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!
615 lines
23 KiB
C#
615 lines
23 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Utilities;
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////TODO: add a device setup version to InputManager and add version check here to ensure we're not going out of sync
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////REVIEW: can we have a read-only version of this
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////REVIEW: move this to .LowLevel? this one is pretty peculiar to use and doesn't really work like what you'd expect given C#'s List<>
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Keep a list of <see cref="InputControl"/>s without allocating managed memory.
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/// </summary>
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/// <remarks>
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/// This struct is mainly used by methods such as <see cref="InputSystem.FindControls(string)"/>
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/// or <see cref="InputControlPath.TryFindControls{TControl}"/> to store an arbitrary length
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/// list of resulting matches without having to allocate GC heap memory.
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///
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/// Requires the control setup in the system to not change while the list is being used. If devices are
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/// removed from the system, the list will no longer be valid. Also, only works with controls of devices that
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/// have been added to the system (<see cref="InputDevice.added"/>). The reason for these constraints is
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/// that internally, the list only stores integer indices that are translates to <see cref="InputControl"/>
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/// references on the fly. If the device setup in the system changes, the indices may become invalid.
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///
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/// This struct allocates unmanaged memory and thus must be disposed or it will leak memory. By default
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/// allocates <c>Allocator.Persistent</c> memory. You can direct it to use another allocator by
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/// passing an <see cref="Allocator"/> value to one of the constructors.
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///
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/// <example>
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/// <code>
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/// // Find all controls with the "Submit" usage in the system.
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/// // By wrapping it in a `using` block, the list of controls will automatically be disposed at the end.
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/// using (var controls = InputSystem.FindControls("*/{Submit}"))
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/// /* ... */;
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/// </code>
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/// </example>
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/// </remarks>
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/// <typeparam name="TControl">Type of <see cref="InputControl"/> to store in the list.</typeparam>
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[DebuggerDisplay("Count = {Count}")]
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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[DebuggerTypeProxy(typeof(InputControlListDebugView<>))]
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#endif
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public unsafe struct InputControlList<TControl> : IList<TControl>, IReadOnlyList<TControl>, IDisposable
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where TControl : InputControl
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{
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/// <summary>
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/// Current number of controls in the list.
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/// </summary>
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/// <value>Number of controls currently in the list.</value>
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public int Count => m_Count;
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/// <summary>
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/// Total number of controls that can currently be stored in the list.
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/// </summary>
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/// <value>Total size of array as currently allocated.</value>
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/// <remarks>
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/// This can be set ahead of time to avoid repeated allocations.
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///
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/// <example>
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/// <code>
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/// // Add all keys from the keyboard to a list.
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/// var keys = Keyboard.current.allKeys;
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/// var list = new InputControlList<KeyControl>(keys.Count);
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/// list.AddRange(keys);
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/// </code>
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/// </example>
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/// </remarks>
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public int Capacity
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{
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get
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{
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if (!m_Indices.IsCreated)
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return 0;
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return m_Indices.Length;
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}
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set
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{
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if (value < 0)
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throw new ArgumentException("Capacity cannot be negative", nameof(value));
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if (value == 0)
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{
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if (m_Count != 0)
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m_Indices.Dispose();
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m_Count = 0;
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return;
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}
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var newSize = value;
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var allocator = m_Allocator != Allocator.Invalid ? m_Allocator : Allocator.Persistent;
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ArrayHelpers.Resize(ref m_Indices, newSize, allocator);
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}
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}
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/// <summary>
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/// This is always false.
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/// </summary>
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/// <value>Always false.</value>
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public bool IsReadOnly => false;
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/// <summary>
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/// Return the control at the given index.
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/// </summary>
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/// <param name="index">Index of control.</param>
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/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is less than 0 or greater than or equal to <see cref="Count"/>
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/// </exception>
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/// <remarks>
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/// Internally, the list only stores indices. Resolution to <see cref="InputControl">controls</see> happens
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/// dynamically by looking them up globally.
