b486678290
Library -Artifacts
353 lines
15 KiB
C#
353 lines
15 KiB
C#
using System;
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using UnityEngine.InputSystem.Composites;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.Layouts
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{
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/// <summary>
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/// Mark a field or property as representing/identifying an input control in some form.
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/// </summary>
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/// <remarks>
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/// This attribute is used in different places for different purposes.
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///
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/// When creating input control layouts (<see cref="InputControlLayout"/>) in C#, applying the
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/// attribute to fields in a state struct (see <see cref="IInputStateTypeInfo"/> or <see cref="GamepadState"/>
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/// for an example) or to properties in an input device (<see cref="InputDevice"/>), will cause an
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/// <see cref="InputControl"/> to be created from the field or property at runtime. The attribute
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/// can be applied multiple times to create multiple input controls (e.g. when having an int field
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/// that represents a bitfield where each bit is a separate button).
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///
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/// <example>
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/// <code>
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/// public class MyDevice : InputDevice
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/// {
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/// // Adds an InputControl with name=myButton and layout=Button to the device.
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/// [InputControl]
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/// public ButtonControl myButton { get; set; }
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/// }
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/// </code>
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/// </example>
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///
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/// Another use is for marking <c>string</c> type fields that represent input control paths. Applying
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/// the attribute to them will cause them to automatically use a custom inspector similar to the one
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/// found in the action editor. For this use, only the <see cref="layout"/> property is taken into
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/// account.
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///
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/// <example>
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/// <code>
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/// public class MyBehavior : MonoBehaviour
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/// {
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/// // In the inspector, shows a control selector that is restricted to
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/// // selecting buttons. As a result, controlPath will be set to path
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/// // representing the control that was picked (e.g. "<Gamepad>/buttonSouth").
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/// [InputControl(layout = "Button")]
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/// public string controlPath;
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///
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/// protected void OnEnable()
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/// {
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/// // Find controls by path.
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/// var controls = InputSystem.FindControl(controlPath);
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/// //...
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/// }
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/// }
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/// </code>
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/// </example>
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///
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/// Finally, the attribute is also used in composite bindings (<see cref="InputBindingComposite"/>)
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/// to mark fields that reference parts of the composite. An example for this is <see cref="AxisComposite.negative"/>.
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/// In this use, also only the <see cref="layout"/> property is taken into account while other properties
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/// are ignored.
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///
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/// <example>
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/// <code>
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/// public class MyComposite : InputBindingComposite<float>
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/// {
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/// // Add a part to the composite called 'firstControl' which expects
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/// // AxisControls.
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/// [InputControl(layout = "Axis")]
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/// public int firstControl;
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///
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/// // Add a part to the composite called 'secondControl' which expects
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/// // Vector3Controls.
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/// [InputControl(layout = "Vector3")]
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/// public int secondControl;
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///
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/// //...
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlLayout"/>
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/// <seealso cref="InputBindingComposite"/>
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[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = true)]
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public sealed class InputControlAttribute : PropertyAttribute
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{
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/// <summary>
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/// Layout to use for the control.
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/// </summary>
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/// <value>Layout to use for the control.</value>
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/// <remarks>
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/// If this is not set, the system tries to infer the layout type from the value type of
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/// the field or property. If the value type is itself registered as a layout, that layout
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/// will be used (e.g. when you have a property of type <see cref="Controls.ButtonControl"/>, the layout
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/// will be inferred to be "Button"). Otherwise, if a layout with the same name as the type is registered,
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/// that layout will be used (e.g. when you have a field of type <see cref="Vector3"/>, the layout
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/// will be inferred to be "Vector3").
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/// </remarks>
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/// <seealso cref="InputControlLayout"/>
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public string layout { get; set; }
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/// <summary>
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/// Layout variant to use for the control.
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/// </summary>
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/// <value>Layout variant to use for the control.</value>
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public string variants { get; set; }
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/// <summary>
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/// Name to give to the name. If null or empty, the name of the property or
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/// field the attribute is applied to will be used.
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/// </summary>
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/// <value>Name to give to the control.</value>
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/// <seealso cref="InputControl.name"/>
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public string name { get; set; }
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/// <summary>
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/// Storage format to use for the control. If not set, default storage format
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/// for the given <see cref="layout"/> is used.
