using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Utilities; using UnityEngine.Profiling; ////TODO: now that we can bind to controls by display name, we need to re-resolve controls when those change (e.g. when the keyboard layout changes) ////TODO: remove direct references to InputManager ////TODO: make sure controls in per-action and per-map control arrays are unique (the internal arrays are probably okay to have duplicates) ////REVIEW: should the default interaction be an *explicit* interaction? ////REVIEW: should "pass-through" be an interaction instead of a setting on actions? ////REVIEW: allow setup where state monitor is enabled but action is disabled? namespace UnityEngine.InputSystem { using InputActionListener = Action; /// /// Dynamic execution state of one or more action maps and /// all the actions they contain. /// /// /// The aim of this class is to both put all the dynamic execution state into one place as well /// as to organize state in tight, GC-optimized arrays. Also, by moving state out of individual /// action maps, we can combine the state of several maps /// into one single object with a single set of arrays. Ideally, if you have a single action /// asset in the game, you get a single InputActionState that contains the entire dynamic /// execution state for your game's actions. /// /// Note that this class allocates unmanaged memory. It has to be disposed of or it will leak /// memory! /// /// An instance of this class is also used for singleton actions by means of the hidden action /// map we create for those actions. In that case, there will be both a hidden map instance /// as well as an action state for every separate singleton action. This makes singleton actions /// relatively expensive. /// internal unsafe class InputActionState : IInputStateChangeMonitor, ICloneable, IDisposable { public const int kInvalidIndex = -1; /// /// Array of all maps added to the state. /// public InputActionMap[] maps; /// /// List of all resolved controls. /// /// /// As we don't know in advance how many controls a binding may match (if any), we bump the size of /// this array in increments during resolution. This means it may be end up being larger than the total /// number of used controls and have empty entries at the end. Use and not /// .Length to find the actual number of controls. /// /// All bound controls are included in the array regardless of whether only a partial set of actions /// is currently enabled. What ultimately decides whether controls get triggered or not is whether we /// have installed state monitors for them or not. /// public InputControl[] controls; /// /// Array of instantiated interaction objects. /// /// /// Every binding that has interactions corresponds to a slice of this array. /// /// Indices match between this and interaction states in . /// public IInputInteraction[] interactions; /// /// Processor objects instantiated for the bindings in the state. /// public InputProcessor[] processors; /// /// Array of instantiated composite objects. /// public InputBindingComposite[] composites; public int totalProcessorCount; public int totalCompositeCount => memory.compositeCount; public int totalMapCount => memory.mapCount; public int totalActionCount => memory.actionCount; public int totalBindingCount => memory.bindingCount; public int totalInteractionCount => memory.interactionCount; public int totalControlCount => memory.controlCount; /// /// Block of unmanaged memory that holds the dynamic execution state of the actions and their controls. /// /// /// We keep several arrays of structured data in a single block of unmanaged memory. /// public UnmanagedMemory memory; public ActionMapIndices* mapIndices => memory.mapIndices; public TriggerState* actionStates => memory.actionStates; public BindingState* bindingStates => memory.bindingStates; public InteractionState* interactionStates => memory.interactionStates; public int* controlIndexToBindingIndex => memory.controlIndexToBindingIndex; public ushort* controlGroupingAndComplexity => memory.controlGroupingAndComplexity; public float* controlMagnitudes => memory.controlMagnitudes; public uint* enabledControls => (uint*)memory.enabledControls; public bool isProcessingControlStateChange => m_InProcessControlStateChange; private bool m_OnBeforeUpdateHooked; private bool m_OnAfterUpdateHooked; private bool m_InProcessControlStateChange; private InputEventPtr m_CurrentlyProcessingThisEvent; private Action m_OnBeforeUpdateDelegate; private Action m_OnAfterUpdateDelegate; /// /// Initialize execution state with given resolved binding information. /// /// public void Initialize(InputBindingResolver resolver) { ClaimDataFrom(resolver); AddToGlobalList(); } private void ComputeControlGroupingIfNecessary() { if (memory.controlGroupingInitialized) return; // If shortcut support is disabled, we simply put put all bindings at complexity=1 and // in their own group. var disableControlGrouping = InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kDisableShortcutSupport); var currentGroup = 1u; for (var i = 0; i < totalControlCount; ++i) { var control = controls[i]; var bindingIndex = controlIndexToBindingIndex[i]; ref var binding = ref bindingStates[bindingIndex]; ////REVIEW: take processors and interactions into account?? // Compute complexity. var complexity = 1; if (binding.isPartOfComposite && !disableControlGrouping) { var compositeBindingIndex = binding.compositeOrCompositeBindingIndex; for (var n = compositeBindingIndex + 1; n < totalBindingCount; ++n) { ref var partBinding = ref bindingStates[n]; if (!partBinding.isPartOfComposite || partBinding.compositeOrCompositeBindingIndex != compositeBindingIndex) break; ++complexity; } } controlGroupingAndComplexity[i * 2 + 1] = (ushort)complexity; // Compute grouping. If already set, skip. if (controlGroupingAndComplexity[i * 2] == 0) { if (!disableControlGrouping) { for (var n = 0; n < totalControlCount; ++n) { // NOTE: We could compute group numbers based on device index + control offsets // and thus make them work globally in a stable way. But we'd need a mechanism // to then determine ordering of actions globally such that it is clear which // action gets a first shot at an input. var otherControl = controls[n]; if (control != otherControl) continue; controlGroupingAndComplexity[n * 2] = (ushort)currentGroup; } } controlGroupingAndComplexity[i * 2] = (ushort)currentGroup; ++currentGroup; } } memory.controlGroupingInitialized = true; } public void ClaimDataFrom(InputBindingResolver resolver) { totalProcessorCount = resolver.totalProcessorCount; maps = resolver.maps; interactions = resolver.interactions; processors = resolver.processors; composites = resolver.composites; controls = resolver.controls; memory = resolver.memory; resolver.memory = new UnmanagedMemory(); ComputeControlGroupingIfNecessary(); } ~InputActionState() { Destroy(isFinalizing: true); } public void Dispose() { Destroy(); } private void Destroy(bool isFinalizing = false) { Debug.Assert(!isProcessingControlStateChange, "Must not destroy InputActionState while executing an action callback within it"); if (!isFinalizing) { for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; // Remove state change monitors. if (map.enabled) DisableControls(i, mapIndices[i].controlStartIndex, mapIndices[i].controlCount); if (map.m_Asset != null) map.m_Asset.m_SharedStateForAllMaps = null; map.m_State = null; map.m_MapIndexInState = kInvalidIndex; map.m_EnabledActionsCount = 0; // Reset action indices on the map's actions. var actions = map.m_Actions; if (actions != null) { for (var n = 0; n < actions.Length; ++n) actions[n].m_ActionIndexInState = kInvalidIndex; } } RemoveMapFromGlobalList(); } memory.Dispose(); } /// /// Create a copy of the state. /// /// /// /// The copy is non-functional in so far as it cannot be used to keep track of changes made to /// any associated actions. However, it can be used to freeze the binding resolution state of /// a particular set of enabled actions. This is used by . /// public InputActionState Clone() { return new InputActionState { maps = ArrayHelpers.Copy(maps), controls = ArrayHelpers.Copy(controls), interactions = ArrayHelpers.Copy(interactions), processors = ArrayHelpers.Copy(processors), composites = ArrayHelpers.Copy(composites), totalProcessorCount = totalProcessorCount, memory = memory.Clone(), }; } object ICloneable.Clone() { return Clone(); } /// /// Check if the state is currently using a control from the given device. /// /// Any input device. /// True if any of the maps in the state has the device in its /// list or if any of the device's controls are contained in . private bool IsUsingDevice(InputDevice device) { Debug.Assert(device != null, "Device is null"); // If all maps have device restrictions, the device must be in it // or we're not using it. var haveMapsWithoutDeviceRestrictions = false; for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; var devicesForMap = map.devices; if (devicesForMap == null) haveMapsWithoutDeviceRestrictions = true; else if (devicesForMap.Value.Contains(device)) return true; } if (!haveMapsWithoutDeviceRestrictions) return false; // Check all our controls one by one. for (var i = 0; i < totalControlCount; ++i) if (controls[i].device == device) return true; return false; } // Check if the state would use a control from the given device. private bool CanUseDevice(InputDevice device) { Debug.Assert(device != null, "Device is null"); // If all maps have device restrictions and the device isn't in them, we can't use // the device. var haveMapWithoutDeviceRestrictions = false; for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; var devicesForMap = map.devices; if (devicesForMap == null) haveMapWithoutDeviceRestrictions = true; else if (devicesForMap.Value.Contains(device)) return true; } if (!haveMapWithoutDeviceRestrictions) return false; for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; var bindings = map.m_Bindings; if (bindings == null) continue; var bindingCount = bindings.Length; for (var n = 0; n < bindingCount; ++n) { if (InputControlPath.TryFindControl(device, bindings[n].effectivePath) != null) return true; } } return false; } /// /// Check whether the state has any actions that are currently enabled. /// /// public bool HasEnabledActions() { for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; if (map.enabled) return true; } return false; } private void FinishBindingCompositeSetups() { for (var i = 0; i < totalBindingCount; ++i) { ref var binding = ref bindingStates[i]; if (!binding.isComposite || binding.compositeOrCompositeBindingIndex == -1) continue; var composite = composites[binding.compositeOrCompositeBindingIndex]; var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = i }; composite.CallFinishSetup(ref context); } } internal void PrepareForBindingReResolution(bool needFullResolve, ref InputControlList activeControls, ref bool hasEnabledActions) { // Let listeners know we're about to modify bindings. var needToCloneActiveControls = false; for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; if (map.enabled) { hasEnabledActions = true; if (needFullResolve) { // For a full-resolve, we temporarily disable all actions and then re-enable // all that were enabled after bindings have been resolved (plus we also flip on // initial state checks for those actions to make sure they react right away // to whatever state controls are in). DisableAllActions(map); } else { // Cancel any action that is driven from a control we will lose when we re-resolve. // For any other on-going action, save active controls. foreach (var action in map.actions) { if (!action.phase.IsInProgress()) continue; // Skip action's that are in progress but whose active control is not affected // by the changes that lead to re-resolution. if (action.ActiveControlIsValid(action.activeControl)) { // As part of re-resolving, we're losing m_State.controls. So, while we retain // the current execution state of the method including the index of the currently // active control, we lose the actual references to the control. // Thus, we retain an explicit list of active controls into which we *only* copy // those few controls that are currently active. Also, this list is kept in unmanaged // memory so we don't add an additional GC allocation here. if (needToCloneActiveControls == false) { activeControls = new InputControlList(Allocator.Temp); activeControls.Resize(totalControlCount); needToCloneActiveControls = true; } ref var actionState = ref actionStates[action.m_ActionIndexInState]; var activeControlIndex = actionState.controlIndex; activeControls[activeControlIndex] = controls[activeControlIndex]; // Also save active controls for other ongoing interactions. var bindingState = bindingStates[actionState.bindingIndex]; for (var n = 0; n < bindingState.interactionCount; ++n) { var interactionIndex = bindingState.interactionStartIndex + n; if (!interactionStates[interactionIndex].phase.IsInProgress()) continue; activeControlIndex = interactionStates[interactionIndex] .triggerControlIndex; if (action.ActiveControlIsValid(controls[activeControlIndex])) activeControls[activeControlIndex] = controls[activeControlIndex]; else ResetInteractionState(interactionIndex); } } else { ResetActionState(action.m_ActionIndexInState); } } // NOTE: Removing state monitors here also means we're terminating any pending // timeouts. However, we have information in the action state about how much // is time is remaining on each of them so we can resume them later. DisableControls(map); } } map.ClearCachedActionData(onlyControls: !needFullResolve); } NotifyListenersOfActionChange(InputActionChange.BoundControlsAboutToChange); } public void FinishBindingResolution(bool hasEnabledActions, UnmanagedMemory oldMemory, InputControlList activeControls, bool isFullResolve) { // Fire InputBindingComposite.FinishSetup() calls. FinishBindingCompositeSetups(); // Sync action states between the old and the new state. This also ensures // that any action that was already in progress just keeps going -- except // if we actually lost the control that was driving it. if (hasEnabledActions) RestoreActionStatesAfterReResolvingBindings(oldMemory, activeControls, isFullResolve); else NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged); } /// /// Synchronize the current action states based on what they were before. /// /// /// /// We do this when we have to temporarily disable actions in order to re-resolve bindings. /// /// Note that we do NOT restore action states perfectly. I.e. will we will not preserve trigger /// and interaction states exactly to what they were before. Given that the bound controls may change, /// it would be non-trivial to reliably correlate the old and the new state. Instead, we simply /// reenable all the actions and controls that were enabled before and then let the next update /// take it from there. /// private void RestoreActionStatesAfterReResolvingBindings(UnmanagedMemory oldState, InputControlList activeControls, bool isFullResolve) { Debug.Assert(oldState.isAllocated, "Old state contains no memory"); // No maps and/or actions must have been added, replaced, or removed. // // IF // isFullResolve==true: // - No bindings must have been added, replaced, or removed or touched in any other way. // - The only thing that is allowed to have changed is the list of controls used by the actions. // - Binding masks must not have changed. // // isFullResolve==false: // - Bindings may have been added, replaced, modified, and/or removed. // - Also, the list of controls may have changed. // - Binding masks may have changed. // // This means that when we compare UnmanagedMemory from before and after: // - Map indices are identical. // - Action indices are identical. // - Binding indices may have changed arbitrarily. // - Control indices may have changed arbitrarily (controls[] before and after need not relate at all). // - Processor indices may have changed arbitrarily. // - Interaction indices may have changed arbitrarily. // // HOWEVER, if isFullResolve==false, then ONLY control indices may have changed. All other // indices must have remained unchanged. Debug.Assert(oldState.actionCount == memory.actionCount, "Action count in old and new state must be the same"); Debug.Assert(oldState.mapCount == memory.mapCount, "Map count in old and new state must be the same"); if (!isFullResolve) { Debug.Assert(oldState.bindingCount == memory.bindingCount, "Binding count in old and new state must be the same"); Debug.Assert(oldState.interactionCount == memory.interactionCount, "Interaction count in old and new state must be the same"); Debug.Assert(oldState.compositeCount == memory.compositeCount, "Composite count in old and new state must be the same"); } // Restore action states. for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex) { ref var oldActionState = ref oldState.actionStates[actionIndex]; ref var newActionState = ref actionStates[actionIndex]; newActionState.lastCanceledInUpdate = oldActionState.lastCanceledInUpdate; newActionState.lastPerformedInUpdate = oldActionState.lastPerformedInUpdate; newActionState.pressedInUpdate = oldActionState.pressedInUpdate; newActionState.releasedInUpdate = oldActionState.releasedInUpdate; newActionState.startTime = oldActionState.startTime; if (oldActionState.phase != InputActionPhase.Disabled) { // In this step, we only put enabled actions into Waiting phase. // When isFullResolve==false, we will restore the actual phase from // before when we look at bindings further down in the code. newActionState.phase = InputActionPhase.Waiting; // In a full resolve, we actually disable any action we find enabled. // So count any action we reenable here. if (isFullResolve) ++maps[newActionState.mapIndex].m_EnabledActionsCount; } } // Restore binding (and interaction) states. for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex) { ref var