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lethanhsonvsp
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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputActionsEditorSessionAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_actionasset_editor_closed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Construct a new <c>InputActionsEditorSession</c> record of the given <para>type</para>.
/// </summary>
/// <param name="kind">The editor type for which this record is valid.</param>
public InputActionsEditorSessionAnalytic(Data.Kind kind)
{
if (kind == Data.Kind.Invalid)
throw new ArgumentException(nameof(kind));
Initialize(kind);
}
/// <summary>
/// Register that an action map edit has occurred.
/// </summary>
public void RegisterActionMapEdit()
{
if (ImplicitFocus())
++m_Data.action_map_modification_count;
}
/// <summary>
/// Register that an action edit has occurred.
/// </summary>
public void RegisterActionEdit()
{
if (ImplicitFocus() && ComputeDuration() > 0.5) // Avoid logging actions triggered via UI initialization
++m_Data.action_modification_count;
}
/// <summary>
/// Register than a binding edit has occurred.
/// </summary>
public void RegisterBindingEdit()
{
if (ImplicitFocus())
++m_Data.binding_modification_count;
}
/// <summary>
/// Register that a control scheme edit has occurred.
/// </summary>
public void RegisterControlSchemeEdit()
{
if (ImplicitFocus())
++m_Data.control_scheme_modification_count;
}
/// <summary>
/// Register that the editor has received focus which is expected to reflect that the user
/// is currently exploring or editing it.
/// </summary>
public void RegisterEditorFocusIn()
{
if (!hasSession || hasFocus)
return;
m_FocusStart = currentTime;
}
/// <summary>
/// Register that the editor has lost focus which is expected to reflect that the user currently
/// has the attention elsewhere.
/// </summary>
/// <remarks>
/// Calling this method without having an ongoing session and having focus will not have any effect.
/// </remarks>
public void RegisterEditorFocusOut()
{
if (!hasSession || !hasFocus)
return;
var duration = currentTime - m_FocusStart;
m_FocusStart = float.NaN;
m_Data.session_focus_duration_seconds += (float)duration;
++m_Data.session_focus_switch_count;
}
/// <summary>
/// Register a user-event related to explicitly saving in the editor, e.g.
/// using a button, menu or short-cut to trigger the save command.
/// </summary>
public void RegisterExplicitSave()
{
if (!hasSession)
return; // No pending session
++m_Data.explicit_save_count;
}
/// <summary>
/// Register a user-event related to implicitly saving in the editor, e.g.
/// by having auto-save enabled and indirectly saving the associated asset.
/// </summary>
public void RegisterAutoSave()
{
if (!hasSession)
return; // No pending session
++m_Data.auto_save_count;
}
/// <summary>
/// Register a user-event related to resetting the editor action configuration to defaults.
/// </summary>
public void RegisterReset()
{
if (!hasSession)
return; // No pending session
++m_Data.reset_count;
}
/// <summary>
/// Begins a new session if the session has not already been started.
/// </summary>
/// <remarks>
/// If the session has already been started due to a previous call to <see cref="Begin()"/> without
/// a call to <see cref="End()"/> this method has no effect.
/// </remarks>
public void Begin()
{
if (hasSession)
return; // Session already started.
m_SessionStart = currentTime;
}
/// <summary>
/// Ends the current session.
/// </summary>
/// <remarks>
/// If the session has not previously been started via a call to <see cref="Begin()"/> calling this
/// method has no effect.
/// </remarks>
public void End()
{
if (!hasSession)
return; // No pending session
// Make sure we register focus out if failed to capture or not invoked
if (hasFocus)
RegisterEditorFocusOut();
// Compute and record total session duration
var duration = ComputeDuration();
m_Data.session_duration_seconds += duration;
// Sanity check data, if less than a second its likely a glitch so avoid sending incorrect data
// Send analytics event
if (duration >= 1.0)
runtime.SendAnalytic(this);
// Reset to allow instance to be reused
Initialize(m_Data.kind);
}
#region IInputAnalytic Interface
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
if (!isValid)
{
data = null;
error = new Exception("Unable to gather data without a valid session");
return false;
}
data = this.m_Data;
error = null;
return true;
}
public InputAnalytics.InputAnalyticInfo info => new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#endregion
private double ComputeDuration() => hasSession ? currentTime - m_SessionStart : 0.0;
private void Initialize(Data.Kind kind)
{
m_FocusStart = float.NaN;
m_SessionStart = float.NaN;
m_Data = new Data(kind);
}
private bool ImplicitFocus()
{
if (!hasSession)
return false;
if (!hasFocus)
RegisterEditorFocusIn();
return true;
}
private Data m_Data;
private double m_FocusStart;
private double m_SessionStart;
private static IInputRuntime runtime => InputSystem.s_Manager.m_Runtime;
private bool hasFocus => !double.IsNaN(m_FocusStart);
private bool hasSession => !double.IsNaN(m_SessionStart);
// Returns current time since startup. Note that IInputRuntime explicitly defines in interface that
// IInputRuntime.currentTime corresponds to EditorApplication.timeSinceStartup in editor.
private double currentTime => runtime.currentTime;
private bool isValid => m_Data.session_duration_seconds >= 0;
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Represents an editor type.
/// </summary>
/// <remarks>
/// This may be added to in the future but items may never be removed.
/// </remarks>
[Serializable]
public enum Kind
{
Invalid = 0,
EditorWindow = 1,
EmbeddedInProjectSettings = 2
}
/// <summary>
/// Constructs a <c>InputActionsEditorSessionData</c>.
/// </summary>
/// <param name="kind">Specifies the kind of editor metrics is being collected for.</param>
public Data(Kind kind)
{
this.kind = kind;
session_duration_seconds = 0;
session_focus_duration_seconds = 0;
session_focus_switch_count = 0;
action_map_modification_count = 0;
action_modification_count = 0;
binding_modification_count = 0;
explicit_save_count = 0;
auto_save_count = 0;
reset_count = 0;
control_scheme_modification_count = 0;
}
/// <summary>
/// Specifies what kind of Input Actions editor this event represents.
/// </summary>
public Kind kind;
/// <summary>
/// The total duration for the session, i.e. the duration during which the editor window was open.
/// </summary>
public double session_duration_seconds;
/// <summary>
/// The total duration for which the editor window was open and had focus.
/// </summary>
public double session_focus_duration_seconds;
/// <summary>
/// Specifies the number of times the window has transitioned from not having focus to having focus in a single session.
/// </summary>
public int session_focus_switch_count;
/// <summary>
/// The total number of action map modifications during the session.
/// </summary>
public int action_map_modification_count;
/// <summary>
/// The total number of action modifications during the session.
/// </summary>
public int action_modification_count;
/// The total number of binding modifications during the session.
/// </summary>
public int binding_modification_count;
/// <summary>
/// The total number of controls scheme modifications during the session.
/// </summary>
public int control_scheme_modification_count;
/// <summary>
/// The total number of explicit saves during the session, i.e. as in user-initiated save.
/// </summary>
public int explicit_save_count;
/// <summary>
/// The total number of automatic saves during the session, i.e. as in auto-save on close or focus-lost.
/// </summary>
public int auto_save_count;
/// <summary>
/// The total number of user-initiated resets during the session, i.e. as in using Reset option in menu.
