using System; using System.Collections.Generic; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Processors; using UnityEngine.InputSystem.Utilities; ////TODO: make sure that alterations made to InputSystem.settings in play mode do not leak out into edit mode or the asset ////TODO: handle case of supportFixedUpdates and supportDynamicUpdates both being set to false; should it be an enum? ////TODO: figure out how this gets into a build ////TODO: allow setting up single- and multi-user configs for the project ////TODO: allow enabling/disabling plugins ////REVIEW: should the project settings include a list of action assets to use? (or to force into a build) ////REVIEW: add extra option to enable late-updates? ////REVIEW: put default sensor sampling frequency here? ////REVIEW: put default gamepad polling frequency here? ////REVIEW: Have an InputActionAsset field in here that allows having a single default set of actions that are enabled with no further setup? namespace UnityEngine.InputSystem { /// <summary> /// Project-wide input settings. /// </summary> /// <remarks> /// Several aspects of the input system can be customized to tailor how the system functions to the /// specific needs of a project. These settings are collected in this class. There is one global /// settings object active at any one time. It can be accessed and set through <see cref="InputSystem.settings"/>. /// /// Changing a setting on the object takes effect immediately. It also triggers the /// <see cref="InputSystem.onSettingsChange"/> callback. /// </remarks> /// <seealso cref="InputSystem.settings"/> /// <seealso cref="InputSystem.onSettingsChange"/> public partial class InputSettings : ScriptableObject { /// <summary> /// Allows you to control how the input system handles updates. In other words, how and when pending input events are processed. /// </summary> /// <value>When to run input updates.</value> /// <remarks> /// By default, input updates will automatically be triggered as part of the player loop. /// If <c>updateMode</c> is set to <see cref="UpdateMode.ProcessEventsInDynamicUpdate"/> /// (the default), then right at the beginning of a dynamic update (i.e. before all /// <c>MonoBehaviour.Update</c> methods are called), input is processed. And if <c>updateMode</c> /// is set to <see cref="UpdateMode.ProcessEventsInFixedUpdate"/>, then right at the beginning /// of each fixed update (i.e. before all <c>MonoBehaviour.FixedUpdate</c> methods are /// called), input is processed. /// /// Additionally, if there are devices that need updates right before rendering (see <see /// cref="InputDevice.updateBeforeRender"/>), an extra update will be run right before /// rendering. This special update will only consume input on devices that have /// <see cref="InputDevice.updateBeforeRender"/> set to <c>true</c>. /// /// You can run updates manually using <see cref="InputSystem.Update"/>. Doing so /// outside of tests is only recommended, however, if <c>updateMode</c> is set to /// <see cref="UpdateMode.ProcessEventsManually"/> (in which case it is actually required /// for input to be processed at all). /// /// Note that in the editor, input updates will also run before each editor update /// (i.e. as part of <c>EditorApplication.update</c>). Player and editor input state /// are kept separate, though, so any input consumed in editor updates will not be visible /// in player updates and vice versa. /// </remarks> /// <seealso cref="InputSystem.Update"/> public UpdateMode updateMode { get => m_UpdateMode; set { if (m_UpdateMode == value) return; m_UpdateMode = value; OnChange(); } } /// <summary> /// If true, sensors that deliver rotation values on handheld devices will automatically adjust /// rotations when the screen orientation changes. /// </summary> /// <remarks> /// This is enabled by default. /// /// If enabled, rotation values will be rotated around Z. In <see cref="ScreenOrientation.Portrait"/>, values /// remain unchanged. In <see cref="ScreenOrientation.PortraitUpsideDown"/>, they will be rotated by 180 degrees. /// In <see cref="ScreenOrientation.LandscapeLeft"/> by 90 degrees, and in <see cref="ScreenOrientation.LandscapeRight"/> /// by 270 degrees. /// /// Sensors affected by this setting are <see cref="Accelerometer"/>, <see cref="Compass"/>, and <see cref="Gyroscope"/>. /// </remarks> /// <seealso cref="CompensateDirectionProcessor"/> public bool compensateForScreenOrientation { get => m_CompensateForScreenOrientation; set { if (m_CompensateForScreenOrientation == value) return; m_CompensateForScreenOrientation = value; OnChange(); } } /// <summary> /// Currently: Option is deprecated and has no influence on the system. Filtering on noise is always enabled. /// Previously: Whether to