// A "hard" reset can be forced by setting <paramref name="alsoResetDontResetControls"/> to true.
///
/// <example>
/// <code>
/// // "Soft" reset the mouse. This will leave controls such as the mouse position intact
/// // but will reset button press states.
/// InputSystem.ResetDevice(Mouse.current);
///
/// // "Hard" reset the mouse. This will wipe everything and reset the mouse to its default
/// // state.
/// InputSystem.ResetDevice(Mouse.current, alsoResetDontResetControls: true);
/// </code>
/// </example>
///
/// Resetting a device will trigger a <see cref="InputDeviceChange.SoftReset"/> or <see cref="InputDeviceChange.HardReset"/>
/// (based on the value of <paramref name="alsoResetDontResetControls"/>) notification on <see cref="onDeviceChange"/>.
/// Also, all <see cref="InputAction"/>s currently in progress from controls on <paramref name="device"/> will be cancelled
/// (see <see cref="InputAction.canceled"/>) in a way that guarantees for them to not get triggered. That is, a reset is
/// semantically different from simply sending an event with default state. Using the latter, a button may be considered as
/// going from pressed to released whereas with a device reset, the change back to unpressed state will not be considered
/// a button release (and thus not trigger interactions that are waiting for a button release).
/// </remarks>
/// <seealso cref="TrySyncDevice"/>
/// <seealso cref="InputDeviceChange.HardReset"/>
/// <seealso cref="InputDeviceChange.SoftReset"/>
/// <seealso cref="LowLevel.DeviceResetEvent"/>
public static void ResetDevice(InputDevice device, bool alsoResetDontResetControls = false)
{
s_Manager.ResetDevice(device, alsoResetDontResetControls);
}
// Not an auto-upgrade as it implies a change in behavior.
[Obsolete("Use 'ResetDevice' instead.", error: false)]
public static bool TryResetDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
return device.RequestReset();
}
////REVIEW: should there be a global pause state? what about haptics that are issued *while* paused?
/// <summary>
/// Pause haptic effect playback on all devices.
/// </summary>
/// <remarks>
/// Calls <see cref="Haptics.IHaptics.PauseHaptics"/> on all <see cref="InputDevice">input devices</see>
/// that implement the interface.
/// </remarks>
/// <seealso cref="ResumeHaptics"/>
/// <seealso cref="ResetHaptics"/>
/// <example>
/// <code>
/// // When going into the menu from gameplay, pause haptics.
/// gameplayControls.backAction.onPerformed +=
/// ctx =>
/// {
/// gameplayControls.Disable();
/// menuControls.Enable();
/// InputSystem.PauseHaptics();
/// };
/// </code>
/// </example>
public static void PauseHaptics()
{
var devicesList = devices;
var devicesCount = devicesList.Count;
for (var i = 0; i < devicesCount; ++i)
{
var device = devicesList[i];
if (device is IHaptics haptics)
haptics.PauseHaptics();
}
}
/// <summary>
/// Resume haptic effect playback on all devices.
/// </summary>
/// <remarks>
/// Calls <see cref="Haptics.IHaptics.ResumeHaptics"/> on all <see cref="InputDevice">input devices</see>
/// that implement the interface.
/// </remarks>
/// <seealso cref="PauseHaptics"/>
public static void ResumeHaptics()
{
var devicesList = devices;
var devicesCount = devicesList.Count;
for (var i = 0; i < devicesCount; ++i)
{
var device = devicesList[i];
if (device is IHaptics haptics)
haptics.ResumeHaptics();
}
}
/// <summary>
/// Stop haptic effect playback on all devices.
/// </summary>
/// <remarks>
/// Will reset haptics effects on all devices to their default state.
///
/// Calls <see cref="Haptics.IHaptics.ResetHaptics"/> on all <see cref="InputDevice">input devices</see>
/// that implement the interface.
/// </remarks>
public static void ResetHaptics()
{
var devicesList = devices;
var devicesCount = devicesList.Count;
for (var i = 0; i < devicesCount; ++i)
{
var device = devicesList[i];
if (device is IHaptics haptics)
haptics.ResetHaptics();
}
}
#endregion
#region Controls
/// <summary>
/// Set the usage tag of the given device to <paramref name="usage"/>.
/// </summary>
/// <param name="device">Device to set the usage on.</param>
/// <param name="usage">New usage for the device.</param>
/// <remarks>
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
/// but the usages can be arbitrary strings.
///
/// This method either sets the usages of the device to a single string (meaning it will
/// clear whatever, if any usages, the device has when the method is called) or,
/// if <paramref name="usage"/> is null or empty, resets the usages of the device
/// to be empty. To add to a device's set of usages, call <see cref="AddDeviceUsage(InputDevice,string)"/>.
/// To remove usages from a device, call <see cref="RemoveDeviceUsage(InputDevice,string)"/>.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// <example>
/// <code>
/// // Tag a gamepad to be associated with player #1.
/// InputSystem.SetDeviceUsage(myGamepad, "Player1");
///
/// // Create an action that binds to player #1's gamepad specifically.
/// var action = new InputAction(binding: "&lt;Gamepad&gt;{Player1}/buttonSouth");
///
/// // Move the tag from one gamepad to another.
/// InputSystem.SetDeviceUsage(myGamepad, null); // Clears usages on 'myGamepad'.
/// InputSystem.SetDeviceUsage(otherGamepad, "Player1");
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="AddDeviceUsage(InputDevice,string)"/>
/// <seealso cref="RemoveDeviceUsage(InputDevice,string)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void SetDeviceUsage(InputDevice device, string usage)
{
SetDeviceUsage(device, new InternedString(usage));
}
/// <summary>
/// Set the usage tag of the given device to <paramref name="usage"/>.
/// </summary>
/// <param name="device">Device to set the usage on.</param>
/// <param name="usage">New usage for the device.</param>
/// <remarks>
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
/// but the usages can be arbitrary strings.
///
/// This method either sets the usages of the device to a single string (meaning it will
/// clear whatever, if any usages, the device has when the method is called) or,
/// if <paramref name="usage"/> is null or empty, resets the usages of the device
/// to be empty. To add to a device's set of usages, call <see cref="AddDeviceUsage(InputDevice,InternedString)"/>.
/// To remove usages from a device, call <see cref="RemoveDeviceUsage(InputDevice,InternedString)"/>.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
///
/// <example>
/// <code>
/// // Tag a gamepad to be associated with player #1.
/// InputSystem.SetDeviceUsage(myGamepad, new InternedString("Player1"));
///
/// // Create an action that binds to player #1's gamepad specifically.
/// var action = new InputAction(binding: "&lt;Gamepad&gt;{Player1}/buttonSouth");
///
/// // Move the tag from one gamepad to another.
/// InputSystem.SetDeviceUsage(myGamepad, null); // Clears usages on 'myGamepad'.
/// InputSystem.SetDeviceUsage(otherGamepad, new InternedString("Player1"));
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="AddDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="RemoveDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void SetDeviceUsage(InputDevice device, InternedString usage)
{
s_Manager.SetDeviceUsage(device, usage);
}
/// <summary>
/// Add a usage tag to the given device.
/// </summary>
/// <param name="device">Device to add the usage to.</param>
/// <param name="usage">New usage to add to the device.</param>
/// <remarks>
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
/// but the usages can be arbitrary strings.
///
/// This method adds a new usage to the device's set of usages. If the device already has
/// the given usage, the method does nothing. To instead set the device's usages to a single
/// one, use <see cref="SetDeviceUsage(InputDevice,string)"/>. To remove usages from a device,
/// call <see cref="RemoveDeviceUsage(InputDevice,string)"/>.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="ArgumentException"><paramref name="usage"/> is null or empty.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
/// <seealso cref="RemoveDeviceUsage(InputDevice,string)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void AddDeviceUsage(InputDevice device, string usage)
{
s_Manager.AddDeviceUsage(device, new InternedString(usage));
}
/// <summary>
/// Add a usage tag to the given device.
/// </summary>
/// <param name="device">Device to add the usage to.</param>
/// <param name="usage">New usage to add to the device.</param>
/// <remarks>
/// Usages allow to "tag" a specific device such that the tag can then be used in lookups
/// and bindings. A common use is for identifying the handedness of an <see cref="XR.XRController"/>
/// but the usages can be arbitrary strings.
///
/// This method adds a new usage to the device's set of usages. If the device already has
/// the given usage, the method does nothing. To instead set the device's usages to a single
/// one, use <see cref="SetDeviceUsage(InputDevice,InternedString)"/>. To remove usages from a device,
/// call <see cref="RemoveDeviceUsage(InputDevice,InternedString)"/>.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="ArgumentException"><paramref name="usage"/> is empty.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="SetDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="RemoveDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void AddDeviceUsage(InputDevice device, InternedString usage)
{
s_Manager.AddDeviceUsage(device, usage);
}
/// <summary>
/// Remove a usage tag from the given device.
/// </summary>
/// <param name="device">Device to remove the usage from.</param>
/// <param name="usage">Usage to remove from the device.</param>
/// <remarks>
/// This method removes an existing usage from the given device. If the device does not
/// have the given usage tag, the method does nothing. Use <see cref="SetDeviceUsage(InputDevice,string)"/>
/// or <see cref="AddDeviceUsage(InputDevice,string)"/> to add usages to a device.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="ArgumentException"><paramref name="usage"/> is null or empty.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="SetDeviceUsage(InputDevice,string)"/>
/// <seealso cref="AddDeviceUsage(InputDevice,string)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void RemoveDeviceUsage(InputDevice device, string usage)
{
s_Manager.RemoveDeviceUsage(device, new InternedString(usage));
}
/// <summary>
/// Remove a usage tag from the given device.
