Firstborn/Library/PackageCache/com.unity.inputsystem@1.4.4/InputSystem/Actions/IInputInteraction.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

338 lines
16 KiB
C#

using System;
using System.ComponentModel;
using System.Reflection;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
// [GESTURES]
// Idea for v2 of the input system:
// Separate interaction *recognition* from interaction *representation*
// This will likely also "solve" gestures
//
// ATM, an interaction is a prebuilt thing that rolls recognition and representation of an interaction into
// one single thing. That limits how powerful this can be. There's only ever one interaction coming from each interaction
// added to a setup.
//
// A much more powerful way would be to have the interactions configured on actions and bindings add *recognizers*
// which then *generate* interactions. This way, a single recognizer could spawn arbitrary many interactions. What the
// recognizer is attached to (the bindings) would simply act as triggers. Beyond that, the recognizer would have
// plenty freedom to start, perform, and stop interactions happening in response to input.
//
// It'll likely be a breaking change as far as user-implemented interactions go but at least the data as it looks today
// should work with this just fine.
////TODO: allow interactions to be constrained to a specific InputActionType
////TODO: add way for parameters on interactions and processors to be driven from global value source that is NOT InputSettings
//// (ATM it's very hard to e.g. have a scale value on gamepad stick bindings which is determined dynamically from player
//// settings in the game)
////REVIEW: what about putting an instance of one of these on every resolved control instead of sharing it between all controls resolved from a binding?
////REVIEW: can we have multiple interactions work together on the same binding? E.g. a 'Press' causing a start and a 'Release' interaction causing a performed
////REVIEW: have a default interaction so that there *always* is an interaction object when processing triggers?
namespace UnityEngine.InputSystem
{
/// <summary>
/// Interface for interaction patterns that drive actions.
/// </summary>
/// <remarks>
/// Actions have a built-in interaction pattern that to some extent depends on their type (<see
/// cref="InputActionType"/>, <see cref="InputAction.type"/>). What this means is that when controls
/// bound to an action are actuated, the action will initiate an interaction that in turn determines
/// when <see cref="InputAction.started"/>, <see cref="InputAction.performed"/>, and <see cref="InputAction.canceled"/>
/// are called.
///
/// The default interaction (that is, when no interaction has been added to a binding or the
/// action that the binding targets) will generally start and perform an action as soon as a control
/// is actuated, then perform the action whenever the value of the control changes except if the value
/// changes back to the default in which case the action is cancelled.
///
/// By writing custom interactions, it is possible to implement different interactions. For example,
/// <see cref="Interactions.HoldInteraction"/> will only start when a control is being actuated but
/// will only perform the action if the control is held for a minimum amount of time.
///
/// Interactions can be stateful and mutate state over time. In fact, interactions will usually
/// represent miniature state machines driven directly by input.
///
/// Multiple interactions can be applied to the same binding. The interactions will be processed in
/// sequence. However, the first interaction that starts the action will get to drive the state of
/// the action. If it performs the action, all interactions are reset. If it cancels, the first
/// interaction in the list that is in started state will get to take over and drive the action.
///
/// This makes it possible to have several interaction patterns on the same action. For example,
/// to have a "fire" action that allows for charging, one can have a "Hold" and a "Press" interaction
/// in sequence on the action.
///
/// <example>
/// <code>
/// // Create a fire action with two interactions:
/// // 1. Hold. Triggers charged firing. Has to come first as otherwise "Press" will immediately perform the action.
/// // 2. Press. Triggers instant firing.
/// // NOTE: An alternative is to use "Tap;Hold", that is, a "Tap" first and then a "Hold". The difference
/// // is relatively minor. In this setup, the "Tap" turns into a "Hold" if the button is held for
/// // longer than the tap time whereas in the setup below, the "Hold" turns into a "Press" if the
/// // button is released before the hold time has been reached.
