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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.InputSystem.Utilities;
////TODO: make the FindAction logic available on any IEnumerable<InputAction> and IInputActionCollection via extension methods
////TODO: control schemes, like actions and maps, should have stable IDs so that they can be renamed
////REVIEW: have some way of expressing 'contracts' on action maps? I.e. something like
//// "I expect a 'look' and a 'move' action in here"
////REVIEW: rename this from "InputActionAsset" to something else that emphasizes the asset aspect less
//// and instead emphasizes the map collection aspect more?
namespace UnityEngine.InputSystem
{
/// <summary>
/// An asset that contains action maps and control schemes.
/// </summary>
/// <remarks>
/// InputActionAssets can be created in code but are usually stored in JSON format on
/// disk with the ".inputactions" extension. Unity imports them with a custom
/// importer.
///
/// To create an InputActionAsset in code, use the <c>Singleton</c> API and populate the
/// asset with the methods found in <see cref="InputActionSetupExtensions"/>. Alternatively,
/// you can use <see cref="FromJson"/> to load an InputActionAsset directly from a string in JSON format.
///
/// <example>
/// <code>
/// // Create and configure an asset in code.
/// var asset1 = ScriptableObject.CreateInstance<InputActionAsset>();
/// var actionMap1 = asset1.AddActionMap("map1");
/// action1Map.AddAction("action1", binding: "<Keyboard>/space");
/// </code>
/// </example>
///
/// If you use the API to modify an InputActionAsset while in Play mode,
/// it does not survive the transition back to Edit Mode. Unity tracks and reloads modified assets
/// from disk when exiting Play mode. This is done so that you can realistically test the input
/// related functionality of your application i.e. control rebinding etc, without inadvertently changing
/// the input asset.
///
/// Each asset can contain arbitrary many action maps that you can enable and disable individually
/// (see <see cref="InputActionMap.Enable"/> and <see cref="InputActionMap.Disable"/>) or in bulk
/// (see <see cref="Enable"/> and <see cref="Disable"/>). The name of each action map must be unique.
/// The list of action maps can be queried from <see cref="actionMaps"/>.
///
/// InputActionAssets can only define <see cref="InputControlScheme"/>s. They can be added to
/// an asset with <see cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
/// and can be queried from <see cref="controlSchemes"/>.
///
/// Be aware that input action assets do not separate between static (configuration) data and dynamic
/// (instance) data. For audio, for example, <c>AudioClip</c> represents the static,
/// shared data portion of audio playback whereas <c>AudioSource"</c> represents the
/// dynamic, per-instance audio playback portion (referencing the clip through <c>AudioSource.clip</c>).
///
/// For input, such a split is less beneficial as the same input is generally not exercised
/// multiple times in parallel. Keeping both static and dynamic data together simplifies
/// using the system.
///
/// However, there are scenarios where you indeed want to take the same input action and
/// exercise it multiple times in parallel. A prominent example of such a use case is
/// local multiplayer where each player gets the same set of actions but is controlling
/// them with a different device (or devices) each. This is easily achieved by simply
/// using <c>UnityEngine.Object.Instantiate</c> to instantiate the input action
/// asset multiple times. <see cref="PlayerInput"/> will automatically do so in its
/// internals.
///
/// Note also that all action maps in an asset share binding state. This means that if
/// one map in an asset has to resolve its bindings, all maps in the asset have to.
/// </remarks>
public class InputActionAsset : ScriptableObject, IInputActionCollection2
{
/// <summary>
/// File extension (without the dot) for InputActionAssets in JSON format.
/// </summary>
/// <value>File extension for InputActionAsset source files.</value>
/// <remarks>
/// Files with this extension will automatically be imported by Unity as
/// InputActionAssets.
/// </remarks>
public const string Extension = "inputactions";
/// <summary>
/// True if any action in the asset is currently enabled.