newBindingState = ref memory.bindingStates[bindingIndex]; if (newBindingState.isPartOfComposite) { // Bindings that are part of composites get enabled through the composite itself. continue; } // For composites, bring magnitudes along. if (newBindingState.isComposite) { var compositeIndex = newBindingState.compositeOrCompositeBindingIndex; memory.compositeMagnitudes[compositeIndex] = oldState.compositeMagnitudes[compositeIndex]; } var actionIndex = newBindingState.actionIndex; if (actionIndex == kInvalidIndex) { // Binding is not targeting an action. continue; } // Skip if action is disabled. ref var newActionState = ref actionStates[actionIndex]; if (newActionState.isDisabled) continue; // For all bindings to actions that are enabled, we flip on initial state checks to make sure // we're checking the action's current state against the most up-to-date actuation state of controls. // NOTE: We're only restore execution state for currently active controls. So, if there were multiple // concurrent actuations on an action that was in progress, we let initial state checks restore // relevant state. newBindingState.initialStateCheckPending = newBindingState.wantsInitialStateCheck; // Enable all controls on the binding. EnableControls(newBindingState.mapIndex, newBindingState.controlStartIndex, newBindingState.controlCount); // For the remainder of what we do, we need binding indices to be stable. if (isFullResolve) continue; ref var oldBindingState = ref memory.bindingStates[bindingIndex]; newBindingState.triggerEventIdForComposite = oldBindingState.triggerEventIdForComposite; // If we only re-resolved controls and the action was in progress from the binding we're currently // looking at and we still have the control that was driving the action, we can simply keep the // action going from its previous state. However, control indices may have shifted (devices may have been added // or removed) so we need to be careful to update those. Other indices (bindings, actions, maps, etc.) // are guaranteed to still match. ref var oldActionState = ref oldState.actionStates[actionIndex]; if (bindingIndex == oldActionState.bindingIndex && oldActionState.phase.IsInProgress() && activeControls.Count > 0 && activeControls[oldActionState.controlIndex] != null) { var control = activeControls[oldActionState.controlIndex]; // Find the new control index. Binding index is guaranteed to be the same, // so we can simply look on the binding for where the control is now. var newControlIndex = FindControlIndexOnBinding(bindingIndex, control); Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control after binding resolution"); if (newControlIndex != kInvalidIndex) { newActionState.phase = oldActionState.phase; newActionState.controlIndex = newControlIndex; newActionState.magnitude = oldActionState.magnitude; newActionState.interactionIndex = oldActionState.interactionIndex; memory.controlMagnitudes[newControlIndex] = oldActionState.magnitude; } // Also bring over interaction states. Debug.Assert(newBindingState.interactionCount == oldBindingState.interactionCount, "Interaction count on binding must not have changed when doing a control-only resolve"); for (var n = 0; n < newBindingState.interactionCount; ++n) { ref var oldInteractionState = ref oldState.interactionStates[oldBindingState.interactionStartIndex + n]; if (!oldInteractionState.phase.IsInProgress()) continue; control = activeControls[oldInteractionState.triggerControlIndex]; if (control == null) continue; newControlIndex = FindControlIndexOnBinding(bindingIndex, control); Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control on interaction after binding resolution"); ref var newInteractionState = ref interactionStates[newBindingState.interactionStartIndex + n]; newInteractionState.phase = oldInteractionState.phase; newInteractionState.performedTime = oldInteractionState.performedTime; newInteractionState.startTime = oldInteractionState.startTime; newInteractionState.triggerControlIndex = newControlIndex; // If there was a running timeout on the interaction, resume it now. if (oldInteractionState.isTimerRunning) { var trigger = new TriggerState { mapIndex = newBindingState.mapIndex, controlIndex = newControlIndex, bindingIndex = bindingIndex, time = oldInteractionState.timerStartTime, interactionIndex = newBindingState.interactionStartIndex + n }; StartTimeout(oldInteractionState.timerDuration, ref trigger); newInteractionState.totalTimeoutCompletionDone = oldInteractionState.totalTimeoutCompletionDone; newInteractionState.totalTimeoutCompletionTimeRemaining = oldInteractionState.totalTimeoutCompletionTimeRemaining; } } } } // Make sure we get an initial state check. HookOnBeforeUpdate(); // Let listeners know we have changed controls. NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged); // For a full resolve, we will have temporarily disabled actions and reenabled them now. // Let listeners now. if (isFullResolve && s_GlobalState.onActionChange.length > 0) { for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; if (map.m_SingletonAction == null && map.m_EnabledActionsCount == map.m_Actions.LengthSafe()) { NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map); } else { var actions = map.actions; foreach (var action in actions) if (action.enabled) NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action); } } } } // Return true if the action that bindingIndex is bound to is currently driven from the given control // -OR- if any of the interactions on the binding are currently driven from the control. private bool IsActiveControl(int bindingIndex, int controlIndex) { ref var bindingState = ref bindingStates[bindingIndex]; var actionIndex = bindingState.actionIndex; if (actionIndex == kInvalidIndex) return false; if (actionStates[actionIndex].controlIndex == controlIndex) return true; for (var i = 0; i < bindingState.interactionCount; ++i) if (interactionStates[bindingStates->interactionStartIndex + i].triggerControlIndex == controlIndex) return true; return false; } private int FindControlIndexOnBinding(int bindingIndex, InputControl control) { var controlStartIndex = bindingStates[bindingIndex].controlStartIndex; var controlCount = bindingStates[bindingIndex].controlCount; for (var n = 0; n < controlCount; ++n) { if (control == controls[controlStartIndex + n]) return controlStartIndex + n; } return kInvalidIndex; } private void ResetActionStatesDrivenBy(InputDevice device) { using (InputActionRebindingExtensions.DeferBindingResolution()) { for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex) { var actionState = &actionStates[actionIndex]; // Skip actions that aren't in progress. if (actionState->phase == InputActionPhase.Waiting || actionState->phase == InputActionPhase.Disabled) continue; // Skip actions not driven from this device. if (actionState->isPassThrough) { // Pass-through actions are not driven from specific controls yet still benefit // from being able to observe resets. So for these, we need to check all bound controls, // not just the one that happen to trigger last. if (!IsActionBoundToControlFromDevice(device, actionIndex)) continue; } else { // For button and value actions, we go by whatever is currently driving the action. var controlIndex = actionState->controlIndex; if (controlIndex == -1) continue; var control = controls[controlIndex]; if (control.device != device) continue; } // Reset. ResetActionState(actionIndex); } } } private bool IsActionBoundToControlFromDevice(InputDevice device, int actionIndex) { var usesControlFromDevice = false; var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount); for (var i = 0; i < bindingCount; ++i) { var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i]; var controlCount = bindingStates[bindingIndex].controlCount; var controlStartIndex = bindingStates[bindingIndex].controlStartIndex; for (var n = 0; n < controlCount; ++n) { var control = controls[controlStartIndex + n]; if (control.device == device) { usesControlFromDevice = true; break; } } } return usesControlFromDevice; } /// /// Reset the trigger state of the given action such that the action has no record of being triggered. /// /// Action whose state to reset. /// Phase to reset the action to. Must be either /// or . Other phases cannot be transitioned to through resets. /// If true, also wipe state such as for which normally /// persists even if an action is disabled. public void ResetActionState(int actionIndex, InputActionPhase toPhase = InputActionPhase.Waiting, bool hardReset = false) { Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when resetting action"); Debug.Assert(toPhase == InputActionPhase.Waiting || toPhase == InputActionPhase.Disabled, "Phase must be Waiting or Disabled"); // If the action in started or performed phase, cancel it first. var actionState = &actionStates[actionIndex]; if (actionState->phase != InputActionPhase.Waiting && actionState->phase != InputActionPhase.Disabled) { // Cancellation calls should receive current time. actionState->time = InputState.currentTime; // If the action got triggered from an interaction, go and reset all interactions on the binding // that got triggered. if (actionState->interactionIndex != kInvalidIndex) { var bindingIndex = actionState->bindingIndex; if (bindingIndex != kInvalidIndex) { var mapIndex = actionState->mapIndex; var interactionCount = bindingStates[bindingIndex].interactionCount; var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex; for (var i = 0; i < interactionCount; ++i) { var interactionIndex = interactionStartIndex + i; ResetInteractionStateAndCancelIfNecessary(mapIndex, bindingIndex, interactionIndex); } } } else { // No interactions. Cancel the action directly. Debug.Assert(actionState->bindingIndex != kInvalidIndex, "Binding index on trigger state is invalid"); Debug.Assert(bindingStates[actionState->bindingIndex].interactionCount == 0, "Action has been triggered but apparently not from an interaction yet there's interactions on the binding that got triggered?!?"); if (actionState->phase != InputActionPhase.Canceled) ChangePhaseOfAction(InputActionPhase.Canceled, ref actionStates[actionIndex]); } } // Wipe state. actionState->phase = toPhase; actionState->controlIndex = kInvalidIndex; actionState->bindingIndex = memory.actionBindingIndices[memory.actionBindingIndicesAndCounts[actionIndex]]; actionState->interactionIndex = kInvalidIndex; actionState->startTime = 0; actionState->time = 0; actionState->hasMultipleConcurrentActuations = false; actionState->inProcessing = false; actionState->isPressed = false; // For "hard resets", wipe state we don't normally wipe. This resets things such as WasPressedThisFrame(). if (hardReset) { actionState->lastCanceledInUpdate = default; actionState->lastPerformedInUpdate = default; actionState->pressedInUpdate = default; actionState->releasedInUpdate = default; } Debug.Assert(!actionState->isStarted, "Cannot reset an action to started phase"); Debug.Assert(!actionState->isPerformed, "Cannot reset an action to performed phase"); Debug.Assert(!actionState->isCanceled, "Cannot reset an action to canceled phase"); } public ref TriggerState FetchActionState(InputAction action) { Debug.Assert(action != null, "Action must not be null"); Debug.Assert(action.m_ActionMap != null, "Action must have an action map"); Debug.Assert(action.m_ActionMap.m_MapIndexInState != kInvalidIndex, "Action must have index set"); Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state"); Debug.Assert(action.m_ActionIndexInState >= 0 && action.m_ActionIndexInState < totalActionCount, "Action index is out of range"); return ref actionStates[action.m_ActionIndexInState]; } public ActionMapIndices FetchMapIndices(InputActionMap map) { Debug.Assert(map != null, "Must must not be null"); Debug.Assert(maps.Contains(map), "Map must be contained in state"); return mapIndices[map.m_MapIndexInState]; } public void EnableAllActions(InputActionMap map) { Debug.Assert(map != null, "Map must not be null"); Debug.Assert(map.m_Actions != null, "Map must have actions"); Debug.Assert(maps.Contains(map), "Map must be contained in state"); // Enable all controls in map that aren't already enabled. EnableControls(map); // Put all actions that aren't already enabled into waiting state. var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range"); var actionCount = mapIndices[mapIndex].actionCount; var actionStartIndex = mapIndices[mapIndex].actionStartIndex; for (var i = 0; i < actionCount; ++i) { var actionIndex = actionStartIndex + i; var actionState = &actionStates[actionIndex]; if (actionState->isDisabled) actionState->phase = InputActionPhase.Waiting; actionState->inProcessing = false; } map.m_EnabledActionsCount = actionCount; HookOnBeforeUpdate(); // Make sure that if we happen to get here with one of the hidden action maps we create for singleton // action, we notify on the action, not the hidden map. if (map.m_SingletonAction != null) NotifyListenersOfActionChange(InputActionChange.ActionEnabled, map.m_SingletonAction); else NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map); } private void EnableControls(InputActionMap map) { Debug.Assert(map != null, "Map must not be null"); Debug.Assert(map.m_Actions != null, "Map must have actions"); Debug.Assert(maps.Contains(map), "Map must be contained in state"); var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range"); // Install state monitors for all controls. var controlCount = mapIndices[mapIndex].controlCount; var controlStartIndex = mapIndices[mapIndex].controlStartIndex; if (controlCount > 0) EnableControls(mapIndex, controlStartIndex, controlCount); } public void EnableSingleAction(InputAction action) { Debug.Assert(action != null, "Action must not be null"); Debug.Assert(action.m_ActionMap != null, "Action must have action map"); Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state"); EnableControls(action); // Put action into waiting state. var actionIndex = action.m_ActionIndexInState; Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when enabling single action"); actionStates[actionIndex].phase = InputActionPhase.Waiting; ++action.m_ActionMap.m_EnabledActionsCount; HookOnBeforeUpdate(); NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action); } private void EnableControls(InputAction action) { Debug.Assert(action != null, "Action must not be null"); Debug.Assert(action.m_ActionMap != null, "Action must have action map"); Debug.Assert(maps.Contains(action.m_ActionMap), "Map must be contained in state"); var actionIndex = action.m_ActionIndexInState; Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when enabling controls"); var map = action.m_ActionMap; var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in EnableControls"); // Go through all bindings in the map and for all that belong to the given action, // enable the associated controls. var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; var bindingCount = mapIndices[mapIndex].bindingCount; var bindingStatesPtr = memory.bindingStates; for (var i = 0; i < bindingCount; ++i) { var bindingIndex = bindingStartIndex + i; var bindingState = &bindingStatesPtr[bindingIndex]; if (bindingState->actionIndex != actionIndex) continue; // Composites enable en-bloc through the composite binding itself. if (bindingState->isPartOfComposite) continue; var controlCount = bindingState->controlCount; if (controlCount == 0) continue; EnableControls(mapIndex, bindingState->controlStartIndex, controlCount); } } public void DisableAllActions(InputActionMap map) { Debug.Assert(map != null, "Map must not be null"); Debug.Assert(map.m_Actions != null, "Map must have actions"); Debug.Assert(maps.Contains(map), "Map must be contained in state"); DisableControls(map); // Mark all actions as disabled. var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableAllActions"); var actionStartIndex = mapIndices[mapIndex].actionStartIndex; var actionCount = mapIndices[mapIndex].actionCount; var allActionsEnabled = map.m_EnabledActionsCount == actionCount; for (var i = 0; i < actionCount; ++i) { var actionIndex = actionStartIndex + i; if (actionStates[actionIndex].phase != InputActionPhase.Disabled) { ResetActionState(actionIndex, toPhase: InputActionPhase.Disabled); if (!allActionsEnabled) NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_Actions[i]); } } map.m_EnabledActionsCount = 0; // Make sure that if we happen to get here with one of the hidden action maps we create for singleton // action, we notify on the action, not the hidden map. if (map.m_SingletonAction != null) NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_SingletonAction); else if (allActionsEnabled) NotifyListenersOfActionChange(InputActionChange.ActionMapDisabled, map); } public void DisableControls(InputActionMap map) { Debug.Assert(map != null, "Map must not be null"); Debug.Assert(map.m_Actions != null, "Map must have actions"); Debug.Assert(maps.Contains(map), "Map must be contained in state"); var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputActionMap)"); // Remove state monitors from all controls. var controlCount = mapIndices[mapIndex].controlCount; var controlStartIndex = mapIndices[mapIndex].controlStartIndex; if (controlCount > 0) DisableControls(mapIndex, controlStartIndex, controlCount); } public void DisableSingleAction(InputAction action) { Debug.Assert(action != null, "Action must not be null"); Debug.Assert(action.m_ActionMap != null, "Action must have action map"); Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state"); DisableControls(action); ResetActionState(action.m_ActionIndexInState, toPhase: InputActionPhase.Disabled); --action.m_ActionMap.m_EnabledActionsCount; NotifyListenersOfActionChange(InputActionChange.ActionDisabled, action); } private void DisableControls(InputAction action) { Debug.Assert(action != null, "Action must not be null"); Debug.Assert(action.m_ActionMap != null, "Action must have action