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/// </remarks>
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public TControl this[int index]
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{
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get
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{
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if (index < 0 || index >= m_Count)
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throw new ArgumentOutOfRangeException(
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nameof(index), $"Index {index} is out of range in list with {m_Count} entries");
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return FromIndex(m_Indices[index]);
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}
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set
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{
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if (index < 0 || index >= m_Count)
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throw new ArgumentOutOfRangeException(
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nameof(index), $"Index {index} is out of range in list with {m_Count} entries");
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m_Indices[index] = ToIndex(value);
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}
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}
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/// <summary>
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/// Construct a list that allocates unmanaged memory from the given allocator.
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/// </summary>
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/// <param name="allocator">Allocator to use for requesting unmanaged memory.</param>
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/// <param name="initialCapacity">If greater than zero, will immediately allocate
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/// memory and set <see cref="Capacity"/> accordingly.</param>
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/// <example>
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/// <code>
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/// // Create a control list that allocates from the temporary memory allocator.
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/// using (var list = new InputControlList(Allocator.Temp))
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/// {
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/// // Add all gamepads to the list.
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/// InputSystem.FindControls("<Gamepad>", ref list);
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/// }
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/// </code>
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/// </example>
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public InputControlList(Allocator allocator, int initialCapacity = 0)
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{
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m_Allocator = allocator;
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m_Indices = new NativeArray<ulong>();
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m_Count = 0;
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if (initialCapacity != 0)
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Capacity = initialCapacity;
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}
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/// <summary>
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/// Construct a list and populate it with the given values.
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/// </summary>
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/// <param name="values">Sequence of values to populate the list with.</param>
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/// <param name="allocator">Allocator to use for requesting unmanaged memory.</param>
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/// <exception cref="ArgumentNullException"><paramref name="values"/> is <c>null</c>.</exception>
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public InputControlList(IEnumerable<TControl> values, Allocator allocator = Allocator.Persistent)
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: this(allocator)
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{
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if (values == null)
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throw new ArgumentNullException(nameof(values));
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foreach (var value in values)
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Add(value);
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}
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/// <summary>
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/// Construct a list and add the given values to it.
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/// </summary>
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/// <param name="values">Sequence of controls to add to the list.</param>
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/// <exception cref="ArgumentNullException"><paramref name="values"/> is null.</exception>
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public InputControlList(params TControl[] values)
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: this()
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{
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if (values == null)
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throw new ArgumentNullException(nameof(values));
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var count = values.Length;
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Capacity = Mathf.Max(count, 10);
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for (var i = 0; i < count; ++i)
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Add(values[i]);
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}
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/// <summary>
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/// Resizes the list to be exactly <paramref name="size"/> entries. If this is less than the
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/// current <see cref="Count"/>, additional entries are dropped. If it is more than the
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/// current <see cref="Count"/>, additional <c>null</c> entries are appended to the list.
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/// </summary>
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/// <param name="size">The new value for <see cref="Count"/>.</param>
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/// <exception cref="ArgumentOutOfRangeException"><paramref name="size"/> is negative.</exception>
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/// <remarks>
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/// <see cref="Capacity"/> is increased if necessary. It will, however, not be decreased if it
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/// is larger than <paramref name="size"/> entries.
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/// </remarks>
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public void Resize(int size)
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{
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if (size < 0)
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throw new ArgumentOutOfRangeException(nameof(size), "Size cannot be negative");
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if (Capacity < size)
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Capacity = size;
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// Initialize newly added entries (if any) such that they produce NULL entries.
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if (size > Count)
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UnsafeUtility.MemSet((byte*)m_Indices.GetUnsafePtr() + Count * sizeof(ulong), Byte.MaxValue, size - Count);
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m_Count = size;
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}
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/// <summary>
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/// Add a control to the list.
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/// </summary>
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/// <param name="item">Control to add. Allowed to be <c>null</c>.</param>
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/// <remarks>
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/// If necessary, <see cref="Capacity"/> will be increased.
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///
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/// It is allowed to add nulls to the list. This can be useful, for example, when
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/// specific indices in the list correlate with specific matches and a given match
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/// needs to be marked as "matches nothing".
