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4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 4511 | using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Profiling;
////TODO: now that we can bind to controls by display name, we need to re-resolve controls when those change (e.g. when the keyboard layout changes)
////TODO: remove direct references to InputManager
////TODO: make sure controls in per-action and per-map control arrays are unique (the internal arrays are probably okay to have duplicates)
////REVIEW: should the default interaction be an *explicit* interaction?
////REVIEW: should "pass-through" be an interaction instead of a setting on actions?
////REVIEW: allow setup where state monitor is enabled but action is disabled?
namespace UnityEngine.InputSystem
{
using InputActionListener = Action<InputAction.CallbackContext>;
/// <summary>
/// Dynamic execution state of one or more <see cref="InputActionMap">action maps</see> and
/// all the actions they contain.
/// </summary>
/// <remarks>
/// The aim of this class is to both put all the dynamic execution state into one place as well
/// as to organize state in tight, GC-optimized arrays. Also, by moving state out of individual
/// <see cref="InputActionMap">action maps</see>, we can combine the state of several maps
/// into one single object with a single set of arrays. Ideally, if you have a single action
/// asset in the game, you get a single InputActionState that contains the entire dynamic
/// execution state for your game's actions.
///
/// Note that this class allocates unmanaged memory. It has to be disposed of or it will leak
/// memory!
///
/// An instance of this class is also used for singleton actions by means of the hidden action
/// map we create for those actions. In that case, there will be both a hidden map instance
/// as well as an action state for every separate singleton action. This makes singleton actions
/// relatively expensive.
/// </remarks>
internal unsafe class InputActionState : IInputStateChangeMonitor, ICloneable, IDisposable
{
public const int kInvalidIndex = -1;
/// <summary>
/// Array of all maps added to the state.
/// </summary>
public InputActionMap[] maps;
/// <summary>
/// List of all resolved controls.
/// </summary>
/// <remarks>
/// As we don't know in advance how many controls a binding may match (if any), we bump the size of
/// this array in increments during resolution. This means it may be end up being larger than the total
/// number of used controls and have empty entries at the end. Use <see cref="UnmanagedMemory.controlCount"/> and not
/// <c>.Length</c> to find the actual number of controls.
///
/// All bound controls are included in the array regardless of whether only a partial set of actions
/// is currently enabled. What ultimately decides whether controls get triggered or not is whether we
/// have installed state monitors for them or not.
/// </remarks>
public InputControl[] controls;
/// <summary>
/// Array of instantiated interaction objects.
/// </summary>
/// <remarks>
/// Every binding that has interactions corresponds to a slice of this array.
///
/// Indices match between this and interaction states in <see cref="memory"/>.
/// </remarks>
public IInputInteraction[] interactions;
/// <summary>
/// Processor objects instantiated for the bindings in the state.
/// </summary>
public InputProcessor[] processors;
/// <summary>
/// Array of instantiated composite objects.
/// </summary>
public InputBindingComposite[] composites;
public int totalProcessorCount;
public int totalCompositeCount => memory.compositeCount;
public int totalMapCount => memory.mapCount;
public int totalActionCount => memory.actionCount;
public int totalBindingCount => memory.bindingCount;
public int totalInteractionCount => memory.interactionCount;
public int totalControlCount => memory.controlCount;
/// <summary>
/// Block of unmanaged memory that holds the dynamic execution state of the actions and their controls.
/// </summary>
/// <remarks>
/// We keep several arrays of structured data in a single block of unmanaged memory.
/// </remarks>
public UnmanagedMemory memory;
public ActionMapIndices* mapIndices => memory.mapIndices;
public TriggerState* actionStates => memory.actionStates;
public BindingState* bindingStates => memory.bindingStates;
public InteractionState* interactionStates => memory.interactionStates;
public int* controlIndexToBindingIndex => memory.controlIndexToBindingIndex;
public ushort* controlGroupingAndComplexity => memory.controlGroupingAndComplexity;
public float* controlMagnitudes => memory.controlMagnitudes;
public uint* enabledControls => (uint*)memory.enabledControls;
public bool isProcessingControlStateChange => m_InProcessControlStateChange;
private bool m_OnBeforeUpdateHooked;
private bool m_OnAfterUpdateHooked;
private bool m_InProcessControlStateChange;
private InputEventPtr m_CurrentlyProcessingThisEvent;
private Action m_OnBeforeUpdateDelegate;
private Action m_OnAfterUpdateDelegate;
/// <summary>
/// Initialize execution state with given resolved binding information.
/// </summary>
/// <param name="resolver"></param>
public void Initialize(InputBindingResolver resolver)
{
ClaimDataFrom(resolver);
AddToGlobalList();
}
private void ComputeControlGroupingIfNecessary()
{
if (memory.controlGroupingInitialized)
return;
// If shortcut support is disabled, we simply put put all bindings at complexity=1 and
// in their own group.
var disableControlGrouping = !InputSystem.settings.shortcutKeysConsumeInput;
var currentGroup = 1u;
for (var i = 0; i < totalControlCount; ++i)
{
var control = controls[i];
var bindingIndex = controlIndexToBindingIndex[i];
ref var binding = ref bindingStates[bindingIndex];
////REVIEW: take processors and interactions into account??
// Compute complexity.
var complexity = 1;
if (binding.isPartOfComposite && !disableControlGrouping)
{
var compositeBindingIndex = binding.compositeOrCompositeBindingIndex;
for (var n = compositeBindingIndex + 1; n < totalBindingCount; ++n)
{
ref var partBinding = ref bindingStates[n];
if (!partBinding.isPartOfComposite || partBinding.compositeOrCompositeBindingIndex != compositeBindingIndex)
break;
++complexity;
}
}
controlGroupingAndComplexity[i * 2 + 1] = (ushort)complexity;
// Compute grouping. If already set, skip.
if (controlGroupingAndComplexity[i * 2] == 0)
{
if (!disableControlGrouping)
{
for (var n = 0; n < totalControlCount; ++n)
{
// NOTE: We could compute group numbers based on device index + control offsets
// and thus make them work globally in a stable way. But we'd need a mechanism
// to then determine ordering of actions globally such that it is clear which
// action gets a first shot at an input.
var otherControl = controls[n];
if (control != otherControl)
continue;
controlGroupingAndComplexity[n * 2] = (ushort)currentGroup;
}
}
controlGroupingAndComplexity[i * 2] = (ushort)currentGroup;
++currentGroup;
}
}
memory.controlGroupingInitialized = true;
}
public void ClaimDataFrom(InputBindingResolver resolver)
{
totalProcessorCount = resolver.totalProcessorCount;
maps = resolver.maps;
interactions = resolver.interactions;
processors = resolver.processors;
composites = resolver.composites;
controls = resolver.controls;
memory = resolver.memory;
resolver.memory = new UnmanagedMemory();
ComputeControlGroupingIfNecessary();
}
~InputActionState()
{
Destroy(isFinalizing: true);
}
public void Dispose()
{
Destroy();
}
private void Destroy(bool isFinalizing = false)
{
Debug.Assert(!isProcessingControlStateChange, "Must not destroy InputActionState while executing an action callback within it");
if (!isFinalizing)
{
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
// Remove state change monitors.
if (map.enabled)
DisableControls(i, mapIndices[i].controlStartIndex, mapIndices[i].controlCount);
if (map.m_Asset != null)
map.m_Asset.m_SharedStateForAllMaps = null;
map.m_State = null;
map.m_MapIndexInState = kInvalidIndex;
map.m_EnabledActionsCount = 0;
// Reset action indices on the map's actions.
var actions = map.m_Actions;
if (actions != null)
{
for (var n = 0; n < actions.Length; ++n)
actions[n].m_ActionIndexInState = kInvalidIndex;
}
}
RemoveMapFromGlobalList();
}
memory.Dispose();
}
/// <summary>
/// Create a copy of the state.
/// </summary>
/// <returns></returns>
/// <remarks>
/// The copy is non-functional in so far as it cannot be used to keep track of changes made to
/// any associated actions. However, it can be used to freeze the binding resolution state of
/// a particular set of enabled actions. This is used by <see cref="InputActionTrace"/>.
/// </remarks>
public InputActionState Clone()
{
return new InputActionState
{
maps = ArrayHelpers.Copy(maps),
controls = ArrayHelpers.Copy(controls),
interactions = ArrayHelpers.Copy(interactions),
processors = ArrayHelpers.Copy(processors),
composites = ArrayHelpers.Copy(composites),
totalProcessorCount = totalProcessorCount,
memory = memory.Clone(),
};
}
object ICloneable.Clone()
{
return Clone();
}
/// <summary>
/// Check if the state is currently using a control from the given device.
/// </summary>
/// <param name="device">Any input device.</param>
/// <returns>True if any of the maps in the state has the device in its <see cref="InputActionMap.devices"/>
/// list or if any of the device's controls are contained in <see cref="controls"/>.</returns>
private bool IsUsingDevice(InputDevice device)
{
Debug.Assert(device != null, "Device is null");
// If all maps have device restrictions, the device must be in it
// or we're not using it.
var haveMapsWithoutDeviceRestrictions = false;
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
var devicesForMap = map.devices;
if (devicesForMap == null)
haveMapsWithoutDeviceRestrictions = true;
else if (devicesForMap.Value.Contains(device))
return true;
}
if (!haveMapsWithoutDeviceRestrictions)
return false;
// Check all our controls one by one.
for (var i = 0; i < totalControlCount; ++i)
if (controls[i].device == device)
return true;
return false;
}
// Check if the state would use a control from the given device.
private bool CanUseDevice(InputDevice device)
{
Debug.Assert(device != null, "Device is null");
// If all maps have device restrictions and the device isn't in them, we can't use
// the device.
var haveMapWithoutDeviceRestrictions = false;
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
var devicesForMap = map.devices;
if (devicesForMap == null)
haveMapWithoutDeviceRestrictions = true;
else if (devicesForMap.Value.Contains(device))
return true;
}
if (!haveMapWithoutDeviceRestrictions)
return false;
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
var bindings = map.m_Bindings;
if (bindings == null)
continue;
var bindingCount = bindings.Length;
for (var n = 0; n < bindingCount; ++n)
{
if (InputControlPath.TryFindControl(device, bindings[n].effectivePath) != null)
return true;
}
}
return false;
}
/// <summary>
/// Check whether the state has any actions that are currently enabled.
/// </summary>
/// <returns></returns>
public bool HasEnabledActions()
{
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
if (map.enabled)
return true;
}
return false;
}
private void FinishBindingCompositeSetups()
{
for (var i = 0; i < totalBindingCount; ++i)
{
ref var binding = ref bindingStates[i];
if (!binding.isComposite || binding.compositeOrCompositeBindingIndex == -1)
continue;
var composite = composites[binding.compositeOrCompositeBindingIndex];
var context = new InputBindingCompositeContext { m_State = this, m_BindingIndex = i };
composite.CallFinishSetup(ref context);
}
}
internal void PrepareForBindingReResolution(bool needFullResolve,
ref InputControlList<InputControl> activeControls, ref bool hasEnabledActions)
{
// Let listeners know we're about to modify bindings.
var needToCloneActiveControls = false;
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
if (map.enabled)
{
hasEnabledActions = true;
if (needFullResolve)
{
// For a full-resolve, we temporarily disable all actions and then re-enable
// all that were enabled after bindings have been resolved (plus we also flip on
// initial state checks for those actions to make sure they react right away
// to whatever state controls are in).
DisableAllActions(map);
}
else
{
// Cancel any action that is driven from a control we will lose when we re-resolve.
// For any other on-going action, save active controls.
foreach (var action in map.actions)
{
if (!action.phase.IsInProgress())
continue;
// Skip action's that are in progress but whose active control is not affected
// by the changes that lead to re-resolution.
if (action.ActiveControlIsValid(action.activeControl))
{
// As part of re-resolving, we're losing m_State.controls. So, while we retain
// the current execution state of the method including the index of the currently
// active control, we lose the actual references to the control.
// Thus, we retain an explicit list of active controls into which we *only* copy
// those few controls that are currently active. Also, this list is kept in unmanaged
// memory so we don't add an additional GC allocation here.
if (needToCloneActiveControls == false)
{
activeControls = new InputControlList<InputControl>(Allocator.Temp);
activeControls.Resize(totalControlCount);
needToCloneActiveControls = true;
}
ref var actionState = ref actionStates[action.m_ActionIndexInState];
var activeControlIndex = actionState.controlIndex;
activeControls[activeControlIndex] = controls[activeControlIndex];
// Also save active controls for other ongoing interactions.
var bindingState = bindingStates[actionState.bindingIndex];
for (var n = 0; n < bindingState.interactionCount; ++n)
{
var interactionIndex = bindingState.interactionStartIndex + n;
if (!interactionStates[interactionIndex].phase.IsInProgress())
continue;
activeControlIndex = interactionStates[interactionIndex]
.triggerControlIndex;
if (action.ActiveControlIsValid(controls[activeControlIndex]))
activeControls[activeControlIndex] = controls[activeControlIndex];
else
ResetInteractionState(interactionIndex);
}
}
else
{
ResetActionState(action.m_ActionIndexInState);
}
}
// NOTE: Removing state monitors here also means we're terminating any pending
// timeouts. However, we have information in the action state about how much
// is time is remaining on each of them so we can resume them later.
DisableControls(map);
}
}
map.ClearCachedActionData(onlyControls: !needFullResolve);
}
NotifyListenersOfActionChange(InputActionChange.BoundControlsAboutToChange);
}
public void FinishBindingResolution(bool hasEnabledActions, UnmanagedMemory oldMemory, InputControlList<InputControl> activeControls, bool isFullResolve)
{
// Fire InputBindingComposite.FinishSetup() calls.
FinishBindingCompositeSetups();
// Sync action states between the old and the new state. This also ensures
// that any action that was already in progress just keeps going -- except
// if we actually lost the control that was driving it.
if (hasEnabledActions)
RestoreActionStatesAfterReResolvingBindings(oldMemory, activeControls, isFullResolve);
else
NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged);
}
/// <summary>
/// Synchronize the current action states based on what they were before.
/// </summary>
/// <param name="oldState"></param>
/// <remarks>
/// We do this when we have to temporarily disable actions in order to re-resolve bindings.
///
/// Note that we do NOT restore action states perfectly. I.e. will we will not preserve trigger
/// and interaction states exactly to what they were before. Given that the bound controls may change,
/// it would be non-trivial to reliably correlate the old and the new state. Instead, we simply
/// reenable all the actions and controls that were enabled before and then let the next update
/// take it from there.
/// </remarks>
private void RestoreActionStatesAfterReResolvingBindings(UnmanagedMemory oldState, InputControlList<InputControl> activeControls, bool isFullResolve)
{
Debug.Assert(oldState.isAllocated, "Old state contains no memory");
// No maps and/or actions must have been added, replaced, or removed.
//
// IF
// isFullResolve==true:
// - No bindings must have been added, replaced, or removed or touched in any other way.
// - The only thing that is allowed to have changed is the list of controls used by the actions.
// - Binding masks must not have changed.
//
// isFullResolve==false:
// - Bindings may have been added, replaced, modified, and/or removed.
// - Also, the list of controls may have changed.
// - Binding masks may have changed.
//
// This means that when we compare UnmanagedMemory from before and after:
// - Map indices are identical.
// - Action indices are identical.
// - Binding indices may have changed arbitrarily.
// - Control indices may have changed arbitrarily (controls[] before and after need not relate at all).
// - Processor indices may have changed arbitrarily.
// - Interaction indices may have changed arbitrarily.
//
// HOWEVER, if isFullResolve==false, then ONLY control indices may have changed. All other
// indices must have remained unchanged.
Debug.Assert(oldState.actionCount == memory.actionCount, "Action count in old and new state must be the same");
Debug.Assert(oldState.mapCount == memory.mapCount, "Map count in old and new state must be the same");
if (!isFullResolve)
{
Debug.Assert(oldState.bindingCount == memory.bindingCount, "Binding count in old and new state must be the same");
Debug.Assert(oldState.interactionCount == memory.interactionCount, "Interaction count in old and new state must be the same");
Debug.Assert(oldState.compositeCount == memory.compositeCount, "Composite count in old and new state must be the same");
}
// Restore action states.
for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex)
{
ref var oldActionState = ref oldState.actionStates[actionIndex];
ref var newActionState = ref actionStates[actionIndex];
newActionState.lastCanceledInUpdate = oldActionState.lastCanceledInUpdate;
newActionState.lastPerformedInUpdate = oldActionState.lastPerformedInUpdate;
newActionState.pressedInUpdate = oldActionState.pressedInUpdate;
newActionState.releasedInUpdate = oldActionState.releasedInUpdate;
newActionState.startTime = oldActionState.startTime;
if (oldActionState.phase != InputActionPhase.Disabled)
{
// In this step, we only put enabled actions into Waiting phase.
// When isFullResolve==false, we will restore the actual phase from
// before when we look at bindings further down in the code.
newActionState.phase = InputActionPhase.Waiting;
// In a full resolve, we actually disable any action we find enabled.
// So count any action we reenable here.
if (isFullResolve)
++maps[newActionState.mapIndex].m_EnabledActionsCount;
}
}
// Restore binding (and interaction) states.
for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex)
{
ref var newBindingState = ref memory.bindingStates[bindingIndex];
if (newBindingState.isPartOfComposite)
{
// Bindings that are part of composites get enabled through the composite itself.
continue;
}
// For composites, bring magnitudes along.
if (newBindingState.isComposite)
{
var compositeIndex = newBindingState.compositeOrCompositeBindingIndex;
memory.compositeMagnitudes[compositeIndex] = oldState.compositeMagnitudes[compositeIndex];
}
var actionIndex = newBindingState.actionIndex;
if (actionIndex == kInvalidIndex)
{
// Binding is not targeting an action.
continue;
}
// Skip if action is disabled.
ref var newActionState = ref actionStates[actionIndex];
if (newActionState.isDisabled)
continue;
// For all bindings to actions that are enabled, we flip on initial state checks to make sure
// we're checking the action's current state against the most up-to-date actuation state of controls.