/// </summary>
public int reset_count;
public bool isValid => kind != Kind.Invalid && session_duration_seconds >= 0;
}
}
}
#endif

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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Content;
using UnityEditor.Build.Reporting;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputBuildAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_build_completed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly BuildReport m_BuildReport;
public InputBuildAnalytic(BuildReport buildReport)
{
m_BuildReport = buildReport;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
InputSettings defaultSettings = null;
try
{
defaultSettings = ScriptableObject.CreateInstance<InputSettings>();
data = new InputBuildAnalyticData(m_BuildReport, InputSystem.settings, defaultSettings);
error = null;
return true;
}
catch (Exception e)
{
data = null;
error = e;
return false;
}
finally
{
if (defaultSettings != null)
Object.DestroyImmediate(defaultSettings);
}
}
/// <summary>
/// Input system build analytics data structure.
/// </summary>
[Serializable]
internal struct InputBuildAnalyticData : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
#region InputSettings
[Serializable]
public enum UpdateMode
{
ProcessEventsInBothFixedAndDynamicUpdate = 0, // Note: Deprecated
ProcessEventsInDynamicUpdate = 1,
ProcessEventsInFixedUpdate = 2,
ProcessEventsManually = 3,
}
[Serializable]
public enum BackgroundBehavior
{
ResetAndDisableNonBackgroundDevices = 0,
ResetAndDisableAllDevices = 1,
IgnoreFocus = 2
}
[Serializable]
public enum EditorInputBehaviorInPlayMode
{
PointersAndKeyboardsRespectGameViewFocus = 0,
AllDevicesRespectGameViewFocus = 1,
AllDeviceInputAlwaysGoesToGameView = 2
}
[Serializable]
public enum InputActionPropertyDrawerMode
{
Compact = 0,
MultilineEffective = 1,
MultilineBoth = 2
}
public InputBuildAnalyticData(BuildReport report, InputSettings settings, InputSettings defaultSettings)
{
switch (settings.updateMode)
{
case 0: // ProcessEventsInBothFixedAndDynamicUpdate (deprecated/removed)
update_mode = UpdateMode.ProcessEventsInBothFixedAndDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsManually:
update_mode = UpdateMode.ProcessEventsManually;
break;
case InputSettings.UpdateMode.ProcessEventsInDynamicUpdate:
update_mode = UpdateMode.ProcessEventsInDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsInFixedUpdate:
update_mode = UpdateMode.ProcessEventsInFixedUpdate;
break;
default:
throw new Exception("Unsupported updateMode");
}
switch (settings.backgroundBehavior)
{
case InputSettings.BackgroundBehavior.IgnoreFocus:
background_behavior = BackgroundBehavior.IgnoreFocus;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableAllDevices:
background_behavior = BackgroundBehavior.ResetAndDisableAllDevices;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableNonBackgroundDevices:
background_behavior = BackgroundBehavior.ResetAndDisableNonBackgroundDevices;
break;
default:
throw new Exception("Unsupported background behavior");
}
switch (settings.editorInputBehaviorInPlayMode)
{
case InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.PointersAndKeyboardsRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDevicesRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDeviceInputAlwaysGoesToGameView;
break;
default:
throw new Exception("Unsupported editor background behavior");
}
switch (settings.inputActionPropertyDrawerMode)
{
case InputSettings.InputActionPropertyDrawerMode.Compact:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.Compact;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineBoth:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineBoth;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineEffective:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineEffective;
break;
default:
throw new Exception("Unsupported editor property drawer mode");
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
var inputSystemActions = InputSystem.actions;
var actionsPath = inputSystemActions == null ? null : AssetDatabase.GetAssetPath(inputSystemActions);
has_projectwide_input_action_asset = !string.IsNullOrEmpty(actionsPath);
#else
has_projectwide_input_action_asset = false;
#endif
var settingsPath = settings == null ? null : AssetDatabase.GetAssetPath(settings);
has_settings_asset = !string.IsNullOrEmpty(settingsPath);
compensate_for_screen_orientation = settings.compensateForScreenOrientation;
default_deadzone_min = settings.defaultDeadzoneMin;
default_deadzone_max = settings.defaultDeadzoneMax;
default_button_press_point = settings.defaultButtonPressPoint;
button_release_threshold = settings.buttonReleaseThreshold;
default_tap_time = settings.defaultTapTime;
default_slow_tap_time = settings.defaultSlowTapTime;
default_hold_time = settings.defaultHoldTime;
tap_radius = settings.tapRadius;
multi_tap_delay_time = settings.multiTapDelayTime;
max_event_bytes_per_update = settings.maxEventBytesPerUpdate;
max_queued_events_per_update = settings.maxQueuedEventsPerUpdate;
supported_devices = settings.supportedDevices.ToArray();
disable_redundant_events_merging = settings.disableRedundantEventsMerging;
shortcut_keys_consume_input = settings.shortcutKeysConsumeInput;
feature_optimized_controls_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseOptimizedControls);
feature_read_value_caching_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseReadValueCaching);
feature_paranoid_read_value_caching_checks_enabled =
settings.IsFeatureEnabled(InputFeatureNames.kParanoidReadValueCachingChecks);
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
feature_use_imgui_editor_for_assets =
settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets);
#else
feature_use_imgui_editor_for_assets = false;
#endif
feature_disable_unity_remote_support =
settings.IsFeatureEnabled(InputFeatureNames.kDisableUnityRemoteSupport);
feature_run_player_updates_in_editmode =
settings.IsFeatureEnabled(InputFeatureNames.kRunPlayerUpdatesInEditMode);
has_default_settings = InputSettings.AreEqual(settings, defaultSettings);
build_guid = report != null ? report.summary.guid.ToString() : string.Empty; // Allows testing
}
/// <summary>
/// Represents <see cref="InputSettings.updateMode"/> and indicates how the project handles updates.
/// </summary>
public UpdateMode update_mode;
/// <summary>
/// Represents <see cref="InputSettings.compensateForScreenOrientation"/> and if true automatically
/// adjust rotations when the screen orientation changes.
/// </summary>
public bool compensate_for_screen_orientation;
/// <summary>
/// Represents <see cref="InputSettings.backgroundBehavior"/> which determines what happens when application
/// focus changes and how the system handle input while running in the background.
/// </summary>
public BackgroundBehavior background_behavior;
// Note: InputSettings.filterNoiseOnCurrent not present since already deprecated when these analytics
// where added.