map"); Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state"); var actionIndex = action.m_ActionIndexInState; Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when disabling controls"); var map = action.m_ActionMap; var mapIndex = map.m_MapIndexInState; Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputAction)"); // Go through all bindings in the map and for all that belong to the given action, // disable the associated controls. var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; var bindingCount = mapIndices[mapIndex].bindingCount; var bindingStatesPtr = memory.bindingStates; for (var i = 0; i < bindingCount; ++i) { var bindingIndex = bindingStartIndex + i; var bindingState = &bindingStatesPtr[bindingIndex]; if (bindingState->actionIndex != actionIndex) continue; // Composites enable en-bloc through the composite binding itself. if (bindingState->isPartOfComposite) continue; var controlCount = bindingState->controlCount; if (controlCount == 0) continue; DisableControls(mapIndex, bindingState->controlStartIndex, controlCount); } } ////REVIEW: can we have a method on InputManager doing this in bulk? ////NOTE: This must not enable only a partial set of controls on a binding (currently we have no setup that would lead to that) private void EnableControls(int mapIndex, int controlStartIndex, int numControls) { Debug.Assert(controls != null, "State must have controls"); Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0), "Control start index out of range"); Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds"); var manager = InputSystem.s_Manager; for (var i = 0; i < numControls; ++i) { var controlIndex = controlStartIndex + i; // We don't want to add multiple state monitors for the same control. This can happen if enabling // single actions is mixed with enabling actions maps containing them. if (IsControlEnabled(controlIndex)) continue; var bindingIndex = controlIndexToBindingIndex[controlIndex]; var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex); var bindingStatePtr = &bindingStates[bindingIndex]; if (bindingStatePtr->wantsInitialStateCheck) SetInitialStateCheckPending(bindingStatePtr, true); manager.AddStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex, controlGroupingAndComplexity[controlIndex * 2]); SetControlEnabled(controlIndex, true); } } private void DisableControls(int mapIndex, int controlStartIndex, int numControls) { Debug.Assert(controls != null, "State must have controls"); Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0), "Control start index out of range"); Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds"); var manager = InputSystem.s_Manager; for (var i = 0; i < numControls; ++i) { var controlIndex = controlStartIndex + i; ////TODO: This can be done much more efficiently by at least going byte by byte in the mask instead of just bit by bit if (!IsControlEnabled(controlIndex)) continue; var bindingIndex = controlIndexToBindingIndex[controlIndex]; var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex); var bindingStatePtr = &bindingStates[bindingIndex]; if (bindingStatePtr->wantsInitialStateCheck) SetInitialStateCheckPending(bindingStatePtr, false); manager.RemoveStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex); SetControlEnabled(controlIndex, false); } } public void SetInitialStateCheckPending(int actionIndex, bool value = true) { var mapIndex = actionStates[actionIndex].mapIndex; var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; var bindingCount = mapIndices[mapIndex].bindingCount; for (var i = 0; i < bindingCount; ++i) { ref var bindingState = ref bindingStates[bindingStartIndex + i]; if (bindingState.actionIndex == actionIndex && !bindingState.isPartOfComposite) bindingState.initialStateCheckPending = value; } } private void SetInitialStateCheckPending(BindingState* bindingStatePtr, bool value) { if (bindingStatePtr->isPartOfComposite) { // For composites, we always flag the composite itself as wanting an initial state check. This // way, we don't have to worry about triggering the composite multiple times when several of its // controls are actuated. var compositeIndex = bindingStatePtr->compositeOrCompositeBindingIndex; bindingStates[compositeIndex].initialStateCheckPending = value; } else { bindingStatePtr->initialStateCheckPending = value; } } private bool IsControlEnabled(int controlIndex) { var intIndex = controlIndex / 32; var mask = 1U << (controlIndex % 32); return (enabledControls[intIndex] & mask) != 0; } private void SetControlEnabled(int controlIndex, bool state) { var intIndex = controlIndex / 32; var mask = 1U << (controlIndex % 32); if (state) enabledControls[intIndex] |= mask; else enabledControls[intIndex] &= ~mask; } private void HookOnBeforeUpdate() { if (m_OnBeforeUpdateHooked) return; if (m_OnBeforeUpdateDelegate == null) m_OnBeforeUpdateDelegate = OnBeforeInitialUpdate; InputSystem.s_Manager.onBeforeUpdate += m_OnBeforeUpdateDelegate; m_OnBeforeUpdateHooked = true; } private void UnhookOnBeforeUpdate() { if (!m_OnBeforeUpdateHooked) return; InputSystem.s_Manager.onBeforeUpdate -= m_OnBeforeUpdateDelegate; m_OnBeforeUpdateHooked = false; } // We hook this into InputManager.onBeforeUpdate every time actions are enabled and then take it off // the list after the first call. Inside here we check whether any actions we enabled already have // non-default state on bound controls. // // NOTE: We do this as a callback from onBeforeUpdate rather than directly when the action is enabled // to ensure that the callbacks happen during input processing and not randomly from wherever // an action happens to be enabled. private void OnBeforeInitialUpdate() { if (InputState.currentUpdateType == InputUpdateType.BeforeRender #if UNITY_EDITOR || InputState.currentUpdateType == InputUpdateType.Editor #endif ) return; // Remove us from the callback as the processing we're doing here is a one-time thing. UnhookOnBeforeUpdate(); Profiler.BeginSample("InitialActionStateCheck"); // Use current time as time of control state change. var time = InputState.currentTime; ////REVIEW: should we store this data in a separate place rather than go through all bindingStates? // Go through all binding states and for every binding that needs an initial state check, // go through all bound controls and for each one that isn't in its default state, pretend // that the control just got actuated. var manager = InputSystem.s_Manager; for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex) { ref var bindingState = ref bindingStates[bindingIndex]; if (!bindingState.initialStateCheckPending) continue; Debug.Assert(!bindingState.isPartOfComposite, "Initial state check flag must be set on composite, not on its parts"); bindingState.initialStateCheckPending = false; var controlStartIndex = bindingState.controlStartIndex; var controlCount = bindingState.controlCount; var isComposite = bindingState.isComposite; var didFindControlToSignal = false; for (var n = 0; n < controlCount; ++n) { var controlIndex = controlStartIndex + n; var control = controls[controlIndex]; // Leave any control alone that is already driving an interaction and/or action. if (IsActiveControl(bindingIndex, controlIndex)) continue; if (!control.CheckStateIsAtDefault()) { // Update press times. if (control.IsValueConsideredPressed(control.EvaluateMagnitude())) { // ReSharper disable once CompareOfFloatsByEqualityOperator if (bindingState.pressTime == default || bindingState.pressTime > time) bindingState.pressTime = time; } // For composites, any one actuated control will lead to the composite being // processed as a whole so we can stop here. This also ensures that we are // not triggering the composite repeatedly if there are multiple actuated // controls bound to its parts. if (isComposite && didFindControlToSignal) continue; manager.SignalStateChangeMonitor(control, this); didFindControlToSignal = true; } } } manager.FireStateChangeNotifications(); Profiler.EndSample(); } // Called from InputManager when one of our state change monitors has fired. // Tells us the time of the change *according to the state events coming in*. // Also tells us which control of the controls we are binding to triggered the // change and relays the binding index we gave it when we called AddChangeMonitor. void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long mapControlAndBindingIndex) { #if UNITY_EDITOR if (InputState.currentUpdateType == InputUpdateType.Editor) return; #endif SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex); ProcessControlStateChange(mapIndex, controlIndex, bindingIndex, time, eventPtr); } void IInputStateChangeMonitor.NotifyTimerExpired(InputControl control, double time, long mapControlAndBindingIndex, int interactionIndex) { SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex); ProcessTimeout(time, mapIndex, controlIndex, bindingIndex, interactionIndex); } /// /// Bit pack the mapIndex, controlIndex, bindingIndex and complexity components into a single long monitor index value. /// /// The mapIndex value to pack. /// The controlIndex value to pack. /// The bindingIndex value to pack.. /// /// We mangle the various indices we use into a single long for association with state change /// monitors. While we could look up map and binding indices from control indices, keeping /// all the information together avoids having to unnecessarily jump around in memory to grab /// the various pieces of data. /// The complexity component is implicitly derived and does not need to be passed as an argument. /// private long ToCombinedMapAndControlAndBindingIndex(int mapIndex, int controlIndex, int bindingIndex) { // We have limits on the numbers of maps, controls, and bindings we allow in any single // action state (see TriggerState.kMaxNumXXX). var complexity = controlGroupingAndComplexity[controlIndex * 2 + 1]; var result = (long)controlIndex; result |= (long)bindingIndex << 24; result |= (long)mapIndex << 40; result |= (long)complexity << 48; return result; } /// /// Extract the mapIndex, controlIndex and bindingIndex components from the provided bit packed argument (monitor index). /// /// Represents a monitor index, which is a bit packed field containing multiple components. /// Will hold the extracted mapIndex value after the function completes. /// Will hold the extracted controlIndex value after the function completes. /// Will hold the extracted bindingIndex value after the function completes. private void SplitUpMapAndControlAndBindingIndex(long mapControlAndBindingIndex, out int mapIndex, out int controlIndex, out int bindingIndex) { controlIndex = (int)(mapControlAndBindingIndex & 0x00ffffff); bindingIndex = (int)((mapControlAndBindingIndex >> 24) & 0xffff); mapIndex = (int)((mapControlAndBindingIndex >> 40) & 0xff); } /// /// Extract the 'complexity' component from the provided bit packed argument (monitor index). /// /// Represents a monitor index, which is a bit packed field containing multiple components. internal static int GetComplexityFromMonitorIndex(long mapControlAndBindingIndex) { return (int)((mapControlAndBindingIndex >> 48) & 0xff); } /// /// Process a state change that has happened in one of the controls attached /// to this action map state. /// /// Index of the action map to which the binding belongs. /// Index of the control that changed state. /// Index of the binding associated with the given control. /// The timestamp associated with the state change (comes from the state change event). /// Event (if any) that triggered the state change. /// /// This is where we end up if one of the state monitors we've put in the system has triggered. /// From here we go back to the associated binding and then let it figure out what the state change /// means for it. /// /// Note that we get called for any change in state even if the change in state does not actually /// result in a change of value on the respective control. /// private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindingIndex, double time, InputEventPtr eventPtr) { Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in ProcessControlStateChange"); Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range"); Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); using (InputActionRebindingExtensions.DeferBindingResolution()) { // Callbacks can do pretty much anything and thus trigger arbitrary state/configuration // changes in the system. We have to ensure that while we're executing callbacks, our // current InputActionState is not getting changed from under us. We dictate that while // m_InProcessControlStateChange is true, no binding resolution can be triggered on the state and // it cannot be destroyed. // // This is also why we defer binding resolution above. If there is a configuration change // triggered by an action callback, the state will be marked dirty and re-resolved after // we have completed the callback. m_InProcessControlStateChange = true; m_CurrentlyProcessingThisEvent = eventPtr; try { var bindingStatePtr = &bindingStates[bindingIndex]; var actionIndex = bindingStatePtr->actionIndex; var trigger = new TriggerState { mapIndex = mapIndex, controlIndex = controlIndex, bindingIndex = bindingIndex, interactionIndex = kInvalidIndex, time = time, startTime = time, isPassThrough = actionIndex != kInvalidIndex && actionStates[actionIndex].isPassThrough, isButton = actionIndex != kInvalidIndex && actionStates[actionIndex].isButton, }; // If we have pending initial state checks that will run in the next update, // force-reset the flag on the control that just triggered. This ensures that we're // not triggering an action twice from the same state change in case the initial state // check happens later (see Actions_ValueActionsEnabledInOnEvent_DoNotReactToCurrentStateOfControlTwice). if (m_OnBeforeUpdateHooked) bindingStatePtr->initialStateCheckPending = false; // Store magnitude. We do this once and then only read it from here. var control = controls[controlIndex]; trigger.magnitude = control.CheckStateIsAtDefault() ? 0f : control.EvaluateMagnitude(); controlMagnitudes[controlIndex] = trigger.magnitude; // Update press times. if (control.IsValueConsideredPressed(trigger.magnitude)) { // ReSharper disable once CompareOfFloatsByEqualityOperator if (bindingStatePtr->pressTime == default || bindingStatePtr->pressTime > trigger.time) bindingStatePtr->pressTime = trigger.time; } // If the binding is part of a composite, check for interactions on the composite // itself and give them a first shot at processing the value change. var haveInteractionsOnComposite = false; if (bindingStatePtr->isPartOfComposite) { var compositeBindingIndex = bindingStatePtr->compositeOrCompositeBindingIndex; var compositeBindingPtr = &bindingStates[compositeBindingIndex]; // If the composite has already been triggered from the very same event, ignore it. // Example: KeyboardState change that includes both A and W key state changes and we're looking // at a WASD composite binding. There's a state change monitor on both the A and the W // key and thus the manager will notify us individually of both changes. However, we // want to perform the action only once. if (ShouldIgnoreInputOnCompositeBinding(compositeBindingPtr, eventPtr)) return; // Update magnitude for composite. var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeContext = new InputBindingCompositeContext { m_State = this, m_BindingIndex = compositeBindingIndex }; trigger.magnitude = composites[compositeIndex].EvaluateMagnitude(ref compositeContext); memory.compositeMagnitudes[compositeIndex] = trigger.magnitude; // Run through interactions on composite. var interactionCountOnComposite = compositeBindingPtr->interactionCount; if (interactionCountOnComposite > 0) { haveInteractionsOnComposite = true; ProcessInteractions(ref trigger, compositeBindingPtr->interactionStartIndex, interactionCountOnComposite); } } // Check if we have multiple concurrent actuations on the same action. This may lead us // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having // one of higher magnitude) or may even lead us to switch to processing a different binding // (e.g. when an input of previously greater magnitude has now fallen below the level of another // ongoing input with now higher magnitude). var isConflictingInput = IsConflictingInput(ref trigger, actionIndex); bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding. // Process button presses/releases. if (!isConflictingInput) ProcessButtonState(ref trigger, actionIndex, bindingStatePtr); // If we have interactions, let them do all the processing. The presence of an interaction // essentially bypasses the default phase progression logic of an action. var interactionCount = bindingStatePtr->interactionCount; if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite) { ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount); } else if (!haveInteractionsOnComposite && !isConflictingInput) { ProcessDefaultInteraction(ref trigger, actionIndex); } } finally { m_InProcessControlStateChange = default; m_CurrentlyProcessingThisEvent = default; } } } private void ProcessButtonState(ref TriggerState trigger, int actionIndex, BindingState* bindingStatePtr) { var control = controls[trigger.controlIndex]; var pressPoint = control.isButton ? ((ButtonControl)control).pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; // NOTE: This method relies on conflict resolution happening *first*. Otherwise, we may inadvertently // detect a "release" from a control that is not actually driving the action. // Record release time on the binding. // NOTE: Explicitly look up control magnitude here instead of using trigger.magnitude // as for part bindings, the trigger will have the magnitude of the whole composite. var controlActuation = controlMagnitudes[trigger.controlIndex]; if (controlActuation <= pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold) bindingStatePtr->pressTime = 0d; var actuation = trigger.magnitude; var