// NOTE: We're only restore execution state for currently active controls. So, if there were multiple
// concurrent actuations on an action that was in progress, we let initial state checks restore
// relevant state.
newBindingState.initialStateCheckPending = newBindingState.wantsInitialStateCheck;
// Enable all controls on the binding.
EnableControls(newBindingState.mapIndex, newBindingState.controlStartIndex,
newBindingState.controlCount);
// For the remainder of what we do, we need binding indices to be stable.
if (isFullResolve)
continue;
ref var oldBindingState = ref memory.bindingStates[bindingIndex];
newBindingState.triggerEventIdForComposite = oldBindingState.triggerEventIdForComposite;
// If we only re-resolved controls and the action was in progress from the binding we're currently
// looking at and we still have the control that was driving the action, we can simply keep the
// action going from its previous state. However, control indices may have shifted (devices may have been added
// or removed) so we need to be careful to update those. Other indices (bindings, actions, maps, etc.)
// are guaranteed to still match.
ref var oldActionState = ref oldState.actionStates[actionIndex];
if (bindingIndex == oldActionState.bindingIndex && oldActionState.phase.IsInProgress() &&
activeControls.Count > 0 && activeControls[oldActionState.controlIndex] != null)
{
var control = activeControls[oldActionState.controlIndex];
// Find the new control index. Binding index is guaranteed to be the same,
// so we can simply look on the binding for where the control is now.
var newControlIndex = FindControlIndexOnBinding(bindingIndex, control);
Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control after binding resolution");
if (newControlIndex != kInvalidIndex)
{
newActionState.phase = oldActionState.phase;
newActionState.controlIndex = newControlIndex;
newActionState.magnitude = oldActionState.magnitude;
newActionState.interactionIndex = oldActionState.interactionIndex;
memory.controlMagnitudes[newControlIndex] = oldActionState.magnitude;
}
// Also bring over interaction states.
Debug.Assert(newBindingState.interactionCount == oldBindingState.interactionCount,
"Interaction count on binding must not have changed when doing a control-only resolve");
for (var n = 0; n < newBindingState.interactionCount; ++n)
{
ref var oldInteractionState = ref oldState.interactionStates[oldBindingState.interactionStartIndex + n];
if (!oldInteractionState.phase.IsInProgress())
continue;
control = activeControls[oldInteractionState.triggerControlIndex];
if (control == null)
continue;
newControlIndex = FindControlIndexOnBinding(bindingIndex, control);
Debug.Assert(newControlIndex != kInvalidIndex, "Could not find active control on interaction after binding resolution");
ref var newInteractionState = ref interactionStates[newBindingState.interactionStartIndex + n];
newInteractionState.phase = oldInteractionState.phase;
newInteractionState.performedTime = oldInteractionState.performedTime;
newInteractionState.startTime = oldInteractionState.startTime;
newInteractionState.triggerControlIndex = newControlIndex;
// If there was a running timeout on the interaction, resume it now.
if (oldInteractionState.isTimerRunning)
{
var trigger = new TriggerState
{
mapIndex = newBindingState.mapIndex,
controlIndex = newControlIndex,
bindingIndex = bindingIndex,
time = oldInteractionState.timerStartTime,
interactionIndex = newBindingState.interactionStartIndex + n
};
StartTimeout(oldInteractionState.timerDuration, ref trigger);
newInteractionState.totalTimeoutCompletionDone = oldInteractionState.totalTimeoutCompletionDone;
newInteractionState.totalTimeoutCompletionTimeRemaining = oldInteractionState.totalTimeoutCompletionTimeRemaining;
}
}
}
}
// Make sure we get an initial state check.
HookOnBeforeUpdate();
// Let listeners know we have changed controls.
NotifyListenersOfActionChange(InputActionChange.BoundControlsChanged);
// For a full resolve, we will have temporarily disabled actions and reenabled them now.
// Let listeners now.
if (isFullResolve && s_GlobalState.onActionChange.length > 0)
{
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
if (map.m_SingletonAction == null && map.m_EnabledActionsCount == map.m_Actions.LengthSafe())
{
NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map);
}
else
{
var actions = map.actions;
foreach (var action in actions)
if (action.enabled)
NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action);
}
}
}
}
// Return true if the action that bindingIndex is bound to is currently driven from the given control
// -OR- if any of the interactions on the binding are currently driven from the control.
private bool IsActiveControl(int bindingIndex, int controlIndex)
{
ref var bindingState = ref bindingStates[bindingIndex];
var actionIndex = bindingState.actionIndex;
if (actionIndex == kInvalidIndex)
return false;
if (actionStates[actionIndex].controlIndex == controlIndex)
return true;
for (var i = 0; i < bindingState.interactionCount; ++i)
if (interactionStates[bindingStates->interactionStartIndex + i].triggerControlIndex == controlIndex)
return true;
return false;
}
private int FindControlIndexOnBinding(int bindingIndex, InputControl control)
{
var controlStartIndex = bindingStates[bindingIndex].controlStartIndex;
var controlCount = bindingStates[bindingIndex].controlCount;
for (var n = 0; n < controlCount; ++n)
{
if (control == controls[controlStartIndex + n])
return controlStartIndex + n;
}
return kInvalidIndex;
}
private void ResetActionStatesDrivenBy(InputDevice device)
{
using (InputActionRebindingExtensions.DeferBindingResolution())
{
for (var actionIndex = 0; actionIndex < totalActionCount; ++actionIndex)
{
var actionState = &actionStates[actionIndex];
// Skip actions that aren't in progress.
if (actionState->phase == InputActionPhase.Waiting || actionState->phase == InputActionPhase.Disabled)
continue;
// Skip actions not driven from this device.
if (actionState->isPassThrough)
{
// Pass-through actions are not driven from specific controls yet still benefit
// from being able to observe resets. So for these, we need to check all bound controls,
// not just the one that happen to trigger last.
if (!IsActionBoundToControlFromDevice(device, actionIndex))
continue;
}
else
{
// For button and value actions, we go by whatever is currently driving the action.
var controlIndex = actionState->controlIndex;
if (controlIndex == -1)
continue;
var control = controls[controlIndex];
if (control.device != device)
continue;
}
// Reset.
ResetActionState(actionIndex);
}
}
}
private bool IsActionBoundToControlFromDevice(InputDevice device, int actionIndex)
{
var usesControlFromDevice = false;
var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount);
for (var i = 0; i < bindingCount; ++i)
{
var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i];
var controlCount = bindingStates[bindingIndex].controlCount;
var controlStartIndex = bindingStates[bindingIndex].controlStartIndex;
for (var n = 0; n < controlCount; ++n)
{
var control = controls[controlStartIndex + n];
if (control.device == device)
{
usesControlFromDevice = true;
break;
}
}
}
return usesControlFromDevice;
}
/// <summary>
/// Reset the trigger state of the given action such that the action has no record of being triggered.
/// </summary>
/// <param name="actionIndex">Action whose state to reset.</param>
/// <param name="toPhase">Phase to reset the action to. Must be either <see cref="InputActionPhase.Waiting"/>
/// or <see cref="InputActionPhase.Disabled"/>. Other phases cannot be transitioned to through resets.</param>
/// <param name="hardReset">If true, also wipe state such as for <see cref="InputAction.WasPressedThisFrame"/> which normally
/// persists even if an action is disabled.</param>
public void ResetActionState(int actionIndex, InputActionPhase toPhase = InputActionPhase.Waiting, bool hardReset = false)
{
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range when resetting action");
Debug.Assert(toPhase == InputActionPhase.Waiting || toPhase == InputActionPhase.Disabled,
"Phase must be Waiting or Disabled");
// If the action in started or performed phase, cancel it first.
var actionState = &actionStates[actionIndex];
if (actionState->phase != InputActionPhase.Waiting && actionState->phase != InputActionPhase.Disabled)
{
// Cancellation calls should receive current time.
actionState->time = InputState.currentTime;
// If the action got triggered from an interaction, go and reset all interactions on the binding
// that got triggered.
if (actionState->interactionIndex != kInvalidIndex)
{
var bindingIndex = actionState->bindingIndex;
if (bindingIndex != kInvalidIndex)
{
var mapIndex = actionState->mapIndex;
var interactionCount = bindingStates[bindingIndex].interactionCount;
var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
for (var i = 0; i < interactionCount; ++i)
{
var interactionIndex = interactionStartIndex + i;
ResetInteractionStateAndCancelIfNecessary(mapIndex, bindingIndex, interactionIndex);
}
}
}
else
{
// No interactions. Cancel the action directly.
Debug.Assert(actionState->bindingIndex != kInvalidIndex, "Binding index on trigger state is invalid");
Debug.Assert(bindingStates[actionState->bindingIndex].interactionCount == 0,
"Action has been triggered but apparently not from an interaction yet there's interactions on the binding that got triggered?!?");
if (actionState->phase != InputActionPhase.Canceled)
ChangePhaseOfAction(InputActionPhase.Canceled, ref actionStates[actionIndex]);
}
}
// Wipe state.
actionState->phase = toPhase;
actionState->controlIndex = kInvalidIndex;
actionState->bindingIndex = memory.actionBindingIndices[memory.actionBindingIndicesAndCounts[actionIndex]];
actionState->interactionIndex = kInvalidIndex;
actionState->startTime = 0;
actionState->time = 0;
actionState->hasMultipleConcurrentActuations = false;
actionState->inProcessing = false;
actionState->isPressed = false;
// For "hard resets", wipe state we don't normally wipe. This resets things such as WasPressedThisFrame().
if (hardReset)
{
actionState->lastCanceledInUpdate = default;
actionState->lastPerformedInUpdate = default;
actionState->pressedInUpdate = default;
actionState->releasedInUpdate = default;
}
Debug.Assert(!actionState->isStarted, "Cannot reset an action to started phase");
Debug.Assert(!actionState->isPerformed, "Cannot reset an action to performed phase");
Debug.Assert(!actionState->isCanceled, "Cannot reset an action to canceled phase");
}
public ref TriggerState FetchActionState(InputAction action)
{
Debug.Assert(action != null, "Action must not be null");
Debug.Assert(action.m_ActionMap != null, "Action must have an action map");
Debug.Assert(action.m_ActionMap.m_MapIndexInState != kInvalidIndex, "Action must have index set");
Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
Debug.Assert(action.m_ActionIndexInState >= 0 && action.m_ActionIndexInState < totalActionCount, "Action index is out of range");
return ref actionStates[action.m_ActionIndexInState];
}
public ActionMapIndices FetchMapIndices(InputActionMap map)
{
Debug.Assert(map != null, "Must must not be null");
Debug.Assert(maps.Contains(map), "Map must be contained in state");
return mapIndices[map.m_MapIndexInState];
}
public void EnableAllActions(InputActionMap map)
{
Debug.Assert(map != null, "Map must not be null");
Debug.Assert(map.m_Actions != null, "Map must have actions");
Debug.Assert(maps.Contains(map), "Map must be contained in state");
// Enable all controls in map that aren't already enabled.
EnableControls(map);
// Put all actions that aren't already enabled into waiting state.
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range");
var actionCount = mapIndices[mapIndex].actionCount;
var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
for (var i = 0; i < actionCount; ++i)
{
var actionIndex = actionStartIndex + i;
var actionState = &actionStates[actionIndex];
if (actionState->isDisabled)
actionState->phase = InputActionPhase.Waiting;
actionState->inProcessing = false;
}
map.m_EnabledActionsCount = actionCount;
HookOnBeforeUpdate();
// Make sure that if we happen to get here with one of the hidden action maps we create for singleton
// action, we notify on the action, not the hidden map.
if (map.m_SingletonAction != null)
NotifyListenersOfActionChange(InputActionChange.ActionEnabled, map.m_SingletonAction);
else
NotifyListenersOfActionChange(InputActionChange.ActionMapEnabled, map);
}
private void EnableControls(InputActionMap map)
{
Debug.Assert(map != null, "Map must not be null");
Debug.Assert(map.m_Actions != null, "Map must have actions");
Debug.Assert(maps.Contains(map), "Map must be contained in state");
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index on InputActionMap is out of range");
// Install state monitors for all controls.
var controlCount = mapIndices[mapIndex].controlCount;
var controlStartIndex = mapIndices[mapIndex].controlStartIndex;
if (controlCount > 0)
EnableControls(mapIndex, controlStartIndex, controlCount);
}
public void EnableSingleAction(InputAction action)
{
Debug.Assert(action != null, "Action must not be null");
Debug.Assert(action.m_ActionMap != null, "Action must have action map");
Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
EnableControls(action);
// Put action into waiting state.
var actionIndex = action.m_ActionIndexInState;
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when enabling single action");
actionStates[actionIndex].phase = InputActionPhase.Waiting;
++action.m_ActionMap.m_EnabledActionsCount;
HookOnBeforeUpdate();
NotifyListenersOfActionChange(InputActionChange.ActionEnabled, action);
}
private void EnableControls(InputAction action)
{
Debug.Assert(action != null, "Action must not be null");
Debug.Assert(action.m_ActionMap != null, "Action must have action map");
Debug.Assert(maps.Contains(action.m_ActionMap), "Map must be contained in state");
var actionIndex = action.m_ActionIndexInState;
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when enabling controls");
var map = action.m_ActionMap;
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in EnableControls");
// Go through all bindings in the map and for all that belong to the given action,
// enable the associated controls.
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
var bindingCount = mapIndices[mapIndex].bindingCount;
var bindingStatesPtr = memory.bindingStates;
for (var i = 0; i < bindingCount; ++i)
{
var bindingIndex = bindingStartIndex + i;
var bindingState = &bindingStatesPtr[bindingIndex];
if (bindingState->actionIndex != actionIndex)
continue;
// Composites enable en-bloc through the composite binding itself.
if (bindingState->isPartOfComposite)
continue;
var controlCount = bindingState->controlCount;
if (controlCount == 0)
continue;
EnableControls(mapIndex, bindingState->controlStartIndex, controlCount);
}
}
public void DisableAllActions(InputActionMap map)
{
Debug.Assert(map != null, "Map must not be null");
Debug.Assert(map.m_Actions != null, "Map must have actions");
Debug.Assert(maps.Contains(map), "Map must be contained in state");
DisableControls(map);
// Mark all actions as disabled.
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableAllActions");
var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
var actionCount = mapIndices[mapIndex].actionCount;
var allActionsEnabled = map.m_EnabledActionsCount == actionCount;
for (var i = 0; i < actionCount; ++i)
{
var actionIndex = actionStartIndex + i;
if (actionStates[actionIndex].phase != InputActionPhase.Disabled)
{
ResetActionState(actionIndex, toPhase: InputActionPhase.Disabled);
if (!allActionsEnabled)
NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_Actions[i]);
}
}
map.m_EnabledActionsCount = 0;
// Make sure that if we happen to get here with one of the hidden action maps we create for singleton
// action, we notify on the action, not the hidden map.
if (map.m_SingletonAction != null)
NotifyListenersOfActionChange(InputActionChange.ActionDisabled, map.m_SingletonAction);
else if (allActionsEnabled)
NotifyListenersOfActionChange(InputActionChange.ActionMapDisabled, map);
}
public void DisableControls(InputActionMap map)
{
Debug.Assert(map != null, "Map must not be null");
Debug.Assert(map.m_Actions != null, "Map must have actions");
Debug.Assert(maps.Contains(map), "Map must be contained in state");
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputActionMap)");
// Remove state monitors from all controls.
var controlCount = mapIndices[mapIndex].controlCount;
var controlStartIndex = mapIndices[mapIndex].controlStartIndex;
if (controlCount > 0)
DisableControls(mapIndex, controlStartIndex, controlCount);
}
public void DisableSingleAction(InputAction action)
{
Debug.Assert(action != null, "Action must not be null");
Debug.Assert(action.m_ActionMap != null, "Action must have action map");
Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
DisableControls(action);
ResetActionState(action.m_ActionIndexInState, toPhase: InputActionPhase.Disabled);
--action.m_ActionMap.m_EnabledActionsCount;
NotifyListenersOfActionChange(InputActionChange.ActionDisabled, action);
}
private void DisableControls(InputAction action)
{
Debug.Assert(action != null, "Action must not be null");
Debug.Assert(action.m_ActionMap != null, "Action must have action map");
Debug.Assert(maps.Contains(action.m_ActionMap), "Action map must be contained in state");
var actionIndex = action.m_ActionIndexInState;
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when disabling controls");
var map = action.m_ActionMap;
var mapIndex = map.m_MapIndexInState;
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in DisableControls(InputAction)");
// Go through all bindings in the map and for all that belong to the given action,
// disable the associated controls.
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
var bindingCount = mapIndices[mapIndex].bindingCount;
var bindingStatesPtr = memory.bindingStates;
for (var i = 0; i < bindingCount; ++i)
{
var bindingIndex = bindingStartIndex + i;
var bindingState = &bindingStatesPtr[bindingIndex];
if (bindingState->actionIndex != actionIndex)
continue;
// Composites enable en-bloc through the composite binding itself.
if (bindingState->isPartOfComposite)
continue;
var controlCount = bindingState->controlCount;
if (controlCount == 0)
continue;
DisableControls(mapIndex, bindingState->controlStartIndex, controlCount);
}
}
////REVIEW: can we have a method on InputManager doing this in bulk?