/// </summary>
/// <seealso cref="InputAction.enabled"/>
/// <seealso cref="InputActionMap.enabled"/>
/// <seealso cref="InputAction.Enable"/>
/// <seealso cref="InputActionMap.Enable"/>
/// <seealso cref="Enable"/>
public bool enabled
{
get
{
foreach (var actionMap in actionMaps)
if (actionMap.enabled)
return true;
return false;
}
}
/// <summary>
/// List of action maps defined in the asset.
/// </summary>
/// <value>Action maps contained in the asset.</value>
/// <seealso cref="InputActionSetupExtensions.AddActionMap(InputActionAsset,string)"/>
/// <seealso cref="InputActionSetupExtensions.RemoveActionMap(InputActionAsset,InputActionMap)"/>
/// <seealso cref="FindActionMap(string,bool)"/>
public ReadOnlyArray<InputActionMap> actionMaps => new ReadOnlyArray<InputActionMap>(m_ActionMaps);
/// <summary>
/// List of control schemes defined in the asset.
/// </summary>
/// <value>Control schemes defined for the asset.</value>
/// <seealso cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
/// <seealso cref="InputActionSetupExtensions.RemoveControlScheme"/>
public ReadOnlyArray<InputControlScheme> controlSchemes => new ReadOnlyArray<InputControlScheme>(m_ControlSchemes);
/// <summary>
/// Iterate over all bindings in the asset.
/// </summary>
/// <remarks>
/// This iterates over all action maps in <see cref="actionMaps"/> and, within each
/// map, over the set of <see cref="InputActionMap.bindings"/>.
/// </remarks>
/// <seealso cref="InputActionMap.bindings"/>
public IEnumerable<InputBinding> bindings
{
get
{
var numActionMaps = m_ActionMaps.LengthSafe();
if (numActionMaps == 0)
yield break;
for (var i = 0; i < numActionMaps; ++i)
{
var actionMap = m_ActionMaps[i];
var bindings = actionMap.m_Bindings;
var numBindings = bindings.LengthSafe();
for (var n = 0; n < numBindings; ++n)
yield return bindings[n];
}
}
}
/// <summary>
/// Binding mask to apply to all action maps and actions in the asset.
/// </summary>
/// <value>Optional mask that determines which bindings in the asset to enable.</value>
/// <remarks>
/// Binding masks can be applied at three different levels: for an entire asset through
/// this property, for a specific map through <see cref="InputActionMap.bindingMask"/>,
/// and for single actions through <see cref="InputAction.bindingMask"/>. By default,
/// none of the masks will be set (i.e. they will be <c>null</c>).
///
/// When an action is enabled, all the binding masks that apply to it are taken into
/// account. Specifically, this means that any given binding on the action will be
/// enabled only if it matches the mask applied to the asset, the mask applied
/// to the map that contains the action, and the mask applied to the action itself.
/// All the masks are individually optional.
///
/// Masks are matched against bindings using <see cref="InputBinding.Matches"/>.
///
/// Note that if you modify the masks applicable to an action while it is
/// enabled, the action's <see cref="InputAction.controls"/> will get updated immediately to
/// respect the mask. To avoid repeated binding resolution, it is most efficient
/// to apply binding masks before enabling actions.
///
/// Binding masks are non-destructive. All the bindings on the action are left
/// in place. Setting a mask will not affect the value of the <see cref="InputAction.bindings"/>
/// and <see cref="InputActionMap.bindings"/> properties.
/// </remarks>
/// <seealso cref="InputBinding.MaskByGroup"/>
/// <seealso cref="InputAction.bindingMask"/>
/// <seealso cref="InputActionMap.bindingMask"/>
public InputBinding? bindingMask
{
get => m_BindingMask;
set
{
if (m_BindingMask == value)
return;
m_BindingMask = value;
ReResolveIfNecessary(fullResolve: true);
}
}
/// <summary>
/// Set of devices that bindings in the asset can bind to.
/// </summary>
/// <value>Optional set of devices to use by bindings in the asset.</value>
/// <remarks>
/// By default (with this property being <c>null</c>), bindings will bind to any of the
/// controls available through <see cref="InputSystem.devices"/>, i.e. controls from all
/// devices in the system will be used.
