#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.DualShock;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
///
/// Caches instances.
///
///
/// In the editor we need access to the InputControlLayouts
/// registered with the system in order to facilitate various UI features. Instead of
/// constructing layout instances over and over, we keep them around in here.
///
/// This class is only available in the editor (when UNITY_EDITOR is true).
///
internal static class EditorInputControlLayoutCache
{
///
/// Iterate over all control layouts in the system.
///
public static IEnumerable allLayouts
{
get
{
Refresh();
return InputControlLayout.cache.table.Values;
}
}
///
/// Iterate over all unique usages and their respective lists of layouts that use them.
///
public static IEnumerable>> allUsages
{
get
{
Refresh();
return s_Usages.Select(pair => new Tuple>(pair.Key, pair.Value.Select(x => x.ToString())));
}
}
public static IEnumerable allControlLayouts
{
get
{
Refresh();
foreach (var name in s_ControlLayouts)
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
}
}
public static IEnumerable allDeviceLayouts
{
get
{
Refresh();
foreach (var name in s_DeviceLayouts)
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
}
}
public static IEnumerable allProductLayouts
{
get
{
Refresh();
foreach (var name in s_ProductLayouts)
yield return InputControlLayout.cache.FindOrLoadLayout(name.ToString());
}
}
public static InputControlLayout TryGetLayout(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
Refresh();
return InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
}
public static Type GetValueType(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
// Load layout.
var layout = TryGetLayout(layoutName);
if (layout == null)
return null;
// Grab type.
var type = layout.type;
Debug.Assert(type != null, "Layout should have associated type");
Debug.Assert(typeof(InputControl).IsAssignableFrom(type),
"Layout's associated type should be derived from InputControl");
return layout.GetValueType();
}
public static IEnumerable GetDeviceMatchers(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
Refresh();
s_DeviceMatchers.TryGetValue(new InternedString(layoutName), out var matchers);
return matchers;
}
public static string GetDisplayName(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
var layout = TryGetLayout(layoutName);
if (layout == null)
return layoutName;
if (!string.IsNullOrEmpty(layout.displayName))
return layout.displayName;
return layout.name;
}
///
/// List the controls that may be present on controls or devices of the given layout by virtue
/// of being defined in other layouts based on it.
///
///
///
public static IEnumerable GetOptionalControlsForLayout(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentException("Layout name cannot be null or empty", nameof(layoutName));
Refresh();
if (!s_OptionalControls.TryGetValue(new InternedString(layoutName), out var list))
return Enumerable.Empty();
return list;
}
public static Texture2D GetIconForLayout(string layoutName)
{
if (string.IsNullOrEmpty(layoutName))
throw new ArgumentNullException(nameof(layoutName));
Refresh();
// See if we already have it in the cache.
var internedName = new InternedString(layoutName);
if (s_Icons.TryGetValue(internedName, out var icon))
return icon;
// No, so see if we have an icon on disk for exactly the layout
// we're looking at (i.e. with the same name).
icon = GUIHelpers.LoadIcon(layoutName);
if (icon != null)
{
s_Icons.Add(internedName, icon);
return icon;
}
// No, not that either so start walking up the inheritance chain
// until we either bump against the ceiling or find an icon.
var layout = TryGetLayout(layoutName);
if (layout != null)
{
foreach (var baseLayoutName in layout.baseLayouts)
{
icon = GetIconForLayout(baseLayoutName);
if (icon != null)
return icon;
}
// If it's a control and there's no specific icon, return a generic one.
if (layout.isControlLayout)
{
var genericIcon = GUIHelpers.LoadIcon("InputControl");
if (genericIcon != null)
{
s_Icons.Add(internedName, genericIcon);
return genericIcon;
}
}
}
// No icon for anything in this layout's chain.
return null;
}
public struct ControlSearchResult
{
public string controlPath;
public InputControlLayout layout;
public InputControlLayout.ControlItem item;
}
internal static void Clear()
{
s_LayoutRegistrationVersion = 0;
s_LayoutCacheRef.Dispose();
s_Usages.Clear();
s_ControlLayouts.Clear();
s_DeviceLayouts.Clear();
s_ProductLayouts.Clear();
s_DeviceMatchers.Clear();
s_Icons.Clear();
}
// If our layout data is outdated, rescan all the layouts in the system.
private static void Refresh()
{
var manager = InputSystem.s_Manager;
if (manager.m_LayoutRegistrationVersion == s_LayoutRegistrationVersion)
return;
Clear();
if (!s_LayoutCacheRef.valid)
{
// In the editor, we keep a permanent reference on the global layout
// cache. Means that in the editor, we always have all layouts loaded in full
// at all times whereas in the player, we load layouts only while we need
// them and then release them again.
s_LayoutCacheRef = InputControlLayout.CacheRef();
}
var layoutNames = manager.ListControlLayouts().ToArray();
// Remember which layout maps to which device matchers.
var layoutMatchers = InputControlLayout.s_Layouts.layoutMatchers;
foreach (var entry in layoutMatchers)
{
s_DeviceMatchers.TryGetValue(entry.layoutName, out var matchers);
matchers.Append(entry.deviceMatcher);
s_DeviceMatchers[entry.layoutName] = matchers;
}
// Load and store all layouts.
