1564 lines
69 KiB
C#
1564 lines
69 KiB
C#
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using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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////TODO: allow stuff like "/gamepad/**/<button>"
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////TODO: add support for | (e.g. "<Gamepad>|<Joystick>/{PrimaryMotion}"
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////TODO: handle arrays
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////TODO: add method to extract control path
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////REVIEW: change "*/{PrimaryAction}" to "*/**/{PrimaryAction}" so that the hierarchy crawling becomes explicit?
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////REVIEW: rename to `InputPath`?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Functions for working with control path specs (like "/gamepad/*stick").
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/// </summary>
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/// <remarks>
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/// Control paths are a mini-language similar to regular expressions. They are used throughout
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/// the input system as string "addresses" of input controls. At runtime, they can be matched
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/// against the devices and controls present in the system to retrieve the actual endpoints to
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/// receive input from.
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///
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/// Like on a file system, a path is made up of components that are each separated by a
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/// forward slash (<c>/</c>). Each such component in turn is made up of a set of fields that are
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/// individually optional. However, one of the fields must be present (e.g. at least a name or
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/// a wildcard).
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///
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/// <example>
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/// Field structure of each path component
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/// <code>
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/// <Layout>{Usage}#(DisplayName)Name
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/// </code>
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/// </example>
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///
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/// * <c>Layout</c>: The name of the layout that the control must be based on (either directly or indirectly).
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/// * <c>Usage</c>: The usage that the control or device has to have, i.e. must be found in <see
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/// cref="InputControl.usages"/> This field can be repeated several times to require
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/// multiple usages (e.g. <c>"{LeftHand}{Vertical}"</c>).
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/// * <c>DisplayName</c>: The name that <see cref="InputControl.displayName"/> of the control or device
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/// must match.
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/// * <c>Name</c>: The name that <see cref="InputControl.name"/> or one of the entries in
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/// <see cref="InputControl.aliases"/> must match. Alternatively, this can be a
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/// wildcard (<c>*</c>) to match any name.
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///
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/// Note that all matching is case-insensitive.
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///
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/// <example>
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/// Various examples of control paths
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/// <code>
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/// // Matches all gamepads (also gamepads *based* on the Gamepad layout):
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/// "<Gamepad>"
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///
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/// // Matches the "Submit" control on all devices:
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/// "*/{Submit}"
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///
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/// // Matches the key that prints the "a" character on the current keyboard layout:
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/// "<Keyboard>/#(a)"
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///
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/// // Matches the X axis of the left stick on a gamepad.
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/// "<Gamepad>/leftStick/x"
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///
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/// // Matches the orientation control of the right-hand XR controller:
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/// "<XRController>{RightHand}/orientation"
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///
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/// // Matches all buttons on a gamepad.
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/// "<Gamepad>/<Button>"
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/// </code>
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/// </example>
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///
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/// The structure of the API of this class is similar in spirit to <c>System.IO.Path</c>, i.e. it offers
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/// a range of static methods that perform various operations on path strings.
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///
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/// To query controls on devices present in the system using control paths, use
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/// <see cref="InputSystem.FindControls"/>. Also, control paths can be used with
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/// <see cref="InputControl.this[string]"/> on every control. This makes it possible
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/// to do things like:
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///
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/// <example>
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/// Find key that prints "t" on current keyboard:
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/// <code>
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/// Keyboard.current["#(t)"]
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControl.path"/>
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/// <seealso cref="InputSystem.FindControls"/>
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public static class InputControlPath
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{
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public const string Wildcard = "*";
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public const string DoubleWildcard = "**";
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public const char Separator = '/';
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// We consider / a reserved character in control names. So, when this character does creep
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// in there (e.g. from a device product name), we need to do something about it. We replace
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// it with this character here.
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// NOTE: Display names have no such restriction.
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// NOTE: There are some Unicode characters that look sufficiently like a slash (e.g. FULLWIDTH SOLIDUS)
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// but that only makes for rather confusing output. So we just replace with a blank.
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internal const char SeparatorReplacement = ' ';
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internal static string CleanSlashes(this String pathComponent)
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{
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return pathComponent.Replace(Separator, SeparatorReplacement);
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}
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public static string Combine(InputControl parent, string path)
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{
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if (parent == null)
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{
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if (string.IsNullOrEmpty(path))
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return string.Empty;
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if (path[0] != Separator)
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return Separator + path;
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return path;
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}
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if (string.IsNullOrEmpty(path))
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return parent.path;
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return $"{parent.path}/{path}";
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}
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/// <summary>
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/// Options for customizing the behavior of <see cref="ToHumanReadableString(string,HumanReadableStringOptions,InputControl)"/>.
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/// </summary>
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[Flags]
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public enum HumanReadableStringOptions
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{
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/// <summary>
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/// The default behavior.
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/// </summary>
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None = 0,
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/// <summary>
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/// Do not mention the device of the control. For example, instead of "A [Gamepad]",
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/// return just "A".
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/// </summary>
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OmitDevice = 1 << 1,
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/// <summary>
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/// When available, use short display names instead of long ones. For example, instead of "Left Button",
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/// return "LMB".
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/// </summary>
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UseShortNames = 1 << 2,
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}
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////TODO: factor out the part that looks up an InputControlLayout.ControlItem from a given path
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//// and make that available as a stand-alone API
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////TODO: add option to customize path separation character
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/// <summary>
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/// Create a human readable string from the given control path.
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/// </summary>
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/// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
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/// <param name="options">Customize the resulting string.</param>
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/// <param name="control">An optional control. If supplied and the control or one of its children
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/// matches the given <paramref name="path"/>, display names will be based on the matching control
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/// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
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/// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
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/// <remarks>
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/// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
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/// into strings that can be displayed in UIs (such as rebinding screens). It is used by
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/// the Unity editor itself to display binding paths in the UI.
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///
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/// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
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/// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
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/// where possible. For example, "<XInputController>/buttonSouth" will be returned as
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/// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
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/// and the display name of its "buttonSouth" control is "A".
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///
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/// Note that these lookups depend on the currently registered control layouts (see <see
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/// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
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/// path depending on the layouts registered with the system.
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///
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/// <example>
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/// <code>
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/// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
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/// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
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/// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
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/// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputBinding.path"/>
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/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
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/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
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public static string ToHumanReadableString(string path,
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HumanReadableStringOptions options = HumanReadableStringOptions.None,
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InputControl control = null)
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{
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return ToHumanReadableString(path, out _, out _, options, control);
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}
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/// <summary>
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/// Create a human readable string from the given control path.
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/// </summary>
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/// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
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/// <param name="deviceLayoutName">Receives the name of the device layout that the control path was resolved to.
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/// This is useful </param>
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/// <param name="controlPath">Receives the path to the referenced control on the device or <c>null</c> if not applicable.
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/// For example, with a <paramref name="path"/> of <c>"<Gamepad>/dpad/up"</c>, the resulting control path
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/// will be <c>"dpad/up"</c>. This is useful when trying to look up additional resources (such as images) based on the
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/// control that is being referenced.</param>
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/// <param name="options">Customize the resulting string.</param>
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/// <param name="control">An optional control. If supplied and the control or one of its children
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/// matches the given <paramref name="path"/>, display names will be based on the matching control
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/// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
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/// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
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/// <remarks>
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/// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
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/// into strings that can be displayed in UIs (such as rebinding screens). It is used by
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/// the Unity editor itself to display binding paths in the UI.