///
/// By setting this property, binding resolution can instead be restricted to just specific
/// devices. This restriction can either be applied to an entire asset using this property
/// or to specific action maps by using <see cref="InputActionMap.devices"/>. Note that if
/// both this property and <see cref="InputActionMap.devices"/> is set for a specific action
/// map, the list of devices on the action map will take precedence and the list on the
/// asset will be ignored for bindings in that action map.
///
/// <example>
/// <code>
/// // Create an asset with a single action map and a single action with a
/// // gamepad binding.
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
/// var actionMap = new InputActionMap();
/// var fireAction = actionMap.AddAction("Fire", binding: "<Gamepad>/buttonSouth");
/// asset.AddActionMap(actionMap);
///
/// // Let's assume we have two gamepads connected. If we enable the
/// // action map now, the 'Fire' action will bind to both.
/// actionMap.Enable();
///
/// // This will print two controls.
/// Debug.Log(string.Join("\n", fireAction.controls));
///
/// // To restrict the setup to just the first gamepad, we can assign
/// // to the 'devices' property (in this case, we could do so on either
/// // the action map or on the asset; we choose the latter here).
/// asset.devices = new InputDevice[] { Gamepad.all[0] };
///
/// // Now this will print only one control.
/// Debug.Log(string.Join("\n", fireAction.controls));
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputActionMap.devices"/>
public ReadOnlyArray<InputDevice>? devices
{
get => m_Devices.Get();
set
{
if (m_Devices.Set(value))
ReResolveIfNecessary(fullResolve: false);
}
}
/// <summary>
/// Look up an action by name or ID.
/// </summary>
/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
/// a map with that name and the second part is used to find an action with that name inside the map. In the
/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
/// is returned. Note that name comparisons are case-insensitive.
///
/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
/// <returns>The action with the corresponding name or null if no matching action could be found.</returns>
/// <remarks>
/// This method is equivalent to <see cref="FindAction(string,bool)"/> except that it throws
/// <see cref="KeyNotFoundException"/> if no action with the given name or ID
/// could be found.
/// </remarks>
/// <exception cref="KeyNotFoundException">No action was found matching <paramref name="actionNameOrId"/>.</exception>
/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c> or empty.</exception>
/// <seealso cref="FindAction(string,bool)"/>
public InputAction this[string actionNameOrId]
{
get
{
var action = FindAction(actionNameOrId);
if (action == null)
throw new KeyNotFoundException($"Cannot find action '{actionNameOrId}' in '{this}'");
return action;
}
}
/// <summary>
/// Return a JSON representation of the asset.
/// </summary>
/// <returns>A string in JSON format that represents the static/configuration data present
/// in the asset.</returns>
/// <remarks>
/// This will not save dynamic execution state such as callbacks installed on
/// <see cref="InputAction">actions</see> or enabled/disabled states of individual
/// maps and actions.
///
/// Use <see cref="LoadFromJson"/> to deserialize the JSON data back into an InputActionAsset.
///
/// Be aware that the format used by this method is <em>different</em> than what you
/// get if you call <c>JsonUtility.ToJson</c> on an InputActionAsset instance. In other
/// words, the JSON format is not identical to the Unity serialized object representation
/// of the asset.
/// </remarks>
/// <seealso cref="FromJson"/>
public string ToJson()
{
var fileJson = new WriteFileJson
{
name = name,
maps = InputActionMap.WriteFileJson.FromMaps(m_ActionMaps).maps,
controlSchemes = InputControlScheme.SchemeJson.ToJson(m_ControlSchemes),
};
return JsonUtility.ToJson(fileJson, true);
}
/// <summary>
/// Replace the contents of the asset with the data in the given JSON string.
/// </summary>
/// <param name="json">JSON contents of an <c>.inputactions</c> asset.</param>
/// <remarks>
/// <c>.inputactions</c> assets are stored in JSON format. This method allows reading
/// the JSON source text of such an asset into an existing <c>InputActionMap</c> instance.