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMin"/>
/// </summary>
public float default_deadzone_min;
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMax"/>
/// </summary>
public float default_deadzone_max;
/// <summary>
/// Represents <see cref="InputSettings.defaultButtonPressPoint"/>
/// </summary>
public float default_button_press_point;
/// <summary>
/// Represents <see cref="InputSettings.buttonReleaseThreshold"/>
/// </summary>
public float button_release_threshold;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_slow_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultHoldTime"/>
/// </summary>
public float default_hold_time;
/// <summary>
/// Represents <see cref="InputSettings.tapRadius"/>
/// </summary>
public float tap_radius;
/// <summary>
/// Represents <see cref="InputSettings.multiTapDelayTime"/>
/// </summary>
public float multi_tap_delay_time;
/// <summary>
/// Represents <see cref="InputSettings.editorInputBehaviorInPlayMode"/>
/// </summary>
public EditorInputBehaviorInPlayMode editor_input_behavior_in_playmode;
/// <summary>
/// Represents <see cref="InputSettings.inputActionPropertyDrawerMode"/>
/// </summary>
public InputActionPropertyDrawerMode input_action_property_drawer_mode;
/// <summary>
/// Represents <see cref="InputSettings.maxEventBytesPerUpdate"/>
/// </summary>
public int max_event_bytes_per_update;
/// <summary>
/// Represents <see cref="InputSettings.maxQueuedEventsPerUpdate"/>
/// </summary>
public int max_queued_events_per_update;
/// <summary>
/// Represents <see cref="InputSettings.supportedDevices"/>
/// </summary>
public string[] supported_devices;
/// <summary>
/// Represents <see cref="InputSettings.disableRedundantEventsMerging"/>
/// </summary>
public bool disable_redundant_events_merging;
/// <summary>
/// Represents <see cref="InputSettings.shortcutKeysConsumeInput"/>
/// </summary>
public bool shortcut_keys_consume_input;
#endregion
#region Feature flag settings
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseOptimizedControls"/> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_optimized_controls_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseReadValueCaching" /> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_read_value_caching_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kParanoidReadValueCachingChecks" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_paranoid_read_value_caching_checks_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseIMGUIEditorForAssets" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_use_imgui_editor_for_assets;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kDisableUnityRemoteSupport" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_disable_unity_remote_support;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kRunPlayerUpdatesInEditMode" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_run_player_updates_in_editmode;
#endregion
#region
/// <summary>
/// Specifies whether the project is using a project-wide input actions asset or not.
/// </summary>
public bool has_projectwide_input_action_asset;
/// <summary>
/// Specifies whether the project is using a user-provided settings asset or not.
/// </summary>
public bool has_settings_asset;
/// <summary>
/// Specifies whether the settings asset (if present) of the built project is equal to default settings
/// or not. In case of no settings asset this is also true since implicitly using default settings.
/// </summary>
public bool has_default_settings;
/// <summary>
/// A unique GUID identifying the build.
/// </summary>
public string build_guid;
#endregion
}
/// <summary>
/// Input System build analytics.
/// </summary>
internal class ReportProcessor : IPostprocessBuildWithReport
{
public int callbackOrder => int.MaxValue;
public void OnPostprocessBuild(BuildReport report)
{
InputSystem.s_Manager?.m_Runtime?.SendAnalytic(new InputBuildAnalytic(report));
}
}
}
}
#endif

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Enumeration type identifying a Input System MonoBehavior component.
/// </summary>
[Serializable]
internal enum InputSystemComponent
{
// Feature components
PlayerInput = 1,
PlayerInputManager = 2,
OnScreenStick = 3,
OnScreenButton = 4,
VirtualMouseInput = 5,
// Debug components
TouchSimulation = 1000,
// Integration components
StandaloneInputModule = 2000,
InputSystemUIInputModule = 2001,
}
/// <summary>
/// Analytics record for tracking engagement with Input Component editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputComponentEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_component_editor_closed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// The associated component type.
/// </summary>
private readonly InputSystemComponent m_Component;
/// <summary>
/// Represents component inspector editor data.
/// </summary>
/// <remarks>
/// Ideally this struct should be readonly but then Unity cannot serialize/deserialize it.
/// </remarks>
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Creates a new <c>ComponentEditorData</c> instance.
/// </summary>
/// <param name="component">The associated component.</param>
public Data(InputSystemComponent component)
{
this.component = component;
}
/// <summary>
/// Defines the associated component.
/// </summary>
public InputSystemComponent component;
}
public InputComponentEditorAnalytic(InputSystemComponent component)
{
info = new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
m_Component = component;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
data = new Data(m_Component);
error = null;
return true;
}
public InputAnalytics.InputAnalyticInfo info { get; }
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
internal static class InputEditorAnalytics
{
/// <summary>
/// Represents notification behavior setting associated with <see cref="PlayerInput"/> and
/// <see cref="PlayerInputManager"/>.
/// </summary>
internal enum PlayerNotificationBehavior
{
SendMessages = 0,
BroadcastMessages = 1,
UnityEvents = 2,
CSharpEvents = 3
}
/// <summary>
/// Converts from current <see cref="PlayerNotifications"/> type to analytics counterpart.
/// </summary>
/// <param name="value">The value to be converted.</param>
/// <returns></returns>
/// <exception cref="ArgumentOutOfRangeException">If there is no available remapping.</exception>
internal static PlayerNotificationBehavior ToNotificationBehavior(PlayerNotifications value)
{
switch (value)
{
case PlayerNotifications.SendMessages:
return PlayerNotificationBehavior.SendMessages;
case PlayerNotifications.BroadcastMessages:
return PlayerNotificationBehavior.BroadcastMessages;
case PlayerNotifications.InvokeUnityEvents:
return PlayerNotificationBehavior.UnityEvents;
case PlayerNotifications.InvokeCSharpEvents:
return PlayerNotificationBehavior.CSharpEvents;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
}
}
#endif

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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputExitPlayModeAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_exit_playmode";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Enumeration type for code authoring APIs mapping to <see cref="InputActionSetupExtensions"/>.
/// </summary>
/// <remarks>
/// This enumeration type may be added to, but NEVER changed, since it would break older data.
/// </remarks>
public enum Api
{
AddBinding = 0,
AddCompositeBinding = 1,
ChangeBinding = 2,
ChangeCompositeBinding = 3,
Rename = 4,
AddControlScheme = 5,
RemoveControlScheme = 6,
ControlSchemeWithBindingGroup = 7,
ControlSchemeWithDevice = 8,
ControlSchemeWithRequiredDevice = 9,
ControlSchemeWithOptionalDevice = 10,
ControlSchemeOrWithRequiredDevice = 11,
ControlSchemeOrWithOptionalDevice = 12
}
private static readonly int[] m_Counters = new int[Enum.GetNames(typeof(Api)).Length];
/// <summary>
/// Registers a call to the associated API.
/// </summary>
/// <param name="api">Enumeration identifying the API.</param>
public static void Register(Api api)
{
if (suppress)
return;
// Note: Currently discards detailed information and only sets a boolean (aggregated) value.
++m_Counters[(int)api];
}
/// <summary>
/// Suppresses the registration of analytics.
/// </summary>
/// <remarks>
/// May be used to temporarily suppress analytics to avoid false positives from internal usage.
/// </remarks>
public static bool suppress
{
get; set;
}
// Cache delegate
private static readonly Action<PlayModeStateChange> PlayModeChanged = OnPlayModeStateChange;
// Note: Internal visibility to simplify unit testing
internal static void OnPlayModeStateChange(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingEditMode)
{
// Reset all counters when exiting edit mode
Array.Clear(m_Counters, 0, m_Counters.Length);
// Make sure not suppressed
suppress = false;
}
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Send analytics and unhook delegate when exiting play-mode
EditorApplication.playModeStateChanged -= PlayModeChanged;
new InputExitPlayModeAnalytic().Send();
// No reason to not suppress
suppress = true;
}
}
[InitializeOnEnterPlayMode]
private static void Hook()
{
// Make sure only a single play-mode change delegate is registered
EditorApplication.playModeStateChanged -= PlayModeChanged;
EditorApplication.playModeStateChanged += PlayModeChanged;
}
private InputExitPlayModeAnalytic()
{
info = new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
}
/// <summary>
/// Represents data collected when exiting play-mode..
/// </summary>
/// <remarks>
/// Ideally this struct should be readonly but then Unity cannot serialize/deserialize it.
