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

81 lines
3.0 KiB
C#

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