///
/// <example>
/// <code>
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
/// asset.LoadFromJson(@"
/// {
/// ""maps"" : [
/// {
/// ""name"" : ""gameplay"",
/// ""actions"" : [
/// { ""name"" : ""fire"", ""type"" : ""button"" },
/// { ""name"" : ""look"", ""type"" : ""value"" },
/// { ""name"" : ""move"", ""type"" : ""value"" }
/// ],
/// ""bindings"" : [
/// { ""path"" : ""<Gamepad>/buttonSouth"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/leftTrigger"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/leftStick"", ""action"" : ""move"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/rightStick"", ""action"" : ""look"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""dpad"", ""action"" : ""move"", ""groups"" : ""Gamepad"", ""isComposite"" : true },
/// { ""path"" : ""<Keyboard>/a"", ""name"" : ""left"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/d"", ""name"" : ""right"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/w"", ""name"" : ""up"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/s"", ""name"" : ""down"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Mouse>/delta"", ""action"" : ""look"", ""groups"" : ""Keyboard&Mouse"" },
/// { ""path"" : ""<Mouse>/leftButton"", ""action"" : ""fire"", ""groups"" : ""Keyboard&Mouse"" }
/// ]
/// },
/// {
/// ""name"" : ""ui"",
/// ""actions"" : [
/// { ""name"" : ""navigate"" }
/// ],
/// ""bindings"" : [
/// { ""path"" : ""<Gamepad>/dpad"", ""action"" : ""navigate"", ""groups"" : ""Gamepad"" }
/// ]
/// }
/// ],
/// ""controlSchemes"" : [
/// {
/// ""name"" : ""Gamepad"",
/// ""bindingGroup"" : ""Gamepad"",
/// ""devices"" : [
/// { ""devicePath"" : ""<Gamepad>"" }
/// ]
/// },
/// {
/// ""name"" : ""Keyboard&Mouse"",
/// ""bindingGroup"" : ""Keyboard&Mouse"",
/// ""devices"" : [
/// { ""devicePath"" : ""<Keyboard>"" },
/// { ""devicePath"" : ""<Mouse>"" }
/// ]
/// }
/// ]
/// }");
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="json"/> is <c>null</c> or empty.</exception>
/// <seealso cref="FromJson"/>
/// <seealso cref="ToJson"/>
public void LoadFromJson(string json)
{
if (string.IsNullOrEmpty(json))
throw new ArgumentNullException(nameof(json));
var parsedJson = JsonUtility.FromJson<ReadFileJson>(json);
parsedJson.ToAsset(this);
}
/// <summary>
/// Replace the contents of the asset with the data in the given JSON string.
/// </summary>
/// <param name="json">JSON contents of an <c>.inputactions</c> asset.</param>
/// <returns>The InputActionAsset instance created from the given JSON string.</returns>
/// <remarks>
/// <c>.inputactions</c> assets are stored in JSON format. This method allows turning
/// the JSON source text of such an asset into a new <c>InputActionMap</c> instance.
///
/// Be aware that the format used by this method is <em>different</em> than what you
/// get if you call <c>JsonUtility.ToJson</c> on an InputActionAsset instance. In other
/// words, the JSON format is not identical to the Unity serialized object representation
/// of the asset.