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///
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/// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
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/// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
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/// where possible. For example, "<XInputController>/buttonSouth" will be returned as
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/// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
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/// and the display name of its "buttonSouth" control is "A".
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///
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/// Note that these lookups depend on the currently registered control layouts (see <see
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/// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
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/// path depending on the layouts registered with the system.
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///
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/// <example>
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/// <code>
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/// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
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/// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
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/// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
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/// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputBinding.path"/>
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/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
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/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
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public static string ToHumanReadableString(string path,
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out string deviceLayoutName,
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out string controlPath,
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HumanReadableStringOptions options = HumanReadableStringOptions.None,
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InputControl control = null)
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{
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deviceLayoutName = null;
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controlPath = null;
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if (string.IsNullOrEmpty(path))
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return string.Empty;
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// If we have a control, see if the path matches something in its hierarchy. If so,
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// don't both parsing the path and just use the matched control for creating a display
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// string.
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if (control != null)
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{
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var childControl = TryFindControl(control, path);
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var matchedControl = childControl ?? (Matches(path, control) ? control : null);
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if (matchedControl != null)
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{
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var text = (options & HumanReadableStringOptions.UseShortNames) != 0 &&
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!string.IsNullOrEmpty(matchedControl.shortDisplayName)
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? matchedControl.shortDisplayName
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: matchedControl.displayName;
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if ((options & HumanReadableStringOptions.OmitDevice) == 0)
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text = $"{text} [{matchedControl.device.displayName}]";
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deviceLayoutName = matchedControl.device.layout;
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if (!(matchedControl is InputDevice))
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controlPath = matchedControl.path.Substring(matchedControl.device.path.Length + 1);
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return text;
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}
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}
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var buffer = new StringBuilder();
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var parser = new PathParser(path);
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// For display names of controls and devices, we need to look at InputControlLayouts.
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// If none is in place here, we establish a temporary layout cache while we go through
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// the path. If one is in place already, we reuse what's already there.
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using (InputControlLayout.CacheRef())
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{
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// First level is taken to be device.
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if (parser.MoveToNextComponent())
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{
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// Keep track of which control layout we're on (if any) as we're crawling
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// down the path.
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var device = parser.current.ToHumanReadableString(null, null, out var currentLayoutName, out var _, options);
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deviceLayoutName = currentLayoutName;
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// Any additional levels (if present) are taken to form a control path on the device.
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var isFirstControlLevel = true;
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while (parser.MoveToNextComponent())
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{
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if (!isFirstControlLevel)
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buffer.Append('/');
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buffer.Append(parser.current.ToHumanReadableString(
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currentLayoutName, controlPath, out currentLayoutName, out controlPath, options));
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isFirstControlLevel = false;
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}
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if ((options & HumanReadableStringOptions.OmitDevice) == 0 && !string.IsNullOrEmpty(device))
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{
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buffer.Append(" [");
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buffer.Append(device);
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buffer.Append(']');
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}
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}
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// If we didn't manage to figure out a display name, default to displaying
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// the path as is.
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if (buffer.Length == 0)
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return path;
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return buffer.ToString();
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}
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}
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public static string[] TryGetDeviceUsages(string path)
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{
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if (path == null)
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throw new ArgumentNullException(nameof(path));
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var parser = new PathParser(path);
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if (!parser.MoveToNextComponent())
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return null;
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if (parser.current.m_Usages.length > 0)
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return parser.current.m_Usages.ToArray(x => x.ToString());
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return null;
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}
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/// <summary>
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/// From the given control path, try to determine the device layout being used.
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/// </summary>
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/// <remarks>
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/// This function will only use information available in the path itself or
|
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/// in layouts referenced by the path. It will not look at actual devices
|
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/// in the system. This is to make the behavior predictable and not dependent
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/// on whether you currently have the right device connected or not.
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/// </remarks>
|
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/// <param name="path">A control path (like "/<gamepad>/leftStick")</param>
|
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/// <returns>The name of the device layout used by the given control path or null
|
||
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/// if the path does not specify a device layout or does so in a way that is not
|
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/// supported by the function.</returns>
|
||
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/// <exception cref="ArgumentNullException"><paramref name="path"/> is null</exception>
|
||
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/// <example>
|
||
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/// <code>
|
||
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/// InputControlPath.TryGetDeviceLayout("/<gamepad>/leftStick"); // Returns "gamepad".
|
||
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/// InputControlPath.TryGetDeviceLayout("/*/leftStick"); // Returns "*".
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/// InputControlPath.TryGetDeviceLayout("/gamepad/leftStick"); // Returns null. "gamepad" is a device name here.
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/// </code>
|
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/// </example>
|
||
|
public static string TryGetDeviceLayout(string path)
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{
|
||
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if (path == null)
|
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throw new ArgumentNullException(nameof(path));
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||
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var parser = new PathParser(path);
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if (!parser.MoveToNextComponent())
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return null;
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if (parser.current.m_Layout.length > 0)
|
||
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return parser.current.m_Layout.ToString().Unescape();
|
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if (parser.current.isWildcard)
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return Wildcard;
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return null;
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}
|
||
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|
||
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////TODO: return Substring and use path parser; should get rid of allocations
|
||
|
|
||
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// From the given control path, try to determine the control layout being used.
|
||
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// NOTE: Allocates!
|
||
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public static string TryGetControlLayout(string path)
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||
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{
|
||
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if (path == null)
|
||
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throw new ArgumentNullException(nameof(path));
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||
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var pathLength = path.Length;
|
||
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||
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var indexOfLastSlash = path.LastIndexOf('/');
|
||
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if (indexOfLastSlash == -1 || indexOfLastSlash == 0)
|
||
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{
|
||
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// If there's no '/' at all in the path, it surely does not mention
|
||
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// a control. Same if the '/' is the first thing in the path.
|
||
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return null;
|
||
|
}
|
||
|
|
||
|
// Simplest case where control layout is mentioned explicitly with '<..>'.
|
||
|
// Note this will only catch if the control is *only* referenced by layout and not by anything else
|
||
|
// in addition (like usage or name).
|
||
|
if (pathLength > indexOfLastSlash + 2 && path[indexOfLastSlash + 1] == '<' && path[pathLength - 1] == '>')
|
||
|
{
|
||
|
var layoutNameStart = indexOfLastSlash + 2;
|
||
|
var layoutNameLength = pathLength - layoutNameStart - 1;
|
||
|
return path.Substring(layoutNameStart, layoutNameLength);
|
||
|
}
|
||
|
|
||
|
// Have to actually look at the path in detail.
|
||
|
var parser = new PathParser(path);
|
||
|
if (!parser.MoveToNextComponent())
|
||
|
return null;
|
||
|
|
||
|
if (parser.current.isWildcard)
|
||
|
throw new NotImplementedException();
|
||
|
|
||
|
if (parser.current.m_Layout.length == 0)
|
||
|
return null;
|
||
|
|
||
|
var deviceLayoutName = parser.current.m_Layout.ToString();
|
||
|
if (!parser.MoveToNextComponent())
|
||
|
return null; // No control component.
|
||
|
|
||
|
if (parser.current.isWildcard)
|
||
|
return Wildcard;
|
||
|
|
||
|
return FindControlLayoutRecursive(ref parser, deviceLayoutName.Unescape());
|
||
|
}
|
||
|
|
||
|
private static string FindControlLayoutRecursive(ref PathParser parser, string layoutName)
|
||
|
{
|
||
|
using (InputControlLayout.CacheRef())
|
||
|
{
|
||
|
// Load layout.