not make a device <c>.current</c> (see <see cref="InputDevice.MakeCurrent"/>) /// when there is only noise in the input. /// </summary> /// <remarks> /// We add extra processing every time input is /// received on a device that is considered noisy. These devices are those that /// have at least one control that is marked as <see cref="InputControl.noisy"/>. /// A good example is the PS4 controller which has a gyroscope sensor built into /// the device. Whereas sticks and buttons on the device require user interaction /// to produce non-default values, the gyro will produce varying values even if /// the device just sits there without user interaction. /// /// Without noise filtering, a PS4 controller will thus continually make itself /// current as it will send a continuous stream of input even when not actively /// used by the player. By toggling this property on, each input event will be /// run through a noise mask. Only if state has changed outside of memory areas /// marked as noise will the input be considered valid user interaction and the /// device will be made current. Note that in this process, the system does /// <em>not</em> determine whether non-noisy controls on the device have actually /// changed value. All the system establishes is whether such controls have changed /// <em>state</em>. However, processing such as for deadzones may cause values /// to not effectively change even though the non-noisy state of the device has /// changed. /// </remarks> /// <seealso cref="InputDevice.MakeCurrent"/> /// <seealso cref="InputControl.noisy"/> [Obsolete("filterNoiseOnCurrent is deprecated, filtering of noise is always enabled now.", false)] public bool filterNoiseOnCurrent { get => false; set { /* no op */ } } /// <summary> /// Default value used when nothing is set explicitly on <see cref="StickDeadzoneProcessor.min"/> /// or <see cref="AxisDeadzoneProcessor.min"/>. /// </summary> /// <value>Default lower limit for deadzones.</value> /// <remarks> /// "Deadzones" refer to limits established for the range of values accepted as input /// on a control. If the value for the control falls outside the range, i.e. below the /// given minimum or above the given maximum, the value is clamped to the respective /// limit. /// /// This property configures the default lower bound of the value range. /// /// Note that deadzones will by default re-normalize values after clamping. This means that /// inputs at the lower and upper end are dropped and that the range in-between is re-normalized /// to [0..1]. /// /// Note that deadzones preserve the sign of inputs. This means that both the upper and /// the lower deadzone bound extend to both the positive and the negative range. For example, /// a deadzone min of 0.1 will clamp values between -0.1 and +0.1. /// /// The most common example of where deadzones are used are the sticks on gamepads, i.e. /// <see cref="Gamepad.leftStick"/> and <see cref="Gamepad.rightStick"/>. Sticks will /// usually be wobbly to some extent (just how wobbly varies greatly between different /// types of controllers -- which means that often deadzones need to be configured on a /// per-device type basis). Using deadzones, stick motion at the extreme ends of the spectrum /// can be filtered out and noise in these areas can effectively be eliminated this way. /// /// The default value for this property is 0.125. /// </remarks> /// <seealso cref="StickDeadzoneProcessor"/> /// <seealso cref="AxisDeadzoneProcessor"/> public float defaultDeadzoneMin { get => m_DefaultDeadzoneMin; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultDeadzoneMin == value) return; m_DefaultDeadzoneMin = value; OnChange(); } } /// <summary> /// Default value used when nothing is set explicitly on <see cref="StickDeadzoneProcessor.max"/> /// or <see cref="AxisDeadzoneProcessor.max"/>. /// </summary> /// <value>Default upper limit for deadzones.</value> /// <remarks> /// "Deadzones" refer to limits established for the range of values accepted as input /// on a control. If the value for the control falls outside the range, i.e. below the /// given minimum or above the given maximum, the value is clamped to the respective /// limit. /// /// This property configures the default upper bound of the value range. /// /// Note that deadzones will by default re-normalize values after clamping. This means that /// inputs at the lower and upper end are dropped and that the range in-between is re-normalized /// to [0..1]. /// /// Note that deadzones preserve the sign of inputs. This means that both the upper and /// the lower deadzone bound extend to both the positive and the negative range. For example, /// a deadzone max of 0.95 will clamp values of >0.95 and <-0.95. /// /// The most common