////NOTE: This must not enable only a partial set of controls on a binding (currently we have no setup that would lead to that)
private void EnableControls(int mapIndex, int controlStartIndex, int numControls)
{
Debug.Assert(controls != null, "State must have controls");
Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0),
"Control start index out of range");
Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds");
var manager = InputSystem.s_Manager;
for (var i = 0; i < numControls; ++i)
{
var controlIndex = controlStartIndex + i;
// We don't want to add multiple state monitors for the same control. This can happen if enabling
// single actions is mixed with enabling actions maps containing them.
if (IsControlEnabled(controlIndex))
continue;
var bindingIndex = controlIndexToBindingIndex[controlIndex];
var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex);
var bindingStatePtr = &bindingStates[bindingIndex];
if (bindingStatePtr->wantsInitialStateCheck)
SetInitialStateCheckPending(bindingStatePtr, true);
manager.AddStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex, controlGroupingAndComplexity[controlIndex * 2]);
SetControlEnabled(controlIndex, true);
}
}
private void DisableControls(int mapIndex, int controlStartIndex, int numControls)
{
Debug.Assert(controls != null, "State must have controls");
Debug.Assert(controlStartIndex >= 0 && (controlStartIndex < totalControlCount || numControls == 0),
"Control start index out of range");
Debug.Assert(controlStartIndex + numControls <= totalControlCount, "Control range out of bounds");
var manager = InputSystem.s_Manager;
for (var i = 0; i < numControls; ++i)
{
var controlIndex = controlStartIndex + i;
////TODO: This can be done much more efficiently by at least going byte by byte in the mask instead of just bit by bit
if (!IsControlEnabled(controlIndex))
continue;
var bindingIndex = controlIndexToBindingIndex[controlIndex];
var mapControlAndBindingIndex = ToCombinedMapAndControlAndBindingIndex(mapIndex, controlIndex, bindingIndex);
var bindingStatePtr = &bindingStates[bindingIndex];
if (bindingStatePtr->wantsInitialStateCheck)
SetInitialStateCheckPending(bindingStatePtr, false);
manager.RemoveStateChangeMonitor(controls[controlIndex], this, mapControlAndBindingIndex);
SetControlEnabled(controlIndex, false);
}
}
public void SetInitialStateCheckPending(int actionIndex, bool value = true)
{
var mapIndex = actionStates[actionIndex].mapIndex;
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
var bindingCount = mapIndices[mapIndex].bindingCount;
for (var i = 0; i < bindingCount; ++i)
{
ref var bindingState = ref bindingStates[bindingStartIndex + i];
if (bindingState.actionIndex == actionIndex && !bindingState.isPartOfComposite)
bindingState.initialStateCheckPending = value;
}
}
private void SetInitialStateCheckPending(BindingState* bindingStatePtr, bool value)
{
if (bindingStatePtr->isPartOfComposite)
{
// For composites, we always flag the composite itself as wanting an initial state check. This
// way, we don't have to worry about triggering the composite multiple times when several of its
// controls are actuated.
var compositeIndex = bindingStatePtr->compositeOrCompositeBindingIndex;
bindingStates[compositeIndex].initialStateCheckPending = value;
}
else
{
bindingStatePtr->initialStateCheckPending = value;
}
}
private bool IsControlEnabled(int controlIndex)
{
var intIndex = controlIndex / 32;
var mask = 1U << (controlIndex % 32);
return (enabledControls[intIndex] & mask) != 0;
}
private void SetControlEnabled(int controlIndex, bool state)
{
var intIndex = controlIndex / 32;
var mask = 1U << (controlIndex % 32);
if (state)
enabledControls[intIndex] |= mask;
else
enabledControls[intIndex] &= ~mask;
}
private void HookOnBeforeUpdate()
{
if (m_OnBeforeUpdateHooked)
return;
if (m_OnBeforeUpdateDelegate == null)
m_OnBeforeUpdateDelegate = OnBeforeInitialUpdate;
InputSystem.s_Manager.onBeforeUpdate += m_OnBeforeUpdateDelegate;
m_OnBeforeUpdateHooked = true;
}
private void UnhookOnBeforeUpdate()
{
if (!m_OnBeforeUpdateHooked)
return;
InputSystem.s_Manager.onBeforeUpdate -= m_OnBeforeUpdateDelegate;
m_OnBeforeUpdateHooked = false;
}
// We hook this into InputManager.onBeforeUpdate every time actions are enabled and then take it off
// the list after the first call. Inside here we check whether any actions we enabled already have
// non-default state on bound controls.
//
// NOTE: We do this as a callback from onBeforeUpdate rather than directly when the action is enabled
// to ensure that the callbacks happen during input processing and not randomly from wherever
// an action happens to be enabled.
private void OnBeforeInitialUpdate()
{
if (InputState.currentUpdateType == InputUpdateType.BeforeRender
#if UNITY_EDITOR
|| InputState.currentUpdateType == InputUpdateType.Editor
#endif
)
return;
// Remove us from the callback as the processing we're doing here is a one-time thing.
UnhookOnBeforeUpdate();
Profiler.BeginSample("InitialActionStateCheck");
// Use current time as time of control state change.
var time = InputState.currentTime;
////REVIEW: should we store this data in a separate place rather than go through all bindingStates?
// Go through all binding states and for every binding that needs an initial state check,
// go through all bound controls and for each one that isn't in its default state, pretend
// that the control just got actuated.
var manager = InputSystem.s_Manager;
for (var bindingIndex = 0; bindingIndex < totalBindingCount; ++bindingIndex)
{
ref var bindingState = ref bindingStates[bindingIndex];
if (!bindingState.initialStateCheckPending)
continue;
Debug.Assert(!bindingState.isPartOfComposite, "Initial state check flag must be set on composite, not on its parts");
bindingState.initialStateCheckPending = false;
var controlStartIndex = bindingState.controlStartIndex;
var controlCount = bindingState.controlCount;
var isComposite = bindingState.isComposite;
var didFindControlToSignal = false;
for (var n = 0; n < controlCount; ++n)
{
var controlIndex = controlStartIndex + n;
var control = controls[controlIndex];
// Leave any control alone that is already driving an interaction and/or action.
if (IsActiveControl(bindingIndex, controlIndex))
continue;
if (!control.CheckStateIsAtDefault())
{
// Update press times.
if (control.IsValueConsideredPressed(control.magnitude))
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (bindingState.pressTime == default || bindingState.pressTime > time)
bindingState.pressTime = time;
}
// For composites, any one actuated control will lead to the composite being
// processed as a whole so we can stop here. This also ensures that we are
// not triggering the composite repeatedly if there are multiple actuated
// controls bound to its parts.
if (isComposite && didFindControlToSignal)
continue;
manager.SignalStateChangeMonitor(control, this);
didFindControlToSignal = true;
}
}
}
manager.FireStateChangeNotifications();
Profiler.EndSample();
}
// Called from InputManager when one of our state change monitors has fired.
// Tells us the time of the change *according to the state events coming in*.
// Also tells us which control of the controls we are binding to triggered the
// change and relays the binding index we gave it when we called AddChangeMonitor.
void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, double time,
InputEventPtr eventPtr, long mapControlAndBindingIndex)
{
#if UNITY_EDITOR
if (InputState.currentUpdateType == InputUpdateType.Editor)
return;
#endif
SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex);
ProcessControlStateChange(mapIndex, controlIndex, bindingIndex, time, eventPtr);
}
void IInputStateChangeMonitor.NotifyTimerExpired(InputControl control, double time,
long mapControlAndBindingIndex, int interactionIndex)
{
SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex);
ProcessTimeout(time, mapIndex, controlIndex, bindingIndex, interactionIndex);
}
/// <summary>
/// Bit pack the mapIndex, controlIndex, bindingIndex and complexity components into a single long monitor index value.
/// </summary>
/// <param name="mapIndex">The mapIndex value to pack.</param>
/// <param name="controlIndex">The controlIndex value to pack.</param>
/// <param name="bindingIndex">The bindingIndex value to pack..</param>
/// <remarks>
/// We mangle the various indices we use into a single long for association with state change
/// monitors. While we could look up map and binding indices from control indices, keeping
/// all the information together avoids having to unnecessarily jump around in memory to grab
/// the various pieces of data.
/// The complexity component is implicitly derived and does not need to be passed as an argument.
/// </remarks>
private long ToCombinedMapAndControlAndBindingIndex(int mapIndex, int controlIndex, int bindingIndex)
{
// We have limits on the numbers of maps, controls, and bindings we allow in any single
// action state (see TriggerState.kMaxNumXXX).
var complexity = controlGroupingAndComplexity[controlIndex * 2 + 1];
var result = (long)controlIndex;
result |= (long)bindingIndex << 24;
result |= (long)mapIndex << 40;
result |= (long)complexity << 48;
return result;
}
/// <summary>
/// Extract the mapIndex, controlIndex and bindingIndex components from the provided bit packed argument (monitor index).
/// </summary>
/// <param name="mapControlAndBindingIndex">Represents a monitor index, which is a bit packed field containing multiple components.</param>
/// <param name="mapIndex">Will hold the extracted mapIndex value after the function completes.</param>
/// <param name="controlIndex">Will hold the extracted controlIndex value after the function completes.</param>
/// <param name="bindingIndex">Will hold the extracted bindingIndex value after the function completes.</param>
private void SplitUpMapAndControlAndBindingIndex(long mapControlAndBindingIndex, out int mapIndex,
out int controlIndex, out int bindingIndex)
{
controlIndex = (int)(mapControlAndBindingIndex & 0x00ffffff);
bindingIndex = (int)((mapControlAndBindingIndex >> 24) & 0xffff);
mapIndex = (int)((mapControlAndBindingIndex >> 40) & 0xff);
}
/// <summary>
/// Extract the 'complexity' component from the provided bit packed argument (monitor index).
/// </summary>
/// <param name="mapControlAndBindingIndex">Represents a monitor index, which is a bit packed field containing multiple components.</param>
internal static int GetComplexityFromMonitorIndex(long mapControlAndBindingIndex)
{
return (int)((mapControlAndBindingIndex >> 48) & 0xff);
}
/// <summary>
/// Process a state change that has happened in one of the controls attached
/// to this action map state.
/// </summary>
/// <param name="mapIndex">Index of the action map to which the binding belongs.</param>
/// <param name="controlIndex">Index of the control that changed state.</param>
/// <param name="bindingIndex">Index of the binding associated with the given control.</param>
/// <param name="time">The timestamp associated with the state change (comes from the state change event).</param>
/// <param name="eventPtr">Event (if any) that triggered the state change.</param>
/// <remarks>
/// This is where we end up if one of the state monitors we've put in the system has triggered.
/// From here we go back to the associated binding and then let it figure out what the state change
/// means for it.
///
/// Note that we get called for any change in state even if the change in state does not actually
/// result in a change of value on the respective control.
/// </remarks>
private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindingIndex, double time, InputEventPtr eventPtr)
{
Debug.Assert(mapIndex >= 0 && mapIndex < totalMapCount, "Map index out of range in ProcessControlStateChange");
Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
using (InputActionRebindingExtensions.DeferBindingResolution())
{
// Callbacks can do pretty much anything and thus trigger arbitrary state/configuration
// changes in the system. We have to ensure that while we're executing callbacks, our
// current InputActionState is not getting changed from under us. We dictate that while
// m_InProcessControlStateChange is true, no binding resolution can be triggered on the state and
// it cannot be destroyed.
//
// This is also why we defer binding resolution above. If there is a configuration change
// triggered by an action callback, the state will be marked dirty and re-resolved after
// we have completed the callback.
m_InProcessControlStateChange = true;
m_CurrentlyProcessingThisEvent = eventPtr;
try
{
var bindingStatePtr = &bindingStates[bindingIndex];
var actionIndex = bindingStatePtr->actionIndex;
var trigger = new TriggerState
{
mapIndex = mapIndex,
controlIndex = controlIndex,
bindingIndex = bindingIndex,
interactionIndex = kInvalidIndex,
time = time,
startTime = time,
isPassThrough = actionIndex != kInvalidIndex && actionStates[actionIndex].isPassThrough,
isButton = actionIndex != kInvalidIndex && actionStates[actionIndex].isButton,
};
// If we have pending initial state checks that will run in the next update,
// force-reset the flag on the control that just triggered. This ensures that we're
// not triggering an action twice from the same state change in case the initial state
// check happens later (see Actions_ValueActionsEnabledInOnEvent_DoNotReactToCurrentStateOfControlTwice).
if (m_OnBeforeUpdateHooked)
bindingStatePtr->initialStateCheckPending = false;
// Store magnitude. We do this once and then only read it from here.
var control = controls[controlIndex];
trigger.magnitude = control.CheckStateIsAtDefault() ? 0f : control.magnitude;
controlMagnitudes[controlIndex] = trigger.magnitude;
// Update press times.
if (control.IsValueConsideredPressed(trigger.magnitude))
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (bindingStatePtr->pressTime == default || bindingStatePtr->pressTime > trigger.time)
bindingStatePtr->pressTime = trigger.time;
}
// If the binding is part of a composite, check for interactions on the composite
// itself and give them a first shot at processing the value change.
var haveInteractionsOnComposite = false;
if (bindingStatePtr->isPartOfComposite)
{
var compositeBindingIndex = bindingStatePtr->compositeOrCompositeBindingIndex;
var compositeBindingPtr = &bindingStates[compositeBindingIndex];
// If the composite has already been triggered from the very same event, ignore it.
// Example: KeyboardState change that includes both A and W key state changes and we're looking
// at a WASD composite binding. There's a state change monitor on both the A and the W
// key and thus the manager will notify us individually of both changes. However, we
// want to perform the action only once.
if (ShouldIgnoreInputOnCompositeBinding(compositeBindingPtr, eventPtr))
return;
// Update magnitude for composite.
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeContext = new InputBindingCompositeContext
{
m_State = this,
m_BindingIndex = compositeBindingIndex
};
trigger.magnitude = composites[compositeIndex].EvaluateMagnitude(ref compositeContext);
memory.compositeMagnitudes[compositeIndex] = trigger.magnitude;
// Run through interactions on composite.
var interactionCountOnComposite = compositeBindingPtr->interactionCount;
if (interactionCountOnComposite > 0)
{
haveInteractionsOnComposite = true;
ProcessInteractions(ref trigger,
compositeBindingPtr->interactionStartIndex,
interactionCountOnComposite);
}
}
// Check if we have multiple concurrent actuations on the same action. This may lead us
// to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having
// one of higher magnitude) or may even lead us to switch to processing a different binding
// (e.g. when an input of previously greater magnitude has now fallen below the level of another
// ongoing input with now higher magnitude).
var isConflictingInput = IsConflictingInput(ref trigger, actionIndex);
bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding.
// Process button presses/releases.
if (!isConflictingInput)
ProcessButtonState(ref trigger, actionIndex, bindingStatePtr);
// If we have interactions, let them do all the processing. The presence of an interaction
// essentially bypasses the default phase progression logic of an action.
var interactionCount = bindingStatePtr->interactionCount;
if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite)
{
ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount);
}
else if (!haveInteractionsOnComposite && !isConflictingInput)
{
ProcessDefaultInteraction(ref trigger, actionIndex);
}
}
finally
{
m_InProcessControlStateChange = default;
m_CurrentlyProcessingThisEvent = default;
}
}
}
private void ProcessButtonState(ref TriggerState trigger, int actionIndex, BindingState* bindingStatePtr)
{
var control = controls[trigger.controlIndex];
var pressPoint = control.isButton
? ((ButtonControl)control).pressPointOrDefault
: ButtonControl.s_GlobalDefaultButtonPressPoint;
// NOTE: This method relies on conflict resolution happening *first*. Otherwise, we may inadvertently
// detect a "release" from a control that is not actually driving the action.
// Record release time on the binding.
// NOTE: Explicitly look up control magnitude here instead of using trigger.magnitude
// as for part bindings, the trigger will have the magnitude of the whole composite.
var controlActuation = controlMagnitudes[trigger.controlIndex];
if (controlActuation <= pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold)
bindingStatePtr->pressTime = 0d;
var actuation = trigger.magnitude;
var actionState = &actionStates[actionIndex];
if (!actionState->isPressed && actuation >= pressPoint)
{
actionState->pressedInUpdate = InputUpdate.s_UpdateStepCount;
actionState->isPressed = true;
}
else if (actionState->isPressed)
{
var releasePoint = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
if (actuation <= releasePoint)
{
actionState->releasedInUpdate = InputUpdate.s_UpdateStepCount;
actionState->isPressed = false;
}
}
}
/// <summary>
/// Whether the given state change on a composite binding should be ignored.
/// </summary>
/// <param name="binding"></param>
/// <param name="eventPtr"></param>
/// <returns></returns>
/// <remarks>
/// Each state event may change the state of arbitrary many controls on a device and thus may trigger
/// several bindings at once that are part of the same composite binding. We still want to trigger the
/// composite binding only once for the event.
///
/// To do so, we store the ID of the event on the binding and ignore events if they have the same
/// ID as the one we've already recorded.
/// </remarks>
private static bool ShouldIgnoreInputOnCompositeBinding(BindingState* binding, InputEvent* eventPtr)
{
if (eventPtr == null)
return false;
var eventId = eventPtr->eventId;
if (eventId != 0 && binding->triggerEventIdForComposite == eventId)
return true;
binding->triggerEventIdForComposite = eventId;
return false;
}
/// <summary>
/// Whether the given control state should be ignored.
/// </summary>
/// <param name="trigger"></param>
/// <param name="actionIndex"></param>
/// <returns></returns>
/// <remarks>
/// If an action has multiple controls bound to it, control state changes on the action may conflict with each other.
/// If that happens, we resolve the conflict by always sticking to the most actuated control.
///
/// Pass-through actions (<see cref="InputAction.passThrough"/>) will always bypass conflict resolution and respond
/// to every value change.
///
/// Actions that are resolved to only a single control will early out of conflict resolution.