|
||
|
var layout = InputControlLayout.cache.FindOrLoadLayout(new InternedString(layoutName), throwIfNotFound: false);
|
||
|
if (layout == null)
|
||
|
return null;
|
||
|
|
||
|
// Search for control layout. May have to jump to other layouts
|
||
|
// and search in them.
|
||
|
return FindControlLayoutRecursive(ref parser, layout);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static string FindControlLayoutRecursive(ref PathParser parser, InputControlLayout layout)
|
||
|
{
|
||
|
string currentResult = null;
|
||
|
|
||
|
var controlCount = layout.controls.Count;
|
||
|
for (var i = 0; i < controlCount; ++i)
|
||
|
{
|
||
|
////TODO: shortcut the search if we have a match and there's no wildcards to consider
|
||
|
|
||
|
// Skip control layout if it doesn't match.
|
||
|
if (!ControlLayoutMatchesPathComponent(ref layout.m_Controls[i], ref parser))
|
||
|
continue;
|
||
|
|
||
|
var controlLayoutName = layout.m_Controls[i].layout;
|
||
|
|
||
|
// If there's more in the path, try to dive into children by jumping to the
|
||
|
// control's layout.
|
||
|
if (!parser.isAtEnd)
|
||
|
{
|
||
|
var childPathParser = parser;
|
||
|
if (childPathParser.MoveToNextComponent())
|
||
|
{
|
||
|
var childControlLayoutName = FindControlLayoutRecursive(ref childPathParser, controlLayoutName);
|
||
|
if (childControlLayoutName != null)
|
||
|
{
|
||
|
if (currentResult != null && childControlLayoutName != currentResult)
|
||
|
return null;
|
||
|
currentResult = childControlLayoutName;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (currentResult != null && controlLayoutName != currentResult)
|
||
|
return null;
|
||
|
else
|
||
|
currentResult = controlLayoutName.ToString();
|
||
|
}
|
||
|
|
||
|
return currentResult;
|
||
|
}
|
||
|
|
||
|
private static bool ControlLayoutMatchesPathComponent(ref InputControlLayout.ControlItem controlItem, ref PathParser parser)
|
||
|
{
|
||
|
// Match layout.
|
||
|
var layout = parser.current.m_Layout;
|
||
|
if (layout.length > 0)
|
||
|
{
|
||
|
if (!StringMatches(layout, controlItem.layout))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match usage.
|
||
|
if (parser.current.m_Usages.length > 0)
|
||
|
{
|
||
|
// All of usages should match to the one of usage in the control
|
||
|
for (int usageIndex = 0; usageIndex < parser.current.m_Usages.length; ++usageIndex)
|
||
|
{
|
||
|
var usage = parser.current.m_Usages[usageIndex];
|
||
|
|
||
|
if (usage.length > 0)
|
||
|
{
|
||
|
var usageCount = controlItem.usages.Count;
|
||
|
var anyUsageMatches = false;
|
||
|
for (var i = 0; i < usageCount; ++i)
|
||
|
{
|
||
|
if (StringMatches(usage, controlItem.usages[i]))
|
||
|
{
|
||
|
anyUsageMatches = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!anyUsageMatches)
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Match name.
|
||
|
var name = parser.current.m_Name;
|
||
|
if (name.length > 0)
|
||
|
{
|
||
|
if (!StringMatches(name, controlItem.name))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Match two name strings allowing for wildcards.
|
||
|
// 'str' may contain wildcards. 'matchTo' may not.
|
||
|
private static bool StringMatches(Substring str, InternedString matchTo)
|
||
|
{
|
||
|
var strLength = str.length;
|
||
|
var matchToLength = matchTo.length;
|
||
|
|
||
|
// Can't compare lengths here because str may contain wildcards and
|
||
|
// thus be shorter than matchTo and still match.
|
||
|
|
||
|
var matchToLowerCase = matchTo.ToLower();
|
||
|
|
||
|
// We manually walk the string here so that we can deal with "normal"
|
||
|
// comparisons as well as with wildcards.
|
||
|
var posInMatchTo = 0;
|
||
|
var posInStr = 0;
|
||
|
while (posInStr < strLength && posInMatchTo < matchToLength)
|
||
|
{
|
||
|
var nextChar = str[posInStr];
|
||
|
if (nextChar == '\\' && posInStr + 1 < strLength)
|
||
|
nextChar = str[++posInStr];
|
||
|
if (nextChar == '*')
|
||
|
{
|
||
|
////TODO: make sure we don't end up with ** here
|
||
|
|
||
|
if (posInStr == strLength - 1)
|
||
|
return true; // Wildcard at end of string so rest is matched.
|
||
|
|
||
|
++posInStr;
|
||
|
nextChar = char.ToLower(str[posInStr]);
|
||
|
|
||
|
while (posInMatchTo < matchToLength && matchToLowerCase[posInMatchTo] != nextChar)
|
||
|
++posInMatchTo;
|
||
|
|
||
|
if (posInMatchTo == matchToLength)
|
||
|
return false; // Matched all the way to end of matchTo but there's more in str after the wildcard.
|
||
|
}
|
||
|
else if (char.ToLower(nextChar) != matchToLowerCase[posInMatchTo])
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
++posInMatchTo;
|
||
|
++posInStr;
|
||
|
}
|
||
|
|
||
|
return posInMatchTo == matchToLength && posInStr == strLength; // Check if we have consumed all input. Prevent prefix-only match.
|
||
|
}
|
||
|
|
||
|
public static InputControl TryFindControl(InputControl control, string path, int indexInPath = 0)
|
||
|
{
|
||
|
return TryFindControl<InputControl>(control, path, indexInPath);
|
||
|
}
|
||
|
|
||
|
public static InputControl[] TryFindControls(InputControl control, string path, int indexInPath = 0)
|
||
|
{
|
||
|
var matches = new InputControlList<InputControl>(Allocator.Temp);
|
||
|
try
|
||
|
{
|
||
|
TryFindControls(control, path, indexInPath, ref matches);
|
||
|
return matches.ToArray();
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
matches.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static int TryFindControls(InputControl control, string path, ref InputControlList<InputControl> matches, int indexInPath = 0)
|
||
|
{
|
||
|
return TryFindControls(control, path, indexInPath, ref matches);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Return the first child control that matches the given path.
|
||
|
/// </summary>
|
||
|
/// <param name="control">Control root at which to start the search.</param>
|
||
|
/// <param name="path">Path of the control to find. Can be <c>null</c> or empty, in which case <c>null</c>
|
||
|
/// is returned.</param>
|
||
|
/// <param name="indexInPath">Index in <paramref name="path"/> at which to start parsing. Defaults to
|
||
|
/// 0, i.e. parsing starts at the first character in the path.</param>
|
||
|
/// <returns>The first (direct or indirect) child control of <paramref name="control"/> that matches
|
||
|
/// <paramref name="path"/>.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
|
||
|
/// <remarks>
|
||
|
/// Does not allocate.
|
||
|
///
|
||
|
/// Note that if multiple child controls match the given path, which one is returned depends on the
|
||
|
/// ordering of controls. The result should be considered indeterministic in this case.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Find X control of left stick on current gamepad.
