b486678290
Library -Artifacts
403 lines
20 KiB
C#
403 lines
20 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Processors;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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internal static class InputLayoutCodeGenerator
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{
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public static string GenerateCodeFileForDeviceLayout(string layoutName, string fileName, string prefix = "Fast")
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{
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string defines = null;
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string @namespace = null;
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var visibility = "public";
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// If the file already exists, read out the changes we preserve.
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if (File.Exists(fileName))
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{
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var lines = File.ReadLines(fileName).Take(50).ToList();
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// Read out #defines.
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for (var i = 0; i < (lines.Count - 1); ++i)
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{
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var line = lines[i].Trim();
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if (line.StartsWith("#if "))
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defines = line.Substring("#if ".Length);
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else if (line.StartsWith("namespace "))
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@namespace = line.Substring("namespace ".Length);
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}
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if (lines.Any(x => x.Contains("internal partial class " + prefix)))
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visibility = "internal";
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}
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return GenerateCodeForDeviceLayout(layoutName,
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defines: defines, visibility: visibility, @namespace: @namespace, namePrefix: prefix);
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}
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/// <summary>
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/// Generate C# code that for the given device layout called <paramref name="layoutName"/> instantly creates
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/// an <see cref="InputDevice"/> equivalent to what the input system would create by manually interpreting
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/// the given <see cref="InputControlLayout"/>.
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/// </summary>
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/// <param name="layoutName">Name of the device layout to generate code for.</param>
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/// <param name="defines">Null/empty or a valid expression for an #if conditional compilation statement.</param>
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/// <param name="namePrefix">Prefix to prepend to the type name of <paramref name="layoutName"/>.</param>
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/// <param name="visibility">C# access modifier to use with the generated class.</param>
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/// <param name="namespace">Namespace to put the generated class in. If <c>null</c>, namespace of type behind <paramref name="layoutName"/> will be used.</param>
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/// <returns>C# source code for a precompiled version of the device layout.</returns>
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/// <remarks>
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/// The code generated by this method will be many times faster than the reflection-based <see cref="InputDevice"/>
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/// creation normally performed by the input system. It will also create less GC heap garbage.
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///
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/// The downside to the generated code is that the makeup of the device is hardcoded and can no longer
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/// be changed by altering the <see cref="InputControlLayout"/> setup of the system.
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///
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/// Note that it is possible to use this method with layouts generated on-the-fly by layout builders such as
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/// the one employed for <see cref="HID"/>. However, this must be done at compile/build time and can thus not
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/// be done for devices dynamically discovered at runtime. When this is acceptable, it is a way to dramatically
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/// speed up the creation of these devices.
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/// </remarks>
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/// <seealso cref="InputSystem.RegisterPrecompiledLayout{T}"/>
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public static string GenerateCodeForDeviceLayout(string layoutName, string defines = null, string namePrefix = "Fast", string visibility = "public", string @namespace = null)
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{
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if (string.IsNullOrEmpty(layoutName))
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throw new ArgumentNullException(nameof(layoutName));
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// Produce a device from the layout.
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var device = InputDevice.Build<InputDevice>(layoutName, noPrecompiledLayouts: true);
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// Get info about base type.
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var baseType = device.GetType();
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var baseTypeName = baseType.Name;
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var baseTypeNamespace = baseType.Namespace;
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// Begin generating code.
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var writer = new InputActionCodeGenerator.Writer
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{
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buffer = new StringBuilder()
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};
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writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputLayoutCodeGenerator",
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InputSystem.version.ToString(),
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$"\"{layoutName}\" layout"));
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// Defines.
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if (defines != null)
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{
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writer.WriteLine($"#if {defines}");
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writer.WriteLine();
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}
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if (@namespace == null)
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@namespace = baseTypeNamespace;
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writer.WriteLine("using UnityEngine.InputSystem;");
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writer.WriteLine("using UnityEngine.InputSystem.LowLevel;");
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writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
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writer.WriteLine("");
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writer.WriteLine("// Suppress warnings from local variables for control references");
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writer.WriteLine("// that we don't end up using.");
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writer.WriteLine("#pragma warning disable CS0219");
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writer.WriteLine("");
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if (@namespace != "")
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writer.WriteLine("namespace " + @namespace);
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writer.BeginBlock();
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writer.WriteLine($"{visibility} partial class {namePrefix}{baseTypeName} : {baseTypeNamespace}.{baseTypeName}");
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writer.BeginBlock();
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// "Metadata". ATM this is simply a flat, semicolon-separated list of names for layouts and processors that
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// we depend on. If any of them are touched, the precompiled layout should be considered invalidated.
