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!
81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using System.Globalization;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.Scripting;
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A key on a <see cref="Keyboard"/>.
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/// </summary>
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/// <remarks>
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/// This is an extended button control which adds various features to account for the fact that keys
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/// have symbols associated with them which may change depending on keyboard layout as well as in combination
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/// with other keys.
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///
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/// Note that there is no text input associated with individual keys as text composition is highly
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/// layout specific and does not need to be key-by-key. For general text input, see <see cref="Keyboard.onTextInput"/>.
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/// To find the text displayed on a key, use <see cref="InputControl.displayName"/>.
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/// </remarks>
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public class KeyControl : ButtonControl
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{
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/// <summary>
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/// The code used in Unity to identify the key.
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/// </summary>
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/// <remarks>
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/// This property must be initialized by <see cref="InputControl.FinishSetup"/> of
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/// the device owning the control.
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/// </remarks>
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public Key keyCode { get; set; }
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////REVIEW: rename this to something like platformKeyCode? We're not really dealing with scan code here.
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/// <summary>
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/// The code that the underlying platform uses to identify the key.
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/// </summary>
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public int scanCode
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{
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get
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{
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RefreshConfigurationIfNeeded();
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return m_ScanCode;
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}
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}
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protected override void RefreshConfiguration()
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{
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// Wipe our last cached set of data (if any).
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displayName = null;
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m_ScanCode = 0;
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var command = QueryKeyNameCommand.Create(keyCode);
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if (device.ExecuteCommand(ref command) > 0)
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{
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m_ScanCode = command.scanOrKeyCode;
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var rawKeyName = command.ReadKeyName();
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if (string.IsNullOrEmpty(rawKeyName))
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{
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displayName = rawKeyName;
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return;
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}
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var textInfo = CultureInfo.InvariantCulture.TextInfo;
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// We need to lower case first because ToTitleCase preserves upper casing.
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// For example on Swedish Windows layout right shift display name is "HÖGER SKIFT".
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// Just passing it to ToTitleCase won't change anything. But passing "höger skift" will return "Höger Skift".
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var keyNameLowerCase = textInfo.ToLower(rawKeyName);
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if (string.IsNullOrEmpty(keyNameLowerCase))
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{
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displayName = rawKeyName;
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return;
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}
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displayName = textInfo.ToTitleCase(keyNameLowerCase);
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}
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}
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// Cached configuration data for the key. We fetch this from the
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// device on demand.
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private int m_ScanCode;
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}
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}
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