|
||
|
/// InputControlPath.TryFindControl(Gamepad.current, "leftStick/x");
|
||
|
///
|
||
|
/// // Find control with PrimaryAction usage on current mouse.
|
||
|
/// InputControlPath.TryFindControl(Mouse.current, "{PrimaryAction}");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControl.this[string]"/>
|
||
|
public static TControl TryFindControl<TControl>(InputControl control, string path, int indexInPath = 0)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
return null;
|
||
|
|
||
|
if (indexInPath == 0 && path[0] == '/')
|
||
|
++indexInPath;
|
||
|
|
||
|
var none = new InputControlList<TControl>();
|
||
|
return MatchControlsRecursive(control, path, indexInPath, ref none, matchMultiple: false);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Perform a search for controls starting with the given control as root and matching
|
||
|
/// the given path from the given position. Puts all matching controls on the list and
|
||
|
/// returns the number of controls that have been matched.
|
||
|
/// </summary>
|
||
|
/// <param name="control">Control at which the given path is rooted.</param>
|
||
|
/// <param name="path"></param>
|
||
|
/// <param name="indexInPath"></param>
|
||
|
/// <param name="matches"></param>
|
||
|
/// <typeparam name="TControl"></typeparam>
|
||
|
/// <returns></returns>
|
||
|
/// <exception cref="ArgumentNullException"></exception>
|
||
|
/// <remarks>
|
||
|
/// Matching is case-insensitive.
|
||
|
///
|
||
|
/// Does not allocate managed memory.
|
||
|
/// </remarks>
|
||
|
public static int TryFindControls<TControl>(InputControl control, string path, int indexInPath,
|
||
|
ref InputControlList<TControl> matches)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
if (path == null)
|
||
|
throw new ArgumentNullException(nameof(path));
|
||
|
|
||
|
if (indexInPath == 0 && path[0] == '/')
|
||
|
++indexInPath;
|
||
|
|
||
|
var countBefore = matches.Count;
|
||
|
MatchControlsRecursive(control, path, indexInPath, ref matches, matchMultiple: true);
|
||
|
return matches.Count - countBefore;
|
||
|
}
|
||
|
|
||
|
////REVIEW: what's the difference between TryFindChild and TryFindControl??
|
||
|
|
||
|
public static InputControl TryFindChild(InputControl control, string path, int indexInPath = 0)
|
||
|
{
|
||
|
return TryFindChild<InputControl>(control, path, indexInPath);
|
||
|
}
|
||
|
|
||
|
public static TControl TryFindChild<TControl>(InputControl control, string path, int indexInPath = 0)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
if (path == null)
|
||
|
throw new ArgumentNullException(nameof(path));
|
||
|
|
||
|
var children = control.children;
|
||
|
var childCount = children.Count;
|
||
|
for (var i = 0; i < childCount; ++i)
|
||
|
{
|
||
|
var child = children[i];
|
||
|
var match = TryFindControl<TControl>(child, path, indexInPath);
|
||
|
if (match != null)
|
||
|
return match;
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
////REVIEW: probably would be good to have a Matches(string,string) version
|
||
|
|
||
|
public static bool Matches(string expected, InputControl control)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(expected))
|
||
|
throw new ArgumentNullException(nameof(expected));
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
|
||
|
var parser = new PathParser(expected);
|
||
|
return MatchesRecursive(ref parser, control);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Check whether the given path matches <paramref name="control"/> or any of its parents.
|
||
|
/// </summary>
|
||
|
/// <param name="expected">A control path.</param>
|
||
|
/// <param name="control">An input control.</param>
|
||
|
/// <returns>True if the given path matches at least a partial path to <paramref name="control"/>.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="expected"/> is <c>null</c> or empty -or-
|
||
|
/// <paramref name="control"/> is <c>null</c>.</exception>
|
||
|
/// <remarks>
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // True as the path matches the Keyboard device itself, i.e. the parent of
|
||
|
/// // Keyboard.aKey.
|
||
|
/// InputControlPath.MatchesPrefix("<Keyboard>", Keyboard.current.aKey);
|
||
|
///
|
||
|
/// // False as the path matches none of the controls leading to Keyboard.aKey.
|
||
|
/// InputControlPath.MatchesPrefix("<Gamepad>", Keyboard.current.aKey);
|
||
|
///
|
||
|
/// // True as the path matches Keyboard.aKey itself.
|
||
|
/// InputControlPath.MatchesPrefix("<Keyboard>/a", Keyboard.current.aKey);
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
public static bool MatchesPrefix(string expected, InputControl control)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(expected))
|
||
|
throw new ArgumentNullException(nameof(expected));
|
||
|
if (control == null)
|
||
|
throw new ArgumentNullException(nameof(control));
|
||
|
|
||
|
var parser = new PathParser(expected);
|
||
|
if (MatchesRecursive(ref parser, control, prefixOnly: true) && parser.isAtEnd)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private static bool MatchesRecursive(ref PathParser parser, InputControl currentControl, bool prefixOnly = false)
|
||
|
{
|
||
|
// Recurse into parent before looking at the current control. This
|
||
|
// will advance the parser to where our control is in the path.
|
||
|
var parent = currentControl.parent;
|
||
|
if (parent != null && !MatchesRecursive(ref parser, parent, prefixOnly))
|
||
|
return false;
|
||
|
|
||
|
// Stop if there's no more path left.
|
||
|
if (!parser.MoveToNextComponent())
|
||
|
return prefixOnly; // Failure if we match full path, success if we match prefix only.
|
||
|
|
||
|
// Match current path component against current control.
|
||
|
return parser.current.Matches(currentControl);
|
||
|
}
|
||
|
|
||
|
////TODO: refactor this to use the new PathParser
|
||
|
|
||
|
/// <summary>
|
||
|
/// Recursively match path elements in <paramref name="path"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="control">Current control we're at.</param>
|
||
|
/// <param name="path">Control path we are matching against.</param>
|
||
|
/// <param name="indexInPath">Index of current component in <paramref name="path"/>.</param>
|
||
|
/// <param name="matches"></param>
|
||
|
/// <param name="matchMultiple"></param>
|
||
|
/// <typeparam name="TControl"></typeparam>
|
||
|
/// <returns></returns>
|
||
|
private static TControl MatchControlsRecursive<TControl>(InputControl control, string path, int indexInPath,
|
||
|
ref InputControlList<TControl> matches, bool matchMultiple)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
var pathLength = path.Length;
|
||
|
|
||
|
// Try to get a match. A path spec has three components:
|
||
|
// "<layout>{usage}name"
|
||
|
// All are optional but at least one component must be present.
|
||
|
// Names can be aliases, too.
|
||
|
// We don't tap InputControl.path strings of controls so as to not create a
|
||
|
// bunch of string objects while feeling our way down the hierarchy.
|
||
|
|
||
|
var controlIsMatch = true;
|
||
|
|
||
|
// Match by layout.
|
||
|
if (path[indexInPath] == '<')
|
||
|
{
|
||
|
++indexInPath;
|
||
|
controlIsMatch =
|
||
|
MatchPathComponent(control.layout, path, ref indexInPath, PathComponentType.Layout);
|
||
|
|
||
|
// If the layout isn't a match, walk up the base layout
|
||
|
// chain and match each base layout.
