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!
124 lines
4.5 KiB
C#
124 lines
4.5 KiB
C#
#if UNITY_EDITOR
|
|
using System.Text;
|
|
using UnityEditor;
|
|
using UnityEngine.InputSystem.Layouts;
|
|
|
|
namespace UnityEngine.InputSystem.Editor
|
|
{
|
|
internal abstract class InputControlDropdownItem : AdvancedDropdownItem
|
|
{
|
|
protected string m_ControlPath;
|
|
protected string m_Device;
|
|
protected string m_Usage;
|
|
protected bool m_Searchable;
|
|
|
|
public string controlPath => m_ControlPath;
|
|
|
|
public virtual string controlPathWithDevice
|
|
{
|
|
get
|
|
{
|
|
var path = new StringBuilder($"<{m_Device}>");
|
|
if (!string.IsNullOrEmpty(m_Usage))
|
|
path.Append($"{{{m_Usage}}}");
|
|
if (!string.IsNullOrEmpty(m_ControlPath))
|
|
path.Append($"/{m_ControlPath}");
|
|
return path.ToString();
|
|
}
|
|
}
|
|
|
|
public override string searchableName
|
|
{
|
|
get
|
|
{
|
|
// ToHumanReadableString is expensive, especially given that we build the whole tree
|
|
// every time the control picker comes up. Build searchable names only on demand
|
|
// to save some time.
|
|
if (m_SearchableName == null)
|
|
{
|
|
if (m_Searchable)
|
|
m_SearchableName = InputControlPath.ToHumanReadableString(controlPathWithDevice);
|
|
else
|
|
m_SearchableName = string.Empty;
|
|
}
|
|
return m_SearchableName;
|
|
}
|
|
}
|
|
|
|
protected InputControlDropdownItem(string name)
|
|
: base(name) {}
|
|
}
|
|
|
|
// NOTE: Optional control items, unlike normal control items, are displayed with their internal control
|
|
// names rather that their display names. The reason is that we're looking at controls that have
|
|
// the same internal name in one or more derived layouts but each of those derived layouts may
|
|
// give the control a different display name.
|
|
//
|
|
// Also, if we generate a control path for an optional binding, InputControlPath.ToHumanReadableName()
|
|
// not find the referenced control on the referenced device layout and will thus not be able to
|
|
// find a display name for it either. So, in the binding UI, these paths will also show with their
|
|
// internal control names rather than display names.
|
|
internal sealed class OptionalControlDropdownItem : InputControlDropdownItem
|
|
{
|
|
public OptionalControlDropdownItem(EditorInputControlLayoutCache.OptionalControl optionalControl, string deviceControlId, string commonUsage)
|
|
: base(optionalControl.name)
|
|
{
|
|
m_ControlPath = optionalControl.name;
|
|
m_Device = deviceControlId;
|
|
m_Usage = commonUsage;
|
|
// Not searchable.
|
|
}
|
|
}
|
|
|
|
internal sealed class UsageDropdownItem : InputControlDropdownItem
|
|
{
|
|
public override string controlPathWithDevice => $"{m_Device}/{{{m_ControlPath}}}";
|
|
|
|
public UsageDropdownItem(string usage)
|
|
: base(usage)
|
|
{
|
|
m_Device = "*";
|
|
m_ControlPath = usage;
|
|
id = controlPathWithDevice.GetHashCode();
|
|
m_Searchable = true;
|
|
}
|
|
}
|
|
|
|
internal sealed class DeviceDropdownItem : InputControlDropdownItem
|
|
{
|
|
public DeviceDropdownItem(InputControlLayout layout, string usage = null, bool searchable = true)
|
|
: base(layout.m_DisplayName ?? ObjectNames.NicifyVariableName(layout.name))
|
|
{
|
|
m_Device = layout.name;
|
|
m_Usage = usage;
|
|
if (usage != null)
|
|
name += " (" + usage + ")";
|
|
id = name.GetHashCode();
|
|
m_Searchable = searchable;
|
|
}
|
|
}
|
|
|
|
internal sealed class ControlDropdownItem : InputControlDropdownItem
|
|
{
|
|
public ControlDropdownItem(ControlDropdownItem parent, string controlName, string displayName, string device, string usage, bool searchable)
|
|
: base("")
|
|
{
|
|
m_Device = device;
|
|
m_Usage = usage;
|
|
m_Searchable = searchable;
|
|
|
|
if (parent != null)
|
|
m_ControlPath = $"{parent.controlPath}/{controlName}";
|
|
else
|
|
m_ControlPath = controlName;
|
|
|
|
name = !string.IsNullOrEmpty(displayName) ? displayName : ObjectNames.NicifyVariableName(controlName);
|
|
|
|
id = controlPathWithDevice.GetHashCode();
|
|
indent = parent?.indent + 1 ?? 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // UNITY_EDITOR
|