///
/// Actions that are bound to multiple controls but have only one control actuated will early out of conflict
/// resolution as well.
///
/// Note that conflict resolution here is entirely tied to magnitude. This ignores other qualities that the value
/// of a control may have. For example, one 2D vector may have a similar magnitude to another yet point in an
/// entirely different direction.
///
/// There are other conflict resolution mechanisms that could be used. For example, we could average the values
/// from all controls. However, it would not necessarily result in more useful conflict resolution and would
/// at the same time be much more expensive.
/// </remarks>
private bool IsConflictingInput(ref TriggerState trigger, int actionIndex)
{
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when checking for conflicting control input");
// The goal of this method is to provide conflict resolution but do so ONLY if it is
// really needed. In the vast majority of cases, this method should do almost nothing and
// simply return straight away.
// If conflict resolution is disabled on the action, early out. This is the case for pass-through
// actions and for actions that cannot get into an ambiguous state based on the controls they
// are bound to.
var actionState = &actionStates[actionIndex];
if (!actionState->mayNeedConflictResolution)
return false;
// Anything past here happens only for actions that may have conflicts.
// Anything below here we want to avoid executing whenever we can.
Debug.Assert(actionState->mayNeedConflictResolution);
Profiler.BeginSample("InputActionResolveConflict");
// We take a local copy of this value, so we can change it to use the starting control of composites
// for simpler conflict resolution (so composites always use the same value), but still report the actually
// actuated control to the user.
var triggerControlIndex = trigger.controlIndex;
if (bindingStates[trigger.bindingIndex].isPartOfComposite)
{
// For actions that need conflict resolution, we force TriggerState.controlIndex to the
// first control in a composite. Otherwise it becomes much harder to tell if the we have
// multiple concurrent actuations or not.
// Since composites always evaluate as a whole instead of as single controls, having
// triggerControlIndex differ from the state monitor that fired should be fine.
var compositeBindingIndex = bindingStates[trigger.bindingIndex].compositeOrCompositeBindingIndex;
triggerControlIndex = bindingStates[compositeBindingIndex].controlStartIndex;
Debug.Assert(triggerControlIndex >= 0 && triggerControlIndex < totalControlCount,
"Control start index on composite binding out of range");
}
// Determine which control to consider the one currently associated with the action.
// We do the same thing as for the triggered control and in the case of a composite,
// switch to the first control of the composite.
var actionStateControlIndex = actionState->controlIndex;
if (bindingStates[actionState->bindingIndex].isPartOfComposite)
{
var compositeBindingIndex = bindingStates[actionState->bindingIndex].compositeOrCompositeBindingIndex;
actionStateControlIndex = bindingStates[compositeBindingIndex].controlStartIndex;
}
// Never ignore state changes for actions that aren't currently driven by
// anything.
if (actionStateControlIndex == kInvalidIndex)
{
actionState->magnitude = trigger.magnitude;
Profiler.EndSample();
return false;
}
// Find out if we get triggered from the control that is actively driving the action.
var isControlCurrentlyDrivingTheAction = triggerControlIndex == actionStateControlIndex ||
controls[triggerControlIndex] == controls[actionStateControlIndex]; // Same control, different binding.
// If the control is actuated *more* than the current level of actuation we recorded for the
// action, we process the state change normally. If this isn't the control that is already
// driving the action, it will become the one now.
//
// NOTE: For composites, we're looking at the combined actuation of the entire binding here,
// not just at the actuation level of the individual control. ComputeMagnitude()
// automatically takes care of that for us.
if (trigger.magnitude > actionState->magnitude)
{
// If this is not the control that is currently driving the action, we know
// there are multiple controls that are concurrently actuated on the action.
// Remember that so that when the controls are released again, we can more
// efficiently determine whether we need to take multiple bound controls into
// account or not.
// NOTE: For composites, we have forced triggerControlIndex to the first control
// in the composite. See above.
if (trigger.magnitude > 0 && !isControlCurrentlyDrivingTheAction && actionState->magnitude > 0)
actionState->hasMultipleConcurrentActuations = true;
// Keep recorded magnitude in action state up to date.
actionState->magnitude = trigger.magnitude;
Profiler.EndSample();
return false;
}
// If the control is actuated *less* then the current level of actuation we
// recorded for the action *and* the control that changed is the one that is currently
// driving the action, we have to check whether there is another actuation
// that is now *higher* than what we're getting from the current control.
if (trigger.magnitude < actionState->magnitude)
{
// If we're not currently driving the action, it's simple. Doesn't matter that we lowered
// actuation as we didn't have the highest actuation anyway.
if (!isControlCurrentlyDrivingTheAction)
{
Profiler.EndSample();
////REVIEW: should we *count* actuations instead? (problem is that then we have to reliably determine when a control
//// first actuates; the current solution will occasionally run conflict resolution when it doesn't have to
//// but won't require the extra bookkeeping)
// Do NOT let this control state change affect the action.
if (trigger.magnitude > 0)
actionState->hasMultipleConcurrentActuations = true;
return true;
}
// If we don't have multiple controls that are currently actuated, it's simple.
if (!actionState->hasMultipleConcurrentActuations)
{
// Keep recorded magnitude in action state up to date.
actionState->magnitude = trigger.magnitude;
Profiler.EndSample();
return false;
}
////REVIEW: is there a simpler way we can do this???
// So, now we know we are actually looking at a potential conflict. Multiple
// controls bound to the action are actuated but we don't yet know whether
// any of them is actuated *more* than the control that had just changed value.
// Go through the bindings for the action and see what we've got.
var bindingStartIndex = GetActionBindingStartIndexAndCount(actionIndex, out var bindingCount);
var highestActuationLevel = trigger.magnitude;
var controlWithHighestActuation = kInvalidIndex;
var bindingWithHighestActuation = kInvalidIndex;
var numActuations = 0;
for (var i = 0; i < bindingCount; ++i)
{
var bindingIndex = memory.actionBindingIndices[bindingStartIndex + i];
var binding = &memory.bindingStates[bindingIndex];
if (binding->isComposite)
{
// Composite bindings result in a single actuation value regardless of how
// many controls are bound through the parts of the composite.
var firstControlIndex = binding->controlStartIndex;
var compositeIndex = binding->compositeOrCompositeBindingIndex;
Debug.Assert(compositeIndex >= 0 && compositeIndex < totalCompositeCount,
"Composite index out of range on composite");
var magnitude = memory.compositeMagnitudes[compositeIndex];
if (magnitude > 0)
++numActuations;
if (magnitude > highestActuationLevel)
{
Debug.Assert(firstControlIndex >= 0 && firstControlIndex < totalControlCount,
"Control start index out of range on composite");
controlWithHighestActuation = firstControlIndex;
bindingWithHighestActuation = controlIndexToBindingIndex[firstControlIndex];
highestActuationLevel = magnitude;
}
}
else if (!binding->isPartOfComposite)
{
// Check actuation of each control on the binding.
for (var n = 0; n < binding->controlCount; ++n)
{
var controlIndex = binding->controlStartIndex + n;
var magnitude = memory.controlMagnitudes[controlIndex];
if (magnitude > 0)
++numActuations;
if (magnitude > highestActuationLevel)
{
controlWithHighestActuation = controlIndex;
bindingWithHighestActuation = bindingIndex;
highestActuationLevel = magnitude;
}
}
}
}
// Update our record of whether there are multiple concurrent actuations.
if (numActuations <= 1)
actionState->hasMultipleConcurrentActuations = false;
// If we didn't find a control with a higher actuation level, then go and process
// the control value change.
if (controlWithHighestActuation != kInvalidIndex)
{
// We do have a control with a higher actuation level. Switch from our current
// control to processing the control with the now highest actuation level.
//
// NOTE: We are processing an artificial control state change here. Information
// such as the timestamp will not correspond to when the control actually
// changed value. However, if we skip processing this as a separate control
// change here, interactions may not behave properly as they would not be
// seeing that we just lowered the actuation level on the action.
trigger.controlIndex = controlWithHighestActuation;
trigger.bindingIndex = bindingWithHighestActuation;
trigger.magnitude = highestActuationLevel;
// If we're switching to a different binding, we may also have to switch to a
// different stack of interactions.
if (actionState->bindingIndex != bindingWithHighestActuation)
{
// If there's an interaction currently driving the action, reset it.
// NOTE: This will also cancel an ongoing timer. So, say we're currently 0.5 seconds into
// a 1 second "Hold" when the user shifts to a different control, then this code here
// will *cancel* the current "Hold" and restart from scratch.
if (actionState->interactionIndex != kInvalidIndex)
ResetInteractionState(actionState->interactionIndex);
// If there's an interaction in progress on the new binding, let
// it drive the action.
var bindingState = &bindingStates[bindingWithHighestActuation];
var interactionCount = bindingState->interactionCount;
var interactionStartIndex = bindingState->interactionStartIndex;
for (var i = 0; i < interactionCount; ++i)
{
if (!interactionStates[interactionStartIndex + i].phase.IsInProgress())
continue;
actionState->interactionIndex = interactionStartIndex + i;
trigger.interactionIndex = interactionStartIndex + i;
break;
}
}
// We're switching the action to a different control so regardless of whether
// the processing of the control state change results in a call to ChangePhaseOfAction,
// we need to record this or the disambiguation code may start ignoring valid input.
actionState->controlIndex = controlWithHighestActuation;
actionState->bindingIndex = bindingWithHighestActuation;
actionState->magnitude = highestActuationLevel;
Profiler.EndSample();
return false;
}
}
Profiler.EndSample();
// If we're not really effecting any change on the action, ignore the control state change.
// NOTE: We may be looking at a control here that points in a completely direction, for example, even
// though it has the same magnitude. However, we require a control to *increase* absolute actuation
// before we let it drive the action.
if (!isControlCurrentlyDrivingTheAction && Mathf.Approximately(trigger.magnitude, actionState->magnitude))
{
// If we do have an actuation on a control that isn't currently driving the action, flag the action has
// having multiple concurrent inputs ATM.
if (trigger.magnitude > 0)
actionState->hasMultipleConcurrentActuations = true;
return true;
}
return false;
}
private ushort GetActionBindingStartIndexAndCount(int actionIndex, out ushort bindingCount)
{
bindingCount = memory.actionBindingIndicesAndCounts[actionIndex * 2 + 1];
return memory.actionBindingIndicesAndCounts[actionIndex * 2];
}
/// <summary>
/// When there is no interaction on an action, this method perform the default interaction logic that we
/// run when a bound control changes value.
/// </summary>
/// <param name="trigger">Control trigger state.</param>
/// <param name="actionIndex"></param>
/// <remarks>
/// The default interaction does not have its own <see cref="InteractionState"/>. Whatever we do in here,
/// we store directly on the action state.
///
/// The default interaction is basically a sort of optimization where we don't require having an explicit
/// interaction object. Conceptually, it can be thought of, however, as putting this interaction on any
/// binding that doesn't have any other interaction on it.
/// </remarks>
private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex)
{
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when processing default interaction");
var actionState = &actionStates[actionIndex];
switch (actionState->phase)
{
case InputActionPhase.Waiting:
{
// Pass-through actions we perform on every value change and then go back
// to waiting.
if (trigger.isPassThrough)
{
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Waiting);
break;
}
// Button actions need to cross the button-press threshold.
if (trigger.isButton)
{
var actuation = trigger.magnitude;
if (actuation > 0)
ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
if (actuation >= threshold)
{
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
}
}
else
{
// Value-type action.
// Ignore if the control has not crossed its actuation threshold.
if (IsActuated(ref trigger))
{
////REVIEW: Why is it we don't stay in performed but rather go back to started all the time?
// Go into started, then perform and then go back to started.
ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Started);
}
}
break;
}
case InputActionPhase.Started:
{
if (actionState->isButton)
{
var actuation = trigger.magnitude;
var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
if (actuation >= threshold)
{
// Button crossed press threshold. Perform.
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
}
else if (Mathf.Approximately(actuation, 0))
{
// Button is no longer actuated. Never reached threshold to perform.
// Cancel.
ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
}
}
else
{
if (!IsActuated(ref trigger))
{
// Control went back to below actuation threshold. Cancel interaction.
ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
}
else
{
// Control changed value above magnitude threshold. Perform and remain started.
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Started);
}
}
break;
}
case InputActionPhase.Performed:
{
if (actionState->isButton)
{
var actuation = trigger.magnitude;
var pressPoint = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint;
if (Mathf.Approximately(0f, actuation))
{
ChangePhaseOfAction(InputActionPhase.Canceled, ref trigger);
}
else
{
var threshold = pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
if (actuation <= threshold)
{
// Button released to below threshold but not fully released.
ChangePhaseOfAction(InputActionPhase.Started, ref trigger);
}
}
}
else if (actionState->isPassThrough)
{
////REVIEW: even for pass-through actions, shouldn't we cancel when seeing a default value?
ChangePhaseOfAction(InputActionPhase.Performed, ref trigger,
phaseAfterPerformedOrCanceled: InputActionPhase.Performed);
}
break;
}
default:
Debug.Assert(false, "Should not get here");
break;
}
}
private void ProcessInteractions(ref TriggerState trigger, int interactionStartIndex, int interactionCount)
{
var context = new InputInteractionContext
{
m_State = this,
m_TriggerState = trigger
};
for (var i = 0; i < interactionCount; ++i)
{
var index = interactionStartIndex + i;
var state = interactionStates[index];
var interaction = interactions[index];
context.m_TriggerState.phase = state.phase;
context.m_TriggerState.startTime = state.startTime;
context.m_TriggerState.interactionIndex = index;
interaction.Process(ref context);
}
}
private void ProcessTimeout(double time, int mapIndex, int controlIndex, int bindingIndex, int interactionIndex)
{
Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
ref var currentState = ref interactionStates[interactionIndex];
var context = new InputInteractionContext
{
m_State = this,
m_TriggerState =
new TriggerState
{
phase = currentState.phase,
time = time,
mapIndex = mapIndex,
controlIndex = controlIndex,
bindingIndex = bindingIndex,
interactionIndex = interactionIndex,
startTime = currentState.startTime
},
timerHasExpired = true,
};
currentState.isTimerRunning = false;
currentState.totalTimeoutCompletionTimeRemaining =
Mathf.Max(currentState.totalTimeoutCompletionTimeRemaining - currentState.timerDuration, 0);
currentState.timerDuration = default;
// Let interaction handle timer expiration.
interactions[interactionIndex].Process(ref context);
}
internal void SetTotalTimeoutCompletionTime(float seconds, ref TriggerState trigger)
{
Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
ref var interactionState = ref interactionStates[trigger.interactionIndex];
interactionState.totalTimeoutCompletionDone = 0;
interactionState.totalTimeoutCompletionTimeRemaining = seconds;
}
internal void StartTimeout(float seconds, ref TriggerState trigger)
{
Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
var manager = InputSystem.s_Manager;
var currentTime = trigger.time;
var control = controls[trigger.controlIndex];
var interactionIndex = trigger.interactionIndex;
var monitorIndex =
ToCombinedMapAndControlAndBindingIndex(trigger.mapIndex, trigger.controlIndex, trigger.bindingIndex);
// If there's already a timeout running, cancel it first.
ref var interactionState = ref interactionStates[interactionIndex];
if (interactionState.isTimerRunning)
StopTimeout(interactionIndex);
// Add new timeout.
manager.AddStateChangeMonitorTimeout(control, this, currentTime + seconds, monitorIndex,
interactionIndex);
// Update state.
interactionState.isTimerRunning = true;
interactionState.timerStartTime = currentTime;
interactionState.timerDuration = seconds;
interactionState.timerMonitorIndex = monitorIndex;
}
private void StopTimeout(int interactionIndex)
{
Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
ref var interactionState = ref interactionStates[interactionIndex];
var manager = InputSystem.s_Manager;
manager.RemoveStateChangeMonitorTimeout(this, interactionState.timerMonitorIndex, interactionIndex);
// Update state.
interactionState.isTimerRunning = false;
interactionState.totalTimeoutCompletionDone += interactionState.timerDuration;
interactionState.totalTimeoutCompletionTimeRemaining =
Mathf.Max(interactionState.totalTimeoutCompletionTimeRemaining - interactionState.timerDuration, 0);
interactionState.timerDuration = default;
interactionState.timerStartTime = default;
interactionState.timerMonitorIndex = default;
}
/// <summary>
/// Perform a phase change on the given interaction. Only visible to observers
/// if it happens to change the phase of the action, too.
/// </summary>
/// <param name="newPhase">New phase to transition the interaction to.</param>
/// <param name="trigger">Information about the binding and control that triggered the phase change.</param>
/// <param name="phaseAfterPerformed">If <paramref name="newPhase"/> is <see cref="InputActionPhase.Performed"/>,
/// this determines which phase to transition to after the action has been performed. This would usually be
/// <see cref="InputActionPhase.Waiting"/> (default), <see cref="InputActionPhase.Started"/> (if the action is supposed
/// to be oscillate between started and performed), or <see cref="InputActionPhase.Performed"/> (if the action is
/// supposed to perform over and over again until canceled).</param>
/// <param name="processNextInteractionOnCancel">Indicates if the system should try and change the phase of other
/// interactions on the same action that are already started or performed after cancelling this interaction. This should be
/// false when resetting interactions.</param>
/// <remarks>
/// Multiple interactions on the same binding can be started concurrently but the
/// first interaction that starts will get to drive an action until it either cancels
/// or performs the action.
///
/// If an interaction driving an action performs it, all interactions will reset and
/// go back waiting.
///
/// If an interaction driving an action cancels it, the next interaction in the list which
/// has already started will get to drive the action (example: a TapInteraction and a
/// SlowTapInteraction both start and the TapInteraction gets to drive the action because
/// it comes first; then the TapInteraction cancels because the button is held for too
/// long and the SlowTapInteraction will get to drive the action next).