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var internedLayoutName = new InternedString(layoutName);
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var allControls = device.allControls;
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var usedControlLayouts = allControls.Select(x => x.m_Layout).Distinct().ToList();
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var layoutDependencies = string.Join(";",
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usedControlLayouts.SelectMany(l => InputControlLayout.s_Layouts.GetBaseLayouts(l))
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.Union(InputControlLayout.s_Layouts.GetBaseLayouts(internedLayoutName)));
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var processorDependencies = string.Join(";",
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allControls.SelectMany(c => c.GetProcessors()).Select(p => InputProcessor.s_Processors.FindNameForType(p.GetType()))
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.Where(n => !n.IsEmpty()).Distinct());
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var metadata = string.Join(";", processorDependencies, layoutDependencies);
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writer.WriteLine($"public const string metadata = \"{metadata}\";");
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// Constructor.
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writer.WriteLine($"public {namePrefix}{baseTypeName}()");
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writer.BeginBlock();
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var usagesForEachControl = device.m_UsagesForEachControl;
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var usageToControl = device.m_UsageToControl;
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var aliasesForEachControl = device.m_AliasesForEachControl;
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var controlCount = allControls.Count;
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var usageCount = usagesForEachControl?.Length ?? 0;
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var aliasCount = aliasesForEachControl?.Length ?? 0;
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// Set up device control info.
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writer.WriteLine($"var builder = this.Setup({controlCount}, {usageCount}, {aliasCount})");
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writer.WriteLine($" .WithName(\"{device.name}\")");
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writer.WriteLine($" .WithDisplayName(\"{device.displayName}\")");
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writer.WriteLine($" .WithChildren({device.m_ChildStartIndex}, {device.m_ChildCount})");
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writer.WriteLine($" .WithLayout(new InternedString(\"{device.layout}\"))");
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writer.WriteLine($" .WithStateBlock(new InputStateBlock {{ format = new FourCC({(int)device.stateBlock.format}), sizeInBits = {device.stateBlock.sizeInBits} }});");
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if (device.noisy)
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writer.WriteLine("builder.IsNoisy(true);");
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// Add controls to device.
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writer.WriteLine();
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foreach (var layout in usedControlLayouts)
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writer.WriteLine($"var k{layout}Layout = new InternedString(\"{layout}\");");
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for (var i = 0; i < controlCount; ++i)
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{
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var control = allControls[i];
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var controlVariableName = MakeControlVariableName(control);
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writer.WriteLine("");
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writer.WriteLine($"// {control.path}");
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var parentName = "this";
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if (control.parent != device)
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parentName = MakeControlVariableName(control.parent);
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writer.WriteLine($"var {controlVariableName} = {NameOfControlMethod(controlVariableName)}(k{control.layout}Layout, {parentName});");
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}
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// Initialize usages array.
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if (usageCount > 0)
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{
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writer.WriteLine();
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writer.WriteLine("// Usages.");
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for (var i = 0; i < usageCount; ++i)
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writer.WriteLine(
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$"builder.WithControlUsage({i}, new InternedString(\"{usagesForEachControl[i]}\"), {MakeControlVariableName(usageToControl[i])});");
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}
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// Initialize aliases array.
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if (aliasCount > 0)
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{
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writer.WriteLine();
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writer.WriteLine("// Aliases.");
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for (var i = 0; i < aliasCount; ++i)
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writer.WriteLine($"builder.WithControlAlias({i}, new InternedString(\"{aliasesForEachControl[i]}\"));");
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}
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// Emit initializers for control getters and control arrays. This is usually what's getting set up
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// in FinishSetup(). We hardcode the look results here.
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var controlGetterProperties = new Dictionary<Type, List<PropertyInfo>>();
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var controlArrayProperties = new Dictionary<Type, List<PropertyInfo>>();
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writer.WriteLine();
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writer.WriteLine("// Control getters/arrays.");
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writer.EmitControlArrayInitializers(device, "this", controlArrayProperties);
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writer.EmitControlGetterInitializers(device, "this", controlGetterProperties);
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for (var i = 0; i < controlCount; ++i)
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{
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var control = allControls[i];
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var controlVariableName = MakeControlVariableName(control);
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writer.EmitControlArrayInitializers(control, controlVariableName, controlArrayProperties);
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writer.EmitControlGetterInitializers(control, controlVariableName, controlGetterProperties);
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}
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// State offset to control index map.
