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!
143 lines
5.3 KiB
C#
143 lines
5.3 KiB
C#
////REVIEW: move everything from InputControlExtensions here?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Various useful extension methods.
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/// </summary>
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public static class InputExtensions
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{
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/// <summary>
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/// Return true if the given phase is <see cref="InputActionPhase.Started"/> or <see cref="InputActionPhase.Performed"/>.
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/// </summary>
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/// <param name="phase">An action phase.</param>
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/// <returns>True if the phase is started or performed.</returns>
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/// <seealso cref="InputAction.phase"/>
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public static bool IsInProgress(this InputActionPhase phase)
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{
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return phase == InputActionPhase.Started || phase == InputActionPhase.Performed;
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}
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/// <summary>
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/// Return true if the given phase is <see cref="TouchPhase.Canceled"/> or <see cref="TouchPhase.Ended"/>, i.e.
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/// if a touch with that phase would no longer be ongoing.
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/// </summary>
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/// <param name="phase">A touch phase.</param>
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/// <returns>True if the phase indicates a touch that has ended.</returns>
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/// <seealso cref="Controls.TouchControl.phase"/>
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public static bool IsEndedOrCanceled(this TouchPhase phase)
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{
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return phase == TouchPhase.Canceled || phase == TouchPhase.Ended;
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}
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/// <summary>
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/// Return true if the given phase is <see cref="TouchPhase.Began"/>, <see cref="UnityEngine.TouchPhase.Moved"/>, or
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/// <see cref="TouchPhase.Stationary"/>, i.e. if a touch with that phase would indicate an ongoing touch.
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/// </summary>
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/// <param name="phase">A touch phase.</param>
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/// <returns>True if the phase indicates a touch that is ongoing.</returns>
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/// <seealso cref="Controls.TouchControl.phase"/>
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public static bool IsActive(this TouchPhase phase)
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{
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switch (phase)
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{
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case TouchPhase.Began:
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case TouchPhase.Moved:
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case TouchPhase.Stationary:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Check if a <see cref="Key"/> enum value represents a modifier key.
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/// </summary>
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/// <param name="key">The key enum value you want to check.</param>
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/// <returns><c>true</c> if <paramref name="key"/> represents a modifier key, else <c>false</c>.</returns>
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/// <remarks>
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/// Modifier keys are any keys you can hold down to modify the output of other keys pressed simultaneously,
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/// such as the "shift" or "control" keys.
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/// </remarks>
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public static bool IsModifierKey(this Key key)
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{
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switch (key)
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{
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case Key.LeftAlt:
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case Key.RightAlt:
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case Key.LeftShift:
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case Key.RightShift:
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case Key.LeftMeta:
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case Key.RightMeta:
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case Key.LeftCtrl:
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case Key.RightCtrl:
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return true;
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}
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return false;
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}
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////REVIEW: Is this a good idea? Ultimately it's up to any one keyboard layout to define this however it wants.
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/// <summary>
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/// Check if a <see cref="Key"/> enum value represents key generating text input.
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/// </summary>
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/// <param name="key">The key enum value you want to check.</param>
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/// <returns><c>true</c> if <paramref name="key"/> represents a key generating non-whitespace text input, else <c>false</c>.</returns>
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public static bool IsTextInputKey(this Key key)
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{
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switch (key)
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{
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case Key.LeftShift:
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case Key.RightShift:
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case Key.LeftAlt:
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case Key.RightAlt:
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case Key.LeftCtrl:
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case Key.RightCtrl:
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case Key.LeftMeta:
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case Key.RightMeta:
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case Key.ContextMenu:
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case Key.Escape:
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case Key.LeftArrow:
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case Key.RightArrow:
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case Key.UpArrow:
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case Key.DownArrow:
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case Key.Backspace:
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case Key.PageDown:
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case Key.PageUp:
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case Key.Home:
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case Key.End:
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case Key.Insert:
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case Key.Delete:
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case Key.CapsLock:
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case Key.NumLock:
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case Key.PrintScreen:
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case Key.ScrollLock:
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case Key.Pause:
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case Key.None:
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case Key.Space:
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case Key.Enter:
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case Key.Tab:
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case Key.NumpadEnter:
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case Key.F1:
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case Key.F2:
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case Key.F3:
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case Key.F4:
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case Key.F5:
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case Key.F6:
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case Key.F7:
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case Key.F8:
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case Key.F9:
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case Key.F10:
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case Key.F11:
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case Key.F12:
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case Key.OEM1:
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case Key.OEM2:
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case Key.OEM3:
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case Key.OEM4:
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case Key.OEM5:
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case Key.IMESelected:
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return false;
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}
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return true;
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}
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}
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}
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