/// </remarks>
internal void ChangePhaseOfInteraction(InputActionPhase newPhase, ref TriggerState trigger,
InputActionPhase phaseAfterPerformed = InputActionPhase.Waiting, bool processNextInteractionOnCancel = true)
{
var interactionIndex = trigger.interactionIndex;
var bindingIndex = trigger.bindingIndex;
Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
////TODO: need to make sure that performed and canceled phase changes happen on the *same* binding&control
//// as the start of the phase
var phaseAfterPerformedOrCanceled = InputActionPhase.Waiting;
if (newPhase == InputActionPhase.Performed)
phaseAfterPerformedOrCanceled = phaseAfterPerformed;
// Any time an interaction changes phase, we cancel all pending timeouts.
ref var interactionState = ref interactionStates[interactionIndex];
if (interactionState.isTimerRunning)
StopTimeout(trigger.interactionIndex);
// Update interaction state.
interactionState.phase = newPhase;
interactionState.triggerControlIndex = trigger.controlIndex;
interactionState.startTime = trigger.startTime;
if (newPhase == InputActionPhase.Performed)
interactionState.performedTime = trigger.time;
// See if it affects the phase of an associated action.
var actionIndex = bindingStates[bindingIndex].actionIndex; // We already had to tap this array and entry in ProcessControlStateChange.
if (actionIndex != -1)
{
if (actionStates[actionIndex].phase == InputActionPhase.Waiting)
{
// We're the first interaction to go to the start phase.
if (!ChangePhaseOfAction(newPhase, ref trigger,
phaseAfterPerformedOrCanceled: phaseAfterPerformedOrCanceled))
return;
}
else if (newPhase == InputActionPhase.Canceled && actionStates[actionIndex].interactionIndex == trigger.interactionIndex)
{
// We're canceling but maybe there's another interaction ready
// to go into start phase. *Or* there's an interaction that has
// already performed.
if (!ChangePhaseOfAction(newPhase, ref trigger))
return;
if (processNextInteractionOnCancel == false)
return;
var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
var numInteractions = bindingStates[bindingIndex].interactionCount;
for (var i = 0; i < numInteractions; ++i)
{
var index = interactionStartIndex + i;
if (index != trigger.interactionIndex && (interactionStates[index].phase == InputActionPhase.Started ||
interactionStates[index].phase == InputActionPhase.Performed))
{
// Trigger start.
var startTime = interactionStates[index].startTime;
var triggerForInteraction = new TriggerState
{
phase = InputActionPhase.Started,
controlIndex = interactionStates[index].triggerControlIndex,
bindingIndex = trigger.bindingIndex,
interactionIndex = index,
mapIndex = trigger.mapIndex,
time = startTime,
startTime = startTime,
};
if (!ChangePhaseOfAction(InputActionPhase.Started, ref triggerForInteraction))
return;
// If the interaction has already performed, trigger it now.
if (interactionStates[index].phase == InputActionPhase.Performed)
{
triggerForInteraction = new TriggerState
{
phase = InputActionPhase.Performed,
controlIndex = interactionStates[index].triggerControlIndex,
bindingIndex = trigger.bindingIndex,
interactionIndex = index,
mapIndex = trigger.mapIndex,
time = interactionStates[index].performedTime, // Time when the interaction performed.
startTime = startTime,
};
if (!ChangePhaseOfAction(InputActionPhase.Performed, ref triggerForInteraction))
return;
}
break;
}
}
}
else if (actionStates[actionIndex].interactionIndex == trigger.interactionIndex)
{
// Any other phase change goes to action if we're the interaction driving
// the current phase.
if (!ChangePhaseOfAction(newPhase, ref trigger, phaseAfterPerformedOrCanceled))
return;
// We're the interaction driving the action and we performed the action,
// so reset any other interaction to waiting state.
if (newPhase == InputActionPhase.Performed)
{
var interactionStartIndex = bindingStates[bindingIndex].interactionStartIndex;
var numInteractions = bindingStates[bindingIndex].interactionCount;
for (var i = 0; i < numInteractions; ++i)
{
var index = interactionStartIndex + i;
if (index != trigger.interactionIndex)
ResetInteractionState(index);
}
}
}
}
// If the interaction performed or canceled, go back to waiting.
// Exception: if it was performed and we're to remain in started state, set the interaction
// to started. Note that for that phase transition, there are no callbacks being
// triggered (i.e. we don't call 'started' every time after 'performed').
if (newPhase == InputActionPhase.Performed && actionStates[actionIndex].interactionIndex != trigger.interactionIndex)
{
// We performed but we're not the interaction driving the action. We want to stay performed to make
// sure that if the interaction that is currently driving the action cancels, we get to perform
// the action. If we go back to waiting here, then the system can't tell that there's another interaction
// ready to perform (in fact, that has already performed).
}
else if (newPhase == InputActionPhase.Performed && phaseAfterPerformed != InputActionPhase.Waiting)
{
interactionState.phase = phaseAfterPerformed;
}
else if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled)
{
ResetInteractionState(trigger.interactionIndex);
}
}
/// <summary>
/// Change the current phase of the action referenced by <paramref name="trigger"/> to <paramref name="newPhase"/>.
/// </summary>
/// <param name="newPhase">New phase to transition to.</param>
/// <param name="trigger">Trigger that caused the change in phase.</param>
/// <param name="phaseAfterPerformedOrCanceled"></param>
/// <remarks>
/// The change in phase is visible to observers, i.e. on the various callbacks and notifications.
///
/// If <paramref name="newPhase"/> is <see cref="InputActionPhase.Performed"/> or <see cref="InputActionPhase.Canceled"/>,
/// the action will subsequently immediately transition to <paramref name="phaseAfterPerformedOrCanceled"/>
/// (<see cref="InputActionPhase.Waiting"/> by default). This change is not visible to observers, i.e. there won't
/// be another run through callbacks.
/// </remarks>
private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState trigger,
InputActionPhase phaseAfterPerformedOrCanceled = InputActionPhase.Waiting)
{
Debug.Assert(newPhase != InputActionPhase.Disabled, "Should not disable an action using this method");
Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range");
var actionIndex = bindingStates[trigger.bindingIndex].actionIndex;
if (actionIndex == kInvalidIndex)
return true; // No action associated with binding.
// Ignore if action is disabled.
var actionState = &actionStates[actionIndex];
if (actionState->isDisabled)
return true;
// We mark the action as in-processing while we execute its phase transitions and perform
// callbacks. The callbacks may alter system state such that the action may get disabled
// (and potentially re-enabled) while the callback is in progress. We need to make sure that
// if that happens, we don't go and then do more processing on the action.
actionState->inProcessing = true;
try
{
// Enforce transition constraints.
if (actionState->isPassThrough && trigger.interactionIndex == kInvalidIndex)
{
// No constraints on pass-through actions except if there are interactions driving the action.
ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger);
if (!actionState->inProcessing)
return false;
}
else if (newPhase == InputActionPhase.Performed && actionState->phase == InputActionPhase.Waiting)
{
// Going from waiting to performed, we make a detour via started.
ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Started, ref trigger);
if (!actionState->inProcessing)
return false;
// Then we perform.
ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger);
if (!actionState->inProcessing)
return false;
// And finally, if we're going back to waiting, we make a detour via canceled.
if (phaseAfterPerformedOrCanceled == InputActionPhase.Waiting)
ChangePhaseOfActionInternal(actionIndex, actionState, InputActionPhase.Canceled, ref trigger);
if (!actionState->inProcessing)
return false;
actionState->phase = phaseAfterPerformedOrCanceled;
}
else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly.
{
ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger);
if (!actionState->inProcessing)
return false;
if (newPhase == InputActionPhase.Performed || newPhase == InputActionPhase.Canceled)
actionState->phase = phaseAfterPerformedOrCanceled;
}
}
finally
{
actionState->inProcessing = false;
}
// If we're now waiting, reset control state. This is important for the disambiguation code
// to not consider whatever control actuation happened on the action last.
if (actionState->phase == InputActionPhase.Waiting)
{
actionState->controlIndex = kInvalidIndex;
actionState->flags &= ~TriggerState.Flags.HaveMagnitude;
}
return true;
}
private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, ref TriggerState trigger)
{
Debug.Assert(trigger.mapIndex == actionState->mapIndex,
"Map index on trigger does not correspond to map index of trigger state");
// Update action state.
var newState = trigger;
// We need to make sure here that any HaveMagnitude flag we may be carrying over from actionState
// is handled correctly (case 1239551).
newState.flags = actionState->flags; // Preserve flags.
if (newPhase != InputActionPhase.Canceled)
newState.magnitude = trigger.magnitude;
else
newState.magnitude = 0;
newState.phase = newPhase;
if (newPhase == InputActionPhase.Performed)
{
newState.lastPerformedInUpdate = InputUpdate.s_UpdateStepCount;
newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate;
// When we perform an action, we mark the event handled such that FireStateChangeNotifications()
// can then reset state monitors in the same group.
// NOTE: We don't consume for controls at binding complexity 1. Those we fire in unison.
if (controlGroupingAndComplexity[trigger.controlIndex * 2 + 1] > 1 &&
// we can end up switching to performed state from an interaction with a timeout, at which point
// the original event will probably have been removed from memory, so make sure to check
// we still have one
m_CurrentlyProcessingThisEvent.valid)
m_CurrentlyProcessingThisEvent.handled = true;
}
else if (newPhase == InputActionPhase.Canceled)
{
newState.lastCanceledInUpdate = InputUpdate.s_UpdateStepCount;
newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate;
}
else
{
newState.lastPerformedInUpdate = actionState->lastPerformedInUpdate;
newState.lastCanceledInUpdate = actionState->lastCanceledInUpdate;
}
newState.pressedInUpdate = actionState->pressedInUpdate;
newState.releasedInUpdate = actionState->releasedInUpdate;
if (newPhase == InputActionPhase.Started)
newState.startTime = newState.time;
*actionState = newState;
// Let listeners know.
var map = maps[trigger.mapIndex];
Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex,
"actionIndex is below actionStartIndex for map that the action belongs to");
var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex];
trigger.phase = newPhase;
switch (newPhase)
{
case InputActionPhase.Started:
{
Debug.Assert(trigger.controlIndex != -1, "Must have control to start an action");
CallActionListeners(actionIndex, map, newPhase, ref action.m_OnStarted, "started");
break;
}
case InputActionPhase.Performed:
{
Debug.Assert(trigger.controlIndex != -1, "Must have control to perform an action");
CallActionListeners(actionIndex, map, newPhase, ref action.m_OnPerformed, "performed");
break;
}
case InputActionPhase.Canceled:
{
Debug.Assert(trigger.controlIndex != -1, "When canceling, must have control that started action");
CallActionListeners(actionIndex, map, newPhase, ref action.m_OnCanceled, "canceled");
break;
}
}
}
private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, ref CallbackArray<InputActionListener> listeners, string callbackName)
{
// If there's no listeners, don't bother with anything else.
var callbacksOnMap = actionMap.m_ActionCallbacks;
if (listeners.length == 0 && callbacksOnMap.length == 0 && s_GlobalState.onActionChange.length == 0)
return;
var context = new InputAction.CallbackContext
{
m_State = this,
m_ActionIndex = actionIndex,
};
Profiler.BeginSample("InputActionCallback");
// Global callback goes first.
var action = context.action;
if (s_GlobalState.onActionChange.length > 0)
{
InputActionChange change;
switch (phase)
{
case InputActionPhase.Started:
change = InputActionChange.ActionStarted;
break;
case InputActionPhase.Performed:
change = InputActionChange.ActionPerformed;
break;
case InputActionPhase.Canceled:
change = InputActionChange.ActionCanceled;
break;
default:
Debug.Assert(false, "Should not reach here");
return;
}
DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, action, change, "InputSystem.onActionChange");
}
// Run callbacks (if any) directly on action.
DelegateHelpers.InvokeCallbacksSafe(ref listeners, context, callbackName, action);
// Run callbacks (if any) on action map.
DelegateHelpers.InvokeCallbacksSafe(ref callbacksOnMap, context, callbackName, actionMap);
Profiler.EndSample();
}
private object GetActionOrNoneString(ref TriggerState trigger)
{
var action = GetActionOrNull(ref trigger);
if (action == null)
return "<none>";
return action;
}
internal InputAction GetActionOrNull(int bindingIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
var actionIndex = bindingStates[bindingIndex].actionIndex;
if (actionIndex == kInvalidIndex)
return null;
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount,
"Action index out of range when getting action");
var mapIndex = bindingStates[bindingIndex].mapIndex;
var actionStartIndex = mapIndices[mapIndex].actionStartIndex;
return maps[mapIndex].m_Actions[actionIndex - actionStartIndex];
}
internal InputAction GetActionOrNull(ref TriggerState trigger)
{
Debug.Assert(trigger.mapIndex >= 0 && trigger.mapIndex < totalMapCount, "Map index out of range");
Debug.Assert(trigger.bindingIndex >= 0 && trigger.bindingIndex < totalBindingCount, "Binding index out of range");
var actionIndex = bindingStates[trigger.bindingIndex].actionIndex;
if (actionIndex == kInvalidIndex)
return null;
Debug.Assert(actionIndex >= 0 && actionIndex < totalActionCount, "Action index out of range");
var actionStartIndex = mapIndices[trigger.mapIndex].actionStartIndex;
return maps[trigger.mapIndex].m_Actions[actionIndex - actionStartIndex];
}
internal InputControl GetControl(ref TriggerState trigger)
{
Debug.Assert(trigger.controlIndex != kInvalidIndex, "Control index is invalid");
Debug.Assert(trigger.controlIndex >= 0 && trigger.controlIndex < totalControlCount, "Control index out of range");
return controls[trigger.controlIndex];
}
private IInputInteraction GetInteractionOrNull(ref TriggerState trigger)
{
if (trigger.interactionIndex == kInvalidIndex)
return null;
Debug.Assert(trigger.interactionIndex >= 0 && trigger.interactionIndex < totalInteractionCount, "Interaction index out of range");
return interactions[trigger.interactionIndex];
}
internal int GetBindingIndexInMap(int bindingIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
var mapIndex = bindingStates[bindingIndex].mapIndex;
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
return bindingIndex - bindingStartIndex;
}
internal int GetBindingIndexInState(int mapIndex, int bindingIndexInMap)
{
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
return bindingStartIndex + bindingIndexInMap;
}
// Iterators may not use unsafe code so do the detour here.
internal ref BindingState GetBindingState(int bindingIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
return ref bindingStates[bindingIndex];
}
internal ref InputBinding GetBinding(int bindingIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
var mapIndex = bindingStates[bindingIndex].mapIndex;
var bindingStartIndex = mapIndices[mapIndex].bindingStartIndex;
return ref maps[mapIndex].m_Bindings[bindingIndex - bindingStartIndex];
}
internal InputActionMap GetActionMap(int bindingIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
var mapIndex = bindingStates[bindingIndex].mapIndex;
return maps[mapIndex];
}
private void ResetInteractionStateAndCancelIfNecessary(int mapIndex, int bindingIndex, int interactionIndex)
{
Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
// If interaction is currently driving an action and it has been started or performed,
// cancel it.
//
// NOTE: We could just blindly call ChangePhaseOfInteraction() and it would handle the case of
// when the interaction is currently driving the action automatically. However, doing so
// would give other interactions a chance to take over which is something we don't want to
// happen when resetting actions.
var actionIndex = bindingStates[bindingIndex].actionIndex;
if (actionStates[actionIndex].interactionIndex == interactionIndex)
{
switch (interactionStates[interactionIndex].phase)
{
case InputActionPhase.Started:
case InputActionPhase.Performed:
ChangePhaseOfInteraction(InputActionPhase.Canceled, ref actionStates[actionIndex], processNextInteractionOnCancel: false);
break;
}
actionStates[actionIndex].interactionIndex = kInvalidIndex;
}
ResetInteractionState(interactionIndex);
}
private void ResetInteractionState(int interactionIndex)
{
Debug.Assert(interactionIndex >= 0 && interactionIndex < totalInteractionCount, "Interaction index out of range");
// Clean up internal state that the interaction may keep.
interactions[interactionIndex].Reset();
// Clean up timer.
if (interactionStates[interactionIndex].isTimerRunning)
StopTimeout(interactionIndex);
// Reset state record.
interactionStates[interactionIndex] =
new InteractionState
{
// We never set interactions to disabled. This way we don't have to go through them
// when we disable/enable actions.
phase = InputActionPhase.Waiting,
triggerControlIndex = kInvalidIndex
};
}
internal int GetValueSizeInBytes(int bindingIndex, int controlIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
{
var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeObject = composites[compositeIndex];
Debug.Assert(compositeObject != null, "Composite object on composite state is null");
return compositeObject.valueSizeInBytes;
}
var control = controls[controlIndex];
Debug.Assert(control != null, "Control at given index is null");
return control.valueSizeInBytes;
}
internal Type GetValueType(int bindingIndex, int controlIndex)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
if (bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
{
var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeObject = composites[compositeIndex];
Debug.Assert(compositeObject != null, "Composite object is null");
return compositeObject.valueType;
}
var control = controls[controlIndex];
Debug.Assert(control != null, "Control is null");
return control.valueType;
}
internal static bool IsActuated(ref TriggerState trigger, float threshold = 0)
{
var magnitude = trigger.magnitude;
if (magnitude < 0)
return true;
if (Mathf.Approximately(threshold, 0))
return magnitude > 0;
return magnitude >= threshold;
}
////REVIEW: we can unify the reading paths once we have blittable type constraints
internal void ReadValue(int bindingIndex, int controlIndex, void* buffer, int bufferSize, bool ignoreComposites = false)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index out of range");
Debug.Assert(controlIndex >= 0 && controlIndex < totalControlCount, "Control index out of range");
InputControl control = null;
// If the binding that triggered the action is part of a composite, let
// the composite determine the value we return.
if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite)
{
var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeObject = composites[compositeIndex];
Debug.Assert(compositeObject != null, "Composite object is null");
var context = new InputBindingCompositeContext
{
m_State = this,
m_BindingIndex = compositeBindingIndex
};
compositeObject.ReadValue(ref context, buffer, bufferSize);
// Switch bindingIndex to that of composite so that we use the right processors.
bindingIndex = compositeBindingIndex;
}
else
{
control = controls[controlIndex];
Debug.Assert(control != null, "Control is null");
control.ReadValueIntoBuffer(buffer, bufferSize);
}
// Run value through processors, if any.
var processorCount = bindingStates[bindingIndex].processorCount;
if (processorCount > 0)
{
var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
for (var i = 0; i < processorCount; ++i)
processors[processorStartIndex + i].Process(buffer, bufferSize, control);
}
}
internal TValue ReadValue<TValue>(int bindingIndex, int controlIndex, bool ignoreComposites = false)
where TValue : struct
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
var value = default(TValue);
// In the case of a composite, this will be null.