foreach (var layoutName in layoutNames)
{
////FIXME: does not protect against exceptions
var layout = InputControlLayout.cache.FindOrLoadLayout(layoutName, throwIfNotFound: false);
if (layout == null)
continue;
ScanLayout(layout);
if (layout.isOverride)
continue;
if (layout.isControlLayout)
s_ControlLayouts.Add(layout.name);
else if (s_DeviceMatchers.ContainsKey(layout.name))
s_ProductLayouts.Add(layout.name);
else
s_DeviceLayouts.Add(layout.name);
}
// Move all device layouts without a device description but derived from
// a layout that has one over to the product list.
foreach (var name in s_DeviceLayouts)
{
var layout = InputControlLayout.cache.FindOrLoadLayout(name);
if (layout.m_BaseLayouts.length > 1)
throw new NotImplementedException();
for (var baseLayoutName = layout.baseLayouts.FirstOrDefault(); !baseLayoutName.IsEmpty();)
{
if (s_ProductLayouts.Contains(baseLayoutName))
{
// Defer removing from s_DeviceLayouts to keep iteration stable.
s_ProductLayouts.Add(name);
break;
}
var baseLayout = InputControlLayout.cache.FindOrLoadLayout(baseLayoutName, throwIfNotFound: false);
if (baseLayout == null)
continue;
if (baseLayout.m_BaseLayouts.length > 1)
throw new NotImplementedException();
baseLayoutName = baseLayout.baseLayouts.FirstOrDefault();
}
}
// Remove every product device layout now.
s_DeviceLayouts.ExceptWith(s_ProductLayouts);
s_LayoutRegistrationVersion = manager.m_LayoutRegistrationVersion;
}
private static int s_LayoutRegistrationVersion;
private static InputControlLayout.CacheRefInstance s_LayoutCacheRef;
private static readonly HashSet s_ControlLayouts = new HashSet();
private static readonly HashSet s_DeviceLayouts = new HashSet();
private static readonly HashSet s_ProductLayouts = new HashSet();
private static readonly Dictionary> s_OptionalControls =
new Dictionary>();
private static readonly Dictionary> s_DeviceMatchers =
new Dictionary>();
private static Dictionary s_Icons =
new Dictionary();
// We keep a map of all unique usages we find in layouts and also
// retain a list of the layouts they are used with.
private static readonly SortedDictionary> s_Usages =
new SortedDictionary>();
private static void ScanLayout(InputControlLayout layout)
{
var controls = layout.controls;
for (var i = 0; i < controls.Count; ++i)
{
var control = controls[i];
// If it's not just a control modifying some inner child control, add control to all base
// layouts as an optional control.
//
// NOTE: We're looking at layouts post-merging here. Means we have already picked up all the
// controls present on the base.
if (control.isFirstDefinedInThisLayout && !control.isModifyingExistingControl && !control.layout.IsEmpty())
{
foreach (var baseLayout in layout.baseLayouts)
AddOptionalControlRecursive(baseLayout, ref control);
}
// Collect unique usages and the layouts used with them.
foreach (var usage in control.usages)
{
// Empty usages can occur for controls that want to reset inherited usages.
if (string.IsNullOrEmpty(usage))
continue;
var internedUsage = new InternedString(usage);
var internedLayout = new InternedString(control.layout);
if (!s_Usages.TryGetValue(internedUsage, out var layoutList))
{
layoutList = new List {internedLayout};
s_Usages[internedUsage] = layoutList;
}
else
{
var layoutAlreadyInList =
layoutList.Any(x => x == internedLayout);
if (!layoutAlreadyInList)
layoutList.Add(internedLayout);
}
}
}
}
private static void AddOptionalControlRecursive(InternedString layoutName, ref InputControlLayout.ControlItem controlItem)
{
Debug.Assert(!controlItem.isModifyingExistingControl);
Debug.Assert(!controlItem.layout.IsEmpty());
// Recurse into base.
if (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(layoutName, out var baseLayoutName))
AddOptionalControlRecursive(baseLayoutName, ref controlItem);
// See if we already have this optional control.
var alreadyPresent = false;
if (!s_OptionalControls.TryGetValue(layoutName, out var list))
{
list = new List();
s_OptionalControls[layoutName] = list;
}
else
{
// See if we already have this control.
foreach (var item in list)
{
if (item.name == controlItem.name && item.layout == controlItem.layout)
{
alreadyPresent = true;
break;
}
}
}
if (!alreadyPresent)
list.Add(new OptionalControl {name = controlItem.name, layout = controlItem.layout});
}
///
/// An optional control is a control that is not defined on a layout but which is defined
/// on a derived layout.
///
///
/// An example is the "acceleration" control defined by some layouts based on (e.g.
/// . This means gamepads
/// MAY have a gyro and thus MAY have an "acceleration" control.
///
/// In bindings (), it is perfectly valid to deal with this opportunistically
/// and create a binding to "<Gamepad>/acceleration" which will bind correctly IF the gamepad has
/// an acceleration control but will do nothing if it doesn't.
///
/// The concept of optional controls permits setting up such bindings in the UI by making controls that
/// are present on more specific layouts than the one currently looked at available directly on the
/// base layout.
///
public struct OptionalControl
{
public InternedString name;
public InternedString layout;
////REVIEW: do we want to have the list of layouts that define the control?
}
}
}
#endif // UNITY_EDITOR