/// </remarks>
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Creates a new <c>Data</c> instance.
/// </summary>
/// <param name="usesCodeAuthoring">Specifies whether code authoring has been used during play-mode.</param>
public Data(bool usesCodeAuthoring)
{
uses_code_authoring = usesCodeAuthoring;
}
/// <summary>
/// Specifies whether code-authoring (Input Action setup via extensions) was used at least once during play-mode.
/// </summary>
public bool uses_code_authoring;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
// Determine aggregated perspective, i.e. was "any" code-authoring API used
var usedCodeAuthoringDuringPlayMode = false;
for (var i = 0; i < m_Counters.Length; ++i)
{
if (m_Counters[i] > 0)
{
usedCodeAuthoringDuringPlayMode = true;
break;
}
}
data = new Data(usedCodeAuthoringDuringPlayMode);
error = null;
return true;
}
catch (Exception e)
{
data = null;
error = e;
return false;
}
}
public InputAnalytics.InputAnalyticInfo info { get; }
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 07c4c48bac384a9e91c29c2f04328c0b
timeCreated: 1724231031

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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using UnityEngine.InputSystem.OnScreen;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey, version: 2)]
#endif // UNITY_2023_2_OR_NEWER
internal class OnScreenStickEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_onscreenstick_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Represents select configuration data of interest related to an <see cref="OnScreenStick"/> component.
/// </summary>
[Serializable]
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public enum OnScreenStickBehaviour
{
RelativePositionWithStaticOrigin = 0,
ExactPositionWithStaticOrigin = 1,
ExactPositionWithDynamicOrigin = 2,
}
private static OnScreenStickBehaviour ToBehaviour(OnScreenStick.Behaviour value)
{
switch (value)
{
case OnScreenStick.Behaviour.RelativePositionWithStaticOrigin:
return OnScreenStickBehaviour.RelativePositionWithStaticOrigin;
case OnScreenStick.Behaviour.ExactPositionWithDynamicOrigin:
return OnScreenStickBehaviour.ExactPositionWithDynamicOrigin;
case OnScreenStick.Behaviour.ExactPositionWithStaticOrigin:
return OnScreenStickBehaviour.ExactPositionWithStaticOrigin;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
public Data(OnScreenStick value)
{
behavior = ToBehaviour(value.behaviour);
movement_range = value.movementRange;
dynamic_origin_range = value.dynamicOriginRange;
use_isolated_input_actions = value.useIsolatedInputActions;
}
public OnScreenStickBehaviour behavior;
public float movement_range;
public float dynamic_origin_range;
public bool use_isolated_input_actions;
}
private readonly UnityEditor.Editor m_Editor;
public OnScreenStickEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as OnScreenStick);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 2167295510884d5eb4722df2ba677996
timeCreated: 1719232380

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class PlayerInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_playerinput_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly UnityEditor.Editor m_Editor;
public PlayerInputEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as PlayerInput);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public InputEditorAnalytics.PlayerNotificationBehavior behavior;
public bool has_actions;
public bool has_default_map;
public bool has_ui_input_module;
public bool has_camera;
public Data(PlayerInput playerInput)
{
behavior = InputEditorAnalytics.ToNotificationBehavior(playerInput.notificationBehavior);
has_actions = playerInput.actions != null;
has_default_map = playerInput.defaultActionMap != null;
#if UNITY_INPUT_SYSTEM_ENABLE_UI
has_ui_input_module = playerInput.uiInputModule != null;
#else
has_ui_input_module = false;
#endif
has_camera = playerInput.camera != null;
}
}
}
}
#endif

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fileFormatVersion: 2
guid: 56bc028967c346c2bd33842d7b252123
timeCreated: 1719232552

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class PlayerInputManagerEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_playerinputmanager_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
private readonly UnityEditor.Editor m_Editor;
public PlayerInputManagerEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as PlayerInputManager);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public enum PlayerJoinBehavior
{
JoinPlayersWhenButtonIsPressed = 0, // default
JoinPlayersWhenJoinActionIsTriggered = 1,
JoinPlayersManually = 2
}
public InputEditorAnalytics.PlayerNotificationBehavior behavior;
public PlayerJoinBehavior join_behavior;
public bool joining_enabled_by_default;
public int max_player_count;
public Data(PlayerInputManager value)
{
behavior = InputEditorAnalytics.ToNotificationBehavior(value.notificationBehavior);
join_behavior = ToPlayerJoinBehavior(value.joinBehavior);
joining_enabled_by_default = value.joiningEnabled;
max_player_count = value.maxPlayerCount;
}
private static PlayerJoinBehavior ToPlayerJoinBehavior(UnityEngine.InputSystem.PlayerJoinBehavior value)
{
switch (value)
{
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed:
return PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed;
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered:
return PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered;
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersManually:
return PlayerJoinBehavior.JoinPlayersManually;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
}
}
}
#endif

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fileFormatVersion: 2
guid: 199b31cbe22b4c269aa78f8139347afd
timeCreated: 1719232662

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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using UnityEngine.InputSystem.UI;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class VirtualMouseInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_virtualmouseinput_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
[Serializable]
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorMode"/>. Determines which cursor representation to use.
/// </summary>
public CursorMode cursor_mode;
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorSpeed" />. Speed in pixels per second with which to move the cursor.
/// </summary>
public float cursor_speed;
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorMode"/>. Multiplier for values received from <see cref="VirtualMouseInput.scrollWheelAction"/>.
/// </summary>
public float scroll_speed;
public enum CursorMode
{
SoftwareCursor = 0,
HardwareCursorIfAvailable = 1
}
private static CursorMode ToCursorMode(VirtualMouseInput.CursorMode value)
{
switch (value)
{
case VirtualMouseInput.CursorMode.SoftwareCursor:
return CursorMode.SoftwareCursor;
case VirtualMouseInput.CursorMode.HardwareCursorIfAvailable:
return CursorMode.HardwareCursorIfAvailable;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
public Data(VirtualMouseInput value)
{
cursor_mode = ToCursorMode(value.cursorMode);
cursor_speed = value.cursorSpeed;
scroll_speed = value.scrollSpeed;
}
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
private readonly UnityEditor.Editor m_Editor;
public VirtualMouseInputEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as VirtualMouseInput);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
}
}
#endif

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timeCreated: 1719232500

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guid: a5c84a68c16874bd5ba1a9d15a5e5044
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using UnityEditor;
////TODO: ensure that GUIDs in the asset are unique
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Keeps a reference to the asset being edited and maintains a copy of the asset object
/// around for editing.
/// </summary>
[Serializable]
internal class InputActionAssetManager : IDisposable
{
[SerializeField] private InputActionAsset m_AssetObjectForEditing;
[SerializeField] private InputActionAsset m_ImportedAssetObject;
[SerializeField] private string m_AssetGUID;
[SerializeField] private string m_ImportedAssetJson;
[SerializeField] private bool m_IsDirty;
private SerializedObject m_SerializedObject;
/// <summary>
/// Returns the Asset GUID uniquely identifying the associated imported asset.
/// </summary>
public string guid => m_AssetGUID;
/// <summary>
/// Returns the current Asset Path for the associated imported asset.
/// If the asset have been deleted this will be <c>null</c>.
/// </summary>
public string path
{
get
{
Debug.Assert(!string.IsNullOrEmpty(m_AssetGUID), "Asset GUID is empty");
return AssetDatabase.GUIDToAssetPath(m_AssetGUID);
}
}
/// <summary>
/// Returns the name of the associated imported asset.