/// </summary>
/// <param name="device">Device to remove the usage from.</param>
/// <param name="usage">Usage to remove from the device.</param>
/// <remarks>
/// This method removes an existing usage from the given device. If the device does not
/// have the given usage tag, the method does nothing. Use <see cref="SetDeviceUsage(InputDevice,InternedString)"/>
/// or <see cref="AddDeviceUsage(InputDevice,InternedString)"/> to add usages to a device.
///
/// The set of usages a device has can be queried with <see cref="InputControl.usages"/> (a device
/// is an <see cref="InputControl"/> and thus, like controls, has an associated set of usages).
///
/// If the set of usages on the device changes as a result of calling this method, <see cref="onDeviceChange"/>
/// will be triggered with <see cref="InputDeviceChange.UsageChanged"/>.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="ArgumentException"><paramref name="usage"/> is empty.</exception>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="SetDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="AddDeviceUsage(InputDevice,InternedString)"/>
/// <seealso cref="CommonUsages"/>
/// <seealso cref="InputDeviceChange.UsageChanged"/>
public static void RemoveDeviceUsage(InputDevice device, InternedString usage)
{
s_Manager.RemoveDeviceUsage(device, usage);
}
/// <summary>
/// Find the first control that matches the given control path.
/// </summary>
/// <param name="path">Path of a control, e.g. <c>"&lt;Gamepad&gt;/buttonSouth"</c>. See <see cref="InputControlPath"/>
/// for details.</param>
/// <returns>The first control that matches the given path or <c>null</c> if no control matches.</returns>
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// If multiple controls match the given path, which result is considered the first is indeterminate.
///
/// <example>
/// <code>
/// // Add gamepad.
/// InputSystem.AddDevice&lt;Gamepad&gt;();
///
/// // Look up various controls on it.
/// var aButton = InputSystem.FindControl("&lt;Gamepad&gt;/buttonSouth");
/// var leftStickX = InputSystem.FindControl("*/leftStick/x");
/// var bButton = InputSystem.FindControl"*/{back}");
///
/// // This one returns the gamepad itself as devices are also controls.
/// var gamepad = InputSystem.FindControl("&lt;Gamepad&gt;");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControlPath"/>
/// <seealso cref="InputControl.path"/>
public static InputControl FindControl(string path)
{
if (string.IsNullOrEmpty(path))
throw new ArgumentNullException(nameof(path));
var devices = s_Manager.devices;
var numDevices = devices.Count;
for (var i = 0; i < numDevices; ++i)
{
var device = devices[i];
var control = InputControlPath.TryFindControl(device, path);
if (control != null)
return control;
}
return null;
}
/// <summary>
/// Find all controls that match the given <see cref="InputControlPath">control path</see>.
/// </summary>
/// <param name="path">Control path to search for</param>
/// <returns>List of <see cref="InputControl"/> which matched the given search criteria</returns>
/// <example>
/// <code>
/// // Find all gamepads (literally: that use the "Gamepad" layout).
/// InputSystem.FindControls("&lt;Gamepad&gt;");
///
/// // Find all sticks on all gamepads.
/// InputSystem.FindControls("&lt;Gamepad&gt;/*stick");
///
/// // Same but filter stick by type rather than by name.
/// InputSystem.FindControls&lt;StickControl&gt;("&lt;Gamepad&gt;/*");
/// </code>
/// </example>
/// <seealso cref="FindControls{TControl}(string)"/>
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
public static InputControlList<InputControl> FindControls(string path)
{
return FindControls<InputControl>(path);
}
/// <summary>
/// Find all controls that match the given <see cref="InputControlPath">control path</see>.
/// </summary>
/// <param name="path">Control path to search for</param>
/// <typeparam name="TControl">Type of control <see cref="InputControl"/>.</typeparam>
/// <returns>Generic list of <see cref="InputControl"/> which matched the given search criteria</returns>
/// <seealso cref="FindControls{InputControl}(string)"/>
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
public static InputControlList<TControl> FindControls<TControl>(string path)
where TControl : InputControl
{
var list = new InputControlList<TControl>();
FindControls(path, ref list);
return list;
}
/// <summary>
/// Populate a list with all controls that match the given <see cref="InputControlPath">control path</see>.
/// </summary>
/// <param name="path">Control path to search for</param>
/// <param name="controls">Generic list of <see cref="InputControl"/> to populate with the search results</param>
/// <typeparam name="TControl">Type of control <see cref="InputControl"/>.</typeparam>
/// <returns>Count of controls which matched the given search criteria</returns>
/// <seealso cref="FindControls{TControl}(string)"/>
/// <seealso cref="FindControls{TControl}(string,ref UnityEngine.InputSystem.InputControlList{TControl})"/>
public static int FindControls<TControl>(string path, ref InputControlList<TControl> controls)
where TControl : InputControl
{
return s_Manager.GetControls(path, ref controls);
}
#endregion
#region Events
internal static bool isProcessingEvents => s_Manager.isProcessingEvents;
/// <summary>
/// Called during <see cref="Update"/> for each event that is processed.
/// </summary>
/// <remarks>
/// Every time the input system updates (see <see cref="InputSettings.updateMode"/>
/// or <see cref="Update"/> for details about when and how this happens),
/// it flushes all events from the internal event buffer.
///
/// As the Input System reads events from the buffer one by one, it will trigger this
/// callback for each event which originates from a recognized device, before then proceeding
/// to process the event. If any of the callbacks sets <see cref="InputEvent.handled"/>
/// to true, the event will be skipped and ignored.
///
/// Note that a device that is disabled (see <see cref="InputDevice.enabled"/>) may still get
/// this event signalled for it. A <see cref="DisableDeviceCommand"/> will usually be sent to
/// backends when a device is disabled but a backend may or may not respond to the command and
/// thus may or may not keep sending events for the device.
///
/// Note that the Input System does NOT sort events by timestamps (<see cref="InputEvent.time"/>).
/// Instead, they are consumed in the order they are produced. This means that they
/// will also surface on this callback in that order.
///
/// <example>
/// <code>
/// // Treat left+right mouse button as middle mouse button.
/// // (Note: This example is more for demonstrative purposes; it isn't necessarily a good use case)
/// InputSystem.onEvent +=
/// (eventPtr, device) =>
/// {
/// // Only deal with state events.
/// if (!eventPtr.IsA&lt;StateEvent&gt;())
/// return;
///
/// if (!(device is Mouse mouse))
/// return;
///
/// mouse.leftButton.ReadValueFromEvent(eventPtr, out var lmbDown);
/// mouse.rightButton.ReadValueFromEvent(eventPtr, out var rmbDown);
///
/// if (lmbDown > 0 &amp;&amp; rmbDown > 0)
/// mouse.middleButton.WriteValueIntoEvent(1f, eventPtr);
/// };
/// </code>
/// </example>
///
/// The property returns an <see cref="InputEventListener"/> struct that, beyond adding and removing
/// callbacks, can be used to flexibly listen in on the event stream.
///
/// <example>
/// <code>
/// // Listen for mouse events.
/// InputSystem.onEvent
/// .ForDevice(Mouse.current)
/// .Call(e => Debug.Log("Mouse event"));
/// </code>
/// </example>
///
/// If you are looking for a way to capture events, <see cref="InputEventTrace"/> may be of
/// interest and an alternative to directly hooking into this event.
///
/// If you are looking to monitor changes to specific input controls, state change monitors
/// (see <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>
/// are usually a more efficient and convenient way to set this up.
/// </remarks>
/// <exception cref="ArgumentNullException">Delegate reference is <c>null</c>.</exception>
/// <seealso cref="QueueEvent(InputEventPtr)"/>
/// <seealso cref="InputEvent"/>
/// <seealso cref="Update"/>
/// <seealso cref="InputSettings.updateMode"/>
public static InputEventListener onEvent
{
// The listener syntax is an artificial struct. Setting it has no effect.
// Its only purpose is to give us access to both the += and -= syntax of C# events
// and at the same time provide a springboard into IObservable.
get => default;
// ReSharper disable once ValueParameterNotUsed
set {}
}
/// <summary>
/// Listen through <see cref="onEvent"/> for a button to be pressed.
/// </summary>
/// <remarks>
/// The listener will get triggered whenever a <see cref="ButtonControl"/> on any device in the list of <see cref="devices"/>
/// goes from not being pressed to being pressed.
///
/// <example>
/// <code>
/// // Response to the first button press. Calls our delegate
/// // and then immediately stops listening.
/// InputSystem.onAnyButtonPress
/// .CallOnce(ctrl => Debug.Log($"Button {ctrl} was pressed"));
/// </code>
/// </example>
///
/// Note that the listener will get triggered from the first button that was found in a pressed state in a
/// given <see cref="InputEvent"/>. If multiple buttons are pressed in an event, the listener will not
/// get triggered multiple times. To get all button presses in an event, use <see cref="InputControlExtensions.GetAllButtonPresses"/>
/// and instead listen directly through <see cref="onEvent"/>.