InputControl<TValue> controlOfType = null;
// If the binding that triggered the action is part of a composite, let
// the composite determine the value we return.
if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite)
{
var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Composite binding index is out of range");
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeObject = composites[compositeIndex];
Debug.Assert(compositeObject != null, "Composite object is null");
var context = new InputBindingCompositeContext
{
m_State = this,
m_BindingIndex = compositeBindingIndex
};
var compositeOfType = compositeObject as InputBindingComposite<TValue>;
if (compositeOfType == null)
{
// Composite is not derived from InputBindingComposite<TValue>. Do an explicit value
// type check here. Might be a composite like OneModifierComposite that dynamically
// determines its value type based on what its parts are bound to.
var valueType = compositeObject.valueType;
if (!valueType.IsAssignableFrom(typeof(TValue)))
throw new InvalidOperationException(
$"Cannot read value of type '{typeof(TValue).Name}' from composite '{compositeObject}' bound to action '{GetActionOrNull(bindingIndex)}' (composite is a '{compositeIndex.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(valueType)}')");
compositeObject.ReadValue(ref context, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf<TValue>());
}
else
{
value = compositeOfType.ReadValue(ref context);
}
// Switch bindingIndex to that of composite so that we use the right processors.
bindingIndex = compositeBindingIndex;
}
else
{
if (controlIndex != kInvalidIndex)
{
var control = controls[controlIndex];
Debug.Assert(control != null, "Control is null");
controlOfType = control as InputControl<TValue>;
if (controlOfType == null)
throw new InvalidOperationException(
$"Cannot read value of type '{TypeHelpers.GetNiceTypeName(typeof(TValue))}' from control '{control.path}' bound to action '{GetActionOrNull(bindingIndex)}' (control is a '{control.GetType().Name}' with value type '{TypeHelpers.GetNiceTypeName(control.valueType)}')");
value = controlOfType.value;
}
}
// Run value through processors, if any.
return ApplyProcessors(bindingIndex, value, controlOfType);
}
internal TValue ApplyProcessors<TValue>(int bindingIndex, TValue value, InputControl<TValue> controlOfType = null)
where TValue : struct
{
var processorCount = bindingStates[bindingIndex].processorCount;
if (processorCount > 0)
{
var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
for (var i = 0; i < processorCount; ++i)
{
if (processors[processorStartIndex + i] is InputProcessor<TValue> processor)
value = processor.Process(value, controlOfType);
}
}
return value;
}
public float EvaluateCompositePartMagnitude(int bindingIndex, int partNumber)
{
var firstChildBindingIndex = bindingIndex + 1;
var currentMagnitude = float.MinValue;
for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
{
if (bindingStates[index].partIndex != partNumber)
continue;
var controlCount = bindingStates[index].controlCount;
var controlStartIndex = bindingStates[index].controlStartIndex;
for (var i = 0; i < controlCount; ++i)
{
var control = controls[controlStartIndex + i];
// NOTE: We do *NOT* go to controlMagnitudes here. The reason is we may not yet have received the ProcessControlStateChange
// call for a specific control that is part of the composite and thus controlMagnitudes may not yet have been updated
// for a specific control.
currentMagnitude = Mathf.Max(control.magnitude, currentMagnitude);
}
}
return currentMagnitude;
}
internal double GetCompositePartPressTime(int bindingIndex, int partNumber)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
var firstChildBindingIndex = bindingIndex + 1;
var pressTime = double.MaxValue;
for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
{
ref var bindingState = ref bindingStates[index];
if (bindingState.partIndex != partNumber)
continue;
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (bindingState.pressTime != default && bindingState.pressTime < pressTime)
pressTime = bindingState.pressTime;
}
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (pressTime == double.MaxValue)
return -1d;
return pressTime;
}
/// <summary>
/// Read the value of the given part of a composite binding.
/// </summary>
/// <param name="bindingIndex">Index of the composite binding in <see cref="bindingStates"/>.</param>
/// <param name="partNumber">Index of the part. Note that part indices start at 1!</param>
/// <typeparam name="TValue">Value type to read. Must correspond to the value of bound controls or an exception will
/// be thrown.</typeparam>
/// <returns>Greatest value from among the bound controls for the given part.</returns>
/// <remarks>
/// Composites are composed of "parts". Each part has an associated name (e.g. "negative" or "positive") which is
/// referenced by <see cref="InputBinding.name"/> of bindings that are part of the composite. However, multiple
/// bindings may reference the same part (e.g. there could be a binding for "W" and another binding for "UpArrow"
/// and both would reference the "Up" part).
///
/// However, a given composite will only be interested in a single value for any given part. What we do is give
/// a composite an integer key for every part. When it asks for a value for the given part, we go through all
/// bindings that reference the given part and return the greatest value from among the controls of all those
/// bindings.
///
/// <example>
/// <code>
/// // Read a float value from the second part of the composite binding at index 3.
/// ReadCompositePartValue<float>(3, 2);
/// </code>
/// </example>
/// </remarks>
internal TValue ReadCompositePartValue<TValue, TComparer>(int bindingIndex, int partNumber,
bool* buttonValuePtr, out int controlIndex, TComparer comparer = default)
where TValue : struct
where TComparer : IComparer<TValue>
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
var result = default(TValue);
var firstChildBindingIndex = bindingIndex + 1;
var isFirstValue = true;
controlIndex = kInvalidIndex;
// Find the binding in the composite that has both the given part number and
// the greatest value.
//
// NOTE: It is tempting to go by control magnitudes instead as those are readily available to us (controlMagnitudes)
// and avoids us reading values that we're not going to use. Unfortunately, we can't do that as several controls
// used by a composite may all have been updated with a single event (e.g. WASD on a keyboard will usually see
// just one update that refreshes the entire state of the keyboard). In that case, one of the controls will
// see its state monitor trigger first and in turn trigger processing of the action and composite. Thus only
// that one single control would have its value refreshed in controlMagnitudes whereas the other control magnitudes
// would be stale.
for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
{
if (bindingStates[index].partIndex != partNumber)
continue;
var controlCount = bindingStates[index].controlCount;
var controlStartIndex = bindingStates[index].controlStartIndex;
for (var i = 0; i < controlCount; ++i)
{
var thisControlIndex = controlStartIndex + i;
var value = ReadValue<TValue>(index, thisControlIndex, ignoreComposites: true);
if (isFirstValue)
{
result = value;
controlIndex = thisControlIndex;
isFirstValue = false;
}
else if (comparer.Compare(value, result) > 0)
{
result = value;
controlIndex = thisControlIndex;
}
if (buttonValuePtr != null && controlIndex == thisControlIndex)
{
var control = controls[thisControlIndex];
if (control is ButtonControl button)
{
*buttonValuePtr = button.isPressed;
}
else if (control is InputControl<float>)
{
var valuePtr = UnsafeUtility.AddressOf(ref value);
*buttonValuePtr = *(float*)valuePtr >= ButtonControl.s_GlobalDefaultButtonPressPoint;
}
////REVIEW: Early out here as soon as *any* button is pressed? Technically, the comparer
//// could still select a different control, though...
}
}
}
return result;
}
internal bool ReadCompositePartValue(int bindingIndex, int partNumber, void* buffer, int bufferSize)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
var firstChildBindingIndex = bindingIndex + 1;
// Find the binding in the composite that has both the given part number and
// the greatest amount of actuation.
var currentMagnitude = float.MinValue;
for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
{
if (bindingStates[index].partIndex != partNumber)
continue;
var controlCount = bindingStates[index].controlCount;
var controlStartIndex = bindingStates[index].controlStartIndex;
for (var i = 0; i < controlCount; ++i)
{
var thisControlIndex = controlStartIndex + i;
// Check if the control has greater actuation than the most actuated control
// we've found so far.
//
// NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated
// with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state
// of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn
// trigger processing of the action and composite. Thus only that one single control would have its value
// refreshed in controlMagnitudes whereas the other control magnitudes would be stale.
var control = controls[thisControlIndex];
var magnitude = control.magnitude;
if (magnitude < currentMagnitude)
continue;
// If so, read the value.
ReadValue(index, thisControlIndex, buffer, bufferSize, ignoreComposites: true);
currentMagnitude = magnitude;
}
}
return currentMagnitude > float.MinValue;
}
internal object ReadCompositePartValueAsObject(int bindingIndex, int partNumber)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
Debug.Assert(bindingStates[bindingIndex].isComposite, "Binding must be a composite");
var firstChildBindingIndex = bindingIndex + 1;
// Find the binding in the composite that both has the given part number and
// the greatest amount of actuation.
var currentMagnitude = float.MinValue;
object currentValue = null;
for (var index = firstChildBindingIndex; index < totalBindingCount && bindingStates[index].isPartOfComposite; ++index)
{
if (bindingStates[index].partIndex != partNumber)
continue;
var controlCount = bindingStates[index].controlCount;
var controlStartIndex = bindingStates[index].controlStartIndex;
for (var i = 0; i < controlCount; ++i)
{
var thisControlIndex = controlStartIndex + i;
// Check if the control has greater actuation than the most actuated control
// we've found so far.
//
// NOTE: We cannot rely on controlMagnitudes here as several controls used by a composite may all have been updated
// with a single event (e.g. WASD on a keyboard will usually see just one update that refreshes the entire state
// of the keyboard). In that case, one of the controls will see its state monitor trigger first and in turn
// trigger processing of the action and composite. Thus only that one single control would have its value
// refreshed in controlMagnitudes whereas the other control magnitudes would be stale.
var control = controls[thisControlIndex];
var magnitude = control.magnitude;
if (magnitude < currentMagnitude)
continue;
// If so, read the value.
currentValue = ReadValueAsObject(index, thisControlIndex, ignoreComposites: true);
currentMagnitude = magnitude;
}
}
return currentValue;
}
internal object ReadValueAsObject(int bindingIndex, int controlIndex, bool ignoreComposites = false)
{
Debug.Assert(bindingIndex >= 0 && bindingIndex < totalBindingCount, "Binding index is out of range");
InputControl control = null;
object value = null;
// If the binding that triggered the action is part of a composite, let
// the composite determine the value we return.
if (!ignoreComposites && bindingStates[bindingIndex].isPartOfComposite) ////TODO: instead, just have compositeOrCompositeBindingIndex be invalid
{
var compositeBindingIndex = bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
Debug.Assert(compositeBindingIndex >= 0 && compositeBindingIndex < totalBindingCount, "Binding index is out of range");
var compositeIndex = bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var compositeObject = composites[compositeIndex];
Debug.Assert(compositeObject != null, "Composite object is null");
var context = new InputBindingCompositeContext
{
m_State = this,
m_BindingIndex = compositeBindingIndex
};
value = compositeObject.ReadValueAsObject(ref context);
// Switch bindingIndex to that of composite so that we use the right processors.
bindingIndex = compositeBindingIndex;
}
else
{
if (controlIndex != kInvalidIndex)
{
control = controls[controlIndex];
Debug.Assert(control != null, "Control is null");
value = control.ReadValueAsObject();
}
}
if (value != null)
{
// Run value through processors, if any.
var processorCount = bindingStates[bindingIndex].processorCount;
if (processorCount > 0)
{
var processorStartIndex = bindingStates[bindingIndex].processorStartIndex;
for (var i = 0; i < processorCount; ++i)
value = processors[processorStartIndex + i].ProcessAsObject(value, control);
}
}
return value;
}
internal bool ReadValueAsButton(int bindingIndex, int controlIndex)
{
var buttonControl = default(ButtonControl);
if (!bindingStates[bindingIndex].isPartOfComposite)
buttonControl = controls[controlIndex] as ButtonControl;
// Read float value.
var floatValue = ReadValue<float>(bindingIndex, controlIndex);
// Compare to press point.
if (buttonControl != null)
return floatValue >= buttonControl.pressPointOrDefault;
return floatValue >= ButtonControl.s_GlobalDefaultButtonPressPoint;
}
/// <summary>
/// Records the current state of a single interaction attached to a binding.
/// Each interaction keeps track of its own trigger control and phase progression.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = 48)]
internal struct InteractionState
{
[FieldOffset(0)] private ushort m_TriggerControlIndex;
[FieldOffset(2)] private byte m_Phase;
[FieldOffset(3)] private byte m_Flags;
[FieldOffset(4)] private float m_TimerDuration;
[FieldOffset(8)] private double m_StartTime;
[FieldOffset(16)] private double m_TimerStartTime;
[FieldOffset(24)] private double m_PerformedTime;
[FieldOffset(32)] private float m_TotalTimeoutCompletionTimeDone;
[FieldOffset(36)] private float m_TotalTimeoutCompletionTimeRemaining;
[FieldOffset(40)] private long m_TimerMonitorIndex;
public int triggerControlIndex
{
get
{
if (m_TriggerControlIndex == ushort.MaxValue)
return kInvalidIndex;
return m_TriggerControlIndex;
}
set
{
if (value == kInvalidIndex)
m_TriggerControlIndex = ushort.MaxValue;
else
{
if (value < 0 || value >= ushort.MaxValue)
throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState");
m_TriggerControlIndex = (ushort)value;
}
}
}
public double startTime
{
get => m_StartTime;
set => m_StartTime = value;
}
public double performedTime
{
get => m_PerformedTime;
set => m_PerformedTime = value;
}
public double timerStartTime
{
get => m_TimerStartTime;
set => m_TimerStartTime = value;
}
public float timerDuration
{
get => m_TimerDuration;
set => m_TimerDuration = value;
}
public float totalTimeoutCompletionDone
{
get => m_TotalTimeoutCompletionTimeDone;
set => m_TotalTimeoutCompletionTimeDone = value;
}
public float totalTimeoutCompletionTimeRemaining
{
get => m_TotalTimeoutCompletionTimeRemaining;
set => m_TotalTimeoutCompletionTimeRemaining = value;
}
public long timerMonitorIndex
{
get => m_TimerMonitorIndex;
set => m_TimerMonitorIndex = value;
}
public bool isTimerRunning
{
get => ((Flags)m_Flags & Flags.TimerRunning) == Flags.TimerRunning;
set
{
if (value)
m_Flags |= (byte)Flags.TimerRunning;
else
{
var mask = ~Flags.TimerRunning;
m_Flags &= (byte)mask;
}
}
}
public InputActionPhase phase
{
get => (InputActionPhase)m_Phase;
set => m_Phase = (byte)value;
}
[Flags]
private enum Flags
{
TimerRunning = 1 << 0,
}
}
/// <summary>
/// Runtime state for a single binding.
/// </summary>
/// <remarks>
/// Correlated to the <see cref="InputBinding"/> it corresponds to by the index in the binding
/// array.
/// </remarks>
[StructLayout(LayoutKind.Explicit, Size = 32)]
internal struct BindingState
{
[FieldOffset(0)] private byte m_ControlCount;
[FieldOffset(1)] private byte m_InteractionCount;
[FieldOffset(2)] private byte m_ProcessorCount;
[FieldOffset(3)] private byte m_MapIndex;
[FieldOffset(4)] private byte m_Flags;
[FieldOffset(5)] private byte m_PartIndex;
[FieldOffset(6)] private ushort m_ActionIndex;
[FieldOffset(8)] private ushort m_CompositeOrCompositeBindingIndex;
[FieldOffset(10)] private ushort m_ProcessorStartIndex;
[FieldOffset(12)] private ushort m_InteractionStartIndex;
[FieldOffset(14)] private ushort m_ControlStartIndex;
[FieldOffset(16)] private double m_PressTime;
[FieldOffset(24)] private int m_TriggerEventIdForComposite;
[FieldOffset(28)] private int __padding; // m_PressTime double must be aligned
[Flags]
public enum Flags
{
ChainsWithNext = 1 << 0,
EndOfChain = 1 << 1,
Composite = 1 << 2,
PartOfComposite = 1 << 3,
InitialStateCheckPending = 1 << 4,
WantsInitialStateCheck = 1 << 5,
}
/// <summary>
/// Index into <see cref="controls"/> of first control associated with the binding.
/// </summary>
/// <remarks>
/// For composites, this is the index of the first control that is bound by any of the parts in the composite.
/// </remarks>
public int controlStartIndex
{
get => m_ControlStartIndex;
set
{
Debug.Assert(value != kInvalidIndex, "Control state index is invalid");
if (value >= ushort.MaxValue)
throw new NotSupportedException("Total control count in state cannot exceed byte.MaxValue=" + ushort.MaxValue);
m_ControlStartIndex = (ushort)value;
}
}
/// <summary>
/// Number of controls associated with this binding.
/// </summary>
/// <remarks>
/// For composites, this is the total number of controls bound by all parts of the composite combined.