example of where deadzones are used are the sticks on gamepads, i.e. /// <see cref="Gamepad.leftStick"/> and <see cref="Gamepad.rightStick"/>. Sticks will /// usually be wobbly to some extent (just how wobbly varies greatly between different /// types of controllers -- which means that often deadzones need to be configured on a /// per-device type basis). Using deadzones, stick motion at the extreme ends of the spectrum /// can be filtered out and noise in these areas can effectively be eliminated this way. /// /// The default value for this property is 0.925. /// </remarks> /// <seealso cref="StickDeadzoneProcessor"/> /// <seealso cref="AxisDeadzoneProcessor"/> public float defaultDeadzoneMax { get => m_DefaultDeadzoneMax; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultDeadzoneMax == value) return; m_DefaultDeadzoneMax = value; OnChange(); } } /// <summary> /// The default value threshold for when a button is considered pressed. Used if /// no explicit thresholds are set on parameters such as <see cref="Controls.ButtonControl.pressPoint"/> /// or <see cref="Interactions.PressInteraction.pressPoint"/>. /// </summary> /// <value>Default button press threshold.</value> /// <remarks> /// In the input system, each button constitutes a full floating-point value. Pure /// toggle buttons, such as <see cref="Gamepad.buttonSouth"/> for example, will simply /// alternate between 0 (not pressed) and 1 (pressed). However, buttons may also have /// ranges, such as <see cref="Gamepad.leftTrigger"/> for example. When used in a context /// where a clear distinction between pressed and not pressed is required, we need a value /// beyond which we consider the button pressed. /// /// By setting this property, the default value for this can be configured. If a button /// has a value equal to or greater than the button press point, it is considered pressed. /// /// The default value is 0.5. /// /// Any value will implicitly be clamped to <c>0.0001f</c> as allowing a value of 0 would /// cause all buttons in their default state to already be pressed. /// /// Lowering the button press point will make triggers feel more like hair-triggers (akin /// to using the hair-trigger feature on Xbox Elite controllers). However, it may make using /// the directional buttons (i.e. <see cref="Controls.StickControl.up"/> etc) be fickle as /// solely moving in only one direction with sticks isn't easy. To counteract that, the button /// press points on the stick buttons can be raised. /// /// Another solution is to simply lower the press points on the triggers specifically. /// /// <example> /// <code> /// InputSystem.RegisterLayoutOverride(@" /// { /// ""name"" : ""HairTriggers"", /// ""extend"" : ""Gamepad"", /// ""controls"" [ /// { ""name"" : ""leftTrigger"", ""parameters"" : ""pressPoint=0.1"" }, /// { ""name"" : ""rightTrigger"", ""parameters"" : ""pressPoint=0.1"" } /// ] /// } /// "); /// </code> /// </example> /// </remarks> /// <seealso cref="buttonReleaseThreshold"/> /// <seealso cref="Controls.ButtonControl.pressPoint"/> /// <seealso cref="Controls.ButtonControl.isPressed"/> /// <seealso cref="Interactions.PressInteraction.pressPoint"/> /// <seealso cref="Interactions.TapInteraction.pressPoint"/> /// <seealso cref="Interactions.SlowTapInteraction.pressPoint"/> /// <seealso cref="InputBindingCompositeContext.ReadValueAsButton"/> public float defaultButtonPressPoint { get => m_DefaultButtonPressPoint; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultButtonPressPoint == value) return; m_DefaultButtonPressPoint = Mathf.Clamp(value, ButtonControl.kMinButtonPressPoint, float.MaxValue); OnChange(); } } /// <summary> /// The percentage of <see cref="defaultButtonPressPoint"/> at which a button that was pressed /// is considered released again. /// </summary> /// <remarks> /// This setting helps avoid flickering around the button press point by introducing something akin to a /// "dead zone" below <see cref="defaultButtonPressPoint"/>. Once a button has been pressed to a magnitude /// of at least <see cref="defaultButtonPressPoint"/>, it is considered pressed and keeps being considered pressed /// until its magnitude falls back to a value of or below <see cref="buttonReleaseThreshold"/> percent of /// <see cref="defaultButtonPressPoint"/>. /// /// This is a percentage rather than a fixed value so it allows computing release /// points even when the press point has been customized. If, for example, a <see cref="Interactions.PressInteraction"/> /// sets a custom <see cref="Interactions.PressInteraction.pressPoint"/>, the respective release point /// can still be computed from the percentage set here. /// </remarks> public float buttonReleaseThreshold { get => m_ButtonReleaseThreshold; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_ButtonReleaseThreshold == value) return; m_ButtonReleaseThreshold = value; OnChange(); } } /// <summary> /// Default time (in seconds) within which a press and release has to occur for it /// to be registered as a "tap". /// </summary> /// <value>Default upper limit on press durations for them to register as taps.