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