Maze / Library /PackageCache /com.unity.inputsystem@1.6.1 /InputSystem /Actions /InputActionState.cs
| 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 | |
| || InputState.currentUpdateType == InputUpdateType.Editor | |
| ) | |
| 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 (InputState.currentUpdateType == InputUpdateType.Editor) | |
| return; | |
| 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> | |
| [] | |
| internal struct InteractionState | |
| { | |
| [] private ushort m_TriggerControlIndex; | |
| [] private byte m_Phase; | |
| [] private byte m_Flags; | |
| [] private float m_TimerDuration; | |
| [] private double m_StartTime; | |
| [] private double m_TimerStartTime; | |
| [] private double m_PerformedTime; | |
| [] private float m_TotalTimeoutCompletionTimeDone; | |
| [] private float m_TotalTimeoutCompletionTimeRemaining; | |
| [] 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; | |
| } | |
| [] | |
| 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> | |
| [] | |
| internal struct BindingState | |
| { | |
| [] private byte m_ControlCount; | |
| [] private byte m_InteractionCount; | |
| [] private byte m_ProcessorCount; | |
| [] private byte m_MapIndex; | |
| [] private byte m_Flags; | |
| [] private byte m_PartIndex; | |
| [] private ushort m_ActionIndex; | |
| [] private ushort m_CompositeOrCompositeBindingIndex; | |
| [] private ushort m_ProcessorStartIndex; | |
| [] private ushort m_InteractionStartIndex; | |
| [] private ushort m_ControlStartIndex; | |
| [] private double m_PressTime; | |
| [] private int m_TriggerEventIdForComposite; | |
| [] private int __padding; // m_PressTime double must be aligned | |
| [] | |
| 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> | |
| [] | |
| public struct TriggerState | |
| { | |
| public const int kMaxNumMaps = byte.MaxValue; | |
| public const int kMaxNumControls = ushort.MaxValue; | |
| public const int kMaxNumBindings = ushort.MaxValue; | |
| [] private byte m_Phase; | |
| [] private byte m_Flags; | |
| [] private byte m_MapIndex; | |
| // One byte available here. | |
| [] private ushort m_ControlIndex; | |
| // Two bytes available here. | |
| ////REVIEW: can we condense these to floats? would save us a whopping 8 bytes | |
| [] private double m_Time; | |
| [] private double m_StartTime; | |
| [] private ushort m_BindingIndex; | |
| [] private ushort m_InteractionIndex; | |
| [] private float m_Magnitude; | |
| [] private uint m_LastPerformedInUpdate; | |
| [] private uint m_LastCanceledInUpdate; | |
| [] private uint m_PressedInUpdate; | |
| [] 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; | |
| } | |
| [] | |
| 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; | |
| } | |
| } | |
| /// <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(); | |
| } | |
| } | |
| } | |
| } | |