///
/// <example>
/// <code>
/// InputSystem.onEvent
/// .Where(e => e.HasButtonPress())
/// .CallOnce(eventPtr =>
/// {
/// foreach (var button in l.eventPtr.GetAllButtonPresses())
/// Debug.Log($"Button {button} was pressed");
/// });
/// </code>
/// </example>
///
/// There is a certain overhead to listening for button presses so it is best to have listeners
/// installed only while the information is actually needed.
///
/// <example>
/// <code>
/// // Script that will spawn a new player when a button on a device is pressed.
/// public class JoinPlayerOnPress : MonoBehaviour
/// {
/// // We instantiate this GameObject to create a new player object.
/// // Expected to have a PlayerInput component in its hierarchy.
/// public GameObject playerPrefab;
///
/// // We want to remove the event listener we install through InputSystem.onAnyButtonPress
/// // after we're done so remember it here.
/// private IDisposable m_EventListener;
///
/// // When enabled, we install our button press listener.
/// void OnEnable()
/// {
/// // Start listening.
/// m_EventListener =
/// InputSystem.onAnyButtonPress
/// .Call(OnButtonPressed)
/// }
///
/// // When disabled, we remove our button press listener.
/// void OnDisable()
/// {
/// m_EventListener.Dispose();
/// }
///
/// void OnButtonPressed(InputControl button)
/// {
/// var device = button.device;
///
/// // Ignore presses on devices that are already used by a player.
/// if (PlayerInput.FindFirstPairedToDevice(device) != null)
/// return;
///
/// // Create a new player.
/// var player = PlayerInput.Instantiate(playerPrefab, pairWithDevice: device);
///
/// // If the player did not end up with a valid input setup,
/// // unjoin the player.
/// if (player.hasMissingRequiredDevices)
/// Destroy(player);
///
/// // If we only want to join a single player, could uninstall our listener here
/// // or use CallOnce() instead of Call() when we set it up.
/// }
/// }
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="ButtonControl.isPressed"/>
/// <seealso cref="onEvent"/>
public static IObservable<InputControl> onAnyButtonPress =>
onEvent
.Select(e => e.GetFirstButtonPressOrNull()).Where(c => c != null);
/// <summary>
/// Add an event to the internal event queue.
/// </summary>
/// <param name="eventPtr">Event to add to the internal event buffer.</param>
/// <exception cref="ArgumentException"><paramref name="eventPtr"/> is not
/// valid (see <see cref="InputEventPtr.valid"/>).</exception>
/// <exception cref="InvalidOperationException">The method was called from
/// within event processing more than 1000 times. To avoid deadlocking, this
/// results in an exception being thrown.</exception>
/// <remarks>
/// The event will be copied in full to the internal event buffer meaning that
/// you can release memory for the event after it has been queued. The internal event
/// buffer is flushed on the next input system update (see <see cref="Update"/>).
/// Note that if input is process in <c>FixedUpdate()</c> (see <see cref="InputSettings.updateMode"/>),
/// then the event may not get processed until its <see cref="InputEvent.time"/> timestamp
/// is within the update window of the input system.
///
/// As part of queuing, the event will receive its own unique ID (see <see cref="InputEvent.eventId"/>).
/// Note that this ID will be written into the memory buffer referenced by <paramref cref="eventPtr"/>
/// meaning that after calling <c>QueueEvent</c>, you will see the event ID with which the event
/// was queued.
///
/// Events that are queued during event processing will get processed in the same update.
/// This happens, for example, when queuing input from within <see cref="onEvent"/> or from
/// action callbacks such as <see cref="InputAction.performed"/>.
///
/// The total size of <see cref="InputEvent"/>s processed in a single update is limited by
/// <see cref="InputSettings.maxEventBytesPerUpdate"/>. This also prevents deadlocks when
/// each processing of an event leads to one or more additional events getting queued.
///
/// <example>
/// <code>
/// // Queue an input event on the first gamepad.
/// var gamepad = Gamepad.all[0];
/// using (StateEvent.From(gamepad, out var eventPtr))
/// {
/// gamepad.leftStick.WriteValueIntoEvent(new Vector2(0.123f, 0.234f), eventPtr);
/// InputSystem.QueueEvent(eventPtr);
/// }
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="Update"/>
/// <seealso cref="onEvent"/>
/// <seealso cref="onBeforeUpdate"/>
/// <seealso cref="InputEvent"/>
public static void QueueEvent(InputEventPtr eventPtr)
{
if (!eventPtr.valid)
throw new ArgumentException("Received a null event pointer", nameof(eventPtr));
s_Manager.QueueEvent(eventPtr);
}
/// <summary>
/// Add an event to the internal event queue.
/// </summary>
/// <typeparam name="TEvent">Type of event to look enqueue.</typeparam>
/// <param name="inputEvent">Event to add to the internal event buffer.</param>
/// <remarks>
/// The event will be copied in full to the internal event buffer. The internal event
/// buffer is flushed on the next input system update (see <see cref="Update"/>).
/// Note that if input is process in <c>FixedUpdate()</c> (see <see cref="InputSettings.updateMode"/>),
/// then the event may not get processed until its <see cref="InputEvent.time"/> timestamp
/// is within the update window of the input system.
///
/// As part of queuing, the event will receive its own unique ID (see <see cref="InputEvent.eventId"/>).
/// Note that this ID will be written into <paramref name="inputEvent"/>
/// meaning that after calling this method, you will see the event ID with which the event
/// was queued.
///
/// <example>
/// <code>
/// // Queue a disconnect event on the first gamepad.
/// var inputEvent = DeviceRemoveEvent(Gamepad.all[0].deviceId);
/// InputSystem.QueueEvent(inputEvent);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="Update"/>
/// <seealso cref="onEvent"/>
/// <seealso cref="onBeforeUpdate"/>
public static void QueueEvent<TEvent>(ref TEvent inputEvent)
where TEvent : struct, IInputEventTypeInfo
{
s_Manager.QueueEvent(ref inputEvent);
}
////REVIEW: consider moving these out into extension methods in UnityEngine.InputSystem.LowLevel
////TODO: find a more elegant solution for this
// Mono will ungracefully poop exceptions if we try to use LayoutKind.Explicit in generic
// structs. So we can't just stuff a generic TState into a StateEvent<TState> and enforce
// proper layout. Thus the jumping through lots of ugly hoops here.
private unsafe struct StateEventBuffer
{
public StateEvent stateEvent;
public const int kMaxSize = 512;
public fixed byte data[kMaxSize - 1]; // StateEvent already adds one.
}
/// <summary>
/// Queue a <see cref="StateEvent"/> to update the input state of the given device.
/// </summary>
/// <param name="device">Device whose input state to update</param>
/// <param name="state"></param>
/// <param name="time">Timestamp for the event. If not supplied, the current time is used. Note
/// that if the given time is in the future and events processed in
/// <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html">FixedUpdate</a> (see <see cref="InputSettings.updateMode"/>),
/// the event will only get processed once the actual time has caught up with the given time.</param>
/// <typeparam name="TState">Type of input state, such as <see cref="MouseState"/>. Must match the expected
/// type of state of <paramref name="device"/>.</typeparam>
/// <remarks>
/// The given state must match exactly what is expected by the given device. If unsure, an alternative
/// is to grab the state as an event directly from the device using <see
/// cref="StateEvent.From(InputDevice,out InputEventPtr,Unity.Collections.Allocator)"/> which can then
/// be queued using <see cref="QueueEvent(InputEventPtr)"/>.
///
/// <example>
/// <code>
/// // Allocates temporary, unmanaged memory for the event.
/// // using statement automatically disposes the memory once we have queued the event.
/// using (StateEvent.From(Mouse.current, out var eventPtr))
/// {
/// // Use controls on mouse to write values into event.
/// Mouse.current.position.WriteValueIntoEvent(new Vector(123, 234), eventPtr);
///
/// // Queue event.
/// InputSystem.QueueEvent(eventPtr);
/// }
/// </code>
/// </example>
///
/// The event will only be queued and not processed right away. This means that the state of
/// <paramref name="device"/> will not change immediately as a result of calling this method. Instead,
/// the event will be processed as part of the next input update.
///
/// Note that this method updates the complete input state of the device including all of its
/// controls. To update just part of the state of a device, you can use <see cref="QueueDeltaStateEvent{TDelta}"/>
/// (however, note that there are some restrictions; see documentation).
/// <example>
/// <code>
/// InputSystem.QueueStateEvent(Mouse.current, new MouseState { position = new Vector(123, 234) });
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been added to the system
/// (<see cref="AddDevice(InputDevice)"/>) and thus cannot receive events.</exception>
/// <exception cref="ArgumentException"></exception>
public static unsafe void QueueStateEvent<TState>(InputDevice device, TState state, double time = -1)
where TState : struct, IInputStateTypeInfo
{
if (device == null)
throw new ArgumentNullException(nameof(device));
// Make sure device is actually in the system.
if (device.m_DeviceIndex == InputDevice.kInvalidDeviceIndex)
throw new InvalidOperationException(
$"Cannot queue state event for device '{device}' because device has not been added to system");
////REVIEW: does it make more sense to go off the 'stateBlock' on the device and let that determine size?
var stateSize = (uint)UnsafeUtility.SizeOf<TState>();
if (stateSize > StateEventBuffer.kMaxSize)
throw new ArgumentException(
$"Size of '{typeof(TState).Name}' exceeds maximum supported state size of {StateEventBuffer.kMaxSize}",
nameof(state));
var eventSize = UnsafeUtility.SizeOf<StateEvent>() + stateSize - StateEvent.kStateDataSizeToSubtract;
if (time < 0)
time = InputRuntime.s_Instance.currentTime;
else
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
StateEventBuffer eventBuffer;
eventBuffer.stateEvent =
new StateEvent
{
baseEvent = new InputEvent(StateEvent.Type, (int)eventSize, device.deviceId, time),
stateFormat = state.format
};
var ptr = eventBuffer.stateEvent.stateData;
UnsafeUtility.MemCpy(ptr, UnsafeUtility.AddressOf(ref state), stateSize);
s_Manager.QueueEvent(ref eventBuffer.stateEvent);
}
private unsafe struct DeltaStateEventBuffer
{
public DeltaStateEvent stateEvent;
public const int kMaxSize = 512;
public fixed byte data[kMaxSize - 1]; // DeltaStateEvent already adds one.