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/// </remarks>
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/// <seealso cref="Remove"/>
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public void Add(TControl item)
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{
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var index = ToIndex(item);
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var allocator = m_Allocator != Allocator.Invalid ? m_Allocator : Allocator.Persistent;
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ArrayHelpers.AppendWithCapacity(ref m_Indices, ref m_Count, index, allocator: allocator);
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}
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/// <summary>
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/// Add a slice of elements taken from the given list.
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/// </summary>
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/// <param name="list">List to take the slice of values from.</param>
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/// <param name="count">Number of elements to copy from <paramref name="list"/>.</param>
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/// <param name="destinationIndex">Starting index in the current control list to copy to.
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/// This can be beyond <see cref="Count"/> or even <see cref="Capacity"/>. Memory is allocated
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/// as needed.</param>
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/// <param name="sourceIndex">Source index in <paramref name="list"/> to start copying from.
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/// <paramref name="count"/> elements are copied starting at <paramref name="sourceIndex"/>.</param>
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/// <typeparam name="TList">Type of list. This is a type parameter to avoid boxing in case the
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/// given list is a struct (such as InputControlList itself).</typeparam>
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/// <exception cref="ArgumentOutOfRangeException">The range of <paramref name="count"/>
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/// and <paramref name="sourceIndex"/> is at least partially outside the range of values
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/// available in <paramref name="list"/>.</exception>
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public void AddSlice<TList>(TList list, int count = -1, int destinationIndex = -1, int sourceIndex = 0)
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where TList : IReadOnlyList<TControl>
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{
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if (count < 0)
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count = list.Count;
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if (destinationIndex < 0)
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destinationIndex = Count;
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if (count == 0)
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return;
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if (sourceIndex + count > list.Count)
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throw new ArgumentOutOfRangeException(nameof(count),
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$"Count of {count} elements starting at index {sourceIndex} exceeds length of list of {list.Count}");
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// Make space in the list.
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if (Capacity < m_Count + count)
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Capacity = Math.Max(m_Count + count, 10);
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if (destinationIndex < Count)
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NativeArray<ulong>.Copy(m_Indices, destinationIndex, m_Indices, destinationIndex + count,
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Count - destinationIndex);
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// Add elements.
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for (var i = 0; i < count; ++i)
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m_Indices[destinationIndex + i] = ToIndex(list[sourceIndex + i]);
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m_Count += count;
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}
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/// <summary>
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/// Add a sequence of controls to the list.
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/// </summary>
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/// <param name="list">Sequence of controls to add.</param>
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/// <param name="count">Number of controls from <paramref name="list"/> to add. If negative
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/// (default), all controls from <paramref name="list"/> will be added.</param>
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/// <param name="destinationIndex">Index in the control list to start inserting controls
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/// at. If negative (default), controls will be appended to the end of the control list.</param>
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/// <exception cref="ArgumentNullException"><paramref name="list"/> is <c>null</c>.</exception>
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/// <remarks>
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/// If <paramref name="count"/> is not supplied, <paramref name="list"/> will be iterated
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/// over twice.
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/// </remarks>
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public void AddRange(IEnumerable<TControl> list, int count = -1, int destinationIndex = -1)
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{
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if (list == null)
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throw new ArgumentNullException(nameof(list));
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if (count < 0)
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count = list.Count();
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if (destinationIndex < 0)
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destinationIndex = Count;
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if (count == 0)
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return;
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// Make space in the list.
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if (Capacity < m_Count + count)
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Capacity = Math.Max(m_Count + count, 10);
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if (destinationIndex < Count)
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NativeArray<ulong>.Copy(m_Indices, destinationIndex, m_Indices, destinationIndex + count,
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Count - destinationIndex);
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// Add elements.
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foreach (var element in list)
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{
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m_Indices[destinationIndex++] = ToIndex(element);
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++m_Count;
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--count;
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if (count == 0)
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break;
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}
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}
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/// <summary>
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/// Remove a control from the list.