|
||
|
if (!controlIsMatch)
|
||
|
{
|
||
|
var baseLayout = control.m_Layout;
|
||
|
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout))
|
||
|
{
|
||
|
controlIsMatch = MatchPathComponent(baseLayout, path, ref indexInPath,
|
||
|
PathComponentType.Layout);
|
||
|
if (controlIsMatch)
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Match by usage.
|
||
|
while (indexInPath < pathLength && path[indexInPath] == '{' && controlIsMatch)
|
||
|
{
|
||
|
++indexInPath;
|
||
|
|
||
|
for (var i = 0; i < control.usages.Count; ++i)
|
||
|
{
|
||
|
controlIsMatch = MatchPathComponent(control.usages[i], path, ref indexInPath, PathComponentType.Usage);
|
||
|
if (controlIsMatch)
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Match by display name.
|
||
|
if (indexInPath < pathLength - 1 && controlIsMatch && path[indexInPath] == '#' &&
|
||
|
path[indexInPath + 1] == '(')
|
||
|
{
|
||
|
indexInPath += 2;
|
||
|
controlIsMatch = MatchPathComponent(control.displayName, path, ref indexInPath,
|
||
|
PathComponentType.DisplayName);
|
||
|
}
|
||
|
|
||
|
// Match by name.
|
||
|
if (indexInPath < pathLength && controlIsMatch && path[indexInPath] != '/')
|
||
|
{
|
||
|
// Normal name match.
|
||
|
controlIsMatch = MatchPathComponent(control.name, path, ref indexInPath, PathComponentType.Name);
|
||
|
|
||
|
// Alternative match by alias.
|
||
|
if (!controlIsMatch)
|
||
|
{
|
||
|
for (var i = 0; i < control.aliases.Count && !controlIsMatch; ++i)
|
||
|
{
|
||
|
controlIsMatch = MatchPathComponent(control.aliases[i], path, ref indexInPath,
|
||
|
PathComponentType.Name);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we have a match, return it or, if there's children, recurse into them.
|
||
|
if (controlIsMatch)
|
||
|
{
|
||
|
// If we ended up on a wildcard, we've successfully matched it.
|
||
|
if (indexInPath < pathLength && path[indexInPath] == '*')
|
||
|
++indexInPath;
|
||
|
|
||
|
// If we've reached the end of the path, we have a match.
|
||
|
if (indexInPath == pathLength)
|
||
|
{
|
||
|
// Check type.
|
||
|
if (!(control is TControl match))
|
||
|
return null;
|
||
|
|
||
|
if (matchMultiple)
|
||
|
matches.Add(match);
|
||
|
return match;
|
||
|
}
|
||
|
|
||
|
// If we've reached a separator, dive into our children.
|
||
|
if (path[indexInPath] == '/')
|
||
|
{
|
||
|
++indexInPath;
|
||
|
|
||
|
// Silently accept trailing slashes.
|
||
|
if (indexInPath == pathLength)
|
||
|
{
|
||
|
// Check type.
|
||
|
if (!(control is TControl match))
|
||
|
return null;
|
||
|
|
||
|
if (matchMultiple)
|
||
|
matches.Add(match);
|
||
|
return match;
|
||
|
}
|
||
|
|
||
|
// See if we want to match children by usage or by name.
|
||
|
TControl lastMatch;
|
||
|
if (path[indexInPath] == '{')
|
||
|
{
|
||
|
// Usages are kind of like entry points that can route to anywhere else
|
||
|
// on a device's control hierarchy and then we keep going from that re-routed
|
||
|
// point.
|
||
|
lastMatch = MatchByUsageAtDeviceRootRecursive(control.device, path, indexInPath, ref matches, matchMultiple);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Go through children and see what we can match.
|
||
|
lastMatch = MatchChildrenRecursive(control, path, indexInPath, ref matches, matchMultiple);
|
||
|
}
|
||
|
|
||
|
return lastMatch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
private static TControl MatchByUsageAtDeviceRootRecursive<TControl>(InputDevice device, string path, int indexInPath,
|
||
|
ref InputControlList<TControl> matches, bool matchMultiple)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
// NOTE: m_UsagesForEachControl includes usages for the device. m_UsageToControl does not.
|
||
|
|
||
|
var usages = device.m_UsagesForEachControl;
|
||
|
if (usages == null)
|
||
|
return null;
|
||
|
|
||
|
var usageCount = device.m_UsageToControl.LengthSafe();
|
||
|
var startIndex = indexInPath + 1;
|
||
|
var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
|
||
|
var pathLength = path.Length;
|
||
|
|
||
|
Debug.Assert(path[indexInPath] == '{');
|
||
|
++indexInPath;
|
||
|
if (indexInPath == pathLength)
|
||
|
throw new ArgumentException($"Invalid path spec '{path}'; trailing '{{'", nameof(path));
|
||
|
|
||
|
TControl lastMatch = null;
|
||
|
|
||
|
for (var i = 0; i < usageCount; ++i)
|
||
|
{
|
||
|
var usage = usages[i];
|
||
|
Debug.Assert(!string.IsNullOrEmpty(usage), "Usage entry is empty");
|
||
|
|
||
|
// Match usage against path.
|
||
|
var usageIsMatch = MatchPathComponent(usage, path, ref indexInPath, PathComponentType.Usage);
|
||
|
|
||
|
// If it isn't a match, go to next usage.
|
||
|
if (!usageIsMatch)
|
||
|
{
|
||
|
indexInPath = startIndex;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
var controlMatchedByUsage = device.m_UsageToControl[i];
|
||
|
|
||
|
// If there's more to go in the path, dive into the children of the control.
|
||
|
if (indexInPath < pathLength && path[indexInPath] == '/')
|
||
|
{
|
||
|
lastMatch = MatchChildrenRecursive(controlMatchedByUsage, path, indexInPath + 1,
|
||
|
ref matches, matchMultiple);
|
||
|
|
||
|
// We can stop going through usages if we matched something and the
|
||
|
// path component covering usage does not contain wildcards.
|
||
|
if (lastMatch != null && !pathCanMatchMultiple)
|
||
|
break;
|
||
|
|
||
|
// We can stop going through usages if we have a match and are only
|
||
|
// looking for a single one.
|
||
|
if (lastMatch != null && !matchMultiple)
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lastMatch = controlMatchedByUsage as TControl;
|
||
|
if (lastMatch != null)
|
||
|
{
|
||
|
if (matchMultiple)
|
||
|
matches.Add(lastMatch);
|
||
|
else
|
||
|
{
|
||
|
// Only looking for single match and we have one.