}
/// <summary>
/// Queue a <see cref="DeltaStateEvent"/> to update part of the input state of the given device.
/// </summary>
/// <param name="control">Control on a device to update state of.</param>
/// <param name="delta">New state for the control. Type of state must match the state of the control.</param>
/// <param name="time"></param>
/// <typeparam name="TDelta"></typeparam>
/// <exception cref="ArgumentNullException"><paramref name="control"/> is null.</exception>
/// <exception cref="InvalidOperationException"></exception>
/// <exception cref="ArgumentException"></exception>
public static unsafe void QueueDeltaStateEvent<TDelta>(InputControl control, TDelta delta, double time = -1)
where TDelta : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (control.stateBlock.bitOffset != 0)
throw new InvalidOperationException(
$"Cannot send delta state events against bitfield controls: {control}");
// Make sure device is actually in the system.
var device = control.device;
if (device.m_DeviceIndex == InputDevice.kInvalidDeviceIndex)
throw new InvalidOperationException(
$"Cannot queue state event for control '{control}' on device '{device}' because device has not been added to system");
if (time < 0)
time = InputRuntime.s_Instance.currentTime;
else
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
var deltaSize = (uint)UnsafeUtility.SizeOf<TDelta>();
if (deltaSize > DeltaStateEventBuffer.kMaxSize)
throw new ArgumentException(
$"Size of state delta '{typeof(TDelta).Name}' exceeds maximum supported state size of {DeltaStateEventBuffer.kMaxSize}",
nameof(delta));
////TODO: recognize a matching C# representation of a state format and convert to what we expect for trivial cases
if (deltaSize != control.stateBlock.alignedSizeInBytes)
throw new ArgumentException(
$"Size {deltaSize} of delta state of type {typeof(TDelta).Name} provided for control '{control}' does not match size {control.stateBlock.alignedSizeInBytes} of control",
nameof(delta));
var eventSize = UnsafeUtility.SizeOf<DeltaStateEvent>() + deltaSize - 1;
DeltaStateEventBuffer eventBuffer;
eventBuffer.stateEvent =
new DeltaStateEvent
{
baseEvent = new InputEvent(DeltaStateEvent.Type, (int)eventSize, device.deviceId, time),
stateFormat = device.stateBlock.format,
stateOffset = control.m_StateBlock.byteOffset - device.m_StateBlock.byteOffset
};
var ptr = eventBuffer.stateEvent.stateData;
UnsafeUtility.MemCpy(ptr, UnsafeUtility.AddressOf(ref delta), deltaSize);
s_Manager.QueueEvent(ref eventBuffer.stateEvent);
}
/// <summary>
/// Queue a <see cref="DeviceConfigurationEvent"/> that signals that the configuration of the given device has changed
/// and that cached configuration will thus have to be refreshed.
/// </summary>
/// <param name="device">Device whose configuration has changed.</param>
/// <param name="time">Timestamp for the event. If not supplied, the current time will be used.</param>
/// <remarks>
/// All state of an input device that is not input or output state is considered its "configuration".
///
/// A simple example is keyboard layouts. A <see cref="Keyboard"/> will typically have an associated
/// keyboard layout that dictates the function of each key and which can be changed by the user at the
/// system level. In the input system, the current keyboard layout can be queried via <see cref="Keyboard.keyboardLayout"/>.
/// When the layout changes at the system level, the input backend sends a configuration change event
/// to signal that the configuration of the keyboard has changed and that cached data may be outdated.
/// In response, <see cref="Keyboard"/> will flush out cached information such as the name of the keyboard
/// layout and display names (<see cref="InputControl.displayName"/>) of individual keys which causes them
/// to be fetched again from the backend the next time they are accessed.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="InvalidOperationException"><paramref name="device"/> has not been added
/// (<see cref="InputDevice.added"/>; <see cref="AddDevice(InputDevice)"/>) and thus cannot
/// receive events.</exception>
public static void QueueConfigChangeEvent(InputDevice device, double time = -1)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
if (device.deviceId == InputDevice.InvalidDeviceId)
throw new InvalidOperationException("Device has not been added");
if (time < 0)
time = InputRuntime.s_Instance.currentTime;
else
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
var inputEvent = DeviceConfigurationEvent.Create(device.deviceId, time);
s_Manager.QueueEvent(ref inputEvent);
}
/// <summary>
/// Queue a <see cref="TextEvent"/> on the given device.
/// </summary>
/// <param name="device">Device to queue the event on.</param>
/// <param name="character">Text character to input through the event.</param>
/// <param name="time">Optional event time stamp. If not supplied, the current time will be used.</param>
/// <remarks>
/// Text input is sent to devices character by character. This allows sending strings of arbitrary
/// length without necessary incurring GC overhead.
///
/// For the event to have any effect on <paramref name="device"/>, the device must
/// implement <see cref="ITextInputReceiver"/>. It will see <see cref="ITextInputReceiver.OnTextInput"/>
/// being called when the event is processed.
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is null.</exception>
/// <exception cref="InvalidOperationException"><paramref name="device"/> is a device that has not been
/// added to the system.</exception>
/// <seealso cref="Keyboard.onTextInput"/>
public static void QueueTextEvent(InputDevice device, char character, double time = -1)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
if (device.deviceId == InputDevice.InvalidDeviceId)
throw new InvalidOperationException("Device has not been added");
if (time < 0)
time = InputRuntime.s_Instance.currentTime;
else
time += InputRuntime.s_CurrentTimeOffsetToRealtimeSinceStartup;
var inputEvent = TextEvent.Create(device.deviceId, character, time);
s_Manager.QueueEvent(ref inputEvent);
}
/// <summary>
/// Run a single update of input state.
/// </summary>
/// <remarks>
/// Except in tests and when using <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>, this method should not
/// normally be called. The input system will automatically update as part of the player loop as
/// determined by <see cref="InputSettings.updateMode"/>. Calling this method is equivalent to
/// inserting extra frames, i.e. it will advance the entire state of the input system by one complete
/// frame.
///
/// When using <see cref="InputUpdateType.Manual"/>, this method MUST be called for input to update in the
/// player. Not calling the method as part of the player loop may result in excessive memory
/// consumption and/or potential loss of input.
///
/// Each update will flush out buffered input events and cause them to be processed. This in turn
/// will update the state of input devices (<see cref="InputDevice"/>) and trigger actions (<see cref="InputAction"/>)
/// that monitor affected device state.
/// </remarks>
/// <seealso cref="InputUpdateType"/>
/// <seealso cref="InputSettings.updateMode"/>
public static void Update()
{
s_Manager.Update();
}
internal static void Update(InputUpdateType updateType)
{
if (updateType != InputUpdateType.None && (s_Manager.updateMask & updateType) == 0)
throw new InvalidOperationException(
$"'{updateType}' updates are not enabled; InputSystem.settings.updateMode is set to '{settings.updateMode}'");
s_Manager.Update(updateType);
}
/// <summary>
/// Event that is fired before the input system updates.
/// </summary>
/// <remarks>
/// The input system updates in sync with player loop and editor updates. Input updates
/// are run right before the respective script update. For example, an input update for
/// <see cref="InputUpdateType.Dynamic"/> is run before <c>MonoBehaviour.Update</c> methods
/// are executed.
///
/// The update callback itself is triggered before the input system runs its own update and
/// before it flushes out its event queue. This means that events queued from a callback will
/// be fed right into the upcoming update.
/// </remarks>
/// <seealso cref="onAfterUpdate"/>
/// <seealso cref="Update"/>
public static event Action onBeforeUpdate
{
add
{
lock (s_Manager)
s_Manager.onBeforeUpdate += value;
}
remove
{
lock (s_Manager)
s_Manager.onBeforeUpdate -= value;
}
}
/// <summary>
/// Event that is fired after the input system has completed an update and processed all pending events.
/// </summary>
/// <seealso cref="onBeforeUpdate"/>
/// <seealso cref="Update"/>
public static event Action onAfterUpdate
{
add
{
lock (s_Manager)
s_Manager.onAfterUpdate += value;
}
remove
{
lock (s_Manager)
s_Manager.onAfterUpdate -= value;
}
}
#endregion
#region Settings
/// <summary>
/// The current configuration of the input system.
/// </summary>
/// <value>Global configuration object for the input system.</value>
/// <remarks>
/// The input system can be configured on a per-project basis. Settings can either be created and
/// installed on the fly or persisted as assets in the project.