///
/// <example>
/// <code>
/// var asset = InputActionAsset.FromJson(@"
/// {
/// ""maps"" : [
/// {
/// ""name"" : ""gameplay"",
/// ""actions"" : [
/// { ""name"" : ""fire"", ""type"" : ""button"" },
/// { ""name"" : ""look"", ""type"" : ""value"" },
/// { ""name"" : ""move"", ""type"" : ""value"" }
/// ],
/// ""bindings"" : [
/// { ""path"" : ""<Gamepad>/buttonSouth"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/leftTrigger"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/leftStick"", ""action"" : ""move"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""<Gamepad>/rightStick"", ""action"" : ""look"", ""groups"" : ""Gamepad"" },
/// { ""path"" : ""dpad"", ""action"" : ""move"", ""groups"" : ""Gamepad"", ""isComposite"" : true },
/// { ""path"" : ""<Keyboard>/a"", ""name"" : ""left"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/d"", ""name"" : ""right"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/w"", ""name"" : ""up"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Keyboard>/s"", ""name"" : ""down"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
/// { ""path"" : ""<Mouse>/delta"", ""action"" : ""look"", ""groups"" : ""Keyboard&Mouse"" },
/// { ""path"" : ""<Mouse>/leftButton"", ""action"" : ""fire"", ""groups"" : ""Keyboard&Mouse"" }
/// ]
/// },
/// {
/// ""name"" : ""ui"",
/// ""actions"" : [
/// { ""name"" : ""navigate"" }
/// ],
/// ""bindings"" : [
/// { ""path"" : ""<Gamepad>/dpad"", ""action"" : ""navigate"", ""groups"" : ""Gamepad"" }
/// ]
/// }
/// ],
/// ""controlSchemes"" : [
/// {
/// ""name"" : ""Gamepad"",
/// ""bindingGroup"" : ""Gamepad"",
/// ""devices"" : [
/// { ""devicePath"" : ""<Gamepad>"" }
/// ]
/// },
/// {
/// ""name"" : ""Keyboard&Mouse"",
/// ""bindingGroup"" : ""Keyboard&Mouse"",
/// ""devices"" : [
/// { ""devicePath"" : ""<Keyboard>"" },
/// { ""devicePath"" : ""<Mouse>"" }
/// ]
/// }
/// ]
/// }");
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="json"/> is <c>null</c> or empty.</exception>
/// <seealso cref="LoadFromJson"/>
/// <seealso cref="ToJson"/>
public static InputActionAsset FromJson(string json)
{
if (string.IsNullOrEmpty(json))
throw new ArgumentNullException(nameof(json));
var asset = CreateInstance<InputActionAsset>();
asset.LoadFromJson(json);
return asset;
}
/// <summary>
/// Find an <see cref="InputAction"/> by its name in one of the <see cref="InputActionMap"/>s
/// in the asset.
/// </summary>
/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
/// a map with that name and the second part is used to find an action with that name inside the map. In the
/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
/// is returned. Note that name comparisons are case-insensitive.
///
/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
/// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action
/// cannot be found, throw <c>ArgumentException</c>.</param>
/// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns>
/// <remarks>
/// Note that no lookup structures are used internally to speed the operation up. Instead, the search is done
/// linearly. For repeated access of an action, it is thus generally best to look up actions once ahead of
/// time and cache the result.
///
/// If multiple actions have the same name and <paramref name="actionNameOrId"/> is not an ID and not an
/// action name qualified by a map name (that is, in the form of <c>"mapName/actionName"</c>), the action that
/// is returned will be from the first map in <see cref="actionMaps"/> that has an action with the given name.
/// An exception is if, of the multiple actions with the same name, some are enabled and some are disabled. In
/// this case, the first action that is enabled is returned.
///
/// <example>
/// <code>
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
///
/// var map1 = new InputActionMap("map1");
/// var map2 = new InputActionMap("map2");
///
/// asset.AddActionMap(map1);
/// asset.AddActionMap(map2);
///
/// var action1 = map1.AddAction("action1");
/// var action2 = map1.AddAction("action2");
/// var action3 = map2.AddAction("action3");
///
/// // Search all maps in the asset for any action that has the given name.
/// asset.FindAction("action1") // Returns action1.
/// asset.FindAction("action2") // Returns action2
/// asset.FindAction("action3") // Returns action3.
///
/// // Search for a specific action in a specific map.
/// asset.FindAction("map1/action1") // Returns action1.
/// asset.FindAction("map2/action2") // Returns action2.
/// asset.FindAction("map3/action3") // Returns action3.
///
/// // Search by unique action ID.
/// asset.FindAction(action1.id.ToString()) // Returns action1.
/// asset.FindAction(action2.id.ToString()) // Returns action2.
/// asset.FindAction(action3.id.ToString()) // Returns action3.
