9092858a58
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!
172 lines
8.0 KiB
C#
172 lines
8.0 KiB
C#
using System;
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using System.ComponentModel;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Composites
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{
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/// <summary>
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/// A binding with two additional modifiers modifier. The bound controls only trigger when
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/// both modifiers are pressed.
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/// </summary>
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/// <remarks>
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/// This composite can be used to require two buttons to be held in order to "activate"
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/// another binding. This is most commonly used on keyboards to require two of the
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/// modifier keys (shift, ctrl, or alt) to be held in combination with another control,
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/// e.g. "SHIFT+CTRL+1".
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///
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/// <example>
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/// <code>
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/// // Create a button action that triggers when SHIFT+CTRL+1
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/// // is pressed on the keyboard.
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/// var action = new InputAction(type: InputActionType.Button);
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/// action.AddCompositeBinding("TwoModifiers")
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/// .With("Modifier", "<Keyboard>/ctrl")
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/// .With("Modifier", "<Keyboard>/shift")
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/// .With("Binding", "<Keyboard>/1")
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/// </code>
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/// </example>
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///
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/// However, this can also be used to "gate" other types of controls. For example, a "look"
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/// action could be bound to mouse <see cref="Pointer.delta"/> such that the <see cref="Keyboard.ctrlKey"/> and
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/// <see cref="Keyboard.shiftKey"/> on the keyboard have to be pressed in order for the player to be able to
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/// look around.
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///
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/// <example>
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/// <code>
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/// var action = new InputAction();
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/// action.AddCompositeBinding("TwoModifiers")
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/// .With("Modifier1", "<Keyboard>/ctrl")
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/// .With("Modifier2", "<Keyboard>/shift")
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/// .With("Binding", "<Mouse>/delta");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="OneModifierComposite"/>
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[DisplayStringFormat("{modifier1}+{modifier2}+{binding}")]
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[DisplayName("Binding With Two Modifiers")]
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public class TwoModifiersComposite : InputBindingComposite
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{
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/// <summary>
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/// Binding for the first button that acts as a modifier, e.g. <c><Keyboard/leftCtrl</c>.
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/// </summary>
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/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once UnassignedField.Global
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[InputControl(layout = "Button")] public int modifier1;
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/// <summary>
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/// Binding for the second button that acts as a modifier, e.g. <c><Keyboard/leftCtrl</c>.
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/// </summary>
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/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once UnassignedField.Global
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[InputControl(layout = "Button")] public int modifier2;
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/// <summary>
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/// Binding for the control that is gated by <see cref="modifier1"/> and <see cref="modifier2"/>.
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/// The composite will assume the value of this button while both of the modifiers are pressed.
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/// </summary>
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/// <value>Part index to use with <see cref="InputBindingCompositeContext.ReadValue{T}(int)"/>.</value>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once UnassignedField.Global
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[InputControl] public int binding;
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/// <summary>
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/// If set to <c>true</c>, the built-in logic to determine if modifiers need to be pressed first is overridden.
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/// Default value is <c>false</c>.
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/// </summary>
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/// <remarks>
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/// By default, if <see cref="binding"/> is bound to only <see cref="Controls.ButtonControl"/>s, then the composite requires
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/// both <see cref="modifier1"/> and <see cref="modifier2"/> to be pressed <em>before</em> pressing <see cref="binding"/>.
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/// This means that binding to, for example, <c>Ctrl+Shift+B</c>, the <c>ctrl</c> and <c>shift</c> keys have to be pressed
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/// before pressing the <c>B</c> key. This is the behavior usually expected with keyboard shortcuts.
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///
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/// However, when binding, for example, <c>Ctrl+Shift+MouseDelta</c>, it should be possible to press <c>ctrl</c> and <c>shift</c>
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/// at any time and in any order. The default logic will automatically detect the difference between this binding and the button
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/// binding in the example above and behave accordingly.
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///
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/// This field allows you to explicitly override this default inference and make it so that regardless of what <see cref="binding"/>
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/// is bound to, any press sequence is acceptable. For the example binding to <c>Ctrl+Shift+B</c>, it would mean that pressing
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/// <c>B</c> and only then pressing <c>Ctrl</c> and <c>Shift</c> will still trigger the binding.
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/// </remarks>
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public bool overrideModifiersNeedToBePressedFirst;
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/// <summary>
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/// Type of values read from controls bound to <see cref="binding"/>.
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/// </summary>
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public override Type valueType => m_ValueType;
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/// <summary>
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/// Size of the largest value that may be read from the controls bound to <see cref="binding"/>.
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/// </summary>
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public override int valueSizeInBytes => m_ValueSizeInBytes;
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private int m_ValueSizeInBytes;
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private Type m_ValueType;
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private bool m_BindingIsButton;
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public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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if (ModifiersArePressed(ref context))
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return context.EvaluateMagnitude(binding);
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return default;
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}
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/// <inheritdoc/>
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public override unsafe void ReadValue(ref InputBindingCompositeContext context, void* buffer, int bufferSize)
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{
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if (ModifiersArePressed(ref context))
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context.ReadValue(binding, buffer, bufferSize);
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else
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UnsafeUtility.MemClear(buffer, m_ValueSizeInBytes);
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}
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private bool ModifiersArePressed(ref InputBindingCompositeContext context)
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{
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var modifiersDown = context.ReadValueAsButton(modifier1) && context.ReadValueAsButton(modifier2);
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// When the modifiers are gating a button, we require the modifiers to be pressed *first*.
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if (modifiersDown && m_BindingIsButton && !overrideModifiersNeedToBePressedFirst)
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{
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var timestamp = context.GetPressTime(binding);
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var timestamp1 = context.GetPressTime(modifier1);
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var timestamp2 = context.GetPressTime(modifier2);
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return timestamp1 <= timestamp && timestamp2 <= timestamp;
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}
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return modifiersDown;
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}
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/// <inheritdoc/>
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protected override void FinishSetup(ref InputBindingCompositeContext context)
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{
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OneModifierComposite.DetermineValueTypeAndSize(ref context, binding, out m_ValueType, out m_ValueSizeInBytes, out m_BindingIsButton);
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if (!overrideModifiersNeedToBePressedFirst)
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overrideModifiersNeedToBePressedFirst = !InputSystem.settings.shortcutKeysConsumeInput;
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}
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public override object ReadValueAsObject(ref InputBindingCompositeContext context)
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{
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if (context.ReadValueAsButton(modifier1) && context.ReadValueAsButton(modifier2))
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return context.ReadValueAsObject(binding);
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return null;
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}
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}
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}
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