/// var fireAction = new InputAction(type: InputActionType.Button, interactions: "Hold;Press");
/// fireAction.AddBinding("&lt;Gamepad&gt;/buttonSouth");
/// </code>
/// </example>
///
/// Custom interactions can be registered using <see cref="InputSystem.RegisterInteraction"/>. This can be
/// done at any point during or after startup but has to be done before actions that reference the interaction
/// are enabled or have their controls queried. A good point is usually to do it during loading like so:
///
/// <example>
/// <code>
/// #if UNITY_EDITOR
/// [InitializeOnLoad]
/// #endif
/// public class MyInteraction : IInputInteraction
/// {
/// public void Process(ref InputInteractionContext context)
/// {
/// // ...
/// }
///
/// public void Reset()
/// {
/// }
///
/// static MyInteraction()
/// {
/// InputSystem.RegisterInteraction&lt;MyInteraction&gt;();
/// }
///
/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
/// private static void Initialize()
/// {
/// // Will execute the static constructor as a side effect.
/// }
/// }
/// </code>
/// </example>
///
/// If your interaction will only work with a specific type of value (e.g. <c>float</c>), it is better
/// to base the implementation on <see cref="IInputInteraction{TValue}"/> instead. While the interface is the
/// same, the type parameter communicates to the input system that only controls that have compatible value
/// types should be used with your interaction.
///
/// Interactions, like processors (<see cref="InputProcessor"/>) and binding composites (<see cref="InputBindingComposite"/>)
/// may define their own parameters which can then be configured through the editor UI or set programmatically in
/// code. To define a parameter, add a public field to your class that has either a <c>bool</c>, an <c>int</c>,
/// a <c>float</c>, or an <c>enum</c> type. To set defaults for the parameters, assign default values
/// to the fields.
///
/// <example>
/// <code>
/// public class MyInteraction : IInputInteraction
/// {
/// public bool boolParameter;
/// public int intParameter;
/// public float floatParameter;
/// public MyEnum enumParameter = MyEnum.C; // Custom default.
///
/// public enum MyEnum
/// {
/// A,
/// B,
/// C
/// }
///
/// public void Process(ref InputInteractionContext context)
/// {
/// // ...
/// }
///
/// public void Reset()
/// {
/// }
/// }
///
/// // The parameters can be configured graphically in the editor or set programmatically in code.
/// // NOTE: Enum parameters are represented by their integer values. However, when setting enum parameters
/// // graphically in the UI, they will be presented as a dropdown using the available enum values.
/// var action = new InputAction(interactions: "MyInteraction(boolParameter=true,intParameter=1,floatParameter=1.2,enumParameter=1);
/// </code>
/// </example>
///
/// A default UI will be presented in the editor UI to configure the parameters of your interaction.
/// You can customize this by replacing the default UI with a custom implementation using <see cref="Editor.InputParameterEditor"/>.
/// This mechanism is the same as for processors and binding composites.
///
/// <example>
/// <code>
/// #if UNITY_EDITOR
/// public class MyCustomInteractionEditor : InputParameterEditor&lt;MyCustomInteraction&gt;
/// {
/// protected override void OnEnable()
/// {
/// // Do any setup work you need.
/// }
///
/// protected override void OnGUI()
/// {
/// // Use standard Unity UI calls do create your own parameter editor UI.
/// }
/// }
/// #endif
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputSystem.RegisterInteraction"/>
/// <seealso cref="InputBinding.interactions"/>
/// <seealso cref="InputAction.interactions"/>
/// <seealso cref="Editor.InputParameterEditor"/>
/// <seealso cref="InputActionRebindingExtensions.GetParameterValue(InputAction,string,InputBinding)"/>
/// <seealso cref="InputActionRebindingExtensions.ApplyParameterOverride(InputActionMap,string,PrimitiveValue,InputBinding)"/>
public interface IInputInteraction
{
/// <summary>
/// Perform processing of the interaction in response to input.
/// </summary>
/// <param name="context"></param>
/// <remarks>
/// This method is called whenever a control referenced in the binding that the interaction sits on
/// changes value. The interaction is expected to process the value change and, if applicable, call
/// <see cref="InputInteractionContext.Started"/> and/or its related methods to initiate a state change.
///
/// Note that if "control disambiguation" (i.e. the process where if multiple controls are bound to
/// the same action, the system decides which control gets to drive the action at any one point) is
/// in effect -- i.e. when either <see cref="InputActionType.Button"/> or <see cref="InputActionType.Value"/>
/// are used but not if <see cref="InputActionType.PassThrough"/> is used -- inputs that the disambiguation
/// chooses to ignore will cause this method to not be called.