/// </summary>
public string name
{
get
{
var asset = importedAsset;
if (asset != null)
return asset.name;
if (!string.IsNullOrEmpty(path))
return Path.GetFileNameWithoutExtension(path);
return string.Empty;
}
}
private InputActionAsset importedAsset
{
get
{
// Note that this may be null after deserialization from domain reload
if (m_ImportedAssetObject == null)
LoadImportedObjectFromGuid();
return m_ImportedAssetObject;
}
}
public InputActionAsset editedAsset => m_AssetObjectForEditing; // TODO Remove if redundant
public Action<bool> onDirtyChanged { get; set; }
public InputActionAssetManager(InputActionAsset inputActionAsset)
{
if (inputActionAsset == null)
throw new NullReferenceException(nameof(inputActionAsset));
m_AssetGUID = EditorHelpers.GetAssetGUID(inputActionAsset);
if (m_AssetGUID == null)
throw new Exception($"Failed to get asset {inputActionAsset.name} GUID");
m_ImportedAssetObject = inputActionAsset;
Initialize();
}
public SerializedObject serializedObject => m_SerializedObject;
public bool dirty => m_IsDirty;
public bool Initialize()
{
if (m_AssetObjectForEditing == null)
{
if (importedAsset == null)
{
// The asset we want to edit no longer exists.
return false;
}
CreateWorkingCopyAsset();
}
else
{
m_SerializedObject = new SerializedObject(m_AssetObjectForEditing);
}
return true;
}
public void Dispose()
{
if (m_SerializedObject == null)
return;
m_SerializedObject?.Dispose();
m_SerializedObject = null;
}
public bool ReInitializeIfAssetHasChanged()
{
var json = importedAsset.ToJson();
if (m_ImportedAssetJson == json)
return false;
CreateWorkingCopyAsset();
return true;
}
public static InputActionAsset CreateWorkingCopy(InputActionAsset source)
{
var copy = Object.Instantiate(source);
copy.hideFlags = HideFlags.HideAndDontSave;
copy.name = source.name;
return copy;
}
public static void CreateWorkingCopyAsset(ref InputActionAsset copy, InputActionAsset source)
{
if (copy != null)
Cleanup(ref copy);
copy = CreateWorkingCopy(source);
}
private void CreateWorkingCopyAsset() // TODO Can likely be removed if combined with Initialize
{
if (m_AssetObjectForEditing != null)
Cleanup();
// Duplicate the asset along 1:1. Unlike calling Clone(), this will also preserve GUIDs.
var asset = importedAsset;
m_AssetObjectForEditing = CreateWorkingCopy(asset);
m_ImportedAssetJson = asset.ToJson();
m_SerializedObject = new SerializedObject(m_AssetObjectForEditing);
}
public void Cleanup()
{
Cleanup(ref m_AssetObjectForEditing);
}
public static void Cleanup(ref InputActionAsset asset)
{
if (asset == null)
return;
Object.DestroyImmediate(asset);
asset = null;
}
private void LoadImportedObjectFromGuid()
{
// https://fogbugz.unity3d.com/f/cases/1313185/
// InputActionEditorWindow being an EditorWindow, it will be saved as part of the editor's
// window layout. When a project is opened that has no Library/ folder, the layout from the
// most recently opened project is used. Which means that when opening an .inputactions
// asset in project A, then closing it, and then opening project B, restoring the window layout
// also tries to restore the InputActionEditorWindow having that very same asset open -- which
// will lead nowhere except there happens to be an InputActionAsset with the very same GUID in
// the project.
var assetPath = path;
if (!string.IsNullOrEmpty(assetPath))
m_ImportedAssetObject = AssetDatabase.LoadAssetAtPath<InputActionAsset>(assetPath);
}
public void ApplyChanges()
{
m_SerializedObject.ApplyModifiedProperties();
m_SerializedObject.Update();
}
internal void SaveChangesToAsset()
{
// If this is invoked after a domain reload, importAsset will resolve itself.
// However, if the asset do not exist importedAsset will be null and we cannot complete the operation.
if (importedAsset == null)
throw new Exception("Unable to save changes. Associated asset does not exist.");
SaveAsset(path, m_AssetObjectForEditing.ToJson());
SetDirty(false);
}
/// <summary>
/// Saves an asset to the given <c>assetPath</c> with file content corresponding to <c>assetJson</c>
/// if the current content of the asset given by <c>assetPath</c> is different or the asset do not exist.
/// </summary>
/// <param name="assetPath">Destination asset path.</param>
/// <param name="assetJson">The JSON file content to be written to the asset.</param>
/// <returns><c>true</c> if the asset was successfully modified or created, else <c>false</c>.</returns>
internal static bool SaveAsset(string assetPath, string assetJson)
{
var existingJson = File.Exists(assetPath) ? File.ReadAllText(assetPath) : string.Empty;
// Return immediately if file content has not changed, i.e. touching the file would not yield a difference.
if (assetJson == existingJson)
return false;
// Attempt to write asset to disc (including checkout the file) and inform the user if this fails.
if (EditorHelpers.WriteAsset(assetPath, assetJson))
return true;
Debug.LogError($"Unable save asset to \"{assetPath}\" since the asset-path could not be checked-out as editable in the underlying version-control system.");
return false;
}
public void MarkDirty()
{
SetDirty(true);
}
public void UpdateAssetDirtyState()
{
m_SerializedObject.Update();
SetDirty(m_AssetObjectForEditing.ToJson() != importedAsset.ToJson()); // TODO Why not using cached version?
}
private void SetDirty(bool newValue)
{
m_IsDirty = newValue;
if (onDirtyChanged != null)
onDirtyChanged(newValue);
}
}
}
#endif // UNITY_EDITOR

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEditorInternal;
using UnityEngine.InputSystem.Utilities;
////TODO: better method for creating display names than InputControlPath.TryGetDeviceLayout
////FIXME: Device requirements list in control scheme popup must mention explicitly that that is what it is
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Toolbar in input action asset editor.
/// </summary>
/// <remarks>
/// Allows editing and selecting from the set of control schemes as well as selecting from the
/// set of device requirements within the currently selected control scheme.
///
/// Also controls saving and has the global search text field.
/// </remarks>
/// <seealso cref="InputActionEditorWindow"/>
[Serializable]
internal class InputActionEditorToolbar
{
public void OnGUI()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
DrawSchemeSelection();
DrawDeviceFilterSelection();
if (!InputEditorUserSettings.autoSaveInputActionAssets)
DrawSaveButton();
GUILayout.FlexibleSpace();
DrawAutoSaveToggle();
GUILayout.Space(5);
DrawSearchField();
GUILayout.Space(5);
EditorGUILayout.EndHorizontal();
}
private void DrawSchemeSelection()
{
var buttonGUI = m_ControlSchemes.LengthSafe() > 0
? new GUIContent(selectedControlScheme?.name ?? "All Control Schemes")
: new GUIContent("No Control Schemes");
var buttonRect = GUILayoutUtility.GetRect(buttonGUI, EditorStyles.toolbarPopup, GUILayout.MinWidth(k_MinimumButtonWidth));
if (GUI.Button(buttonRect, buttonGUI, EditorStyles.toolbarPopup))
{
// PopupWindow.Show already takes the current OnGUI EditorWindow context into account for window coordinates.