/// </code>
/// </example>
/// </remarks>
/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the
/// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing
/// either the action or the map name.</exception>
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
if (actionNameOrId == null)
throw new ArgumentNullException(nameof(actionNameOrId));
if (m_ActionMaps != null)
{
// Check if we have a "map/action" path.
var indexOfSlash = actionNameOrId.IndexOf('/');
if (indexOfSlash == -1)
{
// No slash so it's just a simple action name. Return either first enabled action or, if
// none are enabled, first action with the given name.
InputAction firstActionFound = null;
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var action = m_ActionMaps[i].FindAction(actionNameOrId);
if (action != null)
{
if (action.enabled || action.m_Id == actionNameOrId) // Match by ID is always exact.
return action;
if (firstActionFound == null)
firstActionFound = action;
}
}
if (firstActionFound != null)
return firstActionFound;
}
else
{
// Have a path. First search for the map, then for the action.
var mapName = new Substring(actionNameOrId, 0, indexOfSlash);
var actionName = new Substring(actionNameOrId, indexOfSlash + 1);
if (mapName.isEmpty || actionName.isEmpty)
throw new ArgumentException("Malformed action path: " + actionNameOrId, nameof(actionNameOrId));
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var map = m_ActionMaps[i];
if (Substring.Compare(map.name, mapName, StringComparison.InvariantCultureIgnoreCase) != 0)
continue;
var actions = map.m_Actions;
for (var n = 0; n < actions.Length; ++n)
{
var action = actions[n];
if (Substring.Compare(action.name, actionName,
StringComparison.InvariantCultureIgnoreCase) == 0)
return action;
}
break;
}
}
}
if (throwIfNotFound)
throw new ArgumentException($"No action '{actionNameOrId}' in '{this}'");
return null;
}
/// <inheritdoc/>
public int FindBinding(InputBinding mask, out InputAction action)
{
var numMaps = m_ActionMaps.LengthSafe();
for (var i = 0; i < numMaps; ++i)
{
var actionMap = m_ActionMaps[i];
var bindingIndex = actionMap.FindBinding(mask, out action);
if (bindingIndex >= 0)
return bindingIndex;
}
action = null;
return -1;
}
/// <summary>
/// Find an <see cref="InputActionMap"/> in the asset by its name or ID.
/// </summary>
/// <param name="nameOrId">Name or ID (see <see cref="InputActionMap.id"/>) of the action map
/// to look for. Matching is case-insensitive.</param>
/// <param name="throwIfNotFound">If true, instead of returning <c>null</c>, throw <c>ArgumentException</c>.</param>
/// <returns>The <see cref="InputActionMap"/> with a name or ID matching <paramref name="nameOrId"/> or
/// <c>null</c> if no matching map could be found.</returns>
/// <exception cref="ArgumentNullException"><paramref name="nameOrId"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException">If <paramref name="throwIfNotFound"/> is <c>true</c>, thrown if
/// the action map cannot be found.</exception>
/// <seealso cref="actionMaps"/>
/// <seealso cref="FindActionMap(System.Guid)"/>
public InputActionMap FindActionMap(string nameOrId, bool throwIfNotFound = false)
{
if (nameOrId == null)
throw new ArgumentNullException(nameof(nameOrId));
if (m_ActionMaps == null)
return null;
// If the name contains a hyphen, it may be a GUID.
if (nameOrId.Contains('-') && Guid.TryParse(nameOrId, out var id))
{
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var map = m_ActionMaps[i];
if (map.idDontGenerate == id)
return map;
}
}
// Default lookup is by name (case-insensitive).
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var map = m_ActionMaps[i];
if (string.Compare(nameOrId, map.name, StringComparison.InvariantCultureIgnoreCase) == 0)
return map;
}
if (throwIfNotFound)
throw new ArgumentException($"Cannot find action map '{nameOrId}' in '{this}'");
return null;
}
/// <summary>
/// Find an <see cref="InputActionMap"/> in the asset by its ID.