///
/// Note that this method is called on the interaction even when there are multiple interactions
/// and the interaction is not the one currently in control of the action (because another interaction
/// that comes before it in the list had already started the action). Each interaction will get
/// processed independently and the action will decide when to use which interaction to drive the
/// action as a whole.
///
/// <example>
/// <code>
/// // Processing for an interaction that will perform the action only if a control
/// // is held at least at 3/4 actuation for at least 1 second.
/// public void Process(ref InputInteractionContext context)
/// {
/// var control = context.control;
///
/// // See if we're currently tracking a control.
/// if (m_Control != null)
/// {
/// // Ignore any input on a control we're not currently tracking.
/// if (m_Control != control)
/// return;
///
/// // Check if the control is currently actuated past our 3/4 threshold.
/// var isStillActuated = context.ControlIsActuated(0.75f);
///
/// // See for how long the control has been held.
/// var actuationTime = context.time - context.startTime;
///
/// if (!isStillActuated)
/// {
/// // Control is no longer actuated above 3/4 threshold. If it was held
/// // for at least a second, perform the action. Otherwise cancel it.
///
/// if (actuationTime >= 1)
/// context.Performed();
/// else
/// context.Cancelled();
/// }
///
/// // Control changed value somewhere above 3/4 of its actuation. Doesn't
/// // matter to us so no change.
/// }
/// else
/// {
/// // We're not already tracking a control. See if the control that just triggered
/// // is actuated at least 3/4th of its way. If so, start tracking it.
///
/// var isActuated = context.ControlIsActuated(0.75f);
/// if (isActuated)
/// {
/// m_Control = context.control;
/// context.Started();
/// }
/// }
/// }
///
/// InputControl m_Control;
///
/// public void Reset()
/// {
/// m_Control = null;
/// }
/// </code>
/// </example>
/// </remarks>
void Process(ref InputInteractionContext context);
/// <summary>
/// Reset state that the interaction may hold. This should put the interaction back in its original
/// state equivalent to no input yet having been received.
/// </summary>
void Reset();
}
/// <summary>
/// Identical to <see cref="IInputInteraction"/> except that it allows an interaction to explicitly
/// advertise the value it expects.
/// </summary>
/// <typeparam name="TValue">Type of values expected by the interaction</typeparam>
/// <remarks>
/// Advertising the value type will an interaction type to be filtered out in the UI if the value type
/// it has is not compatible with the value type expected by the action.
///
/// In all other ways, this interface is identical to <see cref="IInputInteraction"/>.
/// </remarks>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1040:AvoidEmptyInterfaces", Justification = "This interface is used to mark implementing classes to advertise the value it expects. This seems more elegant then the suggestion to use an attribute.")]
public interface IInputInteraction<TValue> : IInputInteraction
where TValue : struct
{
}
internal static class InputInteraction
{
public static TypeTable s_Interactions;
public static Type GetValueType(Type interactionType)
{
if (interactionType == null)
throw new ArgumentNullException(nameof(interactionType));
return TypeHelpers.GetGenericTypeArgumentFromHierarchy(interactionType, typeof(IInputInteraction<>), 0);
}
public static string GetDisplayName(string interaction)
{
if (string.IsNullOrEmpty(interaction))
throw new ArgumentNullException(nameof(interaction));
var interactionType = s_Interactions.LookupTypeRegistration(interaction);
if (interactionType == null)
return interaction;
return GetDisplayName(interactionType);
}
public static string GetDisplayName(Type interactionType)
{
if (interactionType == null)
throw new ArgumentNullException(nameof(interactionType));
var displayNameAttribute = interactionType.GetCustomAttribute<DisplayNameAttribute>();
if (displayNameAttribute == null)
{
if (interactionType.Name.EndsWith("Interaction"))
return interactionType.Name.Substring(0, interactionType.Name.Length - "Interaction".Length);
return interactionType.Name;
}
return displayNameAttribute.DisplayName;
}
}
}