78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A floating-point 2D vector control composed of two <see cref="AxisControl"/>s.
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/// </summary>
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/// <remarks>
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/// An example is <see cref="Pointer.position"/>.
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///
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/// <example>
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/// <code>
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/// Debug.Log(string.Format("Mouse position x={0} y={1}",
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/// Mouse.current.position.x.ReadValue(),
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/// Mouse.current.position.y.ReadValue()));
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/// </code>
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/// </example>
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///
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/// Normalization is not implied. The X and Y coordinates can be in any range or units.
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/// </remarks>
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public class Vector2Control : InputControl<Vector2>
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{
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/// <summary>
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/// Horizontal position of the control.
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/// </summary>
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/// <value>Control representing horizontal motion input.</value>
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[InputControl(offset = 0, displayName = "X")]
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public AxisControl x { get; set; }
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/// <summary>
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/// Vertical position of the control.
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/// </summary>
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/// <value>Control representing vertical motion input.</value>
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[InputControl(offset = 4, displayName = "Y")]
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public AxisControl y { get; set; }
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/// <summary>
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/// Default-initialize the control.
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/// </summary>
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public Vector2Control()
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{
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m_StateBlock.format = InputStateBlock.FormatVector2;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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x = GetChildControl<AxisControl>("x");
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y = GetChildControl<AxisControl>("y");
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base.FinishSetup();
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}
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/// <inheritdoc />
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public override unsafe Vector2 ReadUnprocessedValueFromState(void* statePtr)
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{
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return new Vector2(
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x.ReadUnprocessedValueFromState(statePtr),
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y.ReadUnprocessedValueFromState(statePtr));
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}
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/// <inheritdoc />
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public override unsafe void WriteValueIntoState(Vector2 value, void* statePtr)
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{
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x.WriteValueIntoState(value.x, statePtr);
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y.WriteValueIntoState(value.y, statePtr);
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}
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/// <inheritdoc />
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public override unsafe float EvaluateMagnitude(void* statePtr)
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{
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////REVIEW: this can go beyond 1; that okay?
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return ReadValueFromState(statePtr).magnitude;
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}
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}
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}
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