/// </summary>
/// <param name="id">ID (see <see cref="InputActionMap.id"/>) of the action map
/// to look for.</param>
/// <returns>The <see cref="InputActionMap"/> with ID matching <paramref name="id"/> or
/// <c>null</c> if no map in the asset has the given ID.</returns>
/// <seealso cref="actionMaps"/>
/// <seealso cref="FindActionMap"/>
public InputActionMap FindActionMap(Guid id)
{
if (m_ActionMaps == null)
return null;
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var map = m_ActionMaps[i];
if (map.idDontGenerate == id)
return map;
}
return null;
}
/// <summary>
/// Find an action by its ID (see <see cref="InputAction.id"/>).
/// </summary>
/// <param name="guid">ID of the action to look for.</param>
/// <returns>The action in the asset with the given ID or null if no action
/// in the asset has the given ID.</returns>
public InputAction FindAction(Guid guid)
{
if (m_ActionMaps == null)
return null;
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var map = m_ActionMaps[i];
var action = map.FindAction(guid);
if (action != null)
return action;
}
return null;
}
/// <summary>
/// Find the control scheme with the given name and return its index
/// in <see cref="controlSchemes"/>.
/// </summary>
/// <param name="name">Name of the control scheme. Matching is case-insensitive.</param>
/// <returns>The index of the given control scheme or -1 if no control scheme
/// with the given name could be found.</returns>
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c>
/// or empty.</exception>
public int FindControlSchemeIndex(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
if (m_ControlSchemes == null)
return -1;
for (var i = 0; i < m_ControlSchemes.Length; ++i)
if (string.Compare(name, m_ControlSchemes[i].name, StringComparison.InvariantCultureIgnoreCase) == 0)
return i;
return -1;
}
/// <summary>
/// Find the control scheme with the given name and return it.
/// </summary>
/// <param name="name">Name of the control scheme. Matching is case-insensitive.</param>
/// <returns>The control scheme with the given name or null if no scheme
/// with the given name could be found in the asset.</returns>
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c>
/// or empty.</exception>
public InputControlScheme? FindControlScheme(string name)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentNullException(nameof(name));
var index = FindControlSchemeIndex(name);
if (index == -1)
return null;
return m_ControlSchemes[index];
}
/// <summary>
/// Return true if the asset contains bindings (in any of its action maps) that are usable
/// with the given <paramref name="device"/>.
/// </summary>
/// <param name="device">An arbitrary input device.</param>
/// <returns></returns>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <remarks>
/// <example>
/// <code>
/// // Find out if the actions of the given PlayerInput can be used with
/// // a gamepad.
/// if (playerInput.actions.IsUsableWithDevice(Gamepad.all[0]))
/// /* ... */;
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputActionMap.IsUsableWithDevice"/>
/// <seealso cref="InputControlScheme.SupportsDevice"/>
public bool IsUsableWithDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
// If we have control schemes, we let those dictate our search.
var numControlSchemes = m_ControlSchemes.LengthSafe();
if (numControlSchemes > 0)
{
for (var i = 0; i < numControlSchemes; ++i)
{
if (m_ControlSchemes[i].SupportsDevice(device))
return true;
}
}
else
{
// Otherwise, we'll go search bindings. Slow.
var actionMapCount = m_ActionMaps.LengthSafe();
for (var i = 0; i < actionMapCount; ++i)
if (m_ActionMaps[i].IsUsableWithDevice(device))
return true;
}
return false;
}
/// <summary>
/// Enable all action maps in the asset.
/// </summary>
/// <remarks>
/// This method is equivalent to calling <see cref="InputActionMap.Enable"/> on
/// all maps in <see cref="actionMaps"/>.
/// </remarks>
public void Enable()
{
foreach (var map in actionMaps)
map.Enable();
}
/// <summary>
/// Disable all action maps in the asset.
/// </summary>
/// <remarks>
/// This method is equivalent to calling <see cref="InputActionMap.Disable"/> on
/// all maps in <see cref="actionMaps"/>.
/// </remarks>
public void Disable()
{
foreach (var map in actionMaps)
map.Disable();
}
/// <summary>
/// Return <c>true</c> if the given action is part of the asset.