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return lastMatch;
|
||
|
}
|
||
|
|
||
|
private static TControl MatchChildrenRecursive<TControl>(InputControl control, string path, int indexInPath,
|
||
|
ref InputControlList<TControl> matches, bool matchMultiple)
|
||
|
where TControl : InputControl
|
||
|
{
|
||
|
var children = control.children;
|
||
|
var childCount = children.Count;
|
||
|
TControl lastMatch = null;
|
||
|
var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
|
||
|
|
||
|
for (var i = 0; i < childCount; ++i)
|
||
|
{
|
||
|
var child = children[i];
|
||
|
var childMatch = MatchControlsRecursive(child, path, indexInPath, ref matches, matchMultiple);
|
||
|
|
||
|
if (childMatch == null)
|
||
|
continue;
|
||
|
|
||
|
// If the child matched something an there's no wildcards in the child
|
||
|
// portion of the path, we can stop searching.
|
||
|
if (!pathCanMatchMultiple)
|
||
|
return childMatch;
|
||
|
|
||
|
// If we are only looking for the first match and a child matched,
|
||
|
// we can also stop.
|
||
|
if (!matchMultiple)
|
||
|
return childMatch;
|
||
|
|
||
|
// Otherwise we have to go hunting through the hierarchy in case there are
|
||
|
// more matches.
|
||
|
lastMatch = childMatch;
|
||
|
}
|
||
|
|
||
|
return lastMatch;
|
||
|
}
|
||
|
|
||
|
private enum PathComponentType
|
||
|
{
|
||
|
Name,
|
||
|
DisplayName,
|
||
|
Usage,
|
||
|
Layout
|
||
|
}
|
||
|
|
||
|
private static bool MatchPathComponent(string component, string path, ref int indexInPath, PathComponentType componentType, int startIndexInComponent = 0)
|
||
|
{
|
||
|
Debug.Assert(component != null, "Component string is null");
|
||
|
Debug.Assert(path != null, "Path is null");
|
||
|
|
||
|
var componentLength = component.Length;
|
||
|
var pathLength = path.Length;
|
||
|
var startIndex = indexInPath;
|
||
|
|
||
|
// Try to walk the name as far as we can.
|
||
|
var indexInComponent = startIndexInComponent;
|
||
|
while (indexInPath < pathLength)
|
||
|
{
|
||
|
// Check if we've reached a terminator in the path.
|
||
|
var nextCharInPath = path[indexInPath];
|
||
|
if (nextCharInPath == '\\' && indexInPath + 1 < pathLength)
|
||
|
{
|
||
|
// Escaped character. Bypass treatment of special characters below.
|
||
|
++indexInPath;
|
||
|
nextCharInPath = path[indexInPath];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (nextCharInPath == '/' && componentType == PathComponentType.Name)
|
||
|
break;
|
||
|
if ((nextCharInPath == '>' && componentType == PathComponentType.Layout)
|
||
|
|| (nextCharInPath == '}' && componentType == PathComponentType.Usage)
|
||
|
|| (nextCharInPath == ')' && componentType == PathComponentType.DisplayName))
|
||
|
{
|
||
|
++indexInPath;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
////TODO: allow only single '*' and recognize '**'
|
||
|
// If we've reached a '*' in the path, skip character in name.
|
||
|
if (nextCharInPath == '*')
|
||
|
{
|
||
|
// But first let's see if we have something after the wildcard that matches the rest of the component.
|
||
|
// This could be when, for example, we hit "T" on matching "leftTrigger" against "*Trigger". We have to stop
|
||
|
// gobbling up characters for the wildcard when reaching "Trigger" in the component name.
|
||
|
//
|
||
|
// NOTE: Just looking at the very next character only is *NOT* enough. We need to match the entire rest of
|
||
|
// the path. Otherwise, in the example above, we would stop on seeing the lowercase 't' and then be left
|
||
|
// trying to match "tTrigger" against "Trigger".
|
||
|
var indexAfterWildcard = indexInPath + 1;
|
||
|
if (indexInPath < (pathLength - 1) &&
|
||
|
indexInComponent < componentLength &&
|
||
|
MatchPathComponent(component, path, ref indexAfterWildcard, componentType, indexInComponent))
|
||
|
{
|
||
|
indexInPath = indexAfterWildcard;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if (indexInComponent < componentLength)
|
||
|
++indexInComponent;
|
||
|
else
|
||
|
return true;
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we've reached the end of the component name, we did so before
|
||
|
// we've reached a terminator
|
||
|
if (indexInComponent == componentLength)
|
||
|
{
|
||
|
indexInPath = startIndex;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
var charInComponent = component[indexInComponent];
|
||
|
if (charInComponent == nextCharInPath || char.ToLower(charInComponent) == char.ToLower(nextCharInPath))
|
||
|
{
|
||
|
++indexInComponent;
|
||
|
++indexInPath;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Name isn't a match.
|
||
|
indexInPath = startIndex;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (indexInComponent == componentLength)
|
||
|
return true;
|
||
|
|
||
|
indexInPath = startIndex;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private static bool PathComponentCanYieldMultipleMatches(string path, int indexInPath)
|
||
|
{
|
||
|
var indexOfNextSlash = path.IndexOf('/', indexInPath);
|
||
|
if (indexOfNextSlash == -1)
|
||
|
return path.IndexOf('*', indexInPath) != -1 || path.IndexOf('<', indexInPath) != -1;
|
||
|
|
||
|
var length = indexOfNextSlash - indexInPath;
|
||
|
return path.IndexOf('*', indexInPath, length) != -1 || path.IndexOf('<', indexInPath, length) != -1;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// A single component of a parsed control path as returned by <see cref="Parse"/>. For example, in the
|
||
|
/// control path <c>"<Gamepad>/buttonSouth"</c>, there are two parts: <c>"<Gamepad>"</c>
|
||
|
/// and <c>"buttonSouth"</c>.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="Parse"/>
|
||
|
public struct ParsedPathComponent
|
||
|
{
|
||
|
// Accessing these means no allocations (except when there are multiple usages).
|
||
|
internal Substring m_Layout;
|
||
|
internal InlinedArray<Substring> m_Usages;
|
||
|
internal Substring m_Name;
|
||
|
internal Substring m_DisplayName;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Name of the layout (the part between '<' and '>') referenced in the component or <c>null</c> if no layout
|
||
|
/// is specified. In <c>"<Gamepad>/buttonSouth"</c> the first component will return
|
||
|
/// <c>"Gamepad"</c> from this property and the second component will return <c>null</c>.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="InputControlLayout"/>
|
||
|
/// <seealso cref="InputSystem.LoadLayout"/>
|
||
|
/// <seealso cref="InputControl.layout"/>
|
||
|
public string layout => m_Layout.ToString();
|
||
|
|
||
|
/// <summary>
|
||
|
/// List of device or control usages (the part between '{' and '}') referenced in the component or an empty
|
||
|
/// enumeration. In <c>"<XRController>{RightHand}/trigger"</c>, for example, the
|
||
|
/// first component will have a single element <c>"RightHand"</c> in the enumeration
|
||
|
/// and the second component will have an empty enumeration.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="InputControl.usages"/>
|
||
|
/// <seealso cref="InputSystem.AddDeviceUsage(InputDevice,string)"/>
|
||
|
public IEnumerable<string> usages => m_Usages.Select(x => x.ToString());
|
||
|
|
||
|
/// <summary>
|
||
|
/// Name of the device or control referenced in the component or <c>null</c> In
|
||
|
/// <c>"<Gamepad>/buttonSouth"</c>, for example, the first component will
|
||
|
/// have a <c>null</c> name and the second component will have <c>"buttonSouth"</c>
|
||
|
/// in the name.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="InputControl.name"/>
|
||
|
public string name => m_Name.ToString();
|
||
|
|
||
|
/// <summary>
|
||
|
/// Display name of the device or control (the part inside of '#(...)') referenced in the component
|
||
|
/// or <c>null</c>. In <c>"<Keyboard>/#(*)"</c>, for example, the first component will
|
||
|
/// have a null displayName and the second component will have a displayName of <c>"*"</c>.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="InputControl.displayName"/>
|
||
|
public string displayName => m_DisplayName.ToString();
|
||
|
|
||
|
////REVIEW: This one isn't well-designed enough yet to be exposed. And double-wildcards are not yet supported.