// However, on macOS, menu commands are performed asynchronously, so we don't have a current OnGUI context.
// So in that case, we need to translate the rect to screen coordinates. Don't do that on windows, as we will
// overcompensate otherwise.
if (Application.platform == RuntimePlatform.OSXEditor)
buttonRect = new Rect(EditorGUIUtility.GUIToScreenPoint(new Vector2(buttonRect.x, buttonRect.y)), Vector2.zero);
var menu = new GenericMenu();
// Add entries to select control scheme, if we have some.
if (m_ControlSchemes.LengthSafe() > 0)
{
menu.AddItem(s_AllControlSchemes, m_SelectedControlSchemeIndex == -1, OnControlSchemeSelected, null);
var selectedControlSchemeName = m_SelectedControlSchemeIndex == -1
? null : m_ControlSchemes[m_SelectedControlSchemeIndex].name;
foreach (var controlScheme in m_ControlSchemes.OrderBy(x => x.name))
menu.AddItem(new GUIContent(controlScheme.name),
controlScheme.name == selectedControlSchemeName, OnControlSchemeSelected,
controlScheme.name);
menu.AddSeparator(string.Empty);
}
// Add entries to add/edit/duplicate/delete control schemes.
menu.AddItem(s_AddControlSchemeLabel, false, OnAddControlScheme, buttonRect);
if (m_SelectedControlSchemeIndex >= 0)
{
menu.AddItem(s_EditControlSchemeLabel, false, OnEditSelectedControlScheme, buttonRect);
menu.AddItem(s_DuplicateControlSchemeLabel, false, OnDuplicateControlScheme, buttonRect);
menu.AddItem(s_DeleteControlSchemeLabel, false, OnDeleteControlScheme);
}
else
{
menu.AddDisabledItem(s_EditControlSchemeLabel, false);
menu.AddDisabledItem(s_DuplicateControlSchemeLabel, false);
menu.AddDisabledItem(s_DeleteControlSchemeLabel, false);
}
menu.ShowAsContext();
}
}
private void DrawDeviceFilterSelection()
{
// Lazy-initialize list of GUIContents that represent each individual device requirement.
if (m_SelectedSchemeDeviceRequirementNames == null && m_ControlSchemes.LengthSafe() > 0 && m_SelectedControlSchemeIndex >= 0)
{
m_SelectedSchemeDeviceRequirementNames = m_ControlSchemes[m_SelectedControlSchemeIndex]
.deviceRequirements.Select(x => new GUIContent(DeviceRequirementToDisplayString(x)))
.ToArray();
}
EditorGUI.BeginDisabledGroup(m_SelectedControlSchemeIndex < 0);
if (m_SelectedSchemeDeviceRequirementNames.LengthSafe() == 0)
{
GUILayout.Button(s_AllDevicesLabel, EditorStyles.toolbarPopup, GUILayout.MinWidth(k_MinimumButtonWidth));
}
else if (GUILayout.Button(m_SelectedDeviceRequirementIndex < 0 ? s_AllDevicesLabel : m_SelectedSchemeDeviceRequirementNames[m_SelectedDeviceRequirementIndex],
EditorStyles.toolbarPopup, GUILayout.MinWidth(k_MinimumButtonWidth)))
{
var menu = new GenericMenu();
menu.AddItem(s_AllDevicesLabel, m_SelectedControlSchemeIndex == -1, OnSelectedDeviceChanged, -1);
for (var i = 0; i < m_SelectedSchemeDeviceRequirementNames.Length; i++)
menu.AddItem(m_SelectedSchemeDeviceRequirementNames[i], m_SelectedDeviceRequirementIndex == i, OnSelectedDeviceChanged, i);
menu.ShowAsContext();
}
EditorGUI.EndDisabledGroup();
}
private void DrawSaveButton()
{
EditorGUI.BeginDisabledGroup(!m_IsDirty);
EditorGUILayout.Space();
if (GUILayout.Button(s_SaveAssetLabel, EditorStyles.toolbarButton))
onSave();
EditorGUI.EndDisabledGroup();
}
private void DrawAutoSaveToggle()
{
////FIXME: Using a normal Toggle style with a miniFont, I can't get the "Auto-Save" label to align properly on the vertical.
//// The workaround here splits it into a toggle with an empty label plus an extra label.
//// Not using EditorStyles.toolbarButton here as it makes it hard to tell that it's a toggle.
if (s_MiniToggleStyle == null)
{
s_MiniToggleStyle = new GUIStyle("Toggle")
{
font = EditorStyles.miniFont,
margin = new RectOffset(0, 0, 1, 0),
padding = new RectOffset(0, 16, 0, 0)
};
s_MiniLabelStyle = new GUIStyle("Label")
{
font = EditorStyles.miniFont,
margin = new RectOffset(0, 0, 3, 0)
};
}
var autoSaveNew = GUILayout.Toggle(InputEditorUserSettings.autoSaveInputActionAssets, "",
s_MiniToggleStyle);
GUILayout.Label(s_AutoSaveLabel, s_MiniLabelStyle);
if (autoSaveNew != InputEditorUserSettings.autoSaveInputActionAssets && autoSaveNew && m_IsDirty)
{
// If it changed from disabled to enabled, perform an initial save.
onSave();
}
InputEditorUserSettings.autoSaveInputActionAssets = autoSaveNew;
GUILayout.Space(5);
}
private void DrawSearchField()
{
if (m_SearchField == null)
m_SearchField = new SearchField();
EditorGUI.BeginChangeCheck();
m_SearchText = m_SearchField.OnToolbarGUI(m_SearchText, GUILayout.MaxWidth(250));
if (EditorGUI.EndChangeCheck())
onSearchChanged?.Invoke();
}
private void OnControlSchemeSelected(object nameObj)
{
var index = -1;
var name = (string)nameObj;
if (name != null)
{
index = ArrayHelpers.IndexOf(m_ControlSchemes,
x => x.name.Equals(name, StringComparison.InvariantCultureIgnoreCase));
Debug.Assert(index != -1, $"Cannot find control scheme {name}");
}
m_SelectedControlSchemeIndex = index;
m_SelectedDeviceRequirementIndex = -1;
m_SelectedSchemeDeviceRequirementNames = null;
onSelectedSchemeChanged?.Invoke();
}
private void OnSelectedDeviceChanged(object indexObj)
{
Debug.Assert(m_SelectedControlSchemeIndex >= 0, "Control scheme must be selected");
m_SelectedDeviceRequirementIndex = (int)indexObj;
onSelectedDeviceChanged?.Invoke();
}
private void OnAddControlScheme(object position)
{
var uniqueName = MakeUniqueControlSchemeName("New control scheme");
ControlSchemePropertiesPopup.Show((Rect)position,
new InputControlScheme(uniqueName),
(s, _) => AddAndSelectControlScheme(s));
}
private void OnDeleteControlScheme()
{
Debug.Assert(m_SelectedControlSchemeIndex >= 0, "Control scheme must be selected");
var name = m_ControlSchemes[m_SelectedControlSchemeIndex].name;
var bindingGroup = m_ControlSchemes[m_SelectedControlSchemeIndex].bindingGroup;
// Ask for confirmation.