/// </remarks>
/// <exception cref="ArgumentNullException">Value is null when setting the property.</exception>
public static InputSettings settings
{
get => s_Manager.settings;
set
{
if (value == null)
throw new ArgumentNullException(nameof(value));
if (s_Manager.m_Settings == value)
return;
// In the editor, we keep track of the settings asset through EditorBuildSettings.
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(value)))
{
EditorBuildSettings.AddConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey,
value, true);
}
#endif
s_Manager.settings = value;
}
}
/// <summary>
/// Event that is triggered if any of the properties in <see cref="settings"/> changes or if
/// <see cref="settings"/> is replaced entirely with a new <see cref="InputSettings"/> object.
/// </summary>
/// <seealso cref="settings"/>
/// <seealso cref="InputSettings"/>
public static event Action onSettingsChange
{
add => s_Manager.onSettingsChange += value;
remove => s_Manager.onSettingsChange -= value;
}
#if UNITY_EDITOR
/// <summary>
/// Callback that can be used to display a warning and draw additional custom Editor UI for bindings.
/// </summary>
/// <seealso cref="InputBinding"/>
/// <remarks>
/// This allows Users to control the behavior of the <see cref="InputActionAsset"/> Editor.
/// Specifically this controls whether a warning icon will appear next to a particular
/// <see cref="InputBinding"/> in the list and also draw custom UI content for it once
/// it is selected.
/// By default no callbacks exist and therefore no warnings or custom content will be shown.
/// A User interested in customizing this behavior is expected to provide a callback function here.
/// This callback function will receive the binding path to be inspected.
/// The callback is then expected to either return null to indicate no warning is to be displayed
/// for this binding path or a <see cref="System.Action"/> which contains the custom rendering function
/// to be shown in the Binding properties panel when a InputBinding has been selected.
/// Returning any <see cref="System.Action"/> will also display a small warning icon next to the
/// particular <see cref="InputBinding"/> in the list, regardless of the contents of that function.
/// </remarks>
///
/// <example>
/// <code>
/// InputSystem.customBindingPathValidators += (string bindingPath) => {
/// // Mark <Gamepad> bindings with a warning
/// if (!bindingPath.StartsWith("<Gamepad>"))
/// return null;
///
/// // Draw the warning information in the Binding Properties panel
/// return () =>
/// {
/// GUILayout.BeginVertical("GroupBox");
/// GUILayout.BeginHorizontal();
/// GUILayout.Box(EditorGUIUtility.FindTexture("console.warnicon.sml"));
/// GUILayout.Label(
/// "This binding is inactive because it refers to a disabled OpenXR interaction profile.",
/// EditorStyles.wordWrappedLabel);
/// GUILayout.EndHorizontal();
///
/// GUILayout.Button("Manage Interaction Profiles");
/// GUILayout.EndVertical();
/// };
/// };
/// </code>
/// </example>
public static event CustomBindingPathValidator customBindingPathValidators
{
add => s_Manager.customBindingPathValidators += value;
remove => s_Manager.customBindingPathValidators -= value;
}
/// <summary>
/// Invokes any custom UI rendering code for this Binding Path in the editor.
/// </summary>
/// <seealso cref="customBindingPathValidators"/>
/// <remarks>
/// This is called internally by the <see cref="InputActionAsset"/> Editor while displaying
/// the properties for a <see cref="InputBinding"/>.
/// This is not intended to be called directly.
/// Please use <see cref="customBindingPathValidators"/> instead.
/// </remarks>
internal static void OnDrawCustomWarningForBindingPath(string bindingPath)
{
s_Manager.OnDrawCustomWarningForBindingPath(bindingPath);
}
/// <summary>
/// Determines if any warning icon is to be displayed for this Binding Path in the editor.
/// </summary>
/// <seealso cref="customBindingPathValidators"/>
/// <remarks>
/// This is called internally by the <see cref="InputActionAsset"/> Editor while displaying
/// the list of each <see cref="InputBinding"/>.
/// This is not intended to be called directly.
/// Please use <see cref="customBindingPathValidators"/> instead.
/// </remarks>
internal static bool ShouldDrawWarningIconForBinding(string bindingPath)
{
return s_Manager.ShouldDrawWarningIconForBinding(bindingPath);
}
#endif
#endregion
#region Actions
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// EnteredEditMode Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode.
// ExitingEditMode Occurs when exiting edit mode, before the Editor is in play mode.
// EnteredPlayMode Occurs during the next update of the Editor application if it is in play mode and was previously in edit mode.
// ExitingPlayMode Occurs when exiting play mode, before the Editor is in edit mode.
//
// Using the EnteredEditMode / EnteredPlayMode states to transition the actions' enabled
// state ensures that the they are active in all of these MonoBehavior methods:
//
// Awake() / Start() / OnEnable() / OnDisable() / OnDestroy()
//
private static void EnableActions()
{
#if UNITY_EDITOR
// Abort if not in play-mode in editor
if (!EditorApplication.isPlayingOrWillChangePlaymode)
return;
#endif // UNITY_EDITOR
if (actions == null)
return;
actions.Enable();
}
private static void DisableActions(bool triggerSetupChanged = false)
{
// Make sure project wide input actions are disabled
var projectWideActions = actions;
if (projectWideActions == null)
return;
projectWideActions.Disable();
if (triggerSetupChanged)
projectWideActions.OnSetupChanged();
}
/// <summary>
/// An input action asset (see <see cref="InputActionAsset"/>) which is always available if
/// assigned in Input System Package settings in Edit, Project Settings, Input System Package in editor.
/// </summary>
/// <remarks>
/// Project-wide actions may only be assigned in Edit Mode and any attempt to change this property
/// in Play Mode will result in an <c>System.Exception</c> being thrown.
/// A default set of actions and action maps are installed and enabled by default on every project
/// that enables Project-wide Input Actions by assigning a project-wide asset in Project Settings.
/// These actions and their bindings may be modified in the Project Settings.
///
/// All actions in the associated <c>InputActionAsset</c> will be automatically enabled when entering
/// Play Mode and automatically disabled when exiting Play Mode.
/// The asset associated with this property will be included in a Player build as a preloaded asset.
///
/// Note that attempting to assign a non-persisted <c>InputActionAsset</c> to this property will result in
/// <c>ArgumentException</c> being thrown.
/// </remarks>
/// <seealso cref="InputActionAsset"/>
/// <seealso cref="InputActionMap"/>
/// <seealso cref="InputAction"/>
/// <example>
/// <code>
/// public class MyScript : MonoBehaviour
/// {
/// InputAction move;
/// InputAction jump;
///
/// void Start()
/// {
/// // Get InputAction references from Project-wide input actions.
/// if (InputSystem.actions)
/// {
/// move = InputSystem.actions.FindAction("Player/Move");
/// jump = InputSystem.actions.FindAction("Player/Jump");
/// }
/// }
/// }
/// </code>
/// </example>
public static InputActionAsset actions
{
get => s_Manager?.actions;
set
{
// Prevent this property from being assigned in play-mode.
if (Application.isPlaying)
throw new Exception($"Attempted to set property InputSystem.actions during Play-mode which is not supported. Assigning this property is only allowed in Edit-mode.");
// Note that we use reference equality to determine if object changed or not.
// This allows us to change the associated value even if changed or destroyed.
var current = s_Manager.actions;
if (ReferenceEquals(current, value))
return;
var valueIsNotNull = value != null;
#if UNITY_EDITOR
// Do not allow assigning non-persistent assets (pure in-memory objects)
if (valueIsNotNull && !EditorUtility.IsPersistent(value))
throw new ArgumentException($"Assigning a non-persistent {nameof(InputActionAsset)} to this property is not allowed. The assigned asset need to be persisted on disc inside the /Assets folder.");
// Track reference to enable including it in built Players, note that it will discard any non-persisted
// object reference
ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild = value;
#endif // UNITY_EDITOR
// Update underlying value
s_Manager.actions = value;
// Note that we do not enable/disable any actions until play-mode
}
}
/// <summary>
/// Event that is triggered if the instance assigned to property <see cref="actions"/> changes.
/// </summary>
/// <remarks>
/// Note that any event handlers registered to this event will only receive callbacks in Edit mode
/// since assigning <c>InputSystem.actions</c> is not possible in Play mode.
/// </remarks>
/// <seealso cref="actions"/>
/// <seealso cref="InputActionAsset"/>
public static event Action onActionsChange
{
add => s_Manager.onActionsChange += value;
remove => s_Manager.onActionsChange -= value;
}
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
/// <summary>
/// Event that is signalled when the state of enabled actions in the system changes or
/// when actions are triggered.
/// </summary>
/// <remarks>
/// The object received by the callback is either an <see cref="InputAction"/>,
/// <see cref="InputActionMap"/>, or <see cref="InputActionAsset"/> depending on whether the
/// <see cref="InputActionChange"/> affects a single action, an entire action map, or an
/// entire action asset.
///
/// For <see cref="InputActionChange.BoundControlsAboutToChange"/> and <see cref="InputActionChange.BoundControlsChanged"/>,
/// the given object is an <see cref="InputAction"/> if the action is not part of an action map,
/// an <see cref="InputActionMap"/> if the actions are part of a map but not part of an asset, and an
/// <see cref="InputActionAsset"/> if the actions are part of an asset. In other words, the notification is
/// sent for the topmost object in the hierarchy.
/// </remarks>
/// <example>
/// <code>
/// InputSystem.onActionChange +=
/// (obj, change) =>
/// {
/// if (change == InputActionChange.ActionPerformed)
/// {
/// var action = (InputAction)obj;
/// var control = action.activeControl;
/// //...