actionState = &actionStates[actionIndex]; if (!actionState->isPressed && actuation >= pressPoint) { actionState->pressedInUpdate = InputUpdate.s_UpdateStepCount; actionState->isPressed = true; } else if (actionState->isPressed) { var releasePoint = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold; if (actuation <= releasePoint) { actionState->releasedInUpdate = InputUpdate.s_UpdateStepCount; actionState->isPressed = false; } } } /// /// Whether the given state change on a composite binding should be ignored. /// /// /// /// /// /// Each state event may change the state of arbitrary many controls on a device and thus may trigger /// several bindings at once that are part of the same composite binding. We still want to trigger the /// composite binding only once for the event. /// /// To do so, we store the ID of the event on the binding and ignore events if they have the same /// ID as the one we've already recorded. /// private static bool ShouldIgnoreInputOnCompositeBinding(BindingState* binding, InputEvent* eventPtr) { if (eventPtr == null) return false; var eventId = eventPtr->eventId; if (eventId != 0 && binding->triggerEventIdForComposite == eventId) return true; binding->triggerEventIdForComposite = eventId; return false; } /// /// Whether the given control state should be ignored. /// /// /// /// /// /// If an action has multiple controls bound to it, control state changes on the action may conflict with each other. /// If that happens, we resolve the conflict by always sticking to the most actuated control. /// /// Pass-through actions () will always bypass conflict resolution and respond /// to every value change. /// /// Actions that are resolved to only a single control will early out of conflict resolution. /// /// Actions that are bound to multiple controls but have only one control actuated will early out of conflict /// resolution as well. /// /// Note that conflict resolution here is entirely tied to magnitude. This ignores other qualities that the value /// of a control may have. For example, one 2D vector may have a similar magnitude to another yet point in an /// entirely different direction. /// /// There are other conflict resolution mechanisms that could be used. For example, we could average the values /// from all controls. However, it would not necessarily result in more useful conflict resolution and would /// at the same time be much more expensive. /// private bool IsConflictingInput(ref TriggerState trigger, int actionIndex) { Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when checking for conflicting control input"); // The goal of this method is to provide conflict resolution but do so ONLY if it is // really needed. In the vast majority of cases, this method should do almost nothing and // simply return straight away. // If conflict resolution is disabled on the action, early out. This is the case for pass-through // actions and for actions that cannot get into an ambiguous state based on the controls they // are bound to. var actionState = &actionStates[actionIndex]; if (!actionState->mayNeedConflictResolution) return false; // Anything past here happens only for actions that may have conflicts. // Anything below here we want to avoid executing whenever we can. Debug.Assert(actionState->mayNeedConflictResolution); Profiler.BeginSample("InputActionResolveConflict"); // We take a local copy of this value, so we can change it to use the starting control of composites // for simpler conflict resolution (so composites always use the same value), but still report the actually // actuated control to the user. var triggerControlIndex = trigger.controlIndex; if (bindingStates[trigger.bindingIndex].isPartOfComposite) { // For actions that need conflict resolution, we force TriggerState.controlIndex to the // first control in a composite. Otherwise it becomes much harder to tell if the we have // multiple concurrent actuations or not. // Since composites always evaluate as a whole instead of as single controls, having // triggerControlIndex differ from the state monitor that fired should be fine. var compositeBindingIndex = bindingStates[trigger.bindingIndex].compositeOrCompositeBindingIndex; triggerControlIndex = bindingStates[compositeBindingIndex].controlStartIndex; Debug.Assert(triggerControlIndex >= 0 && triggerControlIndex < totalControlCount, "Control start index on composite binding out of range"); } // Determine which control to consider the one currently associated with the action. // We do the same thing as for the triggered control and in the case of a composite, // switch to the first control of the composite. var actionStateControlIndex = actionState->controlIndex; if (bindingStates[actionState->bindingIndex].isPartOfComposite) { var compositeBindingIndex = bindingStates[actionState->bindingIndex].compositeOrCompositeBindingIndex; actionStateControlIndex = bindingStates[compositeBindingIndex].controlStartIndex; } // Never ignore state changes for actions that aren't currently driven by // anything. if (actionStateControlIndex == kInvalidIndex) { actionState->magnitude = trigger.magnitude; Profiler.EndSample(); return false; } // Find out if we get triggered from the control that is actively driving the action. var isControlCurrentlyDrivingTheAction = triggerControlIndex == actionStateControlIndex || controls[triggerControlIndex] == controls[actionStateControlIndex]; // Same control, different binding. // If the control is actuated *more* than the current level of actuation we recorded for the // action, we process the state change normally. If this isn't the control that is already // driving the action, it will become the one now. // // NOTE: For composites, we're looking at the combined actuation of the entire binding here, // not just at the actuation level of the individual control. ComputeMagnitude() // automatically takes care of that for us. if (trigger.magnitude > actionState->magnitude) { // If this is not the control that is currently driving the action, we know // there are multiple controls that are concurrently actuated on the action. // Remember that so that when the controls are released again, we can more // efficiently determine whether we need to take multiple bound controls into // account or not. // NOTE: For composites, we have forced triggerControlIndex to the first control // in the composite. See above. if (trigger.magnitude > 0 && !isControlCurrentlyDrivingTheAction && actionState->magnitude > 0) actionState->hasMultipleConcurrentActuations = true; // Keep recorded magnitude in action state up to date. actionState->magnitude = trigger.magnitude; Profiler.EndSample(); return false; } // If the control is actuated *less* then the current level of actuation we // recorded for the action *and* the control that changed is the one that is currently // driving the action, we have to check whether there is another actuation // that is now *higher* than what we're getting from the current control. if (trigger.magnitude < actionState->magnitude) { // If we're not currently driving the action, it's simple. Doesn't matter that we lowered // actuation as we didn't have the highest actuation anyway. if (!isControlCurrentlyDrivingTheAction) { Profiler.EndSample(); ////REVIEW: should we *count* actuations instead? (problem is that then we have to reliably determine when a control //// first actuates; the current solution will occasionally run conflict resolution when it doesn't have to //// but won't require the extra bookkeeping) // Do NOT let this control state change affect the action. if (trigger.magnitude > 0) actionState->hasMultipleConcurrentActuations = true; return true; } // If we don't have multiple controls that are currently actuated, it's simple. if (!actionState->hasMultipleConcurrentActuations) { // Keep recorded magnitude in action state up to date. actionState->magnitude = trigger.magnitude; Profiler.EndSample(); return false; } ////REVIEW: is there a simpler way we can do this??? // So, now we know we are actually looking at a potential conflict. Multiple // controls bound to the action are actuated but we don't yet know whether // any of them is actuated *more* than the control that had just changed value. // Go through the bindings for the action and see what we've got. var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount); var highestActuationLevel = trigger.magnitude; var controlWithHighestActuation = kInvalidIndex; var bindingWithHighestActuation = kInvalidIndex; var numActuations = 0; for (var i = 0; i < bindingCount; ++i) { var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i]; var binding = &memory.bindingStates[bindingIndex]; if (binding->isComposite) { // Composite bindings result in a single actuation value regardless of how // many controls are bound through the parts of the composite. var firstControlIndex = binding->controlStartIndex; var compositeIndex = binding->compositeOrCompositeBindingIndex; Debug.Assert(compositeIndex >= 0 && compositeIndex < totalCompositeCount, "Composite index out of range on composite"); var magnitude = memory.compositeMagnitudes[compositeIndex]; if (magnitude > 0) ++numActuations; if (magnitude > highestActuationLevel) { Debug.Assert(firstControlIndex >= 0 && firstControlIndex < totalControlCount, "Control start index out of range on composite"); controlWithHighestActuation = firstControlIndex; bindingWithHighestActuation = controlIndexToBindingIndex[firstControlIndex]; highestActuationLevel = magnitude; } } else if (!binding->isPartOfComposite) { // Check actuation of each control on the binding. for (var n = 0; n < binding->controlCount; ++n) { var controlIndex = binding->controlStartIndex + n; var magnitude = memory.controlMagnitudes[controlIndex]; if (magnitude > 0) ++numActuations; if (magnitude > highestActuationLevel) { controlWithHighestActuation = controlIndex; bindingWithHighestActuation = bindingIndex; highestActuationLevel = magnitude; } } } } // Update our record of whether there are multiple concurrent actuations. if (numActuations <= 1) actionState->hasMultipleConcurrentActuations = false; // If we didn't find a control with a higher actuation level, then go and process // the control value change. if (controlWithHighestActuation != kInvalidIndex) { // We do have a control with a higher actuation level. Switch from our current // control to processing the control with the now highest actuation level. // // NOTE: We are processing an artificial control state change here. Information // such as the timestamp will not correspond to when the control actually // changed value. However, if we skip processing this as a separate control // change here, interactions may not behave properly as they would not be // seeing that we just lowered the actuation level on the action. trigger.controlIndex = controlWithHighestActuation; trigger.bindingIndex = bindingWithHighestActuation; trigger.magnitude = highestActuationLevel; // If we're switching to a different binding, we may also have to switch to a // different stack of interactions. if (actionState->bindingIndex != bindingWithHighestActuation) { // If there's an interaction currently driving the action, reset it. // NOTE: This will also cancel an ongoing timer. So, say we're currently 0.5 seconds into // a 1 second "Hold" when the user shifts to a different control, then this code here // will *cancel* the current "Hold" and restart from scratch. if (actionState->interactionIndex != kInvalidIndex) ResetInteractionState(actionState->interactionIndex); // If there's an interaction in progress on the new binding, let // it drive the action. var bindingState = &bindingStates[bindingWithHighestActuation]; var interactionCount = bindingState->interactionCount; var interactionStartIndex = bindingState->interactionStartIndex; for (var i = 0; i < interactionCount; ++i) { if (!interactionStates[interactionStartIndex + i].phase.IsInProgress()) continue; actionState->interactionIndex = interactionStartIndex + i; trigger.interactionIndex = interactionStartIndex + i; break; } } // We're switching the action to a different control so regardless of whether // the processing of the control state change results in a call to ChangePhaseOfAction, // we need to record this or the disambiguation code may start ignoring valid input. actionState->controlIndex = controlWithHighestActuation; actionState->bindingIndex = bindingWithHighestActuation; actionState->magnitude = highestActuationLevel; Profiler.EndSample(); return false; } } Profiler.EndSample(); // If we're not really effecting any change on the action, ignore the control state change. // NOTE: We may be looking at a control here that points in a completely direction, for example, even // though it has the same magnitude. However, we require a control to *increase* absolute actuation // before we let it drive the action. if (!isControlCurrentlyDrivingTheAction && Mathf.Approximately(trigger.magnitude, actionState->magnitude)) { // If we do have an actuation on a control that isn't currently driving the action, flag the action has // having multiple concurrent inputs ATM. if (trigger.magnitude > 0) actionState->hasMultipleConcurrentActuations = true; return true; } return false; } private ushort GetActionBindingStartIndexAndCount(int actionIndex, out ushort bindingCount) { bindingCount = memory.actionBindingIndicesAndCounts[actionIndex * 2 + 1]; return memory.actionBindingIndicesAndCounts[actionIndex * 2]; } /// /// When there is no interaction on an action, this method perform the default interaction logic that we /// run when a bound control changes value. /// /// Control trigger state. /// /// /// The default interaction does not have its own . Whatever we do in here, /// we store directly on the action state. /// /// The default interaction is basically a sort of optimization where we don't require having an explicit /// interaction object. Conceptually, it can be thought of, however, as putting this interaction on any /// binding that doesn't have any other interaction on it. /// private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex) { Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when processing default interaction"); var actionState = &actionStates[actionIndex]; switch (actionState->phase) { case InputActionPhase.Waiting: { // Pass-through actions we perform on every value change and then go back // to waiting. if (trigger.isPassThrough) { ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Waiting); break; } // Button actions need to cross the button-press threshold. if (trigger.isButton) { var actuation = trigger.magnitude; if (actuation > 0) ChangePhaseOfAction(InputActionPhase.Started, ref trigger); var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } } else { // Value-type action. // Ignore if the control has not crossed its actuation threshold. if (IsActuated(ref trigger)) { ////REVIEW: Why is it we don't stay in performed but rather go back to started all the time? // Go into started, then perform and then go back to started. ChangePhaseOfAction(InputActionPhase.Started, ref trigger); ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Started); } } break; } case InputActionPhase.Started: { if (actionState->isButton) { var actuation = trigger.magnitude; var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { // Button crossed press threshold. Perform. ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } else if (Mathf.Approximately(actuation, 0)) { // Button is no longer actuated. Never reached threshold to perform. // Cancel. ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger); } } else { if (!IsActuated(ref trigger)) { // Control went back to below actuation threshold. Cancel interaction. ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger); } else { // Control changed value above magnitude threshold. Perform and remain started. ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Started); } } break; } case InputActionPhase.Performed: { if (actionState->isButton) { var actuation = trigger.magnitude; var pressPoint = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (Mathf.Approximately(0f, actuation)) { ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger); } else { var threshold = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold; if (actuation <= threshold) { // Button released to below threshold but not fully released. ChangePhaseOfAction(InputActionPhase.Started, ref trigger); } } } else if (actionState->isPassThrough) { ////REVIEW: even for pass-through actions, shouldn't we cancel when seeing a default value? ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } break; } default: Debug.Assert(false, "Should not get here"); break; } } private void ProcessInteractions(ref TriggerState trigger, int interactionStartIndex, int interactionCount) { var context = new InputInteractionContext { m_State = this, m_TriggerState = trigger }; for (var i = 0; i < interactionCount; ++i) { var index = interactionStartIndex + i; var state = interactionStates[index]; var interaction = interactions[index]; context.m_TriggerState.phase = state.phase; context.m_TriggerState.startTime = state.startTime; context.m_TriggerState.interactionIndex = index; interaction.Process(ref context); } } private void ProcessTimeout(double time, int mapIndex, int controlIndex, int bindingIndex, int interactionIndex) { Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range"); Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range"); ref var currentState = ref interactionStates[interactionIndex]; var context = new InputInteractionContext { m_State = this, m_TriggerState = new TriggerState { phase = currentState.phase, time = time, mapIndex = mapIndex, controlIndex = controlIndex, bindingIndex = bindingIndex, interactionIndex = interactionIndex, startTime = currentState.startTime }, timerHasExpired = true, }; currentState.isTimerRunning = false; currentState.totalTimeoutCompletionTimeRemaining = Mathf.Max(currentState.totalTimeoutCompletionTimeRemaining - currentState.timerDuration, 0); currentState.timerDuration = default; // Let interaction handle timer expiration. interactions[interactionIndex].Process(ref context); } internal void SetTotalTimeoutCompletionTime(float seconds, ref TriggerState trigger) { Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range"); ref var interactionState = ref interactionStates[trigger.interactionIndex]; interactionState.totalTimeoutCompletionDone = 0; interactionState.totalTimeoutCompletionTimeRemaining = seconds; } internal void StartTimeout(float seconds, ref TriggerState trigger) { Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range"); Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range"); Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range"); var manager = InputSystem.s_Manager; var currentTime = trigger.time; var control = controls[trigger.controlIndex]; var interactionIndex = trigger.interactionIndex; var monitorIndex = ToCombinedMapAndControlAndBindingIndex(trigger.mapIndex, trigger.controlIndex, trigger.bindingIndex); // If there's already a timeout running, cancel it first. ref var interactionState = ref interactionStates[interactionIndex]; if (interactionState.isTimerRunning) StopTimeout(interactionIndex); // Add new timeout. manager.AddStateChangeMonitorTimeout(control, this, currentTime + seconds, monitorIndex, interactionIndex); // Update state. interactionState.isTimerRunning = true; interactionState.timerStartTime = currentTime; interactionState.timerDuration = seconds; interactionState.timerMonitorIndex = monitorIndex; } private void StopTimeout(int interactionIndex) { Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range"); ref var interactionState = ref interactionStates[interactionIndex]; var manager = InputSystem.s_Manager; manager.RemoveStateChangeMonitorTimeout(this, interactionState.timerMonitorIndex, interactionIndex); // Update state. interactionState.isTimerRunning = false; interactionState.totalTimeoutCompletionDone += interactionState.timerDuration; interactionState.totalTimeoutCompletionTimeRemaining = Mathf.Max(interactionState.totalTimeoutCompletionTimeRemaining - interactionState.timerDuration, 0); interactionState.timerDuration = default; interactionState.timerStartTime = default; interactionState.timerMonitorIndex = default; } /// /// Perform a phase change on the given interaction. Only visible to observers /// if it happens to change the phase of the action, too. /// /// New phase to transition the interaction to. /// Information about the binding and control that triggered the phase change. /// If is , /// this determines which phase to transition to after the action has been performed. This would usually be /// (default), (if the action is supposed /// to be oscillate between started and performed), or (if the action is /// supposed to perform over and over again until canceled). /// Indicates if the system should try and change the phase of other /// interactions on the same action that are already started or performed after cancelling this interaction. This should be /// false when resetting interactions. /// /// Multiple interactions on the same binding can be started concurrently but the /// first interaction that starts will get to drive an action until it either cancels /// or performs the action. /// /// If an interaction driving an action performs it, all interactions will reset and /// go back waiting. /// /// If an interaction driving an action cancels it, the next interaction in the list which /// has already started will get to drive the action (example: a TapInteraction and a /// SlowTapInteraction both start and the TapInteraction gets to drive the action because /// it comes first; then the TapInteraction cancels because the button is held for too /// long and the SlowTapInteraction will get to drive the action next). /// internal void ChangePhaseOfInteraction(InputActionPhase newPhase, ref TriggerState trigger, InputActionPhase phaseAfterPerformed = InputActionPhase.Waiting, bool processNextInteractionOnCancel = true) { var interactionIndex = trigger.interactionIndex; var bindingIndex = trigger.bindingIndex; Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range"); Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); ////TODO: need to make sure that performed and canceled phase changes happen on the *same* binding&control //// as the start of the phase var phaseAfterPerformedOrCanceled = InputActionPhase.Waiting; if (newPhase == InputActionPhase.Performed) phaseAfterPerformedOrCanceled = phaseAfterPerformed; // Any time an interaction changes phase, we cancel all pending timeouts. ref var interactionState = ref interactionStates[interactionIndex]; if (interactionState.isTimerRunning) StopTimeout(trigger.interactionIndex); // Update interaction state. interactionState.phase = newPhase; interactionState.triggerControlIndex = trigger.controlIndex; interactionState.startTime = trigger.startTime; if (newPhase == InputActionPhase.Performed) interactionState.performedTime = trigger.time; // See if it affects the phase of an associated action. var actionIndex = bindingStates[bindingIndex].actionIndex; // We already had to tap this array and entry in ProcessControlStateChange. if (actionIndex != -1) { if (actionStates[actionIndex].phase == InputActionPhase.Waiting) { // We're the first interaction to go to the start phase. if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled: phaseAfterPerformedOrCanceled)) return; } else if (newPhase == InputActionPhase.Canceled && actionStates[actionIndex].interactionIndex == trigger.interactionIndex) { // We're canceling but maybe there's another interaction ready // to go into start phase. *Or* there's an interaction that has // already performed. if (!ChangePhaseOfAction(newPhase, ref trigger)) return; if (processNextInteractionOnCancel == false) return; var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex; var numInteractions = bindingStates[bindingIndex].interactionCount; for (var i = 0; i < numInteractions; ++i) { var index = interactionStartIndex + i; if (index != trigger.interactionIndex && (interactionStates[index].phase == InputActionPhase.Started || interactionStates[index].phase == InputActionPhase.Performed)) { // Trigger start. var startTime = interactionStates[index].startTime; var triggerForInteraction = new TriggerState { phase = InputActionPhase.Started, controlIndex = interactionStates[index].triggerControlIndex, bindingIndex = trigger.bindingIndex, interactionIndex = index, mapIndex = trigger.mapIndex, time = startTime, startTime = startTime, }; if (!ChangePhaseOfAction(InputActionPhase.Started, ref triggerForInteraction)) return; // If the interaction has already performed, trigger it now. if (interactionStates[index].phase == InputActionPhase.Performed) { triggerForInteraction = new TriggerState { phase = InputActionPhase.Performed, controlIndex = interactionStates[index].triggerControlIndex, bindingIndex = trigger.bindingIndex, interactionIndex = index, mapIndex = trigger.mapIndex, time = interactionStates[index].performedTime, // Time when the interaction performed. startTime = startTime, }; if (!ChangePhaseOfAction(InputActionPhase.Performed, ref triggerForInteraction)) return; } break; } } } else if (actionStates[actionIndex].interactionIndex == trigger.interactionIndex) { // Any other phase change goes to action if we're the interaction driving // the current phase. if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled)) return; // We're the interaction driving the action and we performed the action, // so reset any other interaction to waiting state. if (newPhase == InputActionPhase.Performed) { var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex; var numInteractions = bindingStates[bindingIndex].interactionCount; for (var i = 0; i < numInteractions; ++i) { var index = interactionStartIndex + i; if (index != trigger.interactionIndex) ResetInteractionState(index); } } } } // If the interaction performed or canceled, go back to waiting. // Exception: if it was performed and we're to remain in started state, set the interaction // to started. Note that for that phase transition, there are no callbacks being // triggered (i.e. we don't call 'started' every time after 'performed'). if (newPhase == InputActionPhase.Performed && actionStates[actionIndex].interactionIndex != trigger.interactionIndex) { // We performed but we're not the interaction driving the action. We want to stay performed to make // sure that if the interaction that is currently driving the action cancels, we get to perform // the action. If we go back to waiting here, then the system can't tell that there's another interaction // ready to perform (in fact, that has already performed). } else if (newPhase == InputActionPhase.Performed && phaseAfterPerformed != InputActionPhase.Waiting) { interactionState.phase = phaseAfterPerformed; } else if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled) { ResetInteractionState(trigger.interactionIndex); } } /// /// Change the current phase of the action referenced by to . /// /// New phase to transition to. /// Trigger that caused the change in phase. /// /// /// The change in phase is visible to observers, i.e. on the various callbacks and notifications. /// /// If is or , /// the action will subsequently immediately transition to /// ( by default). This change is not visible to observers, i.e. there won't /// be another run through callbacks. /// private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState trigger, InputActionPhase phaseAfterPerformedOrCanceled = InputActionPhase.Waiting) { Debug.Assert(newPhase != InputActionPhase.Disabled, "Should not disable an action using this method"); Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range"); Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range"); Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range"); var actionIndex = bindingStates[trigger.bindingIndex].actionIndex; if (actionIndex == kInvalidIndex) return true; // No action associated with binding. // Ignore if action is disabled. var actionState = &actionStates[actionIndex]; if (actionState->isDisabled) return true; // We mark the action as in-processing while we execute its phase transitions and perform // callbacks. The callbacks may alter system state such that the action may get disabled // (and potentially re-enabled) while the callback is in progress. We need to make sure that // if that happens, we don't go and then do more processing on the action. actionState->inProcessing = true; try { // Enforce transition constraints. if (actionState->isPassThrough && trigger.interactionIndex == kInvalidIndex) { // No constraints on pass-through actions except if there are interactions driving the action. ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger); if (!actionState->inProcessing) return false; } else if (newPhase == InputActionPhase.Performed && actionState->phase == InputActionPhase.Waiting) { // Going from waiting to performed, we make a detour via started. ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Started, ref trigger); if (!actionState->inProcessing) return false; // Then we perform. ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger); if (!actionState->inProcessing) return false; // And finally, if we're going back to waiting, we make a detour via canceled. if (phaseAfterPerformedOrCanceled == InputActionPhase.Waiting) ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Canceled, ref trigger); if (!actionState->inProcessing) return false; actionState->phase = phaseAfterPerformedOrCanceled; } else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly. { ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger); if (!actionState->inProcessing) return false; if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled) actionState->phase = phaseAfterPerformedOrCanceled; } } finally { actionState->inProcessing = false; } // If we're now waiting, reset control state. This is important for the disambiguation code // to not consider whatever control actuation happened on the action last. if (actionState->phase == InputActionPhase.Waiting) { actionState->controlIndex = kInvalidIndex; actionState->flags &= ~TriggerState.Flags.HaveMagnitude; } return true; } private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, ref TriggerState trigger) { Debug.Assert(trigger.mapIndex == actionState->mapIndex, "Map index on trigger does not correspond to map index of trigger state"); // Update action state. var newState = trigger; // We need to make sure here that any HaveMagnitude flag we may be carrying over from actionState // is handled correctly (case 1239551). newState.flags = actionState->flags; // Preserve flags. if (newPhase != InputActionPhase.Canceled) newState.magnitude = trigger.magnitude; else newState.magnitude = 0; newState.phase = newPhase; if (newPhase == InputActionPhase.Performed) { newState.lastPerformedInUpdate = InputUpdate.s_UpdateStepCount; newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate; // When we perform an action, we mark the event handled such that FireStateChangeNotifications() // can then reset state monitors in the same group. // NOTE: We don't consume for controls at binding complexity 1. Those we fire in unison. if (controlGroupingAndComplexity[trigger.controlIndex * 2 + 1] > 1 && // we can end up switching to performed state from an interaction with a timeout, at which point // the original event will probably have been removed from memory, so make sure to check // we still have one m_CurrentlyProcessingThisEvent.valid) m_CurrentlyProcessingThisEvent.handled = true; } else if (newPhase == InputActionPhase.Canceled) { newState.lastCanceledInUpdate = InputUpdate.s_UpdateStepCount; newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate; } else { newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate; newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate; } newState.pressedInUpdate = actionState->pressedInUpdate; newState.releasedInUpdate = actionState->releasedInUpdate; if (newPhase == InputActionPhase.Started) newState.startTime = newState.time; *actionState = newState; // Let listeners know. var map = maps[trigger.mapIndex]; Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex, "actionIndex is below actionStartIndex for map that the action belongs to"); var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex]; trigger.phase = newPhase; switch (newPhase) { case InputActionPhase.Started: { Debug.Assert(trigger.controlIndex != -1, "Must have control to start an action"); CallActionListeners(actionIndex, map, newPhase, ref action.m_OnStarted, "started"); break; } case InputActionPhase.Performed: { Debug.Assert(trigger.controlIndex != -1, "Must have control to perform an action"); CallActionListeners(actionIndex, map, newPhase, ref action.m_OnPerformed, "performed"); break; } case InputActionPhase.Canceled: { Debug.Assert(trigger.controlIndex != -1, "When canceling, must have control that started action"); CallActionListeners(actionIndex, map, newPhase, ref action.m_OnCanceled, "canceled"); break; } } } private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, ref CallbackArray listeners, string callbackName) { // If there's no listeners, don't bother with anything else. var callbacksOnMap = actionMap.m_ActionCallbacks; if (listeners.length == 0 && callbacksOnMap.length == 0 && s_GlobalState.onActionChange.length == 0) return; var context = new InputAction.CallbackContext { m_State = this, m_ActionIndex = actionIndex, }; Profiler.BeginSample("InputActionCallback"); // Global callback goes first. var action = context.action; if (s_GlobalState.onActionChange.length > 0) { InputActionChange change; switch (phase) { case InputActionPhase.Started: change = InputActionChange.ActionStarted; break; case InputActionPhase.Performed: change = InputActionChange.ActionPerformed; break; case InputActionPhase.Canceled: change = InputActionChange.ActionCanceled; break; default: Debug.Assert(false, "Should not reach here"); return; } DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, action, change, "InputSystem.onActionChange"); } // Run callbacks (if any) directly on action. DelegateHelpers.InvokeCallbacksSafe(ref listeners, context, callbackName, action); // Run callbacks (if any) on action map. DelegateHelpers.InvokeCallbacksSafe(ref callbacksOnMap, context, callbackName, actionMap); Profiler.EndSample(); } private object GetActionOrNoneString(ref TriggerState trigger) { var action = GetActionOrNull(ref trigger); if (action == null) return ""; return action; } internal InputAction GetActionOrNull(int bindingIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); var actionIndex = bindingStates[bindingIndex].actionIndex; if (actionIndex == kInvalidIndex) return null; Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when getting action"); var mapIndex = bindingStates[bindingIndex].mapIndex; var actionStartIndex = mapIndices[mapIndex].actionStartIndex; return maps[mapIndex].m_Actions[actionIndex - actionStartIndex]; } internal InputAction GetActionOrNull(ref TriggerState trigger) { Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range"); Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range"); var actionIndex = bindingStates[trigger.bindingIndex].actionIndex; if (actionIndex == kInvalidIndex) return null; Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range"); var actionStartIndex = mapIndices[trigger.mapIndex].actionStartIndex; return maps[trigger.mapIndex].m_Actions[actionIndex - actionStartIndex]; } internal InputControl GetControl(ref TriggerState trigger) { Debug.Assert(trigger.controlIndex != kInvalidIndex, "Control index is invalid"); Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range"); return controls[trigger.controlIndex]; } private IInputInteraction