if (!EditorUtility.DisplayDialog("Delete scheme?", $"Do you want to delete control scheme '{name}'?",
"Delete", "Cancel"))
return;
ArrayHelpers.EraseAt(ref m_ControlSchemes, m_SelectedControlSchemeIndex);
m_SelectedControlSchemeIndex = -1;
m_SelectedSchemeDeviceRequirementNames = null;
if (m_SelectedDeviceRequirementIndex >= 0)
{
m_SelectedDeviceRequirementIndex = -1;
onSelectedDeviceChanged?.Invoke();
}
onControlSchemesChanged?.Invoke();
onSelectedSchemeChanged?.Invoke();
onControlSchemeDeleted?.Invoke(name, bindingGroup);
}
////REVIEW: this does nothing to bindings; should this ask to duplicate bindings as well?
private void OnDuplicateControlScheme(object position)
{
Debug.Assert(m_SelectedControlSchemeIndex >= 0, "Control scheme must be selected");
var scheme = m_ControlSchemes[m_SelectedControlSchemeIndex];
scheme = new InputControlScheme(MakeUniqueControlSchemeName(scheme.name),
devices: scheme.deviceRequirements);
ControlSchemePropertiesPopup.Show((Rect)position, scheme,
(s, _) => AddAndSelectControlScheme(s));
}
private void OnEditSelectedControlScheme(object position)
{
Debug.Assert(m_SelectedControlSchemeIndex >= 0, "Control scheme must be selected");
ControlSchemePropertiesPopup.Show((Rect)position,
m_ControlSchemes[m_SelectedControlSchemeIndex],
UpdateControlScheme,
m_SelectedControlSchemeIndex);
}
private void AddAndSelectControlScheme(InputControlScheme scheme)
{
// Ensure scheme has a name.
if (string.IsNullOrEmpty(scheme.name))
scheme.m_Name = "New control scheme";
// Make sure name is unique.
scheme.m_Name = MakeUniqueControlSchemeName(scheme.name);
var index = ArrayHelpers.Append(ref m_ControlSchemes, scheme);
onControlSchemesChanged?.Invoke();
SelectControlScheme(index);
}
private void UpdateControlScheme(InputControlScheme scheme, int index)
{
Debug.Assert(index >= 0 && index < m_ControlSchemes.LengthSafe(), "Control scheme index out of range");
var renamed = false;
string oldBindingGroup = null;
string newBindingGroup = null;
// If given scheme has no name, preserve the existing one on the control scheme.
if (string.IsNullOrEmpty(scheme.name))
scheme.m_Name = m_ControlSchemes[index].name;
// If name is changing, make sure it's unique.
else if (scheme.name != m_ControlSchemes[index].name)
{
renamed = true;
oldBindingGroup = m_ControlSchemes[index].bindingGroup;
m_ControlSchemes[index].m_Name = ""; // Don't want this to interfere with finding a unique name.
var newName = MakeUniqueControlSchemeName(scheme.name);
m_ControlSchemes[index].SetNameAndBindingGroup(newName);
newBindingGroup = m_ControlSchemes[index].bindingGroup;
}
m_ControlSchemes[index] = scheme;
onControlSchemesChanged?.Invoke();
if (renamed)
onControlSchemeRenamed?.Invoke(oldBindingGroup, newBindingGroup);
}
private void SelectControlScheme(int index)
{
Debug.Assert(index >= 0 && index < m_ControlSchemes.LengthSafe(), "Control scheme index out of range");
m_SelectedControlSchemeIndex = index;
m_SelectedSchemeDeviceRequirementNames = null;
onSelectedSchemeChanged?.Invoke();
// Reset device selection.
if (m_SelectedDeviceRequirementIndex != -1)
{
m_SelectedDeviceRequirementIndex = -1;
onSelectedDeviceChanged?.Invoke();
}
}
private string MakeUniqueControlSchemeName(string name)
{
const string presetName = "All Control Schemes";
if (m_ControlSchemes == null)
return StringHelpers.MakeUniqueName(name, new[] {presetName}, x => x);
return StringHelpers.MakeUniqueName(name, m_ControlSchemes.Select(x => x.name).Append(presetName), x => x);
}
private static string DeviceRequirementToDisplayString(InputControlScheme.DeviceRequirement requirement)
{
////TODO: need something more flexible to produce correct results for more than the simple string we produce here
var deviceLayout = InputControlPath.TryGetDeviceLayout(requirement.controlPath);
var deviceLayoutText = !string.IsNullOrEmpty(deviceLayout)
? EditorInputControlLayoutCache.GetDisplayName(deviceLayout)
: string.Empty;
var usages = InputControlPath.TryGetDeviceUsages(requirement.controlPath);
if (usages != null && usages.Length > 0)
return $"{deviceLayoutText} {string.Join("}{", usages)}";
return deviceLayoutText;
}
// Notifications.
public Action onSearchChanged;
public Action onSelectedSchemeChanged;
public Action onSelectedDeviceChanged;
public Action onControlSchemesChanged;
public Action<string, string> onControlSchemeRenamed;
public Action<string, string> onControlSchemeDeleted;
public Action onSave;
[SerializeField] private bool m_IsDirty;
[SerializeField] private int m_SelectedControlSchemeIndex = -1;
[SerializeField] private int m_SelectedDeviceRequirementIndex = -1;
[SerializeField] private InputControlScheme[] m_ControlSchemes;
[SerializeField] private string m_SearchText;
private GUIContent[] m_SelectedSchemeDeviceRequirementNames;
private SearchField m_SearchField;
private static readonly GUIContent s_AllControlSchemes = EditorGUIUtility.TrTextContent("All Control Schemes");
private static readonly GUIContent s_AddControlSchemeLabel = new GUIContent("Add Control Scheme...");
private static readonly GUIContent s_EditControlSchemeLabel = EditorGUIUtility.TrTextContent("Edit Control Scheme...");
private static readonly GUIContent s_DuplicateControlSchemeLabel = EditorGUIUtility.TrTextContent("Duplicate Control Scheme...");
private static readonly GUIContent s_DeleteControlSchemeLabel = EditorGUIUtility.TrTextContent("Delete Control Scheme...");
private static readonly GUIContent s_SaveAssetLabel = EditorGUIUtility.TrTextContent("Save Asset");
private static readonly GUIContent s_AutoSaveLabel = EditorGUIUtility.TrTextContent("Auto-Save");
private static readonly GUIContent s_AllDevicesLabel = EditorGUIUtility.TrTextContent("All Devices");
private static GUIStyle s_MiniToggleStyle;
private static GUIStyle s_MiniLabelStyle;
private const float k_MinimumButtonWidth = 110f;
public ReadOnlyArray<InputControlScheme> controlSchemes
{
get => m_ControlSchemes;
set
{
m_ControlSchemes = value.ToArray();
m_SelectedSchemeDeviceRequirementNames = null;
}
}
/// <summary>
/// The control scheme currently selected in the toolbar or null if none is selected.
/// </summary>
public InputControlScheme? selectedControlScheme => m_SelectedControlSchemeIndex >= 0
? new InputControlScheme ? (m_ControlSchemes[m_SelectedControlSchemeIndex])
: null;
/// <summary>
/// The device requirement of the currently selected control scheme which is currently selected
/// in the toolbar or null if none is selected.
/// </summary>
public InputControlScheme.DeviceRequirement? selectedDeviceRequirement => m_SelectedDeviceRequirementIndex >= 0
? new InputControlScheme.DeviceRequirement ? (m_ControlSchemes[m_SelectedControlSchemeIndex]
.deviceRequirements[m_SelectedDeviceRequirementIndex])
: null;
/// <summary>
/// The search text currently entered in the toolbar or null.