/// }
/// else if (change == InputActionChange.ActionMapEnabled)
/// {
/// var actionMap = (InputActionMap)obj;
/// //...
/// }
/// else if (change == InputActionChange.BoundControlsChanged)
/// {
/// // This is one way to deal with the fact that obj may be an InputAction
/// // InputActionMap, or InputActionAsset and may be part of an InputActionAsset or not.
/// var action = obj as InputAction;
/// var actionMap = action?.actionMap ?? obj as InputActionMap;
/// var actionAsset = actionMap?.asset ?? obj as InputActionAsset;
///
/// // Note that if bound controls are changed on any map in an asset, there *will*
/// // be a BoundControlsChanged notification for the entire asset.
///
/// //...
/// }
/// };
/// </code>
/// </example>
/// <seealso cref="InputAction.controls"/>
public static event Action<object, InputActionChange> onActionChange
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
InputActionState.s_GlobalState.onActionChange.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
InputActionState.s_GlobalState.onActionChange.RemoveCallback(value);
}
}
/// <summary>
/// Register a new type of interaction with the system.
/// </summary>
/// <param name="type">Type that implements the interaction. Must support <see cref="InputInteraction"/>.</param>
/// <param name="name">Name to register the interaction with. This is used in bindings to refer to the interaction
/// (e.g. an interactions called "Tap" can be added to a binding by listing it in its <see cref="InputBinding.interactions"/>
/// property). If no name is supplied, the short name of <paramref name="type"/> is used (with "Interaction" clipped off
/// the name if the type name ends in that).</param>
/// <example>
/// <code>
/// // Interaction that is performed when control resets to default state.
/// public class ResetInteraction : InputInteraction
/// {
/// public void Process(ref InputInteractionContext context)
/// {
/// if (context.isWaiting &amp;&amp; !context.controlHasDefaultValue)
/// context.Started();
/// else if (context.isStarted &amp;&amp; context.controlHasDefaultValue)
/// context.Performed();
/// }
/// }
///
/// // Make interaction globally available on bindings.
/// // "Interaction" suffix in type name will get dropped automatically.
/// InputSystem.RegisterInteraction(typeof(ResetInteraction));
///
/// // Set up action with binding that has the 'reset' interaction applied to it.
/// var action = new InputAction(binding: "/&lt;Gamepad>/buttonSouth", interactions: "reset");
/// </code>
/// </example>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="RegisterInteraction{T}"/>
/// <seealso cref="TryGetInteraction"/>
/// <seealso cref="ListInteractions"/>
public static void RegisterInteraction(Type type, string name = null)
{
if (type == null)
throw new ArgumentNullException(nameof(type));
if (string.IsNullOrEmpty(name))
{
name = type.Name;
if (name.EndsWith("Interaction"))
name = name.Substring(0, name.Length - "Interaction".Length);
}
s_Manager.interactions.AddTypeRegistration(name, type);
}
/// <summary>
/// Register a new type of interaction with the system.
/// </summary>
/// <typeparam name="T">Type that implements the interaction. Must support <see cref="InputInteraction"/>.</typeparam>
/// <param name="name">Name to register the interaction with. This is used in bindings to refer to the interaction
/// (e.g. an interactions called "Tap" can be added to a binding by listing it in its <see cref="InputBinding.interactions"/>
/// property). If no name is supplied, the short name of <typeparamref name="T"/> is used (with "Interaction" clipped off
/// the name if the type name ends in that).</param>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="RegisterInteraction(Type, string)"/>
/// <seealso cref="TryGetInteraction"/>
/// <seealso cref="ListInteractions"/>
public static void RegisterInteraction<T>(string name = null)
{
RegisterInteraction(typeof(T), name);
}
////REVIEW: can we move the getters and listers somewhere else? maybe `interactions` and `processors` properties and such?
/// <summary>
/// Search for a registered interaction type with the given name.
/// </summary>
/// <param name="name">Name of the registered interaction to search for.</param>
/// <returns>The type of the interaction, if one was previously registered with the give name, otherwise null.</returns>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="RegisterInteraction"/>
/// <seealso cref="ListInteractions"/>
public static Type TryGetInteraction(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
return s_Manager.interactions.LookupTypeRegistration(name);
}
/// <summary>
/// Gets the names of of all currently registered interactions.
/// </summary>
/// <returns>A list of currently registered interaction names.</returns>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="RegisterInteraction"/>
/// <seealso cref="TryGetInteraction"/>
public static IEnumerable<string> ListInteractions()
{
return s_Manager.interactions.names;
}
/// <summary>
/// Register a new type of binding composite with the system.
/// </summary>
/// <param name="type">Type that implements the binding composite. Must support <see cref="InputBindingComposite"/>.</param>
/// <param name="name">Name to register the binding composite with. This is used in bindings to refer to the composite.</param>
/// <seealso cref="InputBindingComposite"/>
/// <seealso cref="RegisterBindingComposite{T}"/>
/// <seealso cref="TryGetBindingComposite"/>
public static void RegisterBindingComposite(Type type, string name)
{
if (type == null)
throw new ArgumentNullException(nameof(type));
if (string.IsNullOrEmpty(name))
{
name = type.Name;
if (name.EndsWith("Composite"))
name = name.Substring(0, name.Length - "Composite".Length);
}
s_Manager.composites.AddTypeRegistration(name, type);
}
/// <summary>
/// Register a new type of binding composite with the system.
/// </summary>
/// <typeparam name="T">Type that implements the binding composite. Must support <see cref="InputBindingComposite"/>.</typeparam>
/// <param name="name">Name to register the binding composite with. This is used in bindings to refer to the composite.</param>
/// <seealso cref="InputBindingComposite"/>
/// <seealso cref="RegisterBindingComposite(Type, string)"/>
/// <seealso cref="TryGetBindingComposite"/>
public static void RegisterBindingComposite<T>(string name = null)
{
RegisterBindingComposite(typeof(T), name);
}
/// <summary>
/// Search for a registered binding composite type with the given name.
/// </summary>
/// <param name="name">Name of the registered binding composite to search for.</param>
/// <returns>The type of the binding composite, if one was previously registered with the give name, otherwise null.</returns>
/// <seealso cref="InputBindingComposite"/>
/// <seealso cref="RegisterBindingComposite"/>
public static Type TryGetBindingComposite(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
return s_Manager.composites.LookupTypeRegistration(name);
}
/// <summary>
/// Disable all actions (and implicitly all action sets) that are currently enabled.
/// </summary>
/// <seealso cref="ListEnabledActions()"/>
/// <seealso cref="InputAction.Disable"/>
public static void DisableAllEnabledActions()
{
InputActionState.DisableAllActions();
}
/// <summary>
/// Return a list of all the actions that are currently enabled in the system.
/// </summary>
/// <returns>A new list instance containing all currently enabled actions.</returns>
/// <remarks>
/// To avoid allocations, use <see cref="ListEnabledActions(List{UnityEngine.InputSystem.InputAction})"/>.
/// </remarks>
/// <seealso cref="InputAction.enabled"/>
public static List<InputAction> ListEnabledActions()
{
var result = new List<InputAction>();
ListEnabledActions(result);
return result;
}
/// <summary>
/// Add all actions that are currently enabled in the system to the given list.
/// </summary>
/// <param name="actions">List to add actions to.</param>
/// <returns>The number of actions added to the list.</returns>
/// <exception cref="ArgumentNullException"><paramref name="actions"/> is null.</exception>
/// <remarks>
/// If the capacity of the given list is large enough, this method will not allocate memory.
/// </remarks>
public static int ListEnabledActions(List<InputAction> actions)
{
if (actions == null)
throw new ArgumentNullException(nameof(actions));
return InputActionState.FindAllEnabledActions(actions);
}
#endregion
#region Remoting
/// <summary>
/// The local InputRemoting instance which can mirror local input to a remote
/// input system or can make input in a remote system available locally.
/// </summary>
/// <remarks>
/// In the editor, this is always initialized. In players, this will be null
/// if remoting is disabled (which it is by default in release players).
/// </remarks>
public static InputRemoting remoting => s_Remote;
#endregion
/// <summary>
/// The current version of the input system package.
/// </summary>
/// <value>Current version of the input system.</value>
public static Version version => new Version(kAssemblyVersion);
/// <summary>
/// Property for internal use that allows setting the player to run in the background.
/// </summary>
/// <remarks>
/// Some platforms don't care about <see cref="Application.runInBackground"/> and for those we need to
/// enable it manually through this propriety.
/// </remarks>
/// <param name="value">The boolean value to set to <see cref="NativeInputRuntime.runInBackground"/></param>
public static bool runInBackground
{
get => s_Manager.m_Runtime.runInBackground;
set => s_Manager.m_Runtime.runInBackground = value;
}
#if UNITY_INPUT_SYSTEM_PLATFORM_SCROLL_DELTA
internal static float scrollWheelDeltaPerTick => InputRuntime.s_Instance.scrollWheelDeltaPerTick;
#else
internal const float scrollWheelDeltaPerTick = 1.0f;
#endif
////REVIEW: restrict metrics to editor and development builds?
/// <summary>
/// Get various up-to-date metrics about the input system.
