124 lines
4.5 KiB
C#
124 lines
4.5 KiB
C#
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#if UNITY_EDITOR
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using System.Text;
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using UnityEditor;
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using UnityEngine.InputSystem.Layouts;
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namespace UnityEngine.InputSystem.Editor
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{
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internal abstract class InputControlDropdownItem : AdvancedDropdownItem
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{
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protected string m_ControlPath;
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protected string m_Device;
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protected string m_Usage;
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protected bool m_Searchable;
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public string controlPath => m_ControlPath;
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public virtual string controlPathWithDevice
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{
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get
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{
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var path = new StringBuilder($"<{m_Device}>");
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if (!string.IsNullOrEmpty(m_Usage))
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path.Append($"{{{m_Usage}}}");
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if (!string.IsNullOrEmpty(m_ControlPath))
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path.Append($"/{m_ControlPath}");
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return path.ToString();
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}
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}
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public override string searchableName
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{
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get
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{
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// ToHumanReadableString is expensive, especially given that we build the whole tree
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// every time the control picker comes up. Build searchable names only on demand
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// to save some time.
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if (m_SearchableName == null)
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{
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if (m_Searchable)
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m_SearchableName = InputControlPath.ToHumanReadableString(controlPathWithDevice);
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else
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m_SearchableName = string.Empty;
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}
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return m_SearchableName;
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}
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}
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protected InputControlDropdownItem(string name)
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: base(name) {}
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}
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// NOTE: Optional control items, unlike normal control items, are displayed with their internal control
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// names rather that their display names. The reason is that we're looking at controls that have
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// the same internal name in one or more derived layouts but each of those derived layouts may
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// give the control a different display name.
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//
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// Also, if we generate a control path for an optional binding, InputControlPath.ToHumanReadableName()
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// not find the referenced control on the referenced device layout and will thus not be able to
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// find a display name for it either. So, in the binding UI, these paths will also show with their
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// internal control names rather than display names.
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internal sealed class OptionalControlDropdownItem : InputControlDropdownItem
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{
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public OptionalControlDropdownItem(EditorInputControlLayoutCache.OptionalControl optionalControl, string deviceControlId, string commonUsage)
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: base(optionalControl.name)
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{
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m_ControlPath = optionalControl.name;
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m_Device = deviceControlId;
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m_Usage = commonUsage;
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// Not searchable.
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}
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}
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internal sealed class UsageDropdownItem : InputControlDropdownItem
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{
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public override string controlPathWithDevice => $"{m_Device}/{{{m_ControlPath}}}";
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public UsageDropdownItem(string usage)
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: base(usage)
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{
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m_Device = "*";
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m_ControlPath = usage;
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id = controlPathWithDevice.GetHashCode();
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m_Searchable = true;
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}
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}
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internal sealed class DeviceDropdownItem : InputControlDropdownItem
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{
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public DeviceDropdownItem(InputControlLayout layout, string usage = null, bool searchable = true)
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: base(layout.m_DisplayName ?? ObjectNames.NicifyVariableName(layout.name))
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{
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m_Device = layout.name;
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m_Usage = usage;
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if (usage != null)
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name += " (" + usage + ")";
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id = name.GetHashCode();
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m_Searchable = searchable;
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}
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}
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internal sealed class ControlDropdownItem : InputControlDropdownItem
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{
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public ControlDropdownItem(ControlDropdownItem parent, string controlName, string displayName, string device, string usage, bool searchable)
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: base("")
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{
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m_Device = device;
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m_Usage = usage;
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m_Searchable = searchable;
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if (parent != null)
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m_ControlPath = $"{parent.controlPath}/{controlName}";
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else
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m_ControlPath = controlName;
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name = !string.IsNullOrEmpty(displayName) ? displayName : ObjectNames.NicifyVariableName(controlName);
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id = controlPathWithDevice.GetHashCode();
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indent = parent?.indent + 1 ?? 0;
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}
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}
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}
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#endif // UNITY_EDITOR
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