Firstborn/Library/PackageCache/com.unity.inputsystem@1.4.4/InputSystem/Editor/InputParameterEditor.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

274 lines
12 KiB
C#

#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine.InputSystem.Utilities;
////REVIEW: generalize this to something beyond just parameters?
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// A custom UI for editing parameter values on a <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>,
/// or <see cref="IInputInteraction"/>.
/// </summary>
/// <remarks>
/// When implementing a custom parameter editor, use <see cref="InputParameterEditor{TObject}"/> instead.
/// </remarks>
/// <seealso cref="InputActionRebindingExtensions.GetParameterValue(InputAction,string,InputBinding)"/>
/// <seealso cref="InputActionRebindingExtensions.ApplyParameterOverride(InputActionMap,string,PrimitiveValue,InputBinding)"/>
public abstract class InputParameterEditor
{
/// <summary>
/// The <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>
/// being edited.
/// </summary>
public object target { get; internal set; }
/// <summary>
/// Callback for implementing a custom UI.
/// </summary>
public abstract void OnGUI();
internal abstract void SetTarget(object target);
internal static Type LookupEditorForType(Type type)
{
if (type == null)
throw new ArgumentNullException(nameof(type));
if (s_TypeLookupCache == null)
{
s_TypeLookupCache = new Dictionary<Type, Type>();
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var typeInfo in assembly.DefinedTypes)
{
// Only looking for classes.
if (!typeInfo.IsClass)
continue;
var definedType = typeInfo.AsType();
if (definedType == null)
continue;
// Only looking for InputParameterEditors.
if (!typeof(InputParameterEditor).IsAssignableFrom(definedType))
continue;
// Grab <TValue> parameter from InputParameterEditor<>.
var objectType =
TypeHelpers.GetGenericTypeArgumentFromHierarchy(definedType, typeof(InputParameterEditor<>),
0);
if (objectType == null)
continue;
s_TypeLookupCache[objectType] = definedType;
}
}
}
s_TypeLookupCache.TryGetValue(type, out var editorType);
return editorType;
}
private static Dictionary<Type, Type> s_TypeLookupCache;
}
/// <summary>
/// A custom UI for editing parameter values on a <see cref="InputProcessor"/>,
/// <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>.
/// </summary>
/// <remarks>
/// Custom parameter editors do not need to be registered explicitly. Say you have a custom
/// <see cref="InputProcessor"/> called <c>QuantizeProcessor</c>. To define a custom editor
/// UI for it, simply define a new class based on <c>InputParameterEditor&lt;QuantizeProcessor&gt;</c>.
///
/// <example>
/// <code>
/// public class QuantizeProcessorEditor : InputParameterEditor&lt;QuantizeProcessor&gt;
/// {
/// // You can put initialization logic in OnEnable, if you need it.
/// public override void OnEnable()
/// {
/// // Use the 'target' property to access the QuantizeProcessor instance.
/// }
///
/// // In OnGUI, you can define custom UI elements. Use EditorGUILayout to lay
/// // out the controls.
/// public override void OnGUI()
/// {
/// // Say that QuantizeProcessor has a "stepping" property that determines
/// // the stepping distance for discrete values returned by the processor.
/// // We can expose it here as a float field. To apply the modification to
/// // processor object, we just assign the value back to the field on it.
/// target.stepping = EditorGUILayout.FloatField(
/// m_SteppingLabel, target.stepping);
/// }
///
/// private GUIContent m_SteppingLabel = new GUIContent("Stepping",
/// "Discrete stepping with which input values will be quantized.");
/// }
/// </code>
/// </example>
///
/// Note that a parameter editor takes over the entire editing UI for the object and
/// not just the editing of specific parameters.
///
/// The default parameter editor will derive names from the names of the respective
/// fields just like the Unity inspector does. Also, it will respect tooltips applied
/// to these fields with Unity's <c>TooltipAttribute</c>.
///
/// So, let's say that <c>QuantizeProcessor</c> from our example was defined like
/// below. In that case, the result would be equivalent to the custom parameter editor
/// UI defined above.
///
/// <example>
/// <code>
/// public class QuantizeProcessor : InputProcessor&lt;float&gt;
/// {
/// [Tooltip("Discrete stepping with which input values will be quantized.")]
/// public float stepping;
///
/// public override float Process(float value, InputControl control)
/// {
/// return value - value % stepping;
/// }
/// }
/// </code>
/// </example>
/// </remarks>
public abstract class InputParameterEditor<TObject> : InputParameterEditor
where TObject : class
{
/// <summary>
/// The <see cref="InputProcessor"/>, <see cref="InputBindingComposite"/>, or <see cref="IInputInteraction"/>
/// being edited.