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if (device.m_StateOffsetToControlMap != null)
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{
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writer.WriteLine();
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writer.WriteLine("// State offset to control index map.");
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writer.WriteLine("builder.WithStateOffsetToControlIndexMap(new uint[]");
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writer.WriteLine("{");
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++writer.indentLevel;
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var map = device.m_StateOffsetToControlMap;
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var entryCount = map.Length;
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for (var index = 0; index < entryCount;)
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{
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if (index != 0)
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writer.WriteLine();
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// 10 entries a line.
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writer.WriteIndent();
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for (var i = 0; i < 10 && index < entryCount; ++index, ++i)
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writer.Write((index != 0 ? ", " : "") + map[index] + "u");
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}
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writer.WriteLine();
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--writer.indentLevel;
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writer.WriteLine("});");
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}
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writer.WriteLine();
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writer.WriteLine("builder.Finish();");
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writer.EndBlock();
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for (var i = 0; i < controlCount; ++i)
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{
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var control = allControls[i];
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var controlType = control.GetType();
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var controlVariableName = MakeControlVariableName(control);
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var controlFieldInits = control.GetInitializersForPublicPrimitiveTypeFields();
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writer.WriteLine();
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EmitControlMethod(writer, controlVariableName, controlType, controlFieldInits, i, control);
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}
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writer.EndBlock();
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writer.EndBlock();
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if (defines != null)
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writer.WriteLine($"#endif // {defines}");
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return writer.buffer.ToString();
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}
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private static string NameOfControlMethod(string controlVariableName)
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{
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return $"Initialize_{controlVariableName}";
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}
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// We emit this as a separate method instead of directly inline to avoid generating a single massive constructor method
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// as these can lead to large build times with il2cpp and C++ compilers (https://fogbugz.unity3d.com/f/cases/1282090/).
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private static void EmitControlMethod(InputActionCodeGenerator.Writer writer, string controlVariableName, Type controlType,
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string controlFieldInits, int i, InputControl control)
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{
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var controlTypeName = controlType.FullName.Replace('+', '.');
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writer.WriteLine($"private {controlTypeName} {NameOfControlMethod(controlVariableName)}(InternedString k{control.layout}Layout, InputControl parent)");
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writer.BeginBlock();
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writer.WriteLine($"var {controlVariableName} = new {controlTypeName}{controlFieldInits};");
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writer.WriteLine($"{controlVariableName}.Setup()");
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writer.WriteLine($" .At(this, {i})");
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writer.WriteLine(" .WithParent(parent)");
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if (control.children.Count > 0)
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writer.WriteLine($" .WithChildren({control.m_ChildStartIndex}, {control.m_ChildCount})");
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writer.WriteLine($" .WithName(\"{control.name}\")");
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writer.WriteLine($" .WithDisplayName(\"{control.m_DisplayNameFromLayout.Replace("\\", "\\\\")}\")");
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if (!string.IsNullOrEmpty(control.m_ShortDisplayNameFromLayout))
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writer.WriteLine(
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$" .WithShortDisplayName(\"{control.m_ShortDisplayNameFromLayout.Replace("\\", "\\\\")}\")");
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writer.WriteLine($" .WithLayout(k{control.layout}Layout)");
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if (control.usages.Count > 0)
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writer.WriteLine($" .WithUsages({control.m_UsageStartIndex}, {control.m_UsageCount})");
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if (control.aliases.Count > 0)
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writer.WriteLine($" .WithAliases({control.m_AliasStartIndex}, {control.m_AliasCount})");
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if (control.noisy)
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writer.WriteLine(" .IsNoisy(true)");
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if (control.synthetic)
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writer.WriteLine(" .IsSynthetic(true)");
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if (control.dontReset)
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writer.WriteLine(" .DontReset(true)");
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if (control is ButtonControl)
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writer.WriteLine(" .IsButton(true)");
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writer.WriteLine(" .WithStateBlock(new InputStateBlock");
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writer.WriteLine(" {");
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writer.WriteLine($" format = new FourCC({(int) control.stateBlock.format}),");
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writer.WriteLine($" byteOffset = {control.stateBlock.byteOffset},");
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writer.WriteLine($" bitOffset = {control.stateBlock.bitOffset},");
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writer.WriteLine($" sizeInBits = {control.stateBlock.sizeInBits}");
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writer.WriteLine(" })");
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if (control.hasDefaultState)
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writer.WriteLine($" .WithDefaultState({control.m_DefaultState})");