GetInteractionOrNull(ref TriggerState trigger) { if (trigger.interactionIndex == kInvalidIndex) return null; Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range"); return interactions[trigger.interactionIndex]; } internal int GetBindingIndexInMap(int bindingIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); var mapIndex = bindingStates[bindingIndex].mapIndex; var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; return bindingIndex - bindingStartIndex; } internal int GetBindingIndexInState(int mapIndex, int bindingIndexInMap) { var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; return bindingStartIndex + bindingIndexInMap; } // Iterators may not use unsafe code so do the detour here. internal ref BindingState GetBindingState(int bindingIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); return ref bindingStates[bindingIndex]; } internal ref InputBinding GetBinding(int bindingIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); var mapIndex = bindingStates[bindingIndex].mapIndex; var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex; return ref maps[mapIndex].m_Bindings[bindingIndex - bindingStartIndex]; } internal InputActionMap GetActionMap(int bindingIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); var mapIndex = bindingStates[bindingIndex].mapIndex; return maps[mapIndex]; } private void ResetInteractionStateAndCancelIfNecessary(int mapIndex, int bindingIndex, int interactionIndex) { Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range"); Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); // If interaction is currently driving an action and it has been started or performed, // cancel it. // // NOTE: We could just blindly call ChangePhaseOfInteraction() and it would handle the case of // when the interaction is currently driving the action automatically. However, doing so // would give other interactions a chance to take over which is something we don't want to // happen when resetting actions. var actionIndex = bindingStates[bindingIndex].actionIndex; if (actionStates[actionIndex].interactionIndex == interactionIndex) { switch (interactionStates[interactionIndex].phase) { case InputActionPhase.Started: case InputActionPhase.Performed: ChangePhaseOfInteraction(InputActionPhase.Canceled, ref actionStates[actionIndex], processNextInteractionOnCancel: false); break; } actionStates[actionIndex].interactionIndex = kInvalidIndex; } ResetInteractionState(interactionIndex); } private void ResetInteractionState(int interactionIndex) { Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range"); // Clean up internal state that the interaction may keep. interactions[interactionIndex].Reset(); // Clean up timer. if (interactionStates[interactionIndex].isTimerRunning) StopTimeout(interactionIndex); // Reset state record. interactionStates[interactionIndex] = new InteractionState { // We never set interactions to disabled. This way we don't have to go through them // when we disable/enable actions. phase = InputActionPhase.Waiting, triggerControlIndex = kInvalidIndex }; } internal int GetValueSizeInBytes(int bindingIndex, int controlIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range"); if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid { var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex; var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeObject = composites[compositeIndex]; Debug.Assert(compositeObject != null, "Composite object on composite state is null"); return compositeObject.valueSizeInBytes; } var control = controls[controlIndex]; Debug.Assert(control != null, "Control at given index is null"); return control.valueSizeInBytes; } internal Type GetValueType(int bindingIndex, int controlIndex) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range"); if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid { var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex; var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeObject = composites[compositeIndex]; Debug.Assert(compositeObject != null, "Composite object is null"); return compositeObject.valueType; } var control = controls[controlIndex]; Debug.Assert(control != null, "Control is null"); return control.valueType; } internal static bool IsActuated(ref TriggerState trigger, float threshold = 0) { var magnitude = trigger.magnitude; if (magnitude < 0) return true; if (Mathf.Approximately(threshold, 0)) return magnitude > 0; return magnitude >= threshold; } ////REVIEW: we can unify the reading paths once we have blittable type constraints internal void ReadValue(int bindingIndex, int controlIndex, void* buffer, int bufferSize, bool ignoreComposites = false) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range"); Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range"); InputControl control = null; // If the binding that triggered the action is part of a composite, let // the composite determine the value we return. if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite) { var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex; var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeObject = composites[compositeIndex]; Debug.Assert(compositeObject != null, "Composite object is null"); var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = compositeBindingIndex }; compositeObject.ReadValue(ref context, buffer, bufferSize); // Switch bindingIndex to that of composite so that we use the right processors. bindingIndex = compositeBindingIndex; } else { control = controls[controlIndex]; Debug.Assert(control != null, "Control is null"); control.ReadValueIntoBuffer(buffer, bufferSize); } // Run value through processors, if any. var processorCount = bindingStates[bindingIndex].processorCount; if (processorCount > 0) { var processorStartIndex = bindingStates[bindingIndex].processorStartIndex; for (var i = 0; i < processorCount; ++i) processors[processorStartIndex + i].Process(buffer, bufferSize, control); } } internal TValue ReadValue(int bindingIndex, int controlIndex, bool ignoreComposites = false) where TValue : struct { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); var value = default(TValue); // In the case of a composite, this will be null. InputControl controlOfType = null; // If the binding that triggered the action is part of a composite, let // the composite determine the value we return. if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite) { var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex; Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Composite binding index is out of range"); var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeObject = composites[compositeIndex]; Debug.Assert(compositeObject != null, "Composite object is null"); var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = compositeBindingIndex }; var compositeOfType = compositeObject as InputBindingComposite; if (compositeOfType == null) { // Composite is not derived from InputBindingComposite. Do an explicit value // type check here. Might be a composite like OneModifierComposite that dynamically // determines its value type based on what its parts are bound to. var valueType = compositeObject.valueType; if (!valueType.IsAssignableFrom(typeof(TValue))) throw new InvalidOperationException( $"Cannot read value of type '{typeof(TValue).Name}' from composite '{compositeObject}' bound to action '{GetActionOrNull(bindingIndex)}' (composite is a '{compositeIndex.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(valueType)}')"); compositeObject.ReadValue(ref context, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf()); } else { value = compositeOfType.ReadValue(ref context); } // Switch bindingIndex to that of composite so that we use the right processors. bindingIndex = compositeBindingIndex; } else { if (controlIndex != kInvalidIndex) { var control = controls[controlIndex]; Debug.Assert(control != null, "Control is null"); controlOfType = control as InputControl; if (controlOfType == null) throw new InvalidOperationException( $"Cannot read value of type '{TypeHelpers.GetNiceTypeName(typeof(TValue))}' from control '{control.path}' bound to action '{GetActionOrNull(bindingIndex)}' (control is a '{control.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(control.valueType)}')"); value = controlOfType.ReadValue(); } } // Run value through processors, if any. return ApplyProcessors(bindingIndex, value, controlOfType); } internal TValue ApplyProcessors(int bindingIndex, TValue value, InputControl controlOfType = null) where TValue : struct { var processorCount = bindingStates[bindingIndex].processorCount; if (processorCount > 0) { var processorStartIndex = bindingStates[bindingIndex].processorStartIndex; for (var i = 0; i < processorCount; ++i) { if (processors[processorStartIndex + i] is InputProcessor processor) value = processor.Process(value, controlOfType); } } return value; } public float EvaluateCompositePartMagnitude(int bindingIndex, int partNumber) { var firstChildBindingIndex = bindingIndex + 1; var currentMagnitude = float.MinValue; for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index) { if (bindingStates[index].partIndex != partNumber) continue; var controlCount = bindingStates[index].controlCount; var controlStartIndex = bindingStates[index].controlStartIndex; for (var i = 0; i < controlCount; ++i) { var control = controls[controlStartIndex + i]; // NOTE: We do *NOT* go to controlMagnitudes here. The reason is we may not yet have received the ProcessControlStateChange // call for a specific control that is part of the composite and thus controlMagnitudes may not yet have been updated // for a specific control. currentMagnitude = Mathf.Max(control.EvaluateMagnitude(), currentMagnitude); } } return currentMagnitude; } internal double GetCompositePartPressTime(int bindingIndex, int partNumber) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite"); var firstChildBindingIndex = bindingIndex + 1; var pressTime = double.MaxValue; for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index) { ref var bindingState = ref bindingStates[index]; if (bindingState.partIndex != partNumber) continue; // ReSharper disable once CompareOfFloatsByEqualityOperator if (bindingState.pressTime != default && bindingState.pressTime < pressTime) pressTime = bindingState.pressTime; } // ReSharper disable once CompareOfFloatsByEqualityOperator if (pressTime == double.MaxValue) return -1d; return pressTime; } /// /// Read the value of the given part of a composite binding. /// /// Index of the composite binding in . /// Index of the part. Note that part indices start at 1! /// Value type to read. Must correspond to the value of bound controls or an exception will /// be thrown. /// Greatest value from among the bound controls for the given part. /// /// Composites are composed of "parts". Each part has an associated name (e.g. "negative" or "positive") which is /// referenced by of bindings that are part of the composite. However, multiple /// bindings may reference the same part (e.g. there could be a binding for "W" and another binding for "UpArrow" /// and both would reference the "Up" part). /// /// However, a given composite will only be interested in a single value for any given part. What we do is give /// a composite an integer key for every part. When it asks for a value for the given part, we go through all /// bindings that reference the given part and return the greatest value from among the controls of all those /// bindings. /// /// /// /// // Read a float value from the second part of the composite binding at index 3. /// ReadCompositePartValue<float>(3, 2); /// /// /// internal TValue ReadCompositePartValue(int bindingIndex, int partNumber, bool* buttonValuePtr, out int controlIndex, TComparer comparer = default) where TValue : struct where TComparer : IComparer { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite"); var result = default(TValue); var firstChildBindingIndex = bindingIndex + 1; var isFirstValue = true; controlIndex = kInvalidIndex; // Find the binding in the composite that has both the given part number and // the greatest value. // // NOTE: It is tempting to go by control magnitudes instead as those are readily available to us (controlMagnitudes) // and avoids us reading values that we're not going to use. Unfortunately, we can't do that as several controls // used by a composite may all have been updated with a single event (e.g. WASD on a keyboard will usually see // just one update that refreshes the entire state of the keyboard). In that case, one of the controls will // see its state monitor trigger first and in turn trigger processing of the action and composite. Thus only // that one single control would have its value refreshed in controlMagnitudes whereas the other control magnitudes // would be stale. for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index) { if (bindingStates[index].partIndex != partNumber) continue; var controlCount = bindingStates[index].controlCount; var controlStartIndex = bindingStates[index].controlStartIndex; for (var i = 0; i < controlCount; ++i) { var thisControlIndex = controlStartIndex + i; var value = ReadValue(index, thisControlIndex, ignoreComposites: true); if (isFirstValue) { result = value; controlIndex = thisControlIndex; isFirstValue = false; } else if (comparer.Compare(value, result) > 0) { result = value; controlIndex = thisControlIndex; } if (buttonValuePtr != null && controlIndex == thisControlIndex) { var control = controls[thisControlIndex]; if (control is ButtonControl button) { *buttonValuePtr = button.isPressed; } else if (control is InputControl) { var valuePtr = UnsafeUtility.AddressOf(ref value); *buttonValuePtr = *(float*)valuePtr >= ButtonControl.s_GlobalDefaultButtonPressPoint; } ////REVIEW: Early out here as soon as *any* button is pressed? Technically, the comparer //// could still select a different control, though... } } } return result; } internal bool ReadCompositePartValue(int bindingIndex, int partNumber, void* buffer, int bufferSize) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite"); var firstChildBindingIndex = bindingIndex + 1; // Find the binding in the composite that has both the given part number and // the greatest amount of actuation. var currentMagnitude = float.MinValue; for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index) { if (bindingStates[index].partIndex != partNumber) continue; var controlCount = bindingStates[index].controlCount; var controlStartIndex = bindingStates[index].controlStartIndex; for (var i = 0; i < controlCount; ++i) { var thisControlIndex = controlStartIndex + i; // Check if the control has greater actuation than the most actuated control // we've found so far. // // NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated // with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state // of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn // trigger processing of the action and composite. Thus only that one single control would have its value // refreshed in controlMagnitudes whereas the other control magnitudes would be stale. var control = controls[thisControlIndex]; var magnitude = control.EvaluateMagnitude(); if (magnitude < currentMagnitude) continue; // If so, read the value. ReadValue(index, thisControlIndex, buffer, bufferSize, ignoreComposites: true); currentMagnitude = magnitude; } } return currentMagnitude > float.MinValue; } internal object ReadCompositePartValueAsObject(int bindingIndex, int partNumber) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite"); var firstChildBindingIndex = bindingIndex + 1; // Find the binding in the composite that both has the given part number and // the greatest amount of actuation. var currentMagnitude = float.MinValue; object currentValue = null; for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index) { if (bindingStates[index].partIndex != partNumber) continue; var controlCount = bindingStates[index].controlCount; var controlStartIndex = bindingStates[index].controlStartIndex; for (var i = 0; i < controlCount; ++i) { var thisControlIndex = controlStartIndex + i; // Check if the control has greater actuation than the most actuated control // we've found so far. // // NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated // with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state // of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn // trigger processing of the action and composite. Thus only that one single control would have its value // refreshed in controlMagnitudes whereas the other control magnitudes would be stale. var control = controls[thisControlIndex]; var magnitude = control.EvaluateMagnitude(); if (magnitude < currentMagnitude) continue; // If so, read the value. currentValue = ReadValueAsObject(index, thisControlIndex, ignoreComposites: true); currentMagnitude = magnitude; } } return currentValue; } internal object ReadValueAsObject(int bindingIndex, int controlIndex, bool ignoreComposites = false) { Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range"); InputControl control = null; object value = null; // If the binding that triggered the action is part of a composite, let // the composite determine the value we return. if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid { var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex; Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Binding index is out of range"); var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex; var compositeObject = composites[compositeIndex]; Debug.Assert(compositeObject != null, "Composite object is null"); var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = compositeBindingIndex }; value = compositeObject.ReadValueAsObject(ref context); // Switch bindingIndex to that of composite so that we use the right processors. bindingIndex = compositeBindingIndex; } else { if (controlIndex != kInvalidIndex) { control = controls[controlIndex]; Debug.Assert(control != null, "Control is null"); value = control.ReadValueAsObject(); } } if (value != null) { // Run value through processors, if any. var processorCount = bindingStates[bindingIndex].processorCount; if (processorCount > 0) { var processorStartIndex = bindingStates[bindingIndex].processorStartIndex; for (var i = 0; i < processorCount; ++i) value = processors[processorStartIndex + i].ProcessAsObject(value, control); } } return value; } internal bool ReadValueAsButton(int bindingIndex, int controlIndex) { var buttonControl = default(ButtonControl); if (!bindingStates[bindingIndex].isPartOfComposite) buttonControl = controls[controlIndex] as ButtonControl; // Read float value. var floatValue = ReadValue(bindingIndex, controlIndex); // Compare to press point. if (buttonControl != null) return floatValue >= buttonControl.pressPointOrDefault; return floatValue >= ButtonControl.s_GlobalDefaultButtonPressPoint; } /// /// Records the current state of a single interaction attached to a binding. /// Each interaction keeps track of its own trigger control and phase progression. /// [StructLayout(LayoutKind.Explicit, Size = 48)] internal struct InteractionState { [FieldOffset(0)] private ushort m_TriggerControlIndex; [FieldOffset(2)] private byte m_Phase; [FieldOffset(3)] private byte m_Flags; [FieldOffset(4)] private float m_TimerDuration; [FieldOffset(8)] private double m_StartTime; [FieldOffset(16)] private double m_TimerStartTime; [FieldOffset(24)] private double m_PerformedTime; [FieldOffset(32)] private float m_TotalTimeoutCompletionTimeDone; [FieldOffset(36)] private float m_TotalTimeoutCompletionTimeRemaining; [FieldOffset(40)] private long m_TimerMonitorIndex; public int triggerControlIndex { get { if (m_TriggerControlIndex == ushort.MaxValue) return kInvalidIndex; return m_TriggerControlIndex; } set { if (value == kInvalidIndex) m_TriggerControlIndex = ushort.MaxValue; else { if (value < 0 || value >= ushort.MaxValue) throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState"); m_TriggerControlIndex = (ushort)value; } } } public double startTime { get => m_StartTime; set => m_StartTime = value; } public double performedTime { get => m_PerformedTime; set => m_PerformedTime = value; } public double timerStartTime { get => m_TimerStartTime; set => m_TimerStartTime = value; } public float timerDuration { get => m_TimerDuration; set => m_TimerDuration = value; } public float totalTimeoutCompletionDone { get => m_TotalTimeoutCompletionTimeDone; set => m_TotalTimeoutCompletionTimeDone = value; } public float totalTimeoutCompletionTimeRemaining { get => m_TotalTimeoutCompletionTimeRemaining; set => m_TotalTimeoutCompletionTimeRemaining = value; } public long timerMonitorIndex { get => m_TimerMonitorIndex; set => m_TimerMonitorIndex = value; } public bool isTimerRunning { get => ((Flags)m_Flags & Flags.TimerRunning) == Flags.TimerRunning; set { if (value) m_Flags |= (byte)Flags.TimerRunning; else { var mask = ~Flags.TimerRunning; m_Flags &= (byte)mask; } } } public InputActionPhase phase { get => (InputActionPhase)m_Phase; set => m_Phase = (byte)value; } [Flags] private enum Flags { TimerRunning = 1 << 0, } } /// /// Runtime state for a single binding. /// /// /// Correlated to the it corresponds to by the index in the binding /// array. /// [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct BindingState { [FieldOffset(0)] private byte m_ControlCount; [FieldOffset(1)] private byte m_InteractionCount; [FieldOffset(2)] private byte m_ProcessorCount; [FieldOffset(3)] private byte m_MapIndex; [FieldOffset(4)] private byte m_Flags; [FieldOffset(5)] private byte m_PartIndex; [FieldOffset(6)] private ushort m_ActionIndex; [FieldOffset(8)] private ushort m_CompositeOrCompositeBindingIndex; [FieldOffset(10)] private ushort m_ProcessorStartIndex; [FieldOffset(12)] private ushort m_InteractionStartIndex; [FieldOffset(14)] private ushort m_ControlStartIndex; [FieldOffset(16)] private double m_PressTime; [FieldOffset(24)] private int m_TriggerEventIdForComposite; [FieldOffset(28)] private int __padding; // m_PressTime double must be aligned [Flags] public enum Flags { ChainsWithNext = 1 << 0, EndOfChain = 1 << 1, Composite = 1 << 2, PartOfComposite = 1 << 3, InitialStateCheckPending = 1 << 4, WantsInitialStateCheck = 1 << 5, } /// /// Index into of first control associated with the binding. /// /// /// For composites, this is the index of the first control that is bound by any of the parts in the composite. /// public int controlStartIndex { get => m_ControlStartIndex; set { Debug.Assert(value != kInvalidIndex, "Control state index is invalid"); if (value >= ushort.MaxValue) throw new NotSupportedException("Total control count in state cannot exceed byte.MaxValue=" + ushort.MaxValue); m_ControlStartIndex = (ushort)value; } } /// /// Number of controls associated with this binding. /// /// /// For composites, this is the total number of controls bound by all parts of the composite combined. /// public int controlCount { get => m_ControlCount; set { if (value >= byte.MaxValue) throw new NotSupportedException("Control count per binding cannot exceed byte.MaxValue=" + byte.MaxValue); m_ControlCount = (byte)value; } } /// /// Index into of first interaction associated with the binding. /// public int interactionStartIndex { get { if (m_InteractionStartIndex == ushort.MaxValue) return kInvalidIndex; return m_InteractionStartIndex; } set { if (value == kInvalidIndex) m_InteractionStartIndex = ushort.MaxValue; else { if (value >= ushort.MaxValue) throw new NotSupportedException("Interaction count cannot exceed ushort.MaxValue=" + ushort.MaxValue); m_InteractionStartIndex = (ushort)value; } } } /// /// Number of interactions associated with this binding. /// public int interactionCount { get => m_InteractionCount; set { if (value >= byte.MaxValue) throw new NotSupportedException("Interaction count per binding cannot exceed byte.MaxValue=" + byte.MaxValue); m_InteractionCount = (byte)value; } } public int processorStartIndex { get { if (m_ProcessorStartIndex == ushort.MaxValue) return kInvalidIndex; return m_ProcessorStartIndex; } set { if (value == kInvalidIndex) m_ProcessorStartIndex = ushort.MaxValue; else { if (value >= ushort.MaxValue) throw new NotSupportedException("Processor count cannot exceed ushort.MaxValue=" + ushort.MaxValue); m_ProcessorStartIndex = (ushort)value; } } } public int processorCount { get => m_ProcessorCount; set { if (value >= byte.MaxValue) throw new NotSupportedException("Processor count per binding cannot exceed byte.MaxValue=" + byte.MaxValue); m_ProcessorCount = (byte)value; } } /// /// Index of the action being triggered by the binding (if any). /// /// /// For bindings that don't trigger actions, this is . /// /// For bindings that are part of a composite, we force this to be the action set on the composite itself. /// public int actionIndex { get { if (m_ActionIndex == ushort.MaxValue) return kInvalidIndex; return m_ActionIndex; } set { if (value == kInvalidIndex) m_ActionIndex = ushort.MaxValue; else { if (value >= ushort.MaxValue) throw new NotSupportedException("Action count cannot exceed ushort.MaxValue=" + ushort.MaxValue); m_ActionIndex = (ushort)value; } } } public int mapIndex { get => m_MapIndex; set { Debug.Assert(value != kInvalidIndex, "Map index is invalid"); if (value >= byte.MaxValue) throw new NotSupportedException("Map count cannot exceed byte.MaxValue=" + byte.MaxValue); m_MapIndex = (byte)value; } } /// /// If this is a composite binding, this is the index of the composite in . /// If the binding is part of a composite, this is the index of the binding that is the composite. /// If the binding is neither a composite nor part of a composite, this is . /// public int compositeOrCompositeBindingIndex { get { if (m_CompositeOrCompositeBindingIndex == ushort.MaxValue) return kInvalidIndex; return m_CompositeOrCompositeBindingIndex; } set { if (value == kInvalidIndex) m_CompositeOrCompositeBindingIndex = ushort.MaxValue; else { if (value >= ushort.MaxValue) throw new NotSupportedException("Composite count cannot exceed ushort.MaxValue=" + ushort.MaxValue); m_CompositeOrCompositeBindingIndex = (ushort)value; } } } /// /// ID of the event that last triggered the binding. /// /// /// We only store this for composites ATM. /// public int triggerEventIdForComposite { get => m_TriggerEventIdForComposite; set => m_TriggerEventIdForComposite = value; } // For now, we only record this for part bindings! public double pressTime { get => m_PressTime; set => m_PressTime = value; } public Flags flags { get => (Flags)m_Flags; set => m_Flags = (byte)value; } public bool chainsWithNext { get => (flags & Flags.ChainsWithNext) == Flags.ChainsWithNext; set { if (value) flags |= Flags.ChainsWithNext; else flags &= ~Flags.ChainsWithNext; } } public bool isEndOfChain { get => (flags & Flags.EndOfChain) == Flags.EndOfChain; set { if (value) flags |= Flags.EndOfChain; else flags &= ~Flags.EndOfChain; } } public bool isPartOfChain => chainsWithNext || isEndOfChain; public bool isComposite { get => (flags & Flags.Composite) == Flags.Composite; set { if (value) flags |= Flags.Composite; else flags &= ~Flags.Composite; } } public bool isPartOfComposite { get => (flags & Flags.PartOfComposite) == Flags.PartOfComposite; set { if (value) flags |= Flags.PartOfComposite; else flags &= ~Flags.PartOfComposite; } } public bool initialStateCheckPending { get => (flags & Flags.InitialStateCheckPending) != 0; set { if (value) flags |= Flags.InitialStateCheckPending; else flags &= ~Flags.InitialStateCheckPending; } } public bool wantsInitialStateCheck { get => (flags & Flags.WantsInitialStateCheck) != 0; set { if (value) flags |= Flags.WantsInitialStateCheck; else flags &= ~Flags.WantsInitialStateCheck; } } public int partIndex { get => m_PartIndex; set { if (partIndex < 0) throw new ArgumentOutOfRangeException(nameof(value), "Part index must not be negative"); if (partIndex > byte.MaxValue) throw new InvalidOperationException("Part count must not exceed byte.MaxValue=" + byte.MaxValue); m_PartIndex = (byte)value; } } } /// /// Record of an input control change and its related data. /// /// /// This serves a dual purpose. One is, trigger states represent control actuations while we process them. The /// other is to represent the current actuation state of an action as a whole. The latter is stored in /// while the former is passed around as temporary instances on the stack. /// [StructLayout(LayoutKind.Explicit, Size = 48)] public struct TriggerState { public const int kMaxNumMaps = byte.MaxValue; public const int kMaxNumControls = ushort.MaxValue; public const int kMaxNumBindings = ushort.MaxValue; [FieldOffset(0)] private byte m_Phase; [FieldOffset(1)] private byte m_Flags; [FieldOffset(2)] private byte m_MapIndex; // One byte available here. [FieldOffset(4)] private ushort m_ControlIndex; // Two bytes available here. ////REVIEW: can we condense these to floats? would save us a whopping 8 bytes [FieldOffset(8)] private double m_Time; [FieldOffset(16)] private double m_StartTime; [FieldOffset(24)] private ushort m_BindingIndex; [FieldOffset(26)] private ushort m_InteractionIndex; [FieldOffset(28)] private float m_Magnitude; [FieldOffset(32)] private uint m_LastPerformedInUpdate; [FieldOffset(36)] private uint m_LastCanceledInUpdate; [FieldOffset(40)] private uint m_PressedInUpdate; [FieldOffset(44)] private uint m_ReleasedInUpdate; /// /// Phase being triggered by the control value change. /// public InputActionPhase phase { get => (InputActionPhase)m_Phase; set => m_Phase = (byte)value; } public bool isDisabled => phase == InputActionPhase.Disabled; public bool isWaiting => phase == InputActionPhase.Waiting; public bool isStarted => phase == InputActionPhase.Started; public bool isPerformed => phase == InputActionPhase.Performed; public bool isCanceled => phase == InputActionPhase.Canceled; /// /// The time the binding got triggered. /// public double time { get => m_Time; set => m_Time = value; } /// /// The time when the binding moved into . /// public double startTime { get => m_StartTime; set => m_StartTime = value; } /// /// Amount of actuation on the control. /// /// /// This is only valid if is true. /// /// Note that this may differ from the actuation stored for in if the binding is a composite. /// public float magnitude { get => m_Magnitude; set { flags |= Flags.HaveMagnitude; m_Magnitude = value; } } /// /// Whether has been set. /// /// /// Magnitude computation is expensive so we only want to do it once. Also, we sometimes need to compare /// a current magnitude to a magnitude value from a previous frame and the magnitude of the control /// may have already changed. /// public bool haveMagnitude => (flags & Flags.HaveMagnitude) != 0; /// /// Index of the action map in that contains the binding that triggered. /// public int mapIndex { get => m_MapIndex; set { if (value < 0 || value > kMaxNumMaps) throw new NotSupportedException("More than byte.MaxValue InputActionMaps in a single InputActionState"); m_MapIndex = (byte)value; } } /// /// Index of the control currently driving the action or if none. /// public int controlIndex { get { if (m_ControlIndex == kMaxNumControls) return kInvalidIndex; return m_ControlIndex; } set { if (value == kInvalidIndex) m_ControlIndex = ushort.MaxValue; else { if (value < 0 || value >= kMaxNumControls) throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState"); m_ControlIndex = (ushort)value; } } } /// /// Index into for the binding that triggered. /// /// /// This corresponds 1:1 to an . /// public int bindingIndex { get => m_BindingIndex; set { if (value < 0 || value > kMaxNumBindings) throw new NotSupportedException("More than ushort.MaxValue bindings in a single InputActionState"); m_BindingIndex = (ushort)value; } } /// /// Index into for the interaction that triggered. /// /// /// Is if there is no interaction present on the binding. /// public int interactionIndex { get { if (m_InteractionIndex == ushort.MaxValue) return kInvalidIndex; return m_InteractionIndex; } set { if (value == kInvalidIndex) m_InteractionIndex = ushort.MaxValue; else { if (value < 0 || value >= ushort.MaxValue) throw new NotSupportedException("More than ushort.MaxValue-1 interactions in a single InputActionState"); m_InteractionIndex = (ushort)value; } } } /// /// Update step count () in which action triggered/performed last. /// Zero if the action did not trigger yet. Also reset to zero when the action is disabled. /// public uint lastPerformedInUpdate { get => m_LastPerformedInUpdate; set => m_LastPerformedInUpdate = value; } public uint lastCanceledInUpdate { get => m_LastCanceledInUpdate; set => m_LastCanceledInUpdate = value; } public uint pressedInUpdate { get => m_PressedInUpdate; set => m_PressedInUpdate = value; } public uint releasedInUpdate { get => m_ReleasedInUpdate; set => m_ReleasedInUpdate = value; } /// /// Whether the action associated with the trigger state is marked as pass-through. /// /// public bool isPassThrough { get => (flags & Flags.PassThrough) != 0; set { if (value) flags |= Flags.PassThrough; else flags &= ~Flags.PassThrough; } } /// /// Whether the action associated with the trigger state is a button-type action. /// /// public bool isButton { get => (flags & Flags.Button) != 0; set { if (value) flags |= Flags.Button; else flags &= ~Flags.Button; } } public bool isPressed { get => (flags & Flags.Pressed) != 0; set { if (value) flags |= Flags.Pressed; else flags &= ~Flags.Pressed; } } /// /// Whether the action may potentially see multiple concurrent actuations from its bindings /// and wants them resolved automatically. /// /// /// We use this to gate some of the more expensive checks that are pointless to /// perform if we don't have to disambiguate input from concurrent sources. /// /// Always disabled if is true. /// public bool mayNeedConflictResolution { get => (flags & Flags.MayNeedConflictResolution) != 0; set { if (value) flags |= Flags.MayNeedConflictResolution; else flags &= ~Flags.MayNeedConflictResolution; } } /// /// Whether the action currently has several concurrent actuations from its bindings. /// /// /// This is only used when automatic conflict resolution is enabled (). /// public bool hasMultipleConcurrentActuations { get => (flags & Flags.HasMultipleConcurrentActuations) != 0; set { if (value) flags |= Flags.HasMultipleConcurrentActuations; else flags &= ~Flags.HasMultipleConcurrentActuations; } } public bool inProcessing { get => (flags & Flags.InProcessing) != 0; set { if (value) flags |= Flags.InProcessing; else flags &= ~Flags.InProcessing; } } public Flags flags { get => (Flags)m_Flags; set => m_Flags = (byte)value; } [Flags] public enum Flags { /// /// Whether has been set. /// HaveMagnitude = 1 << 0, /// /// Whether the action associated with the trigger state is marked as pass-through. /// /// PassThrough = 1 << 1, /// /// Whether the action has more than one control bound to it. /// /// /// An action may have arbitrary many bindings yet may still resolve only to a single control /// at runtime. In that case, this flag is NOT set. We only set it if binding resolution for /// an action indeed ended up with multiple controls able to trigger the same action. /// MayNeedConflictResolution = 1 << 2, /// /// Whether there are currently multiple bound controls that are actuated. /// /// /// This is only used if is true. /// HasMultipleConcurrentActuations = 1 << 3, InProcessing = 1 << 4, /// /// Whether the action associated with the trigger state is a button-type action. /// /// Button = 1 << 5, Pressed = 1 << 6, } } /// /// Tells us where the data for a single action map is found in the /// various arrays. /// public struct ActionMapIndices { public int actionStartIndex; public int actionCount; public int controlStartIndex; public int controlCount; public int bindingStartIndex; public int