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/// </summary>
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/// <value>Memory storage format to use for the control.</value>
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/// <seealso cref="InputStateBlock.format"/>
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public string format { get; set; }
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/// <summary>
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/// Usage to apply to the control.
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/// </summary>
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/// <value>Usage for the control.</value>
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/// <remarks>
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/// This property can be used in place of <see cref="usages"/> to set just a single
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/// usage on the control.
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/// </remarks>
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/// <seealso cref="InputControl.usages"/>
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/// <seealso cref="InputControlLayout.ControlItem.usages"/>
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/// <seealso cref="CommonUsages"/>
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public string usage { get; set; }
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/// <summary>
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/// Usages to apply to the control.
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/// </summary>
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/// <value>Usages for the control.</value>
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/// <remarks>
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/// This property should be used instead of <see cref="usage"/> when a control has multiple usages.
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/// </remarks>
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/// <seealso cref="InputControl.usages"/>
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/// <seealso cref="InputControlLayout.ControlItem.usages"/>
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/// <seealso cref="CommonUsages"/>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1819:PropertiesShouldNotReturnArrays", Justification = "According to MSDN, this message can be ignored for attribute parameters, as there are no better alternatives.")]
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public string[] usages { get; set; }
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/// <summary>
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/// Optional list of parameters to apply to the control.
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/// </summary>
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/// <value>Parameters to apply to the control.</value>
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/// <remarks>
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/// An <see cref="InputControl"/> may expose public fields which can be set as
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/// parameters. An example of this is <see cref="Controls.AxisControl.clamp"/>.
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///
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/// <example>
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/// <code>
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/// public struct MyStateStruct : IInputStateTypeInfo
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/// {
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/// [InputControl(parameters = "clamp,clampMin=-0.5,clampMax=0.5")]
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/// public float axis;
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.parameters"/>
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public string parameters { get; set; }
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/// <summary>
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/// Optional list of processors to add to the control.
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/// </summary>
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/// <value>Processors to apply to the control.</value>
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/// <remarks>
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/// Each element in the list is a name of a processor (as registered with
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/// <see cref="InputSystem.RegisterProcessor{T}"/>) followed by an optional
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/// list of parameters.
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///
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/// For example, <c>"normalize(min=0,max=256)"</c> is one element that puts
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/// a <c>NormalizeProcessor</c> on the control and sets its <c>min</c> field
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/// to 0 and its its <c>max</c> field to 256.
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///
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/// Multiple processors can be put on a control by separating them with a comma.
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/// For example, <c>"normalize(max=256),scale(factor=2)"</c> puts both a <c>NormalizeProcessor</c>
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/// and a <c>ScaleProcessor</c> on the control. Processors are applied in the
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/// order they are listed.
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.processors"/>
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/// <seealso cref="InputBinding.processors"/>
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public string processors { get; set; }
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/// <summary>
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/// An alternative name that can be used in place of <see cref="name"/> to find
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/// the control.
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/// </summary>
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/// <value>Alternative name for the control.</value>
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/// <remarks>
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/// This property can be used instead of <see cref="aliases"/> when there is only a
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/// single alias for the control.
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///
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/// Aliases, like names, are case-insensitive. Any control may have arbitrary many
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/// aliases.
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/// </remarks>
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/// <seealso cref="InputControl.aliases"/>
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/// <seealso cref="InputControlLayout.ControlItem.aliases"/>
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public string alias { get; set; }
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/// <summary>
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/// A list of alternative names that can be used in place of <see cref="name"/> to
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/// find the control.
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/// </summary>
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/// <value>Alternative names for the control.</value>
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/// <remarks>
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/// This property should be used instead of <see cref="alias"/> when a control has
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/// multiple aliases.
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///
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/// Aliases, like names, are case-insensitive. Any control may have arbitrary many
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/// aliases.
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/// </remarks>
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/// <seealso cref="InputControl.aliases"/>
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/// <seealso cref="InputControlLayout.ControlItem.aliases"/>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1819:PropertiesShouldNotReturnArrays", Justification = "According to MSDN, this message can be ignored for attribute parameters, as there are no better alternatives.")]