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if (control.m_MinValue != default || control.m_MaxValue != default)
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writer.WriteLine($" .WithMinAndMax({control.m_MinValue}, {control.m_MaxValue})");
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foreach (var processor in control.GetProcessors())
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{
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var isEditorWindowSpaceProcessor = processor is EditorWindowSpaceProcessor;
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if (isEditorWindowSpaceProcessor)
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writer.WriteLine(" #if UNITY_EDITOR");
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var processorType = processor.GetType().FullName.Replace("+", ".");
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var valueType = InputProcessor.GetValueTypeFromType(processor.GetType());
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var fieldInits = processor.GetInitializersForPublicPrimitiveTypeFields();
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writer.WriteLine(
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$" .WithProcessor<InputProcessor<{valueType}>, {valueType}>(new {processorType}{fieldInits})");
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if (isEditorWindowSpaceProcessor)
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writer.WriteLine(" #endif");
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}
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writer.WriteLine(" .Finish();");
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if (control is KeyControl key)
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writer.WriteLine($"{controlVariableName}.keyCode = UnityEngine.InputSystem.Key.{key.keyCode};");
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else if (control is DpadControl.DpadAxisControl dpadAxis)
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writer.WriteLine($"{controlVariableName}.component = {dpadAxis.component};");
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writer.WriteLine($"return {controlVariableName};");
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writer.EndBlock();
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}
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private static string MakeControlVariableName(InputControl control)
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{
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return "ctrl" + CSharpCodeHelpers.MakeIdentifier(control.path);
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}
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private static void EmitControlGetterInitializers(this InputActionCodeGenerator.Writer writer, InputControl control,
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string controlVariableName, Dictionary<Type, List<PropertyInfo>> controlGetterPropertyTable)
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{
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var type = control.GetType();
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if (!controlGetterPropertyTable.TryGetValue(type, out var controlGetterProperties))
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{
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controlGetterProperties = GetControlGetterProperties(type);
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controlGetterPropertyTable[type] = controlGetterProperties;
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}
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foreach (var property in controlGetterProperties)
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{
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var value = (InputControl)property.GetValue(control);
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if (value == null)
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continue;
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writer.WriteLine($"{controlVariableName}.{property.Name} = {MakeControlVariableName(value)};");
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}
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}
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private static void EmitControlArrayInitializers(this InputActionCodeGenerator.Writer writer, InputControl control,
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string controlVariableName, Dictionary<Type, List<PropertyInfo>> controlArrayPropertyTable)
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{
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var type = control.GetType();
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if (!controlArrayPropertyTable.TryGetValue(type, out var controlArrayProperties))
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{
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controlArrayProperties = GetControlArrayProperties(type);
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controlArrayPropertyTable[type] = controlArrayProperties;
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}
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foreach (var property in controlArrayProperties)
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{
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var array = (Array)property.GetValue(control);
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if (array == null)
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continue;
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var arrayLength = array.Length;
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var arrayElementType = array.GetType().GetElementType();
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writer.WriteLine($"{controlVariableName}.{property.Name} = new {arrayElementType.FullName.Replace('+','.')}[{arrayLength}];");
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for (var i = 0; i < arrayLength; ++i)
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{
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var value = (InputControl)array.GetValue(i);
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if (value == null)
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continue;
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writer.WriteLine($"{controlVariableName}.{property.Name}[{i}] = {MakeControlVariableName(value)};");
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}
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}
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}
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private static List<PropertyInfo> GetControlGetterProperties(Type type)
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{
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return type.GetProperties(BindingFlags.Instance | BindingFlags.Public)
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.Where(x => typeof(InputControl).IsAssignableFrom(x.PropertyType) && x.CanRead && x.CanWrite &&
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x.GetIndexParameters().LengthSafe() == 0 && x.Name != "device" && x.Name != "parent").ToList();
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}
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private static List<PropertyInfo> GetControlArrayProperties(Type type)
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{
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return type.GetProperties(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
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.Where(x => x.PropertyType.IsArray && typeof(InputControl).IsAssignableFrom(x.PropertyType.GetElementType()) && x.CanRead && x.CanWrite &&
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x.GetIndexParameters().LengthSafe() == 0).ToList();
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}
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}
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}
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#endif // UNITY_EDITOR
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