/// </summary>
/// <param name="action">An action. Can be null.</param>
/// <returns>True if the given action is part of the asset, false otherwise.</returns>
public bool Contains(InputAction action)
{
var map = action?.actionMap;
if (map == null)
return false;
return map.asset == this;
}
/// <summary>
/// Enumerate all actions in the asset.
/// </summary>
/// <returns>An enumerator going over the actions in the asset.</returns>
/// <remarks>
/// Actions will be enumerated one action map in <see cref="actionMaps"/>
/// after the other. The actions from each map will be yielded in turn.
///
/// This method will allocate GC heap memory.
/// </remarks>
public IEnumerator<InputAction> GetEnumerator()
{
if (m_ActionMaps == null)
yield break;
for (var i = 0; i < m_ActionMaps.Length; ++i)
{
var actions = m_ActionMaps[i].actions;
var actionCount = actions.Count;
for (var n = 0; n < actionCount; ++n)
yield return actions[n];
}
}
/// <summary>
/// Enumerate all actions in the asset.
/// </summary>
/// <returns>An enumerator going over the actions in the asset.</returns>
/// <seealso cref="GetEnumerator"/>
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
internal void MarkAsDirty()
{
#if UNITY_EDITOR
InputSystem.TrackDirtyInputActionAsset(this);
#endif
}
internal void OnWantToChangeSetup()
{
if (m_ActionMaps.LengthSafe() > 0)
m_ActionMaps[0].OnWantToChangeSetup();
}
internal void OnSetupChanged()
{
MarkAsDirty();
if (m_ActionMaps.LengthSafe() > 0)
m_ActionMaps[0].OnSetupChanged();
else
m_SharedStateForAllMaps = null;
}
private void ReResolveIfNecessary(bool fullResolve)
{
if (m_SharedStateForAllMaps == null)
return;
Debug.Assert(m_ActionMaps != null && m_ActionMaps.Length > 0);
// State is share between all action maps in the asset. Resolving bindings for the
// first map will resolve them for all maps.
m_ActionMaps[0].LazyResolveBindings(fullResolve);
}
internal void ResolveBindingsIfNecessary()
{
if (m_ActionMaps.LengthSafe() > 0)
foreach (var map in m_ActionMaps)
if (map.ResolveBindingsIfNecessary())
break;
}
private void OnDestroy()
{
Disable();
if (m_SharedStateForAllMaps != null)
{
m_SharedStateForAllMaps.Dispose(); // Will clean up InputActionMap state.
m_SharedStateForAllMaps = null;
}
}
////TODO: ApplyBindingOverrides, RemoveBindingOverrides, RemoveAllBindingOverrides
[SerializeField] internal InputActionMap[] m_ActionMaps;
[SerializeField] internal InputControlScheme[] m_ControlSchemes;
////TODO: make this persistent across domain reloads
/// <summary>
/// Shared state for all action maps in the asset.
/// </summary>
[NonSerialized] internal InputActionState m_SharedStateForAllMaps;
[NonSerialized] internal InputBinding? m_BindingMask;
[NonSerialized] internal int m_ParameterOverridesCount;
[NonSerialized] internal InputActionRebindingExtensions.ParameterOverride[] m_ParameterOverrides;
[NonSerialized] internal InputActionMap.DeviceArray m_Devices;
[Serializable]
internal struct WriteFileJson
{
public string name;
public InputActionMap.WriteMapJson[] maps;
public InputControlScheme.SchemeJson[] controlSchemes;
}
[Serializable]
internal struct ReadFileJson
{
public string name;
public InputActionMap.ReadMapJson[] maps;
public InputControlScheme.SchemeJson[] controlSchemes;
public void ToAsset(InputActionAsset asset)
{
asset.name = name;
asset.m_ActionMaps = new InputActionMap.ReadFileJson {maps = maps}.ToMaps();
asset.m_ControlSchemes = InputControlScheme.SchemeJson.ToSchemes(controlSchemes);
// Link maps to their asset.
if (asset.m_ActionMaps != null)
foreach (var map in asset.m_ActionMaps)
map.m_Asset = asset;
}
}
}
}
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