</value> /// <remarks> /// A tap is considered as a quick press-and-release on a button-like input control. /// This property determines just how quick the press-and-release has to be, i.e. what /// the maximum time is that can elapse between the button being pressed and released /// again. If the delay between press and release is greater than this time, the /// input does not qualify as a tap. /// /// The default tap time is 0.2 seconds. /// </remarks> /// <seealso cref="Interactions.TapInteraction"/> public float defaultTapTime { get => m_DefaultTapTime; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultTapTime == value) return; m_DefaultTapTime = value; OnChange(); } } /// <summary> /// Allows you to specify the default minimum duration required of a press-and-release interaction to evaluate to a slow-tap-interaction. /// </summary> /// <value>The default minimum duration that the button-like input control must remain in pressed state for the interaction to evaluate to a slow-tap-interaction.</value> /// <remarks> /// A slow-tap-interaction is considered as a press-and-release sequence on a button-like input control. /// This property determines the lower bound of the duration that must elapse between the button being pressed and released again. /// If the delay between press and release is less than this duration, the input does not qualify as a slow-tap-interaction. /// /// The default slow-tap time is 0.5 seconds. /// </remarks> /// <seealso cref="Interactions.SlowTapInteraction"/> public float defaultSlowTapTime { get => m_DefaultSlowTapTime; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultSlowTapTime == value) return; m_DefaultSlowTapTime = value; OnChange(); } } /// <summary> /// Allows you to specify the default minimum duration required of a press-and-release interaction to evaluate to a hold-interaction. /// </summary> /// <value>The default minimum duration that the button-like input control must remain in pressed state for the interaction to evaluate to a hold-interaction.</value> /// <remarks> /// A hold-interaction is considered as a press-and-release sequence on a button-like input control. /// This property determines the lower bound of the duration that must elapse between the button being pressed and released again. /// If the delay between press and release is less than this duration, the input does not qualify as a hold-interaction. /// /// The default hold time is 0.4 seconds. /// </remarks> /// <seealso cref="Interactions.HoldInteraction"/> public float defaultHoldTime { get => m_DefaultHoldTime; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_DefaultHoldTime == value) return; m_DefaultHoldTime = value; OnChange(); } } /// <summary> /// Allows you to specify the default maximum radius that a touch contact may be moved from its origin to evaluate to a tap-interaction. /// </summary> /// <value>The default maximum radius (in pixels) that a touch contact may be moved from its origin to evaluate to a tap-interaction.</value> /// <remarks> /// A tap-interaction or slow-tap-interaction is considered as a press-and-release sequence. /// If the associated touch contact is moved a distance equal or greater to the value of this setting, /// the input sequence do not qualify as a tap-interaction. /// /// The default tap-radius is 5 pixels. /// </remarks> /// <seealso cref="Interactions.TapInteraction"/> /// <seealso cref="Interactions.SlowTapInteraction"/> /// <seealso cref="Interactions.MultiTapInteraction"/> public float tapRadius { get => m_TapRadius; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_TapRadius == value) return; m_TapRadius = value; OnChange(); } } /// <summary> /// Allows you to specify the maximum duration that may pass between taps in order to evaluate to a multi-tap-interaction. /// </summary> /// <value>The default maximum duration (in seconds) that may pass between taps in order to evaluate to a multi-tap-interaction.