| using UnityEngine.InputSystem.Layouts; | |
| using UnityEngine.InputSystem.LowLevel; | |
| ////REVIEW: generalize this to AnyButton and add to more devices? | |
| namespace UnityEngine.InputSystem.Controls | |
| { | |
| /// <summary> | |
| /// A control that simply checks the entire state it's been assigned | |
| /// for whether there's any non-zero bytes. If there are, the control | |
| /// returns 1.0; otherwise it returns 0.0. | |
| /// </summary> | |
| /// <remarks> | |
| /// This control is used by <see cref="Keyboard.anyKey"/> to create a button | |
| /// that is toggled on as long as any of the keys on the keyboard is pressed. | |
| /// </remarks> | |
| /// <seealso cref="Keyboard.anyKey"/> | |
| [] | |
| public class AnyKeyControl : ButtonControl | |
| { | |
| ////TODO: wasPressedThisFrame and wasReleasedThisFrame | |
| /// <summary> | |
| /// Default initialization. Sets state size to 1 bit and format to | |
| /// <see cref="InputStateBlock.FormatBit"/>. | |
| /// </summary> | |
| public AnyKeyControl() | |
| { | |
| m_StateBlock.sizeInBits = 1; // Should be overridden by whoever uses the control. | |
| m_StateBlock.format = InputStateBlock.FormatBit; | |
| } | |
| /// <inheritdoc /> | |
| public override unsafe float ReadUnprocessedValueFromState(void* statePtr) | |
| { | |
| return this.CheckStateIsAtDefault(statePtr) ? 0.0f : 1.0f; | |
| } | |
| } | |
| } | |