/// </remarks>
public int controlCount
{
get => m_ControlCount;
set
{
if (value >= byte.MaxValue)
throw new NotSupportedException("Control count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
m_ControlCount = (byte)value;
}
}
/// <summary>
/// Index into <see cref="InputActionState.interactionStates"/> of first interaction associated with the binding.
/// </summary>
public int interactionStartIndex
{
get
{
if (m_InteractionStartIndex == ushort.MaxValue)
return kInvalidIndex;
return m_InteractionStartIndex;
}
set
{
if (value == kInvalidIndex)
m_InteractionStartIndex = ushort.MaxValue;
else
{
if (value >= ushort.MaxValue)
throw new NotSupportedException("Interaction count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
m_InteractionStartIndex = (ushort)value;
}
}
}
/// <summary>
/// Number of interactions associated with this binding.
/// </summary>
public int interactionCount
{
get => m_InteractionCount;
set
{
if (value >= byte.MaxValue)
throw new NotSupportedException("Interaction count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
m_InteractionCount = (byte)value;
}
}
public int processorStartIndex
{
get
{
if (m_ProcessorStartIndex == ushort.MaxValue)
return kInvalidIndex;
return m_ProcessorStartIndex;
}
set
{
if (value == kInvalidIndex)
m_ProcessorStartIndex = ushort.MaxValue;
else
{
if (value >= ushort.MaxValue)
throw new NotSupportedException("Processor count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
m_ProcessorStartIndex = (ushort)value;
}
}
}
public int processorCount
{
get => m_ProcessorCount;
set
{
if (value >= byte.MaxValue)
throw new NotSupportedException("Processor count per binding cannot exceed byte.MaxValue=" + byte.MaxValue);
m_ProcessorCount = (byte)value;
}
}
/// <summary>
/// Index of the action being triggered by the binding (if any).
/// </summary>
/// <remarks>
/// For bindings that don't trigger actions, this is <see cref="kInvalidIndex"/>.
///
/// For bindings that are part of a composite, we force this to be the action set on the composite itself.
/// </remarks>
public int actionIndex
{
get
{
if (m_ActionIndex == ushort.MaxValue)
return kInvalidIndex;
return m_ActionIndex;
}
set
{
if (value == kInvalidIndex)
m_ActionIndex = ushort.MaxValue;
else
{
if (value >= ushort.MaxValue)
throw new NotSupportedException("Action count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
m_ActionIndex = (ushort)value;
}
}
}
public int mapIndex
{
get => m_MapIndex;
set
{
Debug.Assert(value != kInvalidIndex, "Map index is invalid");
if (value >= byte.MaxValue)
throw new NotSupportedException("Map count cannot exceed byte.MaxValue=" + byte.MaxValue);
m_MapIndex = (byte)value;
}
}
/// <summary>
/// If this is a composite binding, this is the index of the composite in <see cref="composites"/>.
/// If the binding is part of a composite, this is the index of the binding that is the composite.
/// If the binding is neither a composite nor part of a composite, this is <see cref="kInvalidIndex"/>.
/// </summary>
public int compositeOrCompositeBindingIndex
{
get
{
if (m_CompositeOrCompositeBindingIndex == ushort.MaxValue)
return kInvalidIndex;
return m_CompositeOrCompositeBindingIndex;
}
set
{
if (value == kInvalidIndex)
m_CompositeOrCompositeBindingIndex = ushort.MaxValue;
else
{
if (value >= ushort.MaxValue)
throw new NotSupportedException("Composite count cannot exceed ushort.MaxValue=" + ushort.MaxValue);
m_CompositeOrCompositeBindingIndex = (ushort)value;
}
}
}
/// <summary>
/// <see cref="InputEvent.eventId">ID</see> of the event that last triggered the binding.
/// </summary>
/// <remarks>
/// We only store this for composites ATM.
/// </remarks>
public int triggerEventIdForComposite
{
get => m_TriggerEventIdForComposite;
set => m_TriggerEventIdForComposite = value;
}
// For now, we only record this for part bindings!
public double pressTime
{
get => m_PressTime;
set => m_PressTime = value;
}
public Flags flags
{
get => (Flags)m_Flags;
set => m_Flags = (byte)value;
}
public bool chainsWithNext
{
get => (flags & Flags.ChainsWithNext) == Flags.ChainsWithNext;
set
{
if (value)
flags |= Flags.ChainsWithNext;
else
flags &= ~Flags.ChainsWithNext;
}
}
public bool isEndOfChain
{
get => (flags & Flags.EndOfChain) == Flags.EndOfChain;
set
{
if (value)
flags |= Flags.EndOfChain;
else
flags &= ~Flags.EndOfChain;
}
}
public bool isPartOfChain => chainsWithNext || isEndOfChain;
public bool isComposite
{
get => (flags & Flags.Composite) == Flags.Composite;
set
{
if (value)
flags |= Flags.Composite;
else
flags &= ~Flags.Composite;
}
}
public bool isPartOfComposite
{
get => (flags & Flags.PartOfComposite) == Flags.PartOfComposite;
set
{
if (value)
flags |= Flags.PartOfComposite;
else
flags &= ~Flags.PartOfComposite;
}
}
public bool initialStateCheckPending
{
get => (flags & Flags.InitialStateCheckPending) != 0;
set
{
if (value)
flags |= Flags.InitialStateCheckPending;
else
flags &= ~Flags.InitialStateCheckPending;
}
}
public bool wantsInitialStateCheck
{
get => (flags & Flags.WantsInitialStateCheck) != 0;
set
{
if (value)
flags |= Flags.WantsInitialStateCheck;
else
flags &= ~Flags.WantsInitialStateCheck;
}
}
public int partIndex
{
get => m_PartIndex;
set
{
if (partIndex < 0)
throw new ArgumentOutOfRangeException(nameof(value), "Part index must not be negative");
if (partIndex > byte.MaxValue)
throw new InvalidOperationException("Part count must not exceed byte.MaxValue=" + byte.MaxValue);
m_PartIndex = (byte)value;
}
}
}
/// <summary>
/// Record of an input control change and its related data.
/// </summary>
/// <remarks>
/// This serves a dual purpose. One is, trigger states represent control actuations while we process them. The
/// other is to represent the current actuation state of an action as a whole. The latter is stored in <see cref="actionStates"/>
/// while the former is passed around as temporary instances on the stack.
/// </remarks>
[StructLayout(LayoutKind.Explicit, Size = 48)]
public struct TriggerState
{
public const int kMaxNumMaps = byte.MaxValue;
public const int kMaxNumControls = ushort.MaxValue;
public const int kMaxNumBindings = ushort.MaxValue;
[FieldOffset(0)] private byte m_Phase;
[FieldOffset(1)] private byte m_Flags;
[FieldOffset(2)] private byte m_MapIndex;
// One byte available here.
[FieldOffset(4)] private ushort m_ControlIndex;
// Two bytes available here.
////REVIEW: can we condense these to floats? would save us a whopping 8 bytes
[FieldOffset(8)] private double m_Time;
[FieldOffset(16)] private double m_StartTime;
[FieldOffset(24)] private ushort m_BindingIndex;
[FieldOffset(26)] private ushort m_InteractionIndex;
[FieldOffset(28)] private float m_Magnitude;
[FieldOffset(32)] private uint m_LastPerformedInUpdate;
[FieldOffset(36)] private uint m_LastCanceledInUpdate;
[FieldOffset(40)] private uint m_PressedInUpdate;
[FieldOffset(44)] private uint m_ReleasedInUpdate;
/// <summary>
/// Phase being triggered by the control value change.
/// </summary>
public InputActionPhase phase
{
get => (InputActionPhase)m_Phase;
set => m_Phase = (byte)value;
}
public bool isDisabled => phase == InputActionPhase.Disabled;
public bool isWaiting => phase == InputActionPhase.Waiting;
public bool isStarted => phase == InputActionPhase.Started;
public bool isPerformed => phase == InputActionPhase.Performed;
public bool isCanceled => phase == InputActionPhase.Canceled;
/// <summary>
/// The time the binding got triggered.
/// </summary>
public double time
{
get => m_Time;
set => m_Time = value;
}
/// <summary>
/// The time when the binding moved into <see cref="InputActionPhase.Started"/>.
/// </summary>
public double startTime
{
get => m_StartTime;
set => m_StartTime = value;
}
/// <summary>
/// Amount of actuation on the control.
/// </summary>
/// <remarks>
/// This is only valid if <see cref="haveMagnitude"/> is true.
///
/// Note that this may differ from the actuation stored for <see cref="controlIndex"/> in <see
/// cref="UnmanagedMemory.controlMagnitudes"/> if the binding is a composite.
/// </remarks>
public float magnitude
{
get => m_Magnitude;
set
{
flags |= Flags.HaveMagnitude;
m_Magnitude = value;
}
}
/// <summary>
/// Whether <see cref="magnitude"/> has been set.
/// </summary>
/// <remarks>
/// Magnitude computation is expensive so we only want to do it once. Also, we sometimes need to compare
/// a current magnitude to a magnitude value from a previous frame and the magnitude of the control
/// may have already changed.
/// </remarks>
public bool haveMagnitude => (flags & Flags.HaveMagnitude) != 0;
/// <summary>
/// Index of the action map in <see cref="maps"/> that contains the binding that triggered.
/// </summary>
public int mapIndex
{
get => m_MapIndex;
set
{
if (value < 0 || value > kMaxNumMaps)
throw new NotSupportedException("More than byte.MaxValue InputActionMaps in a single InputActionState");
m_MapIndex = (byte)value;
}
}
/// <summary>
/// Index of the control currently driving the action or <see cref="kInvalidIndex"/> if none.
/// </summary>
public int controlIndex
{
get
{
if (m_ControlIndex == kMaxNumControls)
return kInvalidIndex;
return m_ControlIndex;
}
set
{
if (value == kInvalidIndex)
m_ControlIndex = ushort.MaxValue;
else
{
if (value < 0 || value >= kMaxNumControls)
throw new NotSupportedException("More than ushort.MaxValue-1 controls in a single InputActionState");
m_ControlIndex = (ushort)value;
}
}
}
/// <summary>
/// Index into <see cref="bindingStates"/> for the binding that triggered.
/// </summary>
/// <remarks>
/// This corresponds 1:1 to an <see cref="InputBinding"/>.
/// </remarks>
public int bindingIndex
{
get => m_BindingIndex;
set
{
if (value < 0 || value > kMaxNumBindings)
throw new NotSupportedException("More than ushort.MaxValue bindings in a single InputActionState");
m_BindingIndex = (ushort)value;
}
}
/// <summary>
/// Index into <see cref="InputActionState.interactionStates"/> for the interaction that triggered.
/// </summary>
/// <remarks>
/// Is <see cref="InputActionState.kInvalidIndex"/> if there is no interaction present on the binding.
/// </remarks>
public int interactionIndex
{
get
{
if (m_InteractionIndex == ushort.MaxValue)
return kInvalidIndex;
return m_InteractionIndex;
}
set
{
if (value == kInvalidIndex)
m_InteractionIndex = ushort.MaxValue;
else
{
if (value < 0 || value >= ushort.MaxValue)
throw new NotSupportedException("More than ushort.MaxValue-1 interactions in a single InputActionState");
m_InteractionIndex = (ushort)value;
}
}
}
/// <summary>
/// Update step count (<see cref="InputUpdate.s_UpdateStepCount"/>) in which action triggered/performed last.
/// Zero if the action did not trigger yet. Also reset to zero when the action is disabled.
/// </summary>
public uint lastPerformedInUpdate
{
get => m_LastPerformedInUpdate;
set => m_LastPerformedInUpdate = value;
}
public uint lastCanceledInUpdate
{
get => m_LastCanceledInUpdate;
set => m_LastCanceledInUpdate = value;
}
public uint pressedInUpdate
{
get => m_PressedInUpdate;
set => m_PressedInUpdate = value;
}
public uint releasedInUpdate
{
get => m_ReleasedInUpdate;
set => m_ReleasedInUpdate = value;
}
/// <summary>
/// Whether the action associated with the trigger state is marked as pass-through.
/// </summary>
/// <seealso cref="InputActionType.PassThrough"/>
public bool isPassThrough
{
get => (flags & Flags.PassThrough) != 0;
set
{
if (value)
flags |= Flags.PassThrough;
else
flags &= ~Flags.PassThrough;
}
}
/// <summary>
/// Whether the action associated with the trigger state is a button-type action.
/// </summary>
/// <seealso cref="InputActionType.Button"/>
public bool isButton
{
get => (flags & Flags.Button) != 0;
set
{
if (value)
flags |= Flags.Button;
else
flags &= ~Flags.Button;
}
}
public bool isPressed
{
get => (flags & Flags.Pressed) != 0;
set
{
if (value)
flags |= Flags.Pressed;
else
flags &= ~Flags.Pressed;
}
}
/// <summary>
/// Whether the action may potentially see multiple concurrent actuations from its bindings
/// and wants them resolved automatically.
/// </summary>
/// <remarks>
/// We use this to gate some of the more expensive checks that are pointless to
/// perform if we don't have to disambiguate input from concurrent sources.
///
/// Always disabled if <see cref="isPassThrough"/> is true.
/// </remarks>
public bool mayNeedConflictResolution
{
get => (flags & Flags.MayNeedConflictResolution) != 0;
set
{
if (value)
flags |= Flags.MayNeedConflictResolution;
else
flags &= ~Flags.MayNeedConflictResolution;
}
}
/// <summary>
/// Whether the action currently has several concurrent actuations from its bindings.
/// </summary>
/// <remarks>
/// This is only used when automatic conflict resolution is enabled (<see cref="mayNeedConflictResolution"/>).
/// </remarks>
public bool hasMultipleConcurrentActuations
{
get => (flags & Flags.HasMultipleConcurrentActuations) != 0;
set
{
if (value)
flags |= Flags.HasMultipleConcurrentActuations;
else
flags &= ~Flags.HasMultipleConcurrentActuations;
}
}
public bool inProcessing
{
get => (flags & Flags.InProcessing) != 0;
set
{
if (value)
flags |= Flags.InProcessing;
else
flags &= ~Flags.InProcessing;
}
}
public Flags flags
{
get => (Flags)m_Flags;
set => m_Flags = (byte)value;
}
[Flags]
public enum Flags
{
/// <summary>
/// Whether <see cref="magnitude"/> has been set.
/// </summary>
HaveMagnitude = 1 << 0,
/// <summary>
/// Whether the action associated with the trigger state is marked as pass-through.
/// </summary>
/// <seealso cref="InputActionType.PassThrough"/>
PassThrough = 1 << 1,
/// <summary>
/// Whether the action has more than one control bound to it.
/// </summary>
/// <remarks>
/// An action may have arbitrary many bindings yet may still resolve only to a single control
/// at runtime. In that case, this flag is NOT set. We only set it if binding resolution for
/// an action indeed ended up with multiple controls able to trigger the same action.
/// </remarks>
MayNeedConflictResolution = 1 << 2,
/// <summary>
/// Whether there are currently multiple bound controls that are actuated.
/// </summary>
/// <remarks>
/// This is only used if <see cref="TriggerState.mayNeedConflictResolution"/> is true.
/// </remarks>
HasMultipleConcurrentActuations = 1 << 3,
InProcessing = 1 << 4,
/// <summary>
/// Whether the action associated with the trigger state is a button-type action.
/// </summary>
/// <seealso cref="InputActionType.Button"/>
Button = 1 << 5,
Pressed = 1 << 6,
}
}
/// <summary>
/// Tells us where the data for a single action map is found in the
/// various arrays.
/// </summary>
public struct ActionMapIndices
{
public int actionStartIndex;
public int actionCount;
public int controlStartIndex;
public int controlCount;
public int bindingStartIndex;
public int bindingCount;
public int interactionStartIndex;
public int interactionCount;
public int processorStartIndex;
public int processorCount;
public int compositeStartIndex;
public int compositeCount;
}
/// <summary>
/// Unmanaged memory kept for action maps.
/// </summary>
/// <remarks>
/// Most of the dynamic execution state for actions we keep in a single block of unmanaged memory.
/// Essentially, only the C# heap objects (like IInputInteraction and such) we keep in managed arrays.
/// Aside from being able to condense the data into a single block of memory and not having to have
/// it spread out on the GC heap, we gain the advantage of being able to freely allocate and re-allocate
/// these blocks without creating garbage on the GC heap.
///
/// The data here is set up by <see cref="InputBindingResolver"/>.
/// </remarks>
public struct UnmanagedMemory : IDisposable
{
public bool isAllocated => basePtr != null;
public void* basePtr;
/// <summary>
/// Number of action maps and entries in <see cref="mapIndices"/> and <see cref="maps"/>.
/// </summary>
public int mapCount;
/// <summary>
/// Total number of actions (i.e. from all maps combined) and entries in <see cref="actionStates"/>.
/// </summary>
public int actionCount;
/// <summary>
/// Total number of interactions and entries in <see cref="interactionStates"/> and <see cref="interactions"/>.
/// </summary>
public int interactionCount;
/// <summary>
/// Total number of bindings and entries in <see cref="bindingStates"/>.
/// </summary>
public int bindingCount;
/// <summary>
/// Total number of bound controls and entries in <see cref="controls"/>.
/// </summary>
public int controlCount;
/// <summary>
/// Total number of composite bindings and entries in <see cref="composites"/>.
/// </summary>
public int compositeCount;
/// <summary>
/// Total size of allocated unmanaged memory.