|
||
|
internal bool isWildcard => m_Name == Wildcard;
|
||
|
internal bool isDoubleWildcard => m_Name == DoubleWildcard;
|
||
|
|
||
|
internal string ToHumanReadableString(string parentLayoutName, string parentControlPath, out string referencedLayoutName,
|
||
|
out string controlPath, HumanReadableStringOptions options)
|
||
|
{
|
||
|
referencedLayoutName = null;
|
||
|
controlPath = null;
|
||
|
|
||
|
var result = string.Empty;
|
||
|
if (isWildcard)
|
||
|
result += "Any";
|
||
|
|
||
|
if (m_Usages.length > 0)
|
||
|
{
|
||
|
var combinedUsages = string.Empty;
|
||
|
|
||
|
for (var i = 0; i < m_Usages.length; ++i)
|
||
|
{
|
||
|
if (m_Usages[i].isEmpty)
|
||
|
continue;
|
||
|
|
||
|
if (combinedUsages != string.Empty)
|
||
|
combinedUsages += " & " + ToHumanReadableString(m_Usages[i]);
|
||
|
else
|
||
|
combinedUsages = ToHumanReadableString(m_Usages[i]);
|
||
|
}
|
||
|
if (combinedUsages != string.Empty)
|
||
|
{
|
||
|
if (result != string.Empty)
|
||
|
result += ' ' + combinedUsages;
|
||
|
else
|
||
|
result += combinedUsages;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!m_Layout.isEmpty)
|
||
|
{
|
||
|
referencedLayoutName = m_Layout.ToString();
|
||
|
|
||
|
// Where possible, use the displayName of the given layout rather than
|
||
|
// just the internal layout name.
|
||
|
string layoutString;
|
||
|
var referencedLayout = InputControlLayout.cache.FindOrLoadLayout(referencedLayoutName, throwIfNotFound: false);
|
||
|
if (referencedLayout != null && !string.IsNullOrEmpty(referencedLayout.m_DisplayName))
|
||
|
layoutString = referencedLayout.m_DisplayName;
|
||
|
else
|
||
|
layoutString = ToHumanReadableString(m_Layout);
|
||
|
|
||
|
if (!string.IsNullOrEmpty(result))
|
||
|
result += ' ' + layoutString;
|
||
|
else
|
||
|
result += layoutString;
|
||
|
}
|
||
|
|
||
|
if (!m_Name.isEmpty && !isWildcard)
|
||
|
{
|
||
|
// If we have a layout from a preceding path component, try to find
|
||
|
// the control by name on the layout. If we find it, use its display
|
||
|
// name rather than the name referenced in the binding.
|
||
|
string nameString = null;
|
||
|
if (!string.IsNullOrEmpty(parentLayoutName))
|
||
|
{
|
||
|
// NOTE: This produces a fully merged layout. We should thus pick up display names
|
||
|
// from base layouts automatically wherever applicable.
|
||
|
var parentLayout =
|
||
|
InputControlLayout.cache.FindOrLoadLayout(new InternedString(parentLayoutName), throwIfNotFound: false);
|
||
|
if (parentLayout != null)
|
||
|
{
|
||
|
var controlName = new InternedString(m_Name.ToString());
|
||
|
var control = parentLayout.FindControlIncludingArrayElements(controlName, out var arrayIndex);
|
||
|
if (control != null)
|
||
|
{
|
||
|
// Synthesize path of control.
|
||
|
if (string.IsNullOrEmpty(parentControlPath))
|
||
|
{
|
||
|
if (arrayIndex != -1)
|
||
|
controlPath = $"{control.Value.name}{arrayIndex}";
|
||
|
else
|
||
|
controlPath = control.Value.name;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (arrayIndex != -1)
|
||
|
controlPath = $"{parentControlPath}/{control.Value.name}{arrayIndex}";
|
||
|
else
|
||
|
controlPath = $"{parentControlPath}/{control.Value.name}";
|
||
|
}
|
||
|
|
||
|
var shortDisplayName = (options & HumanReadableStringOptions.UseShortNames) != 0
|
||
|
? control.Value.shortDisplayName
|
||
|
: null;
|
||
|
|
||
|
var displayName = !string.IsNullOrEmpty(shortDisplayName)
|
||
|
? shortDisplayName
|
||
|
: control.Value.displayName;
|
||
|
|
||
|
if (!string.IsNullOrEmpty(displayName))
|
||
|
{
|
||
|
if (arrayIndex != -1)
|
||
|
nameString = $"{displayName} #{arrayIndex}";
|
||
|
else
|
||
|
nameString = displayName;
|
||
|
}
|
||
|
|
||
|
// If we don't have an explicit <layout> part in the component,
|
||
|
// remember the name of the layout referenced by the control name so
|
||
|
// that path components further down the line can keep looking up their
|
||
|
// display names.
|
||
|
if (string.IsNullOrEmpty(referencedLayoutName))
|
||
|
referencedLayoutName = control.Value.layout;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (nameString == null)
|
||
|
nameString = ToHumanReadableString(m_Name);
|
||
|
|
||
|
if (!string.IsNullOrEmpty(result))
|
||
|
result += ' ' + nameString;
|
||
|
else
|
||
|
result += nameString;
|
||
|
}
|
||
|
|
||
|
if (!m_DisplayName.isEmpty)
|
||
|
{
|
||
|
var str = $"\"{ToHumanReadableString(m_DisplayName)}\"";
|
||
|
if (!string.IsNullOrEmpty(result))
|
||
|
result += ' ' + str;
|
||
|
else
|
||
|
result += str;
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private static string ToHumanReadableString(Substring substring)
|
||
|
{
|
||
|
return substring.ToString().Unescape("/*{<", "/*{<");
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether the given control matches the constraints of this path component.
|
||
|
/// </summary>
|
||
|
/// <param name="control">Control to match against the path spec.</param>
|
||
|
/// <returns>True if <paramref name="control"/> matches the constraints.</returns>
|
||
|
public bool Matches(InputControl control)
|
||
|
{
|
||
|
// Match layout.
|
||
|
if (!m_Layout.isEmpty)
|
||
|
{
|
||
|
// Check for direct match.
|
||
|
var layoutMatches = ComparePathElementToString(m_Layout, control.layout);
|
||
|
if (!layoutMatches)
|
||
|
{
|
||
|
// No direct match but base layout may match.
|
||
|
var baseLayout = control.m_Layout;
|
||
|
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout) && !layoutMatches)
|
||
|
layoutMatches = ComparePathElementToString(m_Layout, baseLayout.ToString());
|
||
|
}
|
||
|
|
||
|
if (!layoutMatches)
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match usage.
|
||
|
if (m_Usages.length > 0)
|
||
|
{
|
||
|
for (var i = 0; i < m_Usages.length; ++i)
|
||
|
{
|
||
|
if (!m_Usages[i].isEmpty)
|
||
|
{
|
||
|
var controlUsages = control.usages;
|
||
|
var haveUsageMatch = false;
|
||
|
for (var ci = 0; ci < controlUsages.Count; ++ci)
|
||
|
if (ComparePathElementToString(m_Usages[i], controlUsages[ci]))
|
||
|
{
|
||
|
haveUsageMatch = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!haveUsageMatch)
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Match name.
|
||
|
if (!m_Name.isEmpty && !isWildcard)
|
||
|
{
|
||
|
////FIXME: unlike the matching path we have in MatchControlsRecursive, this does not take aliases into account
|
||
|
if (!ComparePathElementToString(m_Name, control.name))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Match display name.