bindingCount; public int interactionStartIndex; public int interactionCount; public int processorStartIndex; public int processorCount; public int compositeStartIndex; public int compositeCount; } /// /// Unmanaged memory kept for action maps. /// /// /// Most of the dynamic execution state for actions we keep in a single block of unmanaged memory. /// Essentially, only the C# heap objects (like IInputInteraction and such) we keep in managed arrays. /// Aside from being able to condense the data into a single block of memory and not having to have /// it spread out on the GC heap, we gain the advantage of being able to freely allocate and re-allocate /// these blocks without creating garbage on the GC heap. /// /// The data here is set up by . /// public struct UnmanagedMemory : IDisposable { public bool isAllocated => basePtr != null; public void* basePtr; /// /// Number of action maps and entries in and . /// public int mapCount; /// /// Total number of actions (i.e. from all maps combined) and entries in . /// public int actionCount; /// /// Total number of interactions and entries in and . /// public int interactionCount; /// /// Total number of bindings and entries in . /// public int bindingCount; /// /// Total number of bound controls and entries in . /// public int controlCount; /// /// Total number of composite bindings and entries in . /// public int compositeCount; /// /// Total size of allocated unmanaged memory. /// public int sizeInBytes => mapCount * sizeof(ActionMapIndices) + // mapIndices actionCount * sizeof(TriggerState) + // actionStates bindingCount * sizeof(BindingState) + // bindingStates interactionCount * sizeof(InteractionState) + // interactionStates controlCount * sizeof(float) + // controlMagnitudes compositeCount * sizeof(float) + // compositeMagnitudes controlCount * sizeof(int) + // controlIndexToBindingIndex controlCount * sizeof(ushort) * 2 + // controlGrouping actionCount * sizeof(ushort) * 2 + // actionBindingIndicesAndCounts bindingCount * sizeof(ushort) + // actionBindingIndices (controlCount + 31) / 32 * sizeof(int); // enabledControlsArray /// /// Trigger state of all actions added to the state. /// /// /// This array also tells which actions are enabled or disabled. Any action with phase /// is disabled. /// public TriggerState* actionStates; /// /// State of all bindings added to the state. /// /// /// For the most part, this is read-only information set up during resolution. /// public BindingState* bindingStates; /// /// State of all interactions on bindings in the action map. /// /// /// Any interaction mentioned on any of the bindings gets its own execution state record /// in here. The interactions for any one binding are grouped together. /// public InteractionState* interactionStates; /// /// Current remembered level of actuation of each of the controls in . /// /// /// This array is NOT kept strictly up to date. In fact, we only use it for conflict resolution /// between multiple bound controls at the moment. Meaning that in the majority of cases, the magnitude /// stored for a control here will NOT be up to date. /// /// Also note that for controls that are part of composites, this will NOT be the magnitude of the /// control but rather be the magnitude of the entire compound. /// public float* controlMagnitudes; public float* compositeMagnitudes; public int* enabledControls; /// /// Array of pair of ints, one pair for each action (same index as ). First int /// is the index into where bindings of action are found and second int /// is the count of bindings on action. /// public ushort* actionBindingIndicesAndCounts; /// /// Array of indices into . The indices for every action are laid out sequentially. /// The array slice corresponding to each action can be determined by looking it up in . /// public ushort* actionBindingIndices; ////REVIEW: make this an array of shorts rather than ints? public int* controlIndexToBindingIndex; // Two shorts per control. First one is group number. Second one is complexity count. public ushort* controlGroupingAndComplexity; public bool controlGroupingInitialized; public ActionMapIndices* mapIndices; public void Allocate(int mapCount, int actionCount, int bindingCount, int controlCount, int interactionCount, int compositeCount) { Debug.Assert(basePtr == null, "Memory already allocated! Free first!"); Debug.Assert(mapCount >= 1, "Map count out of range"); Debug.Assert(actionCount >= 0, "Action count out of range"); Debug.Assert(bindingCount >= 0, "Binding count out of range"); Debug.Assert(interactionCount >= 0, "Interaction count out of range"); Debug.Assert(compositeCount >= 0, "Composite count out of range"); this.mapCount = mapCount; this.actionCount = actionCount; this.interactionCount = interactionCount; this.bindingCount = bindingCount; this.controlCount = controlCount; this.compositeCount = compositeCount; var numBytes = sizeInBytes; var ptr = (byte*)UnsafeUtility.Malloc(numBytes, 8, Allocator.Persistent); UnsafeUtility.MemClear(ptr, numBytes); basePtr = ptr; // NOTE: This depends on the individual structs being sufficiently aligned in order to not // cause any misalignment here. TriggerState, InteractionState, and BindingState all // contain doubles so put them first in memory to make sure they get proper alignment. actionStates = (TriggerState*)ptr; ptr += actionCount * sizeof(TriggerState); interactionStates = (InteractionState*)ptr; ptr += interactionCount * sizeof(InteractionState); bindingStates = (BindingState*)ptr; ptr += bindingCount * sizeof(BindingState); mapIndices = (ActionMapIndices*)ptr; ptr += mapCount * sizeof(ActionMapIndices); controlMagnitudes = (float*)ptr; ptr += controlCount * sizeof(float); compositeMagnitudes = (float*)ptr; ptr += compositeCount * sizeof(float); controlIndexToBindingIndex = (int*)ptr; ptr += controlCount * sizeof(int); controlGroupingAndComplexity = (ushort*)ptr; ptr += controlCount * sizeof(ushort) * 2; actionBindingIndicesAndCounts = (ushort*)ptr; ptr += actionCount * sizeof(ushort) * 2; actionBindingIndices = (ushort*)ptr; ptr += bindingCount * sizeof(ushort); enabledControls = (int*)ptr; ptr += (controlCount + 31) / 32 * sizeof(int); } public void Dispose() { if (basePtr == null) return; UnsafeUtility.Free(basePtr, Allocator.Persistent); basePtr = null; actionStates = null; interactionStates = null; bindingStates = null; mapIndices = null; controlMagnitudes = null; compositeMagnitudes = null; controlIndexToBindingIndex = null; controlGroupingAndComplexity = null; actionBindingIndices = null; actionBindingIndicesAndCounts = null; mapCount = 0; actionCount = 0; bindingCount = 0; controlCount = 0; interactionCount = 0; compositeCount = 0; } public void CopyDataFrom(UnmanagedMemory memory) { Debug.Assert(memory.basePtr != null, "Given struct has no allocated data"); // Even if a certain array is empty (e.g. we have no controls), we set the pointer // in Allocate() to something other than null. UnsafeUtility.MemCpy(mapIndices, memory.mapIndices, memory.mapCount * sizeof(ActionMapIndices)); UnsafeUtility.MemCpy(actionStates, memory.actionStates, memory.actionCount * sizeof(TriggerState)); UnsafeUtility.MemCpy(bindingStates, memory.bindingStates, memory.bindingCount * sizeof(BindingState)); UnsafeUtility.MemCpy(interactionStates, memory.interactionStates, memory.interactionCount * sizeof(InteractionState)); UnsafeUtility.MemCpy(controlMagnitudes, memory.controlMagnitudes, memory.controlCount * sizeof(float)); UnsafeUtility.MemCpy(compositeMagnitudes, memory.compositeMagnitudes, memory.compositeCount * sizeof(float)); UnsafeUtility.MemCpy(controlIndexToBindingIndex, memory.controlIndexToBindingIndex, memory.controlCount * sizeof(int)); UnsafeUtility.MemCpy(controlGroupingAndComplexity, memory.controlGroupingAndComplexity, memory.controlCount * sizeof(ushort) * 2); UnsafeUtility.MemCpy(actionBindingIndicesAndCounts, memory.actionBindingIndicesAndCounts, memory.actionCount * sizeof(ushort) * 2); UnsafeUtility.MemCpy(actionBindingIndices, memory.actionBindingIndices, memory.bindingCount * sizeof(ushort)); UnsafeUtility.MemCpy(enabledControls, memory.enabledControls, (memory.controlCount + 31) / 32 * sizeof(int)); } public UnmanagedMemory Clone() { if (!isAllocated) return new UnmanagedMemory(); var clone = new UnmanagedMemory(); clone.Allocate( mapCount: mapCount, actionCount: actionCount, controlCount: controlCount, bindingCount: bindingCount, interactionCount: interactionCount, compositeCount: compositeCount); clone.CopyDataFrom(this); return clone; } } #region Global State /// /// Global state containing a list of weak references to all action map states currently in the system. /// /// /// When the control setup in the system changes, we need a way for control resolution that /// has already been done to be invalidated and redone. We also want a way to find all /// currently enabled actions in the system. /// /// Both of these needs are served by this global list. /// internal struct GlobalState { internal InlinedArray globalList; internal CallbackArray> onActionChange; internal CallbackArray> onActionControlsChanged; } internal static GlobalState s_GlobalState; internal static ISavedState SaveAndResetState() { // Save current state var savedState = new SavedStructState( ref s_GlobalState, (ref GlobalState state) => s_GlobalState = state, // restore () => ResetGlobals()); // static dispose // Reset global state s_GlobalState = default; return savedState; } private void AddToGlobalList() { CompactGlobalList(); var handle = GCHandle.Alloc(this, GCHandleType.Weak); s_GlobalState.globalList.AppendWithCapacity(handle); } private void RemoveMapFromGlobalList() { var count = s_GlobalState.globalList.length; for (var i = 0; i < count; ++i) if (s_GlobalState.globalList[i].Target == this) { s_GlobalState.globalList[i].Free(); s_GlobalState.globalList.RemoveAtByMovingTailWithCapacity(i); break; } } /// /// Remove any entries for states that have been reclaimed by GC. /// private static void CompactGlobalList() { var length = s_GlobalState.globalList.length; var head = 0; for (var i = 0; i < length; ++i) { var handle = s_GlobalState.globalList[i]; if (handle.IsAllocated && handle.Target != null) { if (head != i) s_GlobalState.globalList[head] = handle; ++head; } else { if (handle.IsAllocated) s_GlobalState.globalList[i].Free(); s_GlobalState.globalList[i] = default; } } s_GlobalState.globalList.length = head; } internal void NotifyListenersOfActionChange(InputActionChange change) { for (var i = 0; i < totalMapCount; ++i) { var map = maps[i]; if (map.m_SingletonAction != null) { NotifyListenersOfActionChange(change, map.m_SingletonAction); } else if (map.m_Asset == null) { NotifyListenersOfActionChange(change, map); } else { NotifyListenersOfActionChange(change, map.m_Asset); return; } } } internal static void NotifyListenersOfActionChange(InputActionChange change, object actionOrMapOrAsset) { Debug.Assert(actionOrMapOrAsset != null, "Should have action or action map or asset object to notify about"); Debug.Assert(actionOrMapOrAsset is InputAction || (actionOrMapOrAsset as InputActionMap)?.m_SingletonAction == null, "Must not send notifications for changes made to hidden action maps of singleton actions"); DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, actionOrMapOrAsset, change, "onActionChange"); if (change == InputActionChange.BoundControlsChanged) DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionControlsChanged, actionOrMapOrAsset, "onActionControlsChange"); } /// /// Nuke global state we have to keep track of action map states. /// private static void ResetGlobals() { DestroyAllActionMapStates(); for (var i = 0; i < s_GlobalState.globalList.length; ++i) if (s_GlobalState.globalList[i].IsAllocated) s_GlobalState.globalList[i].Free(); s_GlobalState.globalList.length = 0; s_GlobalState.onActionChange.Clear(); s_GlobalState.onActionControlsChanged.Clear(); } // Walk all maps with enabled actions and add all enabled actions to the given list. internal static int FindAllEnabledActions(List result) { var numFound = 0; var stateCount = s_GlobalState.globalList.length; for (var i = 0; i < stateCount; ++i) { var handle = s_GlobalState.globalList[i]; if (!handle.IsAllocated) continue; var state = (InputActionState)handle.Target; if (state == null) continue; var mapCount = state.totalMapCount; var maps = state.maps; for (var n = 0; n < mapCount; ++n) { var map = maps[n]; if (!map.enabled) continue; var actions = map.m_Actions; var actionCount = actions.Length; if (map.m_EnabledActionsCount == actionCount) { result.AddRange(actions); numFound += actionCount; } else { var actionStartIndex = state.mapIndices[map.m_MapIndexInState].actionStartIndex; for (var k = 0; k < actionCount; ++k) { if (state.actionStates[actionStartIndex + k].phase != InputActionPhase.Disabled) { result.Add(actions[k]); ++numFound; } } } } } return numFound; } ////TODO: when re-resolving, we need to preserve InteractionStates and not just reset them /// /// Deal with the fact that the control setup in the system may change at any time and can affect /// actions that had their controls already resolved. /// /// /// Note that this method can NOT deal with changes other than the control setup in the system /// changing. Specifically, it will NOT handle configuration changes in action maps (e.g. bindings /// being altered) correctly. /// /// We get called from directly rather than hooking into /// so that we're not adding needless calls for device changes that are not of interest to us. /// internal static void OnDeviceChange(InputDevice device, InputDeviceChange change) { Debug.Assert(device != null, "Device is null"); ////REVIEW: should we ignore disconnected devices in InputBindingResolver? Debug.Assert( change == InputDeviceChange.Added || change == InputDeviceChange.Removed || change == InputDeviceChange.UsageChanged || change == InputDeviceChange.ConfigurationChanged || change == InputDeviceChange.SoftReset || change == InputDeviceChange.HardReset, "Should only be called for relevant changes"); for (var i = 0; i < s_GlobalState.globalList.length; ++i) { var handle = s_GlobalState.globalList[i]; if (!handle.IsAllocated || handle.Target == null) { // Stale entry in the list. State has already been reclaimed by GC. Remove it. if (handle.IsAllocated) s_GlobalState.globalList[i].Free(); s_GlobalState.globalList.RemoveAtWithCapacity(i); --i; continue; } var state = (InputActionState)handle.Target; // If this state is not affected by the change, skip. var needsFullResolve = true; switch (change) { case InputDeviceChange.Added: if (!state.CanUseDevice(device)) continue; needsFullResolve = false; break; case InputDeviceChange.Removed: if (!state.IsUsingDevice(device)) continue; // If the device is listed in a device mask (on either a map or an asset) in the // state, remove it (see Actions_WhenDeviceIsRemoved_DeviceIsRemovedFromDeviceMask). for (var n = 0; n < state.totalMapCount; ++n) { var map = state.maps[n]; map.m_Devices.Remove(device); map.asset?.m_Devices.Remove(device); } needsFullResolve = false; break; // NOTE: ConfigurationChanges can affect display names of controls which may make a device usable that // we didn't find anything usable on before. case InputDeviceChange.ConfigurationChanged: case InputDeviceChange.UsageChanged: if (!state.IsUsingDevice(device) && !state.CanUseDevice(device)) continue; // Full resolve necessary! break; // On reset, cancel all actions currently in progress from the device that got reset. // If we simply let change monitors trigger, we will respond to things like button releases // that are in fact just resets of buttons to their default state. case InputDeviceChange.SoftReset: case InputDeviceChange.HardReset: if (!state.IsUsingDevice(device)) continue; state.ResetActionStatesDrivenBy(device); continue; // No re-resolving necessary. } // Trigger a lazy-resolve on all action maps in the state. for (var n = 0; n < state.totalMapCount; ++n) { if (state.maps[n].LazyResolveBindings(fullResolve: needsFullResolve)) { // Map has chosen to resolve right away. This will resolve bindings for *all* // maps in the state, so we're done here. break; } } } } internal static void DeferredResolutionOfBindings() { ++InputActionMap.s_DeferBindingResolution; try { for (var i = 0; i < s_GlobalState.globalList.length; ++i) { var handle = s_GlobalState.globalList[i]; if (!handle.IsAllocated || handle.Target == null) { // Stale entry in the list. State has already been reclaimed by GC. Remove it. if (handle.IsAllocated) s_GlobalState.globalList[i].Free(); s_GlobalState.globalList.RemoveAtWithCapacity(i); --i; continue; } var state = (InputActionState)handle.Target; for (var n = 0; n < state.totalMapCount; ++n) state.maps[n].ResolveBindingsIfNecessary(); } } finally { --InputActionMap.s_DeferBindingResolution; } } internal static void DisableAllActions() { for (var i = 0; i < s_GlobalState.globalList.length; ++i) { var handle = s_GlobalState.globalList[i]; if (!handle.IsAllocated || handle.Target == null) continue; var state = (InputActionState)handle.Target; var mapCount = state.totalMapCount; var maps = state.maps; for (var n = 0; n < mapCount; ++n) { maps[n].Disable(); Debug.Assert(!maps[n].enabled, "Map is still enabled after calling Disable"); } } } /// /// Forcibly destroy all states currently on the global list. /// /// /// We do this when exiting play mode in the editor to make sure we are cleaning up our /// unmanaged memory allocations. /// internal static void DestroyAllActionMapStates() { while (s_GlobalState.globalList.length > 0) { var index = s_GlobalState.globalList.length - 1; var handle = s_GlobalState.globalList[index]; if (!handle.IsAllocated || handle.Target == null) { // Already destroyed. if (handle.IsAllocated) s_GlobalState.globalList[index].Free(); s_GlobalState.globalList.RemoveAtWithCapacity(index); continue; } var state = (InputActionState)handle.Target; state.Destroy(); } } #endregion } }