</value> /// <remarks> /// A multi-tap interaction is considered as multiple press-and-release sequences. /// This property defines the maximum duration that may pass between these press-and-release sequences. /// If consecutive taps (press-and-release sequences) occur with a inter-sequence duration exceeding /// this property, the interaction do not qualify as a multi-tap-interaction. /// /// The default multi-tap delay time is 0.75 seconds. /// </remarks> /// <seealso cref="defaultTapTime"/> public float multiTapDelayTime { get => m_MultiTapDelayTime; set { // ReSharper disable once CompareOfFloatsByEqualityOperator if (m_MultiTapDelayTime == value) return; m_MultiTapDelayTime = value; OnChange(); } } /// <summary> /// When <c>Application.runInBackground</c> is true, this property determines what happens when application focus changes /// (see <a href="https://docs.unity3d.com/ScriptReference/Application-isFocused.html">Application.isFocused</a>) changes and how we handle /// input while running the background. /// </summary> /// <value>What to do with input while not having focus. Set to <see cref="BackgroundBehavior.ResetAndDisableNonBackgroundDevices"/> by default.</value> /// <remarks> /// If <c>Application.runInBackground</c> is false, the value of this property is ignored. In that case, nothing happens when /// focus is lost. However, when focus is regained, <see cref="InputSystem.TrySyncDevice"/> is called on all devices. /// /// Note that in the editor as well as in development standalone players, <c>Application.runInBackground</c> will effectively always be /// turned on. The editor keeps the player loop running regardless of Game View focus for as long as the editor is active and in play mode /// and development players will implicitly turn on the setting during the build process. /// </remarks> /// <seealso cref="InputSystem.ResetDevice"/> /// <seealso cref="InputSystem.EnableDevice"/> /// <seealso cref="InputDevice.canRunInBackground"/> /// <seealso cref="editorInputBehaviorInPlayMode"/> public BackgroundBehavior backgroundBehavior { get => m_BackgroundBehavior; set { if (m_BackgroundBehavior == value) return; m_BackgroundBehavior = value; OnChange(); } } /// <summary> /// Determines how player focus is handled in the editor with respect to input. /// </summary> /// <remarks> /// This setting only has an effect while in play mode (see <a href="https://docs.unity3d.com/ScriptReference/Application-isPlaying.html">Application.isPlaying</a>). /// While not in play mode, all input is invariably routed to the editor. /// /// The editor generally treats Game View focus as equivalent to application focus (see <a href="https://docs.unity3d.com/ScriptReference/Application-isFocused.html">Application.isFocused</a>). /// In other words, as long as any Game View has focus, the player is considered to have input focus. As soon as focus is transferred to a non-Game View /// <c>EditorWindow</c> or the editor as a whole loses focus, the player is considered to have lost input focus. /// /// However, unlike in built players, the editor will keep running the player loop while in play mode regardless of whether a Game View is focused /// or not. This essentially equates to <a href="https://docs.unity3d.com/ScriptReference/Application-runInBackground.html">Application.runInBackground</a> always /// being true in the editor. /// /// To accommodate this behavior, this setting determines where input is routed while the player loop is running with no Game View being focused. As such, /// it also dictates which input reaches the editor (if any) while the game is playing. /// </remarks> /// <seealso cref="backgroundBehavior"/> public EditorInputBehaviorInPlayMode editorInputBehaviorInPlayMode { get => m_EditorInputBehaviorInPlayMode; set { if (m_EditorInputBehaviorInPlayMode == value) return; m_EditorInputBehaviorInPlayMode = value; OnChange(); } } /// <summary> /// Upper limit on the amount of bytes worth of <see cref="InputEvent"/>s processed in a single /// <see cref="InputSystem.Update"/>. /// </summary> /// <remarks> /// This setting establishes a bound on the amount of input event data processed in a single /// update and thus limits throughput allowed for input. This prevents long stalls from /// leading to long delays in input processing. /// /// When the limit is exceeded, all events remaining in the buffer are thrown away (the /// <see cref="InputEventBuffer"/> is reset) and an error is logged. After that, the current /// update will abort and early out. /// /// Setting this property to 0 or a negative value will disable the limit. /// /// The default value is 5MB. /// </remarks> /// <seealso cref="InputSystem.Update"/> /// <see cref="InputEvent.sizeInBytes"/> public int maxEventBytesPerUpdate { get => m_MaxEventBytesPerUpdate; set { if (m_MaxEventBytesPerUpdate == value) return; m_MaxEventBytesPerUpdate = value; OnChange(); } } /// <summary> /// Upper limit on the number of <see cref="InputEvent"/>s that can be queued within one /// <see cref="InputSystem.Update"/>. /// <remarks> /// This settings establishes an upper limit on the number of events that can be queued /// using <see cref="InputSystem.QueueEvent"/> during