/// </summary>
public new TObject target { get; private set; }
/// <summary>
/// Called after the parameter editor has been initialized.
/// </summary>
protected virtual void OnEnable()
{
}
internal override void SetTarget(object target)
{
if (target == null)
throw new ArgumentNullException(nameof(target));
if (!(target is TObject targetOfType))
throw new ArgumentException(
$"Expecting object of type '{typeof(TObject).Name}' but got object of type '{target.GetType().Name}' instead",
nameof(target));
this.target = targetOfType;
base.target = targetOfType;
OnEnable();
}
/// <summary>
/// Helper for parameters that have defaults (usually from <see cref="InputSettings"/>).
/// </summary>
/// <remarks>
/// Has a bool toggle to switch between default and custom value.
/// </remarks>
internal struct CustomOrDefaultSetting
{
public void Initialize(string label, string tooltip, string defaultName, Func<float> getValue,
Action<float> setValue, Func<float> getDefaultValue, bool defaultComesFromInputSettings = true,
float defaultInitializedValue = default)
{
m_GetValue = getValue;
m_SetValue = setValue;
m_GetDefaultValue = getDefaultValue;
m_ToggleLabel = EditorGUIUtility.TrTextContent("Default",
defaultComesFromInputSettings
? $"If enabled, the default {label.ToLower()} configured globally in the input settings is used. See Edit >> Project Settings... >> Input (NEW)."
: "If enabled, the default value is used.");
m_ValueLabel = EditorGUIUtility.TrTextContent(label, tooltip);
if (defaultComesFromInputSettings)
m_OpenInputSettingsLabel = EditorGUIUtility.TrTextContent("Open Input Settings");
m_DefaultInitializedValue = defaultInitializedValue;
m_UseDefaultValue = Mathf.Approximately(getValue(), defaultInitializedValue);
m_DefaultComesFromInputSettings = defaultComesFromInputSettings;
m_HelpBoxText =
EditorGUIUtility.TrTextContent(
$"Uses \"{defaultName}\" set in project-wide input settings.");
}
public void OnGUI()
{
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginDisabledGroup(m_UseDefaultValue);
var value = m_GetValue();
if (m_UseDefaultValue)
value = m_GetDefaultValue();
// If previous value was an epsilon away from default value, it most likely means that value was set by our own code down in this method.
// Revert it back to default to show a nice readable value in UI.
// ReSharper disable once CompareOfFloatsByEqualityOperator
if ((value - float.Epsilon) == m_DefaultInitializedValue)
value = m_DefaultInitializedValue;
////TODO: use slider rather than float field
var newValue = EditorGUILayout.FloatField(m_ValueLabel, value, GUILayout.ExpandWidth(false));
if (!m_UseDefaultValue)
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (newValue == m_DefaultInitializedValue)
// If user sets a value that is equal to default initialized, change value slightly so it doesn't pass potential default checks.
////TODO: refactor all of this to use tri-state values instead, there is no obvious float value that we can use as default (well maybe NaN),
////so instead it would be better to have a separate bool to show if value is present or not.
m_SetValue(newValue + float.Epsilon);
else
m_SetValue(newValue);
}
EditorGUI.EndDisabledGroup();
var newUseDefault = GUILayout.Toggle(m_UseDefaultValue, m_ToggleLabel, GUILayout.ExpandWidth(false));
if (newUseDefault != m_UseDefaultValue)
{
if (!newUseDefault)
m_SetValue(m_GetDefaultValue());
else
m_SetValue(m_DefaultInitializedValue);
}
m_UseDefaultValue = newUseDefault;
EditorGUILayout.EndHorizontal();
// If we're using a default from global InputSettings, show info text for that and provide
// button to open input settings.
if (m_UseDefaultValue && m_DefaultComesFromInputSettings)
{
EditorGUILayout.HelpBox(m_HelpBoxText);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(m_OpenInputSettingsLabel, EditorStyles.miniButton))
InputSettingsProvider.Open();
EditorGUILayout.EndHorizontal();
}
}
private Func<float> m_GetValue;
private Action<float> m_SetValue;
private Func<float> m_GetDefaultValue;
private bool m_UseDefaultValue;
private bool m_DefaultComesFromInputSettings;
private float m_DefaultInitializedValue;
private GUIContent m_ToggleLabel;
private GUIContent m_ValueLabel;
private GUIContent m_OpenInputSettingsLabel;
private GUIContent m_HelpBoxText;
}
}
}
#endif // UNITY_EDITOR