/// </summary>
/// <value>Up-to-date metrics on input system activity.</value>
public static InputMetrics metrics => s_Manager.metrics;
internal static InputManager s_Manager;
internal static InputRemoting s_Remote;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
internal static RemoteInputPlayerConnection s_RemoteConnection;
private static void SetUpRemoting()
{
Debug.Assert(s_Manager != null);
#if UNITY_EDITOR
s_Remote = new InputRemoting(s_Manager);
// NOTE: We use delayCall as our initial startup will run in editor initialization before
// PlayerConnection is itself ready. If we call Bind() directly here, we won't
// see any errors but the callbacks we register for will not trigger.
EditorApplication.delayCall += SetUpRemotingInternal;
#else
s_Remote = new InputRemoting(s_Manager);
SetUpRemotingInternal();
#endif
}
private static void SetUpRemotingInternal()
{
if (s_RemoteConnection == null)
{
#if UNITY_EDITOR
s_RemoteConnection = RemoteInputPlayerConnection.instance;
s_RemoteConnection.Bind(EditorConnection.instance, false);
#else
s_RemoteConnection = ScriptableObject.CreateInstance<RemoteInputPlayerConnection>();
s_RemoteConnection.Bind(PlayerConnection.instance, PlayerConnection.instance.isConnected);
#endif
}
s_Remote.Subscribe(s_RemoteConnection); // Feed messages from players into editor.
s_RemoteConnection.Subscribe(s_Remote); // Feed messages from editor into players.
}
#if !UNITY_EDITOR
private static bool ShouldEnableRemoting()
{
#if UNITY_INCLUDE_TESTS
var isRunningTests = true;
#else
var isRunningTests = false;
#endif
if (isRunningTests)
return false; // Don't remote while running tests.
return true;
}
#endif
#endif // DEVELOPMENT_BUILD || UNITY_EDITOR
// The rest here is internal stuff to manage singletons, survive domain reloads,
// and to support the reset ability for tests.
static InputSystem()
{
#if UNITY_EDITOR
InitializeInEditor();
#else
InitializeInPlayer();
#endif
}
////FIXME: Unity is not calling this method if it's inside an #if block that is not
//// visible to the editor; that shouldn't be the case
[RuntimeInitializeOnLoadMethod(loadType: RuntimeInitializeLoadType.SubsystemRegistration)]
private static void RunInitializeInPlayer()
{
// We're using this method just to make sure the class constructor is called
// so we don't need any code in here. When the engine calls this method, the
// class constructor will be run if it hasn't been run already.
// IL2CPP has a bug that causes the class constructor to not be run when
// the RuntimeInitializeOnLoadMethod is invoked. So we need an explicit check
// here until that is fixed (case 1014293).
#if !UNITY_EDITOR
if (s_Manager == null)
InitializeInPlayer();
#endif
}
// Initialization is triggered by accessing InputSystem. Some parts (like InputActions)
// do not rely on InputSystem and thus can be accessed without tapping InputSystem.
// This method will explicitly make sure we trigger initialization.
internal static void EnsureInitialized()
{
}
#if UNITY_EDITOR
internal static InputSystemObject s_SystemObject;
internal static void InitializeInEditor(IInputRuntime runtime = null)
{
k_InputInitializeInEditorMarker.Begin();
Reset(runtime: runtime);
var existingSystemObjects = Resources.FindObjectsOfTypeAll<InputSystemObject>();
if (existingSystemObjects != null && existingSystemObjects.Length > 0)
{
////FIXME: does not preserve action map state
// We're coming back out of a domain reload. We're restoring part of the
// InputManager state here but we're still waiting from layout registrations
// that happen during domain initialization.
s_SystemObject = existingSystemObjects[0];
s_Manager.RestoreStateWithoutDevices(s_SystemObject.systemState.managerState);
InputDebuggerWindow.ReviveAfterDomainReload();
// Restore remoting state.
s_RemoteConnection = s_SystemObject.systemState.remoteConnection;
SetUpRemoting();
s_Remote.RestoreState(s_SystemObject.systemState.remotingState, s_Manager);
// Get manager to restore devices on first input update. By that time we
// should have all (possibly updated) layout information in place.
s_Manager.m_SavedDeviceStates = s_SystemObject.systemState.managerState.devices;
s_Manager.m_SavedAvailableDevices = s_SystemObject.systemState.managerState.availableDevices;
// Restore editor settings.
InputEditorUserSettings.s_Settings = s_SystemObject.systemState.userSettings;
// Get rid of saved state.
s_SystemObject.systemState = new State();
}
else
{
s_SystemObject = ScriptableObject.CreateInstance<InputSystemObject>();
s_SystemObject.hideFlags = HideFlags.HideAndDontSave;
// See if we have a remembered settings object.
if (EditorBuildSettings.TryGetConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey,
out InputSettings settingsAsset))
{
if (s_Manager.m_Settings.hideFlags == HideFlags.HideAndDontSave)
ScriptableObject.DestroyImmediate(s_Manager.m_Settings);
s_Manager.m_Settings = settingsAsset;
s_Manager.ApplySettings();
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// See if we have a saved actions object
var savedActions = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild;
if (savedActions != null)
s_Manager.actions = savedActions;
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputEditorUserSettings.Load();
SetUpRemoting();
}
Debug.Assert(settings != null);
#if UNITY_EDITOR
Debug.Assert(EditorUtility.InstanceIDToObject(settings.GetInstanceID()) != null,
"InputSettings has lost its native object");
#endif
// If native backends for new input system aren't enabled, ask user whether we should
// enable them (requires restart). We only ask once per session and don't ask when
// running in batch mode.
if (!s_SystemObject.newInputBackendsCheckedAsEnabled &&
!EditorPlayerSettingHelpers.newSystemBackendsEnabled &&
!s_Manager.m_Runtime.isInBatchMode)
{
const string dialogText = "This project is using the new input system package but the native platform backends for the new input system are not enabled in the player settings. " +
"This means that no input from native devices will come through." +
"\n\nDo you want to enable the backends? Doing so will *RESTART* the editor.";
if (EditorUtility.DisplayDialog("Warning", dialogText, "Yes", "No"))
{
EditorPlayerSettingHelpers.newSystemBackendsEnabled = true;
EditorHelpers.RestartEditorAndRecompileScripts();
}
}
s_SystemObject.newInputBackendsCheckedAsEnabled = true;
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Make sure project wide input actions are enabled.
// Note that this will always fail if entering play-mode within editor since not yet in play-mode.
EnableActions();
#endif
RunInitialUpdate();
k_InputInitializeInEditorMarker.End();
}
internal static void OnPlayModeChange(PlayModeStateChange change)
{
////REVIEW: should we pause haptics when play mode is paused and stop haptics when play mode is exited?
switch (change)
{
case PlayModeStateChange.ExitingEditMode:
s_SystemObject.settings = JsonUtility.ToJson(settings);
s_SystemObject.exitEditModeTime = InputRuntime.s_Instance.currentTime;
s_SystemObject.enterPlayModeTime = 0;
// InputSystem.actions is not setup yet
break;
case PlayModeStateChange.EnteredPlayMode:
s_SystemObject.enterPlayModeTime = InputRuntime.s_Instance.currentTime;
s_Manager.SyncAllDevicesAfterEnteringPlayMode();
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
EnableActions();
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
break;
case PlayModeStateChange.ExitingPlayMode:
s_Manager.LeavePlayMode();
break;
////TODO: also nuke all callbacks installed on InputActions and InputActionMaps
////REVIEW: is there any other cleanup work we want to before? should we automatically nuke
//// InputDevices that have been created with AddDevice<> during play mode?
case PlayModeStateChange.EnteredEditMode:
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
DisableActions(false);
#endif
// Nuke all InputUsers.
InputUser.ResetGlobals();
// Nuke all InputActionMapStates. Releases their unmanaged memory.
InputActionState.DestroyAllActionMapStates();
// Clear the Action reference from all InputActionReference objects
InputActionReference.ResetCachedAction();
// Restore settings.
if (!string.IsNullOrEmpty(s_SystemObject.settings))
{
JsonUtility.FromJsonOverwrite(s_SystemObject.settings, settings);
s_SystemObject.settings = null;
settings.OnChange();
}
// reload input action assets marked as dirty from disk
if (s_TrackedDirtyAssets == null)
return;
foreach (var assetGuid in s_TrackedDirtyAssets)
{
var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
if (string.IsNullOrEmpty(assetPath))
continue;
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
}
s_TrackedDirtyAssets.Clear();
break;
}
}
private static void OnProjectChange()
{
////TODO: use dirty count to find whether settings have actually changed
// May have added, removed, moved, or renamed settings asset. Force a refresh
// of the UI.
InputSettingsProvider.ForceReload();
// Also, if the asset holding our current settings got deleted, switch back to a
// temporary settings object.
// NOTE: We access m_Settings directly here to make sure we're not running into asserts
// from the settings getter checking it has a valid object.
if (EditorUtility.InstanceIDToObject(s_Manager.m_Settings.GetInstanceID()) == null)
{
var newSettings = ScriptableObject.CreateInstance<InputSettings>();
newSettings.hideFlags = HideFlags.HideAndDontSave;
settings = newSettings;
}
}
private static HashSet<string> s_TrackedDirtyAssets;
/// <summary>
/// Keep track of InputActionAsset assets that you want to re-load on exiting Play mode. This is useful because
/// some user actions, such as adding a new input binding at runtime, change the in-memory representation of the
/// input action asset and those changes survive when exiting Play mode. If you re-open an Input
/// Action Asset in the Editor that has been changed this way, you see the new bindings that have been added
/// during Play mode which you might not typically want to happen.