a single update. This prevents infinite /// loops where an action callback queues an event that causes the action callback to /// be called again which queues an event... /// /// Note that this limit only applies while the input system is updating. There is no limit /// on the number of events that can be queued outside of this time, but those will be queued /// into the next frame where the <see cref="maxEventBytesPerUpdate"/> setting will apply. /// /// The default value is 1000. /// </remarks> /// </summary> public int maxQueuedEventsPerUpdate { get => m_MaxQueuedEventsPerUpdate; set { if (m_MaxQueuedEventsPerUpdate == value) return; m_MaxQueuedEventsPerUpdate = value; OnChange(); } } /// <summary> /// List of device layouts used by the project. /// </summary> /// <remarks> /// This would usually be one of the high-level abstract device layouts. For example, for /// a game that supports touch, gamepad, and keyboard&mouse, the list would be /// <c>{ "Touchscreen", "Gamepad", "Mouse", "Keyboard" }</c>. However, nothing prevents the /// the user from adding something a lot more specific. A game that can only be played /// with a DualShock controller could make this list just be <c>{ "DualShockGamepad" }</c>, /// for example. /// /// In the editor, we use the information to filter what we display to the user by automatically /// filtering out irrelevant controls in the control picker and such. /// /// The information is also used when a new device is discovered. If the device is not listed /// as supported by the project, it is ignored. /// /// The list is empty by default. An empty list indicates that no restrictions are placed on what /// devices are supported. In this editor, this means that all possible devices and controls are /// shown. /// </remarks> /// <seealso cref="InputControlLayout"/> public ReadOnlyArray<string> supportedDevices { get => new ReadOnlyArray<string>(m_SupportedDevices); set { // Detect if there was a change. if (supportedDevices.Count == value.Count) { var hasChanged = false; for (var i = 0; i < supportedDevices.Count; ++i) if (m_SupportedDevices[i] != value[i]) { hasChanged = true; break; } if (!hasChanged) return; } m_SupportedDevices = value.ToArray(); OnChange(); } } /// <summary> /// Disables merging of redundant input events (at the moment, only mouse events). /// Disable it if you want to get all events. /// </summary> /// <remarks> /// When using a high frequency mouse, the number of mouse move events in each frame can be /// very large, which can have a negative effect on performance. To help with this, /// merging events can be used which coalesces consecutive mouse move events into a single /// input action update. /// /// For example, if there are one hundred mouse events, but they are all position updates /// with no clicks, and there is an input action callback handler for the mouse position, that /// callback handler will only be called one time in the current frame. Delta and scroll /// values for the mouse will still be accumulated across all mouse events. /// </remarks> public bool disableRedundantEventsMerging { get => m_DisableRedundantEventsMerging; set { if (m_DisableRedundantEventsMerging == value) return; m_DisableRedundantEventsMerging = value; OnChange(); } } /// <summary> /// Enable or disable an internal feature by its name. /// </summary> /// <param name="featureName">Name of the feature.</param> /// <param name="enabled">Whether to enable or disable the feature.</param> /// <exception cref="ArgumentNullException"><paramref name="featureName"/> is <c>null</c> or empty.</exception> /// <remarks> /// This method is intended for experimental features. These must be enabled/disabled from code. /// Setting or unsetting a feature flag will not be persisted in an <c>.inputsettings</c> file. /// </remarks> public void SetInternalFeatureFlag(string featureName, bool enabled) { if (string.IsNullOrEmpty(featureName)) throw new ArgumentNullException(nameof(featureName)); // REMOVE: this is a temporary crutch to disable shortcut support by default but while also preserving the // existing flag name, as users are aware of that now. if (featureName == InputFeatureNames.kDisableShortcutSupport) { if (m_ShortcutKeysConsumeInputs == !enabled) return; m_ShortcutKeysConsumeInputs = !enabled; OnChange(); return; } if (m_FeatureFlags == null) m_FeatureFlags = new HashSet<string>(); if (enabled) m_FeatureFlags.Add(featureName.ToUpperInvariant()); else m_FeatureFlags.Remove(featureName.ToUpperInvariant()); OnChange(); } [Tooltip("Determine which type of devices are used by the application. By default, this is empty meaning that all devices recognized " + "by Unity will be used. Restricting the set of supported devices will