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/// </summary>
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/// <param name="item">Control to remove. Can be null.</param>
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/// <returns>True if the control was found in the list and removed, false otherwise.</returns>
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/// <seealso cref="Add"/>
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public bool Remove(TControl item)
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{
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if (m_Count == 0)
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return false;
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var index = ToIndex(item);
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for (var i = 0; i < m_Count; ++i)
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{
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if (m_Indices[i] == index)
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{
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ArrayHelpers.EraseAtWithCapacity(m_Indices, ref m_Count, i);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Remove the control at the given index.
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/// </summary>
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/// <param name="index">Index of control to remove.</param>
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/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is negative or equal
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/// or greater than <see cref="Count"/>.</exception>
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public void RemoveAt(int index)
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{
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if (index < 0 || index >= m_Count)
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throw new ArgumentOutOfRangeException(
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nameof(index), $"Index {index} is out of range in list with {m_Count} elements");
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ArrayHelpers.EraseAtWithCapacity(m_Indices, ref m_Count, index);
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}
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public void CopyTo(TControl[] array, int arrayIndex)
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{
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throw new NotImplementedException();
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}
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public int IndexOf(TControl item)
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{
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return IndexOf(item, 0);
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}
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public int IndexOf(TControl item, int startIndex, int count = -1)
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{
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if (startIndex < 0)
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throw new ArgumentOutOfRangeException(nameof(startIndex), "startIndex cannot be negative");
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if (m_Count == 0)
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return -1;
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if (count < 0)
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count = Mathf.Max(m_Count - startIndex, 0);
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if (startIndex + count > m_Count)
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throw new ArgumentOutOfRangeException(nameof(count));
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var index = ToIndex(item);
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var indices = (ulong*)m_Indices.GetUnsafeReadOnlyPtr();
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for (var i = 0; i < count; ++i)
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if (indices[startIndex + i] == index)
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return startIndex + i;
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return -1;
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}
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public void Insert(int index, TControl item)
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{
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throw new NotImplementedException();
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}
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public void Clear()
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{
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m_Count = 0;
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}
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public bool Contains(TControl item)
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{
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return IndexOf(item) != -1;
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}
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public bool Contains(TControl item, int startIndex, int count = -1)
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{
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return IndexOf(item, startIndex, count) != -1;
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}
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public void SwapElements(int index1, int index2)
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{
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if (index1 < 0 || index1 >= m_Count)
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throw new ArgumentOutOfRangeException(nameof(index1));
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if (index2 < 0 || index2 >= m_Count)
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throw new ArgumentOutOfRangeException(nameof(index2));
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if (index1 != index2)
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m_Indices.SwapElements(index1, index2);
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}
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public void Sort<TCompare>(int startIndex, int count, TCompare comparer)
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where TCompare : IComparer<TControl>
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{
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if (startIndex < 0 || startIndex >= Count)
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throw new ArgumentOutOfRangeException(nameof(startIndex));
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if (startIndex + count >= Count)
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throw new ArgumentOutOfRangeException(nameof(count));
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// Simple insertion sort.
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for (var i = 1; i < count; ++i)
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for (var j = i; j > 0 && comparer.Compare(this[j - 1], this[j]) < 0; --j)
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SwapElements(j, j - 1);
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}
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/// <summary>
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/// Convert the contents of the list to an array.
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/// </summary>
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/// <param name="dispose">If true, the control list will be disposed of as part of the operation, i.e.
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/// <see cref="Dispose"/> will be called as a side-effect.</param>
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/// <returns>An array mirroring the contents of the list. Not null.</returns>
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public TControl[] ToArray(bool dispose = false)
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{
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// Somewhat pointless to allocate an empty array if we have no elements instead
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// of returning null, but other ToArray() implementations work that way so we do
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// the same to avoid surprises.