|
||
|
if (!m_DisplayName.isEmpty)
|
||
|
{
|
||
|
if (!ComparePathElementToString(m_DisplayName, control.displayName))
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// In a path, characters may be escaped so in those cases, we can't just compare
|
||
|
// character-by-character.
|
||
|
private static bool ComparePathElementToString(Substring pathElement, string element)
|
||
|
{
|
||
|
var pathElementLength = pathElement.length;
|
||
|
var elementLength = element.Length;
|
||
|
|
||
|
for (int i = 0, j = 0;; i++, j++)
|
||
|
{
|
||
|
var pathElementDone = i == pathElementLength;
|
||
|
var elementDone = j == elementLength;
|
||
|
|
||
|
if (pathElementDone || elementDone)
|
||
|
return pathElementDone == elementDone;
|
||
|
|
||
|
var ch = pathElement[i];
|
||
|
if (ch == '\\' && i + 1 < pathElementLength)
|
||
|
ch = pathElement[++i];
|
||
|
|
||
|
if (char.ToLowerInvariant(ch) != char.ToLowerInvariant(element[j]))
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Splits a control path into its separate components.
|
||
|
/// </summary>
|
||
|
/// <param name="path">A control path such as <c>"<Gamepad>/buttonSouth"</c>.</param>
|
||
|
/// <returns>An enumeration of the parsed components. The enumeration is empty if the given
|
||
|
/// <paramref name="path"/> is empty.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
|
||
|
/// <remarks>
|
||
|
/// You can use this method, for example, to separate out the components in a binding's <see cref="InputBinding.path"/>.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// var parsed = InputControlPath.Parse("<XRController>{LeftHand}/trigger").ToArray();
|
||
|
///
|
||
|
/// Debug.Log(parsed.Length); // Prints 2.
|
||
|
/// Debug.Log(parsed[0].layout); // Prints "XRController".
|
||
|
/// Debug.Log(parsed[0].name); // Prints an empty string.
|
||
|
/// Debug.Log(parsed[0].usages.First()); // Prints "LeftHand".
|
||
|
/// Debug.Log(parsed[1].layout); // Prints null.
|
||
|
/// Debug.Log(parsed[1].name); // Prints "trigger".
|
||
|
///
|
||
|
/// // Find out if the given device layout is based on "TrackedDevice".
|
||
|
/// Debug.Log(InputSystem.IsFirstLayoutBasedOnSecond(parsed[0].layout, "TrackedDevice")); // Prints true.
|
||
|
///
|
||
|
/// // Load the device layout referenced by the path.
|
||
|
/// var layout = InputSystem.LoadLayout(parsed[0].layout);
|
||
|
/// Debug.Log(layout.baseLayouts.First()); // Prints "TrackedDevice".
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputBinding.path"/>
|
||
|
/// <seealso cref="InputSystem.FindControl"/>
|
||
|
public static IEnumerable<ParsedPathComponent> Parse(string path)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
throw new ArgumentNullException(nameof(path));
|
||
|
|
||
|
var parser = new PathParser(path);
|
||
|
while (parser.MoveToNextComponent())
|
||
|
yield return parser.current;
|
||
|
}
|
||
|
|
||
|
// NOTE: Must not allocate!
|
||
|
private struct PathParser
|
||
|
{
|
||
|
private string path;
|
||
|
private int length;
|
||
|
private int leftIndexInPath;
|
||
|
private int rightIndexInPath; // Points either to a '/' character or one past the end of the path string.
|
||
|
|
||
|
public ParsedPathComponent current;
|
||
|
|
||
|
public bool isAtEnd => rightIndexInPath == length;
|
||
|
|
||
|
public PathParser(string path)
|
||
|
{
|
||
|
Debug.Assert(path != null);
|
||
|
|
||
|
this.path = path;
|
||
|
length = path.Length;
|
||
|
leftIndexInPath = 0;
|
||
|
rightIndexInPath = 0;
|
||
|
current = new ParsedPathComponent();
|
||
|
}
|
||
|
|
||
|
// Update parsing state and 'current' to next component in path.
|
||
|
// Returns true if the was another component or false if the end of the path was reached.
|
||
|
public bool MoveToNextComponent()
|
||
|
{
|
||
|
// See if we've the end of the path string.
|
||
|
if (rightIndexInPath == length)
|
||
|
return false;
|
||
|
|
||
|
// Make our current right index our new left index and find
|
||
|
// a new right index from there.
|
||
|
leftIndexInPath = rightIndexInPath;
|
||
|
if (path[leftIndexInPath] == '/')
|
||
|
{
|
||
|
++leftIndexInPath;
|
||
|
rightIndexInPath = leftIndexInPath;
|
||
|
if (leftIndexInPath == length)
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Parse <...> layout part, if present.
|
||
|
var layout = new Substring();
|
||
|
if (rightIndexInPath < length && path[rightIndexInPath] == '<')
|
||
|
layout = ParseComponentPart('>');
|
||
|
|
||
|
////FIXME: with multiple usages, this will allocate
|
||
|
////FIXME: Why the heck is this allocating? Should not allocate here! Worse yet, we do ToArray() down there.
|
||
|
// Parse {...} usage part, if present.
|
||
|
var usages = new InlinedArray<Substring>();
|
||
|
while (rightIndexInPath < length && path[rightIndexInPath] == '{')
|
||
|
usages.AppendWithCapacity(ParseComponentPart('}'));
|
||
|
|
||
|
// Parse display name part, if present.
|
||
|
var displayName = new Substring();
|
||
|
if (rightIndexInPath < length - 1 && path[rightIndexInPath] == '#' && path[rightIndexInPath + 1] == '(')
|
||
|
{
|
||
|
++rightIndexInPath;
|
||
|
displayName = ParseComponentPart(')');
|
||
|
}
|
||
|
|
||
|
// Parse name part, if present.
|
||
|
var name = new Substring();
|
||
|
if (rightIndexInPath < length && path[rightIndexInPath] != '/')
|
||
|
name = ParseComponentPart('/');
|
||
|
|
||
|
current = new ParsedPathComponent
|
||
|
{
|
||
|
m_Layout = layout,
|
||
|
m_Usages = usages,
|
||
|
m_Name = name,
|
||
|
m_DisplayName = displayName
|
||
|
};
|
||
|
|
||
|
return leftIndexInPath != rightIndexInPath;
|
||
|
}
|
||
|
|
||
|
private Substring ParseComponentPart(char terminator)
|
||
|
{
|
||
|
if (terminator != '/') // Name has no corresponding left side terminator.
|
||
|
++rightIndexInPath;
|
||
|
|
||
|
var partStartIndex = rightIndexInPath;
|
||
|
while (rightIndexInPath < length && path[rightIndexInPath] != terminator)
|
||
|
{
|
||
|
if (path[rightIndexInPath] == '\\' && rightIndexInPath + 1 < length)
|
||
|
++rightIndexInPath;
|
||
|
++rightIndexInPath;
|
||
|
}
|
||
|
|
||
|
var partLength = rightIndexInPath - partStartIndex;
|
||
|
if (rightIndexInPath < length && terminator != '/')
|
||
|
++rightIndexInPath; // Skip past terminator.
|
||
|
|
||
|
return new Substring(path, partStartIndex, partLength);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|