make only those devices appear in the input system.")] [SerializeField] private string[] m_SupportedDevices; [Tooltip("Determine when Unity processes events. By default, accumulated input events are flushed out before each fixed update and " + "before each dynamic update. This setting can be used to restrict event processing to only where the application needs it.")] [SerializeField] private UpdateMode m_UpdateMode = UpdateMode.ProcessEventsInDynamicUpdate; [SerializeField] private int m_MaxEventBytesPerUpdate = 5 * 1024 * 1024; [SerializeField] private int m_MaxQueuedEventsPerUpdate = 1000; [SerializeField] private bool m_CompensateForScreenOrientation = true; [SerializeField] private BackgroundBehavior m_BackgroundBehavior = BackgroundBehavior.ResetAndDisableNonBackgroundDevices; [SerializeField] private EditorInputBehaviorInPlayMode m_EditorInputBehaviorInPlayMode; [SerializeField] private float m_DefaultDeadzoneMin = 0.125f; [SerializeField] private float m_DefaultDeadzoneMax = 0.925f; // A setting of 0.5 seems to roughly be what games generally use on the gamepad triggers. // Having a higher value here also obsoletes the need for custom press points on stick buttons // (the up/down/left/right ones). [Min(ButtonControl.kMinButtonPressPoint)] [SerializeField] private float m_DefaultButtonPressPoint = 0.5f; [SerializeField] private float m_ButtonReleaseThreshold = 0.75f; [SerializeField] private float m_DefaultTapTime = 0.2f; [SerializeField] private float m_DefaultSlowTapTime = 0.5f; [SerializeField] private float m_DefaultHoldTime = 0.4f; [SerializeField] private float m_TapRadius = 5; [SerializeField] private float m_MultiTapDelayTime = 0.75f; [SerializeField] private bool m_DisableRedundantEventsMerging = false; [SerializeField] private bool m_ShortcutKeysConsumeInputs = false; // This is the shortcut support from v1.4. Temporarily moved here as an opt-in feature, while it's issues are investigated. [NonSerialized] internal HashSet<string> m_FeatureFlags; internal bool IsFeatureEnabled(string featureName) { // REMOVE: this is a temporary crutch to disable shortcut support by default but while also preserving the // existing flag name, as some users are aware of that now. if (featureName == InputFeatureNames.kDisableShortcutSupport) return !m_ShortcutKeysConsumeInputs; return m_FeatureFlags != null && m_FeatureFlags.Contains(featureName.ToUpperInvariant()); } internal void OnChange() { if (InputSystem.settings == this) InputSystem.s_Manager.ApplySettings(); } internal const int s_OldUnsupportedFixedAndDynamicUpdateSetting = 0; /// <summary> /// How the input system should update. /// </summary> /// <remarks> /// By default, the input system will run event processing as part of the player loop. In the default configuration, /// the processing will happens once before every every dynamic update (<a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html">Update</a>), /// i.e. <see cref="ProcessEventsInDynamicUpdate"/> is the default behavior. /// /// There are two types of updates not governed by UpdateMode. One is <see cref="InputUpdateType.Editor"/> which /// will always be enabled in the editor and govern input updates for <see cref="UnityEditor.EditorWindow"/>s in /// sync to <see cref="UnityEditor.EditorApplication.update"/>. /// /// The other update type is <see cref="InputUpdateType.BeforeRender"/>. This type of update is enabled and disabled /// automatically in response to whether devices are present requiring this type of update (<see /// cref="InputDevice.updateBeforeRender"/>). This update does not consume extra state. /// </remarks> /// <seealso cref="InputSystem.Update"/> /// <seealso cref="InputUpdateType"/> /// <seealso href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html"/> /// <seealso href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html"/> public enum UpdateMode { // Removed: ProcessEventsInBothFixedAndDynamicUpdate=0 /// <summary> /// Automatically run input updates right before every <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html">Update</a>. /// /// In this mode, no processing happens specifically for fixed updates. Querying input state in /// <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html">FixedUpdate</a> will result in errors being logged in the editor and in /// development builds. In release player builds, the value of the dynamic update state is returned. /// </summary> ProcessEventsInDynamicUpdate = 1, /// <summary> /// Automatically input run updates right before every <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html">FixedUpdate</a>. /// /// In this mode, no processing happens specifically for dynamic updates. Querying input state in /// <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html">Update</a> will