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var result = new TControl[m_Count];
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for (var i = 0; i < m_Count; ++i)
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result[i] = this[i];
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if (dispose)
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Dispose();
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return result;
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}
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internal void AppendTo(ref TControl[] array, ref int count)
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{
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for (var i = 0; i < m_Count; ++i)
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ArrayHelpers.AppendWithCapacity(ref array, ref count, this[i]);
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}
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public void Dispose()
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{
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if (m_Indices.IsCreated)
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m_Indices.Dispose();
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}
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public IEnumerator<TControl> GetEnumerator()
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{
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return new Enumerator(this);
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public override string ToString()
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{
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if (Count == 0)
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return "()";
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var builder = new StringBuilder();
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builder.Append('(');
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for (var i = 0; i < Count; ++i)
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{
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if (i != 0)
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builder.Append(',');
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builder.Append(this[i]);
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}
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builder.Append(')');
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return builder.ToString();
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}
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|
private int m_Count;
|
|
private NativeArray<ulong> m_Indices;
|
|
private readonly Allocator m_Allocator;
|
|
|
|
private const ulong kInvalidIndex = 0xffffffffffffffff;
|
|
|
|
private static ulong ToIndex(TControl control)
|
|
{
|
|
if (control == null)
|
|
return kInvalidIndex;
|
|
|
|
var device = control.device;
|
|
var deviceId = device.m_DeviceId;
|
|
var controlIndex = !ReferenceEquals(device, control)
|
|
? device.m_ChildrenForEachControl.IndexOfReference<InputControl, InputControl>(control) + 1
|
|
: 0;
|
|
|
|
// There is a known documented bug with the new Rosyln
|
|
// compiler where it warns on casts with following line that
|
|
// was perfectly legal in previous CSC compiler.
|
|
// Below is silly conversion to get rid of warning, or we can pragma
|
|
// out the warning.
|
|
//return ((ulong)deviceId << 32) | (ulong)controlIndex;
|
|
var shiftedDeviceId = (ulong)deviceId << 32;
|
|
var unsignedControlIndex = (ulong)controlIndex;
|
|
|
|
return shiftedDeviceId | unsignedControlIndex;
|
|
}
|
|
|
|
private static TControl FromIndex(ulong index)
|
|
{
|
|
if (index == kInvalidIndex)
|
|
return null;
|
|
|
|
var deviceId = (int)(index >> 32);
|
|
var controlIndex = (int)(index & 0xFFFFFFFF);
|
|
|
|
var device = InputSystem.GetDeviceById(deviceId);
|
|
if (device == null)
|
|
return null;
|
|
if (controlIndex == 0)
|
|
return (TControl)(InputControl)device;
|
|
|
|
return (TControl)device.m_ChildrenForEachControl[controlIndex - 1];
|
|
}
|
|
|
|
private struct Enumerator : IEnumerator<TControl>
|
|
{
|
|
private readonly ulong* m_Indices;
|
|
private readonly int m_Count;
|
|
private int m_Current;
|
|
|
|
public Enumerator(InputControlList<TControl> list)
|
|
{
|
|
m_Count = list.m_Count;
|
|
m_Current = -1;
|
|
m_Indices = m_Count > 0 ? (ulong*)list.m_Indices.GetUnsafeReadOnlyPtr() : null;
|
|
}
|
|
|
|
public bool MoveNext()
|
|
{
|
|
if (m_Current >= m_Count)
|
|
return false;
|
|
++m_Current;
|
|
return (m_Current != m_Count);
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_Current = -1;
|
|
}
|
|
|
|
public TControl Current
|
|
{
|
|
get
|
|
{
|
|
if (m_Indices == null)
|
|
throw new InvalidOperationException("Enumerator is not valid");
|
|
return FromIndex(m_Indices[m_Current]);
|
|
}
|
|
}
|
|
|
|
object IEnumerator.Current => Current;
|
|
|
|
public void Dispose()
|
|
{
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
|
internal struct InputControlListDebugView<TControl>
|
|
where TControl : InputControl
|
|
{
|
|
private readonly TControl[] m_Controls;
|
|
|
|
public InputControlListDebugView(InputControlList<TControl> list)
|
|
{
|
|
m_Controls = list.ToArray();
|
|
}
|
|
|
|
public TControl[] controls => m_Controls;
|
|
}
|
|
#endif
|
|
}
|