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public string[] aliases { get; set; }
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public string useStateFrom { get; set; }
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public uint bit { get; set; } = InputStateBlock.InvalidOffset;
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/// <summary>
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/// Offset in bytes to where the memory of the control starts. Relative to
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/// the offset of the parent control (which may be the device itself).
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/// </summary>
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/// <value>Byte offset of the control.</value>
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/// <remarks>
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/// If the attribute is applied to fields in an <see cref="InputControlLayout"/> and
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/// this property is not set, the offset of the field is used instead.
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///
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/// <example>
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/// <code>
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/// public struct MyStateStruct : IInputStateTypeInfo
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/// {
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/// public int buttons;
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///
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/// [InputControl] // Automatically uses the offset of 'axis'.
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/// public float axis;
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/// }
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///
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/// [InputControlLayout(stateType = typeof(MyStateStruct))]
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/// public class MyDevice : InputDevice
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/// {
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.offset"/>
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public uint offset { get; set; } = InputStateBlock.InvalidOffset;
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/// <summary>
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/// Size of the memory storage for the control in bits.
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/// </summary>
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/// <value>Size of the control in bits.</value>
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/// <remarks>
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/// If the attribute is applied to fields in an <see cref="InputControlLayout"/> and
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/// this property is not set, the size is taken from the field.
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///
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/// <example>
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/// <code>
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/// public struct MyStateStruct : IInputStateTypeInfo
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/// {
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/// public int buttons;
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///
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/// [InputControl] // Automatically uses sizeof(float).
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/// public float axis;
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/// }
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///
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/// [InputControlLayout(stateType = typeof(MyStateStruct))]
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/// public class MyDevice : InputDevice
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/// {
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.sizeInBits"/>
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/// <seealso cref="InputStateBlock.sizeInBits"/>
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public uint sizeInBits { get; set; }
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public int arraySize { get; set; }
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/// <summary>
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/// Display name to assign to the control.
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/// </summary>
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/// <value>Display name for the control.</value>
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/// <seealso cref="InputControl.displayName"/>
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/// <seealso cref="InputControlLayout.ControlItem.displayName"/>
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public string displayName { get; set; }
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/// <summary>
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/// Short display name to assign to the control.
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/// </summary>
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/// <value>Short display name for the control.</value>
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/// <seealso cref="InputControl.shortDisplayName"/>
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/// <seealso cref="InputControlLayout.ControlItem.shortDisplayName"/>
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public string shortDisplayName { get; set; }
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/// <summary>
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/// Whether the control is noisy. Off by default.
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/// </summary>
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/// <value>Whether control is noisy.</value>
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/// <seealso cref="InputControl.noisy"/>
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/// <seealso cref="InputControlLayout.ControlItem.isNoisy"/>
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public bool noisy { get; set; }
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/// <summary>
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/// Whether the control is synthetic. Off by default.
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/// </summary>
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/// <value>Whether control is synthetic.</value>
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/// <seealso cref="InputControl.synthetic"/>
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/// <seealso cref="InputControlLayout.ControlItem.isSynthetic"/>
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public bool synthetic { get; set; }
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/// <summary>
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/// Allows you to specify that a control should not be reset when its device is reset.
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/// </summary>
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/// <value>If true, resets of the device will leave the value of the control untouched except if a "hard" reset
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/// is explicitly enforced.</value>
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/// <seealso cref="InputSystem.ResetDevice"/>
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/// <seealso cref="InputControlLayout.ControlItem.dontReset"/>
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public bool dontReset { get; set; }
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/// <summary>
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/// Default state to write into the control's memory.
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/// </summary>
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/// <value>Default memory state for the control.</value>
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/// <remarks>
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/// This is not the default <em>value</em> but rather the default memory state, i.e.
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/// the raw memory value read and the processed and returned as a value. By default
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/// this is <c>null</c> and result in a control's memory to be initialized with all
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/// zeroes.
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/// </remarks>
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/// <seealso cref="InputControlLayout.ControlItem.defaultState"/>
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public object defaultState { get; set; }
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/// <summary>
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/// Lower limit for values of the control.
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/// </summary>
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/// <value>Lower limit for values of the control.</value>
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/// <remarks>
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/// This is null by default in which case no lower bound is applied to the TODO
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/// </remarks>
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public object minValue { get; set; }
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public object maxValue { get; set; }
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}
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}
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