Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Actions/Composites/ButtonWithOneModifier.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

138 lines
6.0 KiB
C#

using System.ComponentModel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
////TODO: remove this once we can break the API
namespace UnityEngine.InputSystem.Composites
{
/// <summary>
/// A button with an additional modifier. The button only triggers when
/// the modifier is pressed.
/// </summary>
/// <remarks>
/// This composite can be used to require another button to be held while
/// pressing the button that triggers the action. This is most commonly used
/// on keyboards to require one of the modifier keys (shift, ctrl, or alt)
/// to be held in combination with another key, e.g. "CTRL+1".
///
/// <example>
/// <code>
/// // Create a button action that triggers when CTRL+1
/// // is pressed on the keyboard.
/// var action = new InputAction(type: InputActionType.Button);
/// action.AddCompositeBinding("ButtonWithOneModifier")
/// .With("Modifier", "&lt;Keyboard&gt;/leftCtrl")
/// .With("Modifier", "&lt;Keyboard&gt;/rightControl")
/// .With("Button", "&lt;Keyboard&gt;/1")
/// </code>
/// </example>
///
/// Note that this is not restricted to the keyboard and will preserve
/// the full value of the button.
///
/// <example>
/// <code>
/// // Create a button action that requires the A button on the
/// // gamepad to be held and will then trigger from the gamepad's
/// // left trigger button.
/// var action = new InputAction(type: InputActionType.Button);
/// action.AddCompositeBinding("ButtonWithOneModifier")
/// .With("Modifier", "&lt;Gamepad&gt;/buttonSouth")
/// .With("Button", "&lt;Gamepad&gt;/leftTrigger");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="ButtonWithTwoModifiers"/>
[DesignTimeVisible(false)] // Obsoleted by OneModifierComposite
[DisplayStringFormat("{modifier}+{button}")]
public class ButtonWithOneModifier : InputBindingComposite<float>
{
/// <summary>
/// Binding for the button that acts as a modifier, e.g. <c>&lt;Keyboard/leftCtrl</c>.
/// </summary>
/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl(layout = "Button")] public int modifier;
/// <summary>
/// Binding for the button that is gated by the modifier. The composite will assume the value
/// of this button while the modifier is pressed.
/// </summary>
/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl(layout = "Button")] public int button;
/// <summary>
/// If set to <c>true</c>, <see cref="modifier"/> can be pressed after <see cref="button"/> and the composite will
/// still trigger. Default is false.
/// </summary>
/// <remarks>
/// By default, <see cref="modifier"/> is required to be in pressed state before or at the same time that <see cref="button"/>
/// goes into pressed state for the composite as a whole to trigger. This means that binding to, for example, <c>Shift+B</c>,
/// the <c>shift</c> key has to be pressed before pressing the <c>B</c> key. This is the behavior usually expected with
/// keyboard shortcuts.
///
/// This parameter can be used to bypass this behavior and allow any timing between <see cref="modifier"/> and <see cref="button"/>.
/// The only requirement is for them both to concurrently be in pressed state.
/// </remarks>
public bool overrideModifiersNeedToBePressedFirst;
/// <summary>
/// Return the value of the <see cref="button"/> part if <see cref="modifier"/> is pressed. Otherwise
/// return 0.
/// </summary>
/// <param name="context">Evaluation context passed in from the input system.</param>
/// <returns>The current value of the composite.</returns>
public override float ReadValue(ref InputBindingCompositeContext context)
{
if (ModifierIsPressed(ref context))
return context.ReadValue<float>(button);
return default;
}
private bool ModifierIsPressed(ref InputBindingCompositeContext context)
{
var modifierDown = context.ReadValueAsButton(modifier);
if (modifierDown && !overrideModifiersNeedToBePressedFirst)
{
var timestamp = context.GetPressTime(button);
var timestamp1 = context.GetPressTime(modifier);
return timestamp1 <= timestamp;
}
return modifierDown;
}
/// <summary>
/// Same as <see cref="ReadValue"/> in this case.
/// </summary>
/// <param name="context">Evaluation context passed in from the input system.</param>
/// <returns>A >0 value if the composite is currently actuated.</returns>
public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
{
return ReadValue(ref context);
}
protected override void FinishSetup(ref InputBindingCompositeContext context)
{
if (!overrideModifiersNeedToBePressedFirst)
overrideModifiersNeedToBePressedFirst = !InputSystem.settings.shortcutKeysConsumeInput;
}
}
}