/// </summary>
public int sizeInBytes =>
mapCount * sizeof(ActionMapIndices) + // mapIndices
actionCount * sizeof(TriggerState) + // actionStates
bindingCount * sizeof(BindingState) + // bindingStates
interactionCount * sizeof(InteractionState) + // interactionStates
controlCount * sizeof(float) + // controlMagnitudes
compositeCount * sizeof(float) + // compositeMagnitudes
controlCount * sizeof(int) + // controlIndexToBindingIndex
controlCount * sizeof(ushort) * 2 + // controlGrouping
actionCount * sizeof(ushort) * 2 + // actionBindingIndicesAndCounts
bindingCount * sizeof(ushort) + // actionBindingIndices
(controlCount + 31) / 32 * sizeof(int); // enabledControlsArray
/// <summary>
/// Trigger state of all actions added to the state.
/// </summary>
/// <remarks>
/// This array also tells which actions are enabled or disabled. Any action with phase
/// <see cref="InputActionPhase.Disabled"/> is disabled.
/// </remarks>
public TriggerState* actionStates;
/// <summary>
/// State of all bindings added to the state.
/// </summary>
/// <remarks>
/// For the most part, this is read-only information set up during resolution.
/// </remarks>
public BindingState* bindingStates;
/// <summary>
/// State of all interactions on bindings in the action map.
/// </summary>
/// <remarks>
/// Any interaction mentioned on any of the bindings gets its own execution state record
/// in here. The interactions for any one binding are grouped together.
/// </remarks>
public InteractionState* interactionStates;
/// <summary>
/// Current remembered level of actuation of each of the controls in <see cref="controls"/>.
/// </summary>
/// <remarks>
/// This array is NOT kept strictly up to date. In fact, we only use it for conflict resolution
/// between multiple bound controls at the moment. Meaning that in the majority of cases, the magnitude
/// stored for a control here will NOT be up to date.
///
/// Also note that for controls that are part of composites, this will NOT be the magnitude of the
/// control but rather be the magnitude of the entire compound.
/// </remarks>
public float* controlMagnitudes;
public float* compositeMagnitudes;
public int* enabledControls;
/// <summary>
/// Array of pair of ints, one pair for each action (same index as <see cref="actionStates"/>). First int
/// is the index into <see cref="actionBindingIndices"/> where bindings of action are found and second int
/// is the count of bindings on action.
/// </summary>
public ushort* actionBindingIndicesAndCounts;
/// <summary>
/// Array of indices into <see cref="bindingStates"/>. The indices for every action are laid out sequentially.
/// The array slice corresponding to each action can be determined by looking it up in <see cref="actionBindingIndicesAndCounts"/>.
/// </summary>
public ushort* actionBindingIndices;
////REVIEW: make this an array of shorts rather than ints?
public int* controlIndexToBindingIndex;
// Two shorts per control. First one is group number. Second one is complexity count.
public ushort* controlGroupingAndComplexity;
public bool controlGroupingInitialized;
public ActionMapIndices* mapIndices;
public void Allocate(int mapCount, int actionCount, int bindingCount, int controlCount, int interactionCount, int compositeCount)
{
Debug.Assert(basePtr == null, "Memory already allocated! Free first!");
Debug.Assert(mapCount >= 1, "Map count out of range");
Debug.Assert(actionCount >= 0, "Action count out of range");
Debug.Assert(bindingCount >= 0, "Binding count out of range");
Debug.Assert(interactionCount >= 0, "Interaction count out of range");
Debug.Assert(compositeCount >= 0, "Composite count out of range");
this.mapCount = mapCount;
this.actionCount = actionCount;
this.interactionCount = interactionCount;
this.bindingCount = bindingCount;
this.controlCount = controlCount;
this.compositeCount = compositeCount;
var numBytes = sizeInBytes;
var ptr = (byte*)UnsafeUtility.Malloc(numBytes, 8, Allocator.Persistent);
UnsafeUtility.MemClear(ptr, numBytes);
basePtr = ptr;
// NOTE: This depends on the individual structs being sufficiently aligned in order to not
// cause any misalignment here. TriggerState, InteractionState, and BindingState all
// contain doubles so put them first in memory to make sure they get proper alignment.
actionStates = (TriggerState*)ptr; ptr += actionCount * sizeof(TriggerState);
interactionStates = (InteractionState*)ptr; ptr += interactionCount * sizeof(InteractionState);
bindingStates = (BindingState*)ptr; ptr += bindingCount * sizeof(BindingState);
mapIndices = (ActionMapIndices*)ptr; ptr += mapCount * sizeof(ActionMapIndices);
controlMagnitudes = (float*)ptr; ptr += controlCount * sizeof(float);
compositeMagnitudes = (float*)ptr; ptr += compositeCount * sizeof(float);
controlIndexToBindingIndex = (int*)ptr; ptr += controlCount * sizeof(int);
controlGroupingAndComplexity = (ushort*)ptr; ptr += controlCount * sizeof(ushort) * 2;
actionBindingIndicesAndCounts = (ushort*)ptr; ptr += actionCount * sizeof(ushort) * 2;
actionBindingIndices = (ushort*)ptr; ptr += bindingCount * sizeof(ushort);
enabledControls = (int*)ptr; ptr += (controlCount + 31) / 32 * sizeof(int);
}
public void Dispose()
{
if (basePtr == null)
return;
UnsafeUtility.Free(basePtr, Allocator.Persistent);
basePtr = null;
actionStates = null;
interactionStates = null;
bindingStates = null;
mapIndices = null;
controlMagnitudes = null;
compositeMagnitudes = null;
controlIndexToBindingIndex = null;
controlGroupingAndComplexity = null;
actionBindingIndices = null;
actionBindingIndicesAndCounts = null;
mapCount = 0;
actionCount = 0;
bindingCount = 0;
controlCount = 0;
interactionCount = 0;
compositeCount = 0;
}
public void CopyDataFrom(UnmanagedMemory memory)
{
Debug.Assert(memory.basePtr != null, "Given struct has no allocated data");
// Even if a certain array is empty (e.g. we have no controls), we set the pointer
// in Allocate() to something other than null.
UnsafeUtility.MemCpy(mapIndices, memory.mapIndices, memory.mapCount * sizeof(ActionMapIndices));
UnsafeUtility.MemCpy(actionStates, memory.actionStates, memory.actionCount * sizeof(TriggerState));
UnsafeUtility.MemCpy(bindingStates, memory.bindingStates, memory.bindingCount * sizeof(BindingState));
UnsafeUtility.MemCpy(interactionStates, memory.interactionStates, memory.interactionCount * sizeof(InteractionState));
UnsafeUtility.MemCpy(controlMagnitudes, memory.controlMagnitudes, memory.controlCount * sizeof(float));
UnsafeUtility.MemCpy(compositeMagnitudes, memory.compositeMagnitudes, memory.compositeCount * sizeof(float));
UnsafeUtility.MemCpy(controlIndexToBindingIndex, memory.controlIndexToBindingIndex, memory.controlCount * sizeof(int));
UnsafeUtility.MemCpy(controlGroupingAndComplexity, memory.controlGroupingAndComplexity, memory.controlCount * sizeof(ushort) * 2);
UnsafeUtility.MemCpy(actionBindingIndicesAndCounts, memory.actionBindingIndicesAndCounts, memory.actionCount * sizeof(ushort) * 2);
UnsafeUtility.MemCpy(actionBindingIndices, memory.actionBindingIndices, memory.bindingCount * sizeof(ushort));
UnsafeUtility.MemCpy(enabledControls, memory.enabledControls, (memory.controlCount + 31) / 32 * sizeof(int));
}
public UnmanagedMemory Clone()
{
if (!isAllocated)
return new UnmanagedMemory();
var clone = new UnmanagedMemory();
clone.Allocate(
mapCount: mapCount,
actionCount: actionCount,
controlCount: controlCount,
bindingCount: bindingCount,
interactionCount: interactionCount,
compositeCount: compositeCount);
clone.CopyDataFrom(this);
return clone;
}
}
#region Global State
/// <summary>
/// Global state containing a list of weak references to all action map states currently in the system.
/// </summary>
/// <remarks>
/// When the control setup in the system changes, we need a way for control resolution that
/// has already been done to be invalidated and redone. We also want a way to find all
/// currently enabled actions in the system.
///
/// Both of these needs are served by this global list.
/// </remarks>
internal struct GlobalState
{
internal InlinedArray<GCHandle> globalList;
internal CallbackArray<Action<object, InputActionChange>> onActionChange;
internal CallbackArray<Action<object>> onActionControlsChanged;
}
internal static GlobalState s_GlobalState;
internal static ISavedState SaveAndResetState()
{
// Save current state
var savedState = new SavedStructState<GlobalState>(
ref s_GlobalState,
(ref GlobalState state) => s_GlobalState = state, // restore
() => ResetGlobals()); // static dispose
// Reset global state
s_GlobalState = default;
return savedState;
}
private void AddToGlobalList()
{
CompactGlobalList();
var handle = GCHandle.Alloc(this, GCHandleType.Weak);
s_GlobalState.globalList.AppendWithCapacity(handle);
}
private void RemoveMapFromGlobalList()
{
var count = s_GlobalState.globalList.length;
for (var i = 0; i < count; ++i)
if (s_GlobalState.globalList[i].Target == this)
{
s_GlobalState.globalList[i].Free();
s_GlobalState.globalList.RemoveAtByMovingTailWithCapacity(i);
break;
}
}
/// <summary>
/// Remove any entries for states that have been reclaimed by GC.
/// </summary>
private static void CompactGlobalList()
{
var length = s_GlobalState.globalList.length;
var head = 0;
for (var i = 0; i < length; ++i)
{
var handle = s_GlobalState.globalList[i];
if (handle.IsAllocated && handle.Target != null)
{
if (head != i)
s_GlobalState.globalList[head] = handle;
++head;
}
else
{
if (handle.IsAllocated)
s_GlobalState.globalList[i].Free();
s_GlobalState.globalList[i] = default;
}
}
s_GlobalState.globalList.length = head;
}
internal void NotifyListenersOfActionChange(InputActionChange change)
{
for (var i = 0; i < totalMapCount; ++i)
{
var map = maps[i];
if (map.m_SingletonAction != null)
{
NotifyListenersOfActionChange(change, map.m_SingletonAction);
}
else if (map.m_Asset == null)
{
NotifyListenersOfActionChange(change, map);
}
else
{
NotifyListenersOfActionChange(change, map.m_Asset);
return;
}
}
}
internal static void NotifyListenersOfActionChange(InputActionChange change, object actionOrMapOrAsset)
{
Debug.Assert(actionOrMapOrAsset != null, "Should have action or action map or asset object to notify about");
Debug.Assert(actionOrMapOrAsset is InputAction || (actionOrMapOrAsset as InputActionMap)?.m_SingletonAction == null,
"Must not send notifications for changes made to hidden action maps of singleton actions");
DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionChange, actionOrMapOrAsset, change, "onActionChange");
if (change == InputActionChange.BoundControlsChanged)
DelegateHelpers.InvokeCallbacksSafe(ref s_GlobalState.onActionControlsChanged, actionOrMapOrAsset, "onActionControlsChange");
}
/// <summary>
/// Nuke global state we have to keep track of action map states.
/// </summary>
private static void ResetGlobals()
{
DestroyAllActionMapStates();
for (var i = 0; i < s_GlobalState.globalList.length; ++i)
if (s_GlobalState.globalList[i].IsAllocated)
s_GlobalState.globalList[i].Free();
s_GlobalState.globalList.length = 0;
s_GlobalState.onActionChange.Clear();
s_GlobalState.onActionControlsChanged.Clear();
}
// Walk all maps with enabled actions and add all enabled actions to the given list.
internal static int FindAllEnabledActions(List<InputAction> result)
{
var numFound = 0;
var stateCount = s_GlobalState.globalList.length;
for (var i = 0; i < stateCount; ++i)
{
var handle = s_GlobalState.globalList[i];
if (!handle.IsAllocated)
continue;
var state = (InputActionState)handle.Target;
if (state == null)
continue;
var mapCount = state.totalMapCount;
var maps = state.maps;
for (var n = 0; n < mapCount; ++n)
{
var map = maps[n];
if (!map.enabled)
continue;
var actions = map.m_Actions;
var actionCount = actions.Length;
if (map.m_EnabledActionsCount == actionCount)
{
result.AddRange(actions);
numFound += actionCount;
}
else
{
var actionStartIndex = state.mapIndices[map.m_MapIndexInState].actionStartIndex;
for (var k = 0; k < actionCount; ++k)
{
if (state.actionStates[actionStartIndex + k].phase != InputActionPhase.Disabled)
{
result.Add(actions[k]);
++numFound;
}
}
}
}
}
return numFound;
}
////TODO: when re-resolving, we need to preserve InteractionStates and not just reset them
/// <summary>
/// Deal with the fact that the control setup in the system may change at any time and can affect
/// actions that had their controls already resolved.
/// </summary>
/// <remarks>
/// Note that this method can NOT deal with changes other than the control setup in the system
/// changing. Specifically, it will NOT handle configuration changes in action maps (e.g. bindings
/// being altered) correctly.
///
/// We get called from <see cref="InputManager"/> directly rather than hooking into <see cref="InputSystem.onDeviceChange"/>
/// so that we're not adding needless calls for device changes that are not of interest to us.
/// </remarks>
internal static void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
Debug.Assert(device != null, "Device is null");
////REVIEW: should we ignore disconnected devices in InputBindingResolver?
Debug.Assert(
change == InputDeviceChange.Added || change == InputDeviceChange.Removed ||
change == InputDeviceChange.UsageChanged || change == InputDeviceChange.ConfigurationChanged ||
change == InputDeviceChange.SoftReset || change == InputDeviceChange.HardReset,
"Should only be called for relevant changes");
for (var i = 0; i < s_GlobalState.globalList.length; ++i)
{
var handle = s_GlobalState.globalList[i];
if (!handle.IsAllocated || handle.Target == null)
{
// Stale entry in the list. State has already been reclaimed by GC. Remove it.
if (handle.IsAllocated)
s_GlobalState.globalList[i].Free();
s_GlobalState.globalList.RemoveAtWithCapacity(i);
--i;
continue;
}
var state = (InputActionState)handle.Target;
// If this state is not affected by the change, skip.
var needsFullResolve = true;
switch (change)
{
case InputDeviceChange.Added:
if (!state.CanUseDevice(device))
continue;
needsFullResolve = false;
break;
case InputDeviceChange.Removed:
if (!state.IsUsingDevice(device))
continue;
// If the device is listed in a device mask (on either a map or an asset) in the
// state, remove it (see Actions_WhenDeviceIsRemoved_DeviceIsRemovedFromDeviceMask).
for (var n = 0; n < state.totalMapCount; ++n)
{
var map = state.maps[n];
map.m_Devices.Remove(device);
map.asset?.m_Devices.Remove(device);
}
needsFullResolve = false;
break;
// NOTE: ConfigurationChanges can affect display names of controls which may make a device usable that
// we didn't find anything usable on before.
case InputDeviceChange.ConfigurationChanged:
case InputDeviceChange.UsageChanged:
if (!state.IsUsingDevice(device) && !state.CanUseDevice(device))
continue;
// Full resolve necessary!
break;
// On reset, cancel all actions currently in progress from the device that got reset.
// If we simply let change monitors trigger, we will respond to things like button releases
// that are in fact just resets of buttons to their default state.
case InputDeviceChange.SoftReset:
case InputDeviceChange.HardReset:
if (!state.IsUsingDevice(device))
continue;
state.ResetActionStatesDrivenBy(device);
continue; // No re-resolving necessary.
}
// Trigger a lazy-resolve on all action maps in the state.
for (var n = 0; n < state.totalMapCount; ++n)
{
if (state.maps[n].LazyResolveBindings(fullResolve: needsFullResolve))
{
// Map has chosen to resolve right away. This will resolve bindings for *all*
// maps in the state, so we're done here.
break;
}
}
}
}
internal static void DeferredResolutionOfBindings()
{
++InputActionMap.s_DeferBindingResolution;
try
{
for (var i = 0; i < s_GlobalState.globalList.length; ++i)
{
var handle = s_GlobalState.globalList[i];
if (!handle.IsAllocated || handle.Target == null)
{
// Stale entry in the list. State has already been reclaimed by GC. Remove it.
if (handle.IsAllocated)
s_GlobalState.globalList[i].Free();
s_GlobalState.globalList.RemoveAtWithCapacity(i);
--i;
continue;
}
var state = (InputActionState)handle.Target;
for (var n = 0; n < state.totalMapCount; ++n)
state.maps[n].ResolveBindingsIfNecessary();
}
}
finally
{
--InputActionMap.s_DeferBindingResolution;
}
}
internal static void DisableAllActions()
{
for (var i = 0; i < s_GlobalState.globalList.length; ++i)
{
var handle = s_GlobalState.globalList[i];
if (!handle.IsAllocated || handle.Target == null)
continue;
var state = (InputActionState)handle.Target;
var mapCount = state.totalMapCount;
var maps = state.maps;
for (var n = 0; n < mapCount; ++n)
{
maps[n].Disable();
Debug.Assert(!maps[n].enabled, "Map is still enabled after calling Disable");
}
}
}
/// <summary>
/// Forcibly destroy all states currently on the global list.
/// </summary>
/// <remarks>
/// We do this when exiting play mode in the editor to make sure we are cleaning up our
/// unmanaged memory allocations.
/// </remarks>
internal static void DestroyAllActionMapStates()
{
while (s_GlobalState.globalList.length > 0)
{
var index = s_GlobalState.globalList.length - 1;
var handle = s_GlobalState.globalList[index];
if (!handle.IsAllocated || handle.Target == null)
{
// Already destroyed.
if (handle.IsAllocated)
s_GlobalState.globalList[index].Free();
s_GlobalState.globalList.RemoveAtWithCapacity(index);
continue;
}
var state = (InputActionState)handle.Target;
state.Destroy();
}
}
#endregion
}
}
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