result in errors being logged in the editor and in /// development builds. In release player builds, the value of the fixed update state is returned. /// </summary> ProcessEventsInFixedUpdate, /// <summary> /// Do not run updates automatically. In this mode, <see cref="InputSystem.Update"/> must be called /// manually to update input. /// /// This mode is most useful for placing input updates in the frame explicitly at an exact location. /// /// Note that failing to call <see cref="InputSystem.Update"/> may result in a lot of events /// accumulating or some input getting lost. /// </summary> ProcessEventsManually, } /// <summary> /// Determines how the applications behaves when running in the background. See <see cref="backgroundBehavior"/>. /// </summary> /// <seealso href="https://docs.unity3d.com/ScriptReference/Application-isFocused.html"/> /// <seealso href="https://docs.unity3d.com/ScriptReference/Application-runInBackground.html"/> /// <seealso cref="backgroundBehavior"/> /// <seealso cref="InputSettings.editorInputBehaviorInPlayMode"/> public enum BackgroundBehavior { /// <summary> /// When the application loses focus, issue a <see cref="InputSystem.ResetDevice"/> call on every <see cref="InputDevice"/> that is /// not marked as <see cref="InputDevice.canRunInBackground"/> and then disable the device (see <see cref="InputSystem.DisableDevice"/> /// and <see cref="InputDevice.enabled"/>). Devices that <see cref="InputDevice.canRunInBackground"/> will not be touched and will /// keep running as is. /// /// In effect, this setting will "soft-reset" all devices that cannot receive input while the application does /// not have focus. That is, it will reset all controls that are not marked as <see cref="InputControlLayout.ControlItem.dontReset"/> /// to their default state. /// /// When the application comes back into focus, all devices that have been reset and disabled will be re-enabled and a synchronization /// request (see <see cref="RequestSyncCommand"/>) will be sent to each device. /// /// Devices that are added while the application is running in the background are treated like devices that were already present /// when losing focus. That is, if they cannot run in the background, they will be disabled until focus comes back. /// /// Note that the resets will cancel <see cref="InputAction"/>s that are in progress from controls on devices that are being reset. /// </summary> ResetAndDisableNonBackgroundDevices = 0, /// <summary> /// Like <see cref="ResetAndDisableNonBackgroundDevices"/> but instead treat all devices as having <see cref="InputDevice.canRunInBackground"/> /// return false. This effectively means that all input is silenced while the application is running in the background. /// </summary> ResetAndDisableAllDevices = 1, /// <summary> /// Ignore all changes in focus and leave devices untouched. This also disables focus checks in <see cref="UI.InputSystemUIInputModule"/>. /// </summary> IgnoreFocus = 2, } /// <summary> /// Determines how player focus is handled with respect to input when we are in play mode in the editor. /// See <see cref="InputSettings.editorInputBehaviorInPlayMode"/>. The setting does not have an effect /// when the editor is not in play mode. /// </summary> public enum EditorInputBehaviorInPlayMode { /// <summary> /// When the game view does not have focus, input from <see cref="Pointer"/> devices (such as <see cref="Mouse"/> and <see cref="Touchscreen"/>) /// is routed to the editor and not visible in player code. Input from devices such as <see cref="Gamepad"/>s will continue to /// go to the game regardless of which <c>EditorWindow</c> is focused. /// /// This is the default. It makes sure that the devices that are used with the editor UI respect <c>EditorWindow</c> focus and thus /// do not lead to accidental inputs affecting the game. While at the same time letting all other input get through to the game. /// It does, however, mean that no other <c>EditorWindow</c> can tap input from these devices (such as <see cref="Gamepad"/>s and <see cref="HID"/>s). /// </summary> PointersAndKeyboardsRespectGameViewFocus, /// <summary> /// When the game view does not have focus, all input is routed to the editor (and thus <c>EditorWindow</c>s). No input /// is received in the game regardless of the type of device generating it. /// </summary> AllDevicesRespectGameViewFocus, /// <summary> /// All input is going to the game at all times. This most closely aligns input behavior in the editor with that in players. <see cref="backgroundBehavior"/> /// will be respected as in the player and devices may thus be disabled in the runtime based on Game View focus. /// </summary> AllDeviceInputAlwaysGoesToGameView, } } }