///
/// You can avoid this by force re-loading from disk any asset that has been marked as dirty.
/// </summary>
/// <param name="asset"></param>
internal static void TrackDirtyInputActionAsset(InputActionAsset asset)
{
if (s_TrackedDirtyAssets == null)
s_TrackedDirtyAssets = new HashSet<string>();
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out string assetGuid, out long _) == false)
return;
s_TrackedDirtyAssets.Add(assetGuid);
}
#else
private static void InitializeInPlayer(IInputRuntime runtime = null, InputSettings settings = null)
{
if (settings == null)
settings = Resources.FindObjectsOfTypeAll<InputSettings>().FirstOrDefault() ?? ScriptableObject.CreateInstance<InputSettings>();
// No domain reloads in the player so we don't need to look for existing
// instances.
s_Manager = new InputManager();
s_Manager.Initialize(runtime ?? NativeInputRuntime.instance, settings);
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
PerformDefaultPluginInitialization();
#endif
// Automatically enable remoting in development players.
#if DEVELOPMENT_BUILD
if (ShouldEnableRemoting())
SetUpRemoting();
#endif
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS // && !UNITY_INCLUDE_TESTS
// This is the point where we initialise project-wide actions for the Player
EnableActions();
#endif
}
#endif // UNITY_EDITOR
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void RunInitialUpdate()
{
// Request an initial Update so that user methods such as Start and Awake
// can access the input devices.
//
// NOTE: We use InputUpdateType.None here to run a "null" update. InputManager.OnBeforeUpdate()
// and InputManager.OnUpdate() will both early out when comparing this to their update
// mask but will still restore devices. This means we're not actually processing input,
// but we will force the runtime to push its devices.
Update(InputUpdateType.None);
}
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
private static void PerformDefaultPluginInitialization()
{
UISupport.Initialize();
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WSA || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
XInputSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_PS4 || UNITY_PS5 || UNITY_WSA || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
DualShockSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WSA
HIDSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_ANDROID
Android.AndroidSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
iOS.iOSSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_STANDALONE_OSX
OSX.OSXSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_WEBGL
WebGL.WebGLSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA
Switch.SwitchSupportHID.Initialize();
#endif
#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF
XR.XRSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_STANDALONE_LINUX
Linux.LinuxSupport.Initialize();
#endif
#if UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_WSA || UNITY_VISIONOS
OnScreen.OnScreenSupport.Initialize();
#endif
#if (UNITY_EDITOR || UNITY_STANDALONE) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
Steam.SteamSupport.Initialize();
#endif
#if UNITY_EDITOR
UnityRemoteSupport.Initialize();
#endif
}
#endif // UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
// For testing, we want the ability to push/pop system state even in the player.
// However, we don't want it in release players.
#if DEVELOPMENT_BUILD || UNITY_EDITOR
/// <summary>
/// Return the input system to its default state.
/// </summary>
private static void Reset(bool enableRemoting = false, IInputRuntime runtime = null)
{
k_InputResetMarker.Begin();
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Note that in a test setup we might enter reset with project-wide actions already enabled but the
// reset itself has pushed the action system state on the state stack. To avoid action state memory
// problems we disable actions here and also request asset to be marked dirty and reimported.
DisableActions(triggerSetupChanged: true);
if (s_Manager != null)
s_Manager.actions = null;
#endif // UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Some devices keep globals. Get rid of them by pretending the devices
// are removed.
if (s_Manager != null)
{
foreach (var device in s_Manager.devices)
device.NotifyRemoved();
s_Manager.UninstallGlobals();
}
// Create temporary settings. In the tests, this is all we need. But outside of tests,d
// this should get replaced with an actual InputSettings asset.
var settings = ScriptableObject.CreateInstance<InputSettings>();
settings.hideFlags = HideFlags.HideAndDontSave;
#if UNITY_EDITOR
s_Manager = new InputManager();
s_Manager.Initialize(
runtime: runtime ?? NativeInputRuntime.instance,
settings: settings);
s_Manager.m_Runtime.onPlayModeChanged = OnPlayModeChange;
s_Manager.m_Runtime.onProjectChange = OnProjectChange;
InputEditorUserSettings.s_Settings = new InputEditorUserSettings.SerializedState();
if (enableRemoting)
SetUpRemoting();
#if !UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
PerformDefaultPluginInitialization();
#endif
#else
InitializeInPlayer(runtime, settings);
#endif
Mouse.s_PlatformMouseDevice = null;
InputEventListener.s_ObserverState = default;
InputUser.ResetGlobals();
EnhancedTouchSupport.Reset();
// This is the point where we initialise project-wide actions for the Editor, Editor Tests and Player Tests.
// Note this is too early for editor ! actions is not setup yet.
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
EnableActions();
#endif
k_InputResetMarker.End();
}
/// <summary>
/// Destroy the current setup of the input system.
/// </summary>
/// <remarks>
/// NOTE: This also de-allocates data we're keeping in unmanaged memory!
/// </remarks>
private static void Destroy()
{
// NOTE: Does not destroy InputSystemObject. We want to destroy input system
// state repeatedly during tests but we want to not create InputSystemObject
// over and over.
s_Manager.Destroy();
if (s_RemoteConnection != null)
Object.DestroyImmediate(s_RemoteConnection);
#if UNITY_EDITOR
EditorInputControlLayoutCache.Clear();
InputDeviceDebuggerWindow.s_OnToolbarGUIActions.Clear();
InputEditorUserSettings.s_Settings = new InputEditorUserSettings.SerializedState();
#endif
s_Manager = null;
s_RemoteConnection = null;
s_Remote = null;
}
/// <summary>
/// Snapshot of the state used by the input system.
/// </summary>
/// <remarks>
/// Can be taken across domain reloads.
/// </remarks>
[Serializable]
internal struct State
{
[NonSerialized] public InputManager manager;
[NonSerialized] public InputRemoting remote;
[SerializeField] public RemoteInputPlayerConnection remoteConnection;
[SerializeField] public InputManager.SerializedState managerState;
[SerializeField] public InputRemoting.SerializedState remotingState;
#if UNITY_EDITOR
[SerializeField] public InputEditorUserSettings.SerializedState userSettings;
[SerializeField] public string systemObject;
#endif
////TODO: make these saved states capable of surviving domain reloads
[NonSerialized] public ISavedState inputActionState;
[NonSerialized] public ISavedState touchState;
[NonSerialized] public ISavedState inputUserState;
}
private static Stack<State> s_SavedStateStack;
internal static State GetSavedState()
{
return s_SavedStateStack.Peek();
}
/// <summary>
/// Push the current state of the input system onto a stack and
/// reset the system to its default state.
/// </summary>
/// <remarks>
/// The save stack is not able to survive domain reloads. It is intended solely
/// for use in tests.
/// </remarks>
internal static void SaveAndReset(bool enableRemoting = false, IInputRuntime runtime = null)
{
if (s_SavedStateStack == null)
s_SavedStateStack = new Stack<State>();
////FIXME: does not preserve global state in InputActionState
////TODO: preserve InputUser state
////TODO: preserve EnhancedTouchSupport state
s_SavedStateStack.Push(new State
{
manager = s_Manager,
remote = s_Remote,
remoteConnection = s_RemoteConnection,
managerState = s_Manager.SaveState(),
remotingState = s_Remote?.SaveState() ?? new InputRemoting.SerializedState(),
#if UNITY_EDITOR
userSettings = InputEditorUserSettings.s_Settings,
systemObject = JsonUtility.ToJson(s_SystemObject),
#endif
inputActionState = InputActionState.SaveAndResetState(),
touchState = EnhancedTouch.Touch.SaveAndResetState(),
inputUserState = InputUser.SaveAndResetState()
});
Reset(enableRemoting, runtime ?? InputRuntime.s_Instance); // Keep current runtime.
}
////FIXME: this method doesn't restore things like InputDeviceDebuggerWindow.onToolbarGUI
/// <summary>
/// Restore the state of the system from the last state pushed with <see cref="SaveAndReset"/>.
/// </summary>
internal static void Restore()
{
Debug.Assert(s_SavedStateStack != null && s_SavedStateStack.Count > 0);
// Load back previous state.
var state = s_SavedStateStack.Pop();
state.inputUserState.StaticDisposeCurrentState();
state.touchState.StaticDisposeCurrentState();
state.inputActionState.StaticDisposeCurrentState();
// Nuke what we have.
Destroy();
state.inputUserState.RestoreSavedState();
state.touchState.RestoreSavedState();
state.inputActionState.RestoreSavedState();
s_Manager = state.manager;
s_Remote = state.remote;
s_RemoteConnection = state.remoteConnection;
InputUpdate.Restore(state.managerState.updateState);
s_Manager.InstallRuntime(s_Manager.m_Runtime);
s_Manager.InstallGlobals();
s_Manager.ApplySettings();
#if UNITY_EDITOR
InputEditorUserSettings.s_Settings = state.userSettings;
JsonUtility.FromJsonOverwrite(state.systemObject, s_SystemObject);
#endif
// Get devices that keep global lists (like Gamepad) to re-initialize them
// by pretending the devices have been added.
foreach (var device in devices)
{
device.NotifyAdded();
device.MakeCurrent();
}
}
#endif
}
}