File size: 6,295 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 | #if UNITY_EDITOR
using System;
using System.Linq;
using UnityEditor;
namespace UnityEngine.InputSystem.Editor
{
internal static class EditorPlayerSettingHelpers
{
/// <summary>
/// Whether the backends for the new input system are enabled in the
/// player settings for the Unity runtime.
/// </summary>
public static bool newSystemBackendsEnabled
{
get
{
#if UNITY_2020_2_OR_NEWER
var property = GetPropertyOrNull(kActiveInputHandler);
return property == null || ActiveInputHandlerToTuple(property.intValue).newSystemEnabled;
#else
var property = GetPropertyOrNull(kEnableNewSystemProperty);
return property == null || property.boolValue;
#endif
}
set
{
#if UNITY_2020_2_OR_NEWER
var property = GetPropertyOrNull(kActiveInputHandler);
if (property != null)
{
var tuple = ActiveInputHandlerToTuple(property.intValue);
tuple.newSystemEnabled = value;
property.intValue = TupleToActiveInputHandler(tuple);
property.serializedObject.ApplyModifiedProperties();
}
else
{
Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings");
}
#else
var property = GetPropertyOrNull(kEnableNewSystemProperty);
if (property != null)
{
property.boolValue = value;
property.serializedObject.ApplyModifiedProperties();
}
else
{
Debug.LogError($"Cannot find '{kEnableNewSystemProperty}' in player settings");
}
#endif
}
}
/// <summary>
/// Whether the backends for the old input system are enabled in the
/// player settings for the Unity runtime.
/// </summary>
public static bool oldSystemBackendsEnabled
{
get
{
#if UNITY_2020_2_OR_NEWER
var property = GetPropertyOrNull(kActiveInputHandler);
return property == null || ActiveInputHandlerToTuple(property.intValue).oldSystemEnabled;
#else
var property = GetPropertyOrNull(kDisableOldSystemProperty);
return property == null || !property.boolValue;
#endif
}
set
{
#if UNITY_2020_2_OR_NEWER
var property = GetPropertyOrNull(kActiveInputHandler);
if (property != null)
{
var tuple = ActiveInputHandlerToTuple(property.intValue);
tuple.oldSystemEnabled = value;
property.intValue = TupleToActiveInputHandler(tuple);
property.serializedObject.ApplyModifiedProperties();
}
else
{
Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings");
}
#else
var property = GetPropertyOrNull(kDisableOldSystemProperty);
if (property != null)
{
property.boolValue = !value;
property.serializedObject.ApplyModifiedProperties();
}
else
{
Debug.LogError($"Cannot find '{kDisableOldSystemProperty}' in player settings");
}
#endif
}
}
#if UNITY_2020_2_OR_NEWER
private const string kActiveInputHandler = "activeInputHandler";
private enum InputHandler
{
OldInputManager = 0,
NewInputSystem = 1,
InputBoth = 2
};
private static (bool newSystemEnabled, bool oldSystemEnabled) ActiveInputHandlerToTuple(int value)
{
switch ((InputHandler)value)
{
case InputHandler.OldInputManager:
return (false, true);
case InputHandler.NewInputSystem:
return (true, false);
case InputHandler.InputBoth:
return (true, true);
default:
throw new ArgumentException($"Invalid value of 'activeInputHandler' setting: {value}");
}
}
private static int TupleToActiveInputHandler((bool newSystemEnabled, bool oldSystemEnabled) tuple)
{
switch (tuple)
{
case (false, true):
return (int)InputHandler.OldInputManager;
case (true, false):
return (int)InputHandler.NewInputSystem;
case (true, true):
return (int)InputHandler.InputBoth;
// Special case, when using two separate bool's of the public API here,
// it's possible to end up with both settings in false, for example:
// - EditorPlayerSettingHelpers.newSystemBackendsEnabled = true;
// - EditorPlayerSettingHelpers.oldSystemBackendsEnabled = false;
// - EditorPlayerSettingHelpers.newSystemBackendsEnabled = false;
// - EditorPlayerSettingHelpers.oldSystemBackendsEnabled = true;
// On line 3 both settings will be false, even if we set old system to true on line 4.
case (false, false):
return (int)InputHandler.OldInputManager;
}
}
#else
private const string kEnableNewSystemProperty = "enableNativePlatformBackendsForNewInputSystem";
private const string kDisableOldSystemProperty = "disableOldInputManagerSupport";
#endif
private static SerializedProperty GetPropertyOrNull(string name)
{
var playerSettings = Resources.FindObjectsOfTypeAll<PlayerSettings>().FirstOrDefault();
if (playerSettings == null)
return null;
var playerSettingsObject = new SerializedObject(playerSettings);
return playerSettingsObject.FindProperty(name);
}
}
}
#endif // UNITY_EDITOR
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