Firstborn/Library/PackageCache/com.unity.inputsystem@1.4.4/InputSystem/Controls/Vector2Control.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

78 lines
2.4 KiB
C#

using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
namespace UnityEngine.InputSystem.Controls
{
/// <summary>
/// A floating-point 2D vector control composed of two <see cref="AxisControl"/>s.
/// </summary>
/// <remarks>
/// An example is <see cref="Pointer.position"/>.
///
/// <example>
/// <code>
/// Debug.Log(string.Format("Mouse position x={0} y={1}",
/// Mouse.current.position.x.ReadValue(),
/// Mouse.current.position.y.ReadValue()));
/// </code>
/// </example>
///
/// Normalization is not implied. The X and Y coordinates can be in any range or units.
/// </remarks>
public class Vector2Control : InputControl<Vector2>
{
/// <summary>
/// Horizontal position of the control.
/// </summary>
/// <value>Control representing horizontal motion input.</value>
[InputControl(offset = 0, displayName = "X")]
public AxisControl x { get; set; }
/// <summary>
/// Vertical position of the control.
/// </summary>
/// <value>Control representing vertical motion input.</value>
[InputControl(offset = 4, displayName = "Y")]
public AxisControl y { get; set; }
/// <summary>
/// Default-initialize the control.
/// </summary>
public Vector2Control()
{
m_StateBlock.format = InputStateBlock.FormatVector2;
}
/// <inheritdoc />
protected override void FinishSetup()
{
x = GetChildControl<AxisControl>("x");
y = GetChildControl<AxisControl>("y");
base.FinishSetup();
}
/// <inheritdoc />
public override unsafe Vector2 ReadUnprocessedValueFromState(void* statePtr)
{
return new Vector2(
x.ReadUnprocessedValueFromState(statePtr),
y.ReadUnprocessedValueFromState(statePtr));
}
/// <inheritdoc />
public override unsafe void WriteValueIntoState(Vector2 value, void* statePtr)
{
x.WriteValueIntoState(value.x, statePtr);
y.WriteValueIntoState(value.y, statePtr);
}
/// <inheritdoc />
public override unsafe float EvaluateMagnitude(void* statePtr)
{
////REVIEW: this can go beyond 1; that okay?
return ReadValueFromState(statePtr).magnitude;
}
}
}