/// </summary>
public string searchText => m_SearchText;
internal void ResetSearchFilters()
{
m_SearchText = null;
m_SelectedControlSchemeIndex = -1;
m_SelectedDeviceRequirementIndex = -1;
}
public bool isDirty
{
get => m_IsDirty;
set => m_IsDirty = value;
}
/// <summary>
/// Popup window content for editing control schemes.
/// </summary>
private class ControlSchemePropertiesPopup : PopupWindowContent
{
public static void Show(Rect position, InputControlScheme controlScheme, Action<InputControlScheme, int> onApply,
int controlSchemeIndex = -1)
{
var popup = new ControlSchemePropertiesPopup
{
m_ControlSchemeIndex = controlSchemeIndex,
m_ControlScheme = controlScheme,
m_OnApply = onApply,
m_SetFocus = true,
};
// We're calling here from a callback, so we need to manually handle ExitGUIException.
try
{
PopupWindow.Show(position, popup);
}
catch (ExitGUIException) {}
}
public override Vector2 GetWindowSize()
{
return m_ButtonsAndLabelsHeights > 0 ? new Vector2(300, m_ButtonsAndLabelsHeights) : s_DefaultSize;
}
public override void OnOpen()
{
m_DeviceList = m_ControlScheme.deviceRequirements.Select(a => new DeviceEntry(a)).ToList();
m_DeviceView = new ReorderableList(m_DeviceList, typeof(InputControlScheme.DeviceRequirement));
m_DeviceView.headerHeight = 2;
m_DeviceView.onAddCallback += list =>
{
var dropdown = new InputControlPickerDropdown(
new InputControlPickerState(),
path =>
{
var requirement = new InputControlScheme.DeviceRequirement
{
controlPath = path,
isOptional = false
};
AddDeviceRequirement(requirement);
},
mode: InputControlPicker.Mode.PickDevice);
dropdown.Show(new Rect(Event.current.mousePosition, Vector2.zero));
};
m_DeviceView.onRemoveCallback += list =>
{
list.list.RemoveAt(list.index);
list.index = -1;
};
}
public override void OnGUI(Rect rect)
{
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
{
editorWindow.Close();
Event.current.Use();
}
if (Event.current.type == EventType.Repaint)
m_ButtonsAndLabelsHeights = 0;
GUILayout.BeginArea(rect);
DrawTopBar();
EditorGUILayout.BeginVertical(EditorStyles.label);
DrawSpace();
DrawNameEditTextField();
DrawSpace();
DrawDeviceList();
DrawConfirmationButton();
EditorGUILayout.EndVertical();
GUILayout.EndArea();
}
private void DrawConfirmationButton()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Cancel", GUILayout.ExpandWidth(true)))
{
editorWindow.Close();
}
if (GUILayout.Button("Save", GUILayout.ExpandWidth(true)))
{
// Don't allow control scheme name to be empty.
if (string.IsNullOrEmpty(m_ControlScheme.name))
{
////FIXME: On 2019.1 this doesn't display properly in the window; check 2019.3
editorWindow.ShowNotification(new GUIContent("Control scheme must have a name"));
}
else
{
m_ControlScheme = new InputControlScheme(m_ControlScheme.name,
devices: m_DeviceList.Select(a => a.deviceRequirement));
editorWindow.Close();
m_OnApply(m_ControlScheme, m_ControlSchemeIndex);
}
}
if (Event.current.type == EventType.Repaint)
m_ButtonsAndLabelsHeights += GUILayoutUtility.GetLastRect().height;
EditorGUILayout.EndHorizontal();
}
private void DrawDeviceList()
{
EditorGUILayout.BeginHorizontal(EditorStyles.label);
var requirementsLabelSize = EditorStyles.label.CalcSize(s_RequirementsLabel);
var deviceListRect = GUILayoutUtility.GetRect(GetWindowSize().x - requirementsLabelSize.x - 20, m_DeviceView.GetHeight());
m_DeviceView.DoList(deviceListRect);
var requirementsHeight = DrawRequirementsCheckboxes();
var listHeight = m_DeviceView.GetHeight() + EditorGUIUtility.singleLineHeight * 3;
if (Event.current.type == EventType.Repaint)
{
if (listHeight < requirementsHeight)
{
m_ButtonsAndLabelsHeights += requirementsHeight;
}
else
{
m_ButtonsAndLabelsHeights += listHeight;
}
}
EditorGUILayout.EndHorizontal();
}
private void DrawSpace()
{
GUILayout.Space(6f);
if (Event.current.type == EventType.Repaint)
m_ButtonsAndLabelsHeights += 6f;
}
private void DrawTopBar()
{
EditorGUILayout.LabelField(s_AddControlSchemeLabel, Styles.headerLabel);
if (Event.current.type == EventType.Repaint)
m_ButtonsAndLabelsHeights += GUILayoutUtility.GetLastRect().height;
}
private void DrawNameEditTextField()
{
EditorGUILayout.BeginHorizontal();
var labelSize = EditorStyles.label.CalcSize(s_ControlSchemeNameLabel);
EditorGUILayout.LabelField(s_ControlSchemeNameLabel, GUILayout.Width(labelSize.x));
GUI.SetNextControlName("ControlSchemeName");
////FIXME: This should be a DelayedTextField but for some reason (maybe because it's in a popup?), this
//// will lead to the text field not working correctly. Hitting enter on the keyboard will apply the
//// change as expected but losing focus will *NOT*. In most cases, this makes the text field seem not
//// to work at all so instead we use a normal text field here and then apply the name change as part
//// of apply the control scheme changes as a whole. The only real downside is that if the name gets
//// adjusted automatically because of a naming conflict, this will only become evident *after* hitting
//// the "Save" button.
m_ControlScheme.m_Name = EditorGUILayout.TextField(m_ControlScheme.m_Name);
if (m_SetFocus)
{
EditorGUI.FocusTextInControl("ControlSchemeName");
m_SetFocus = false;
}
EditorGUILayout.EndHorizontal();
}
private float DrawRequirementsCheckboxes()
{
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField(s_RequirementsLabel, GUILayout.Width(200));
var requirementHeights = GUILayoutUtility.GetLastRect().y;
EditorGUI.BeginDisabledGroup(m_DeviceView.index == -1);
var requirementsOption = -1;
if (m_DeviceView.index >= 0)
{
var deviceEntryForList = (DeviceEntry)m_DeviceView.list[m_DeviceView.index];
requirementsOption = deviceEntryForList.deviceRequirement.isOptional ? 0 : 1;
}
EditorGUI.BeginChangeCheck();
requirementsOption = GUILayout.SelectionGrid(requirementsOption, s_RequiredOptionalChoices, 1, EditorStyles.radioButton);
requirementHeights += GUILayoutUtility.GetLastRect().y;
if (EditorGUI.EndChangeCheck())
m_DeviceList[m_DeviceView.index].deviceRequirement.isOptional = requirementsOption == 0;
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndVertical();
return requirementHeights;
}
private void AddDeviceRequirement(InputControlScheme.DeviceRequirement requirement)
{
ArrayHelpers.Append(ref m_ControlScheme.m_DeviceRequirements, requirement);
m_DeviceList.Add(new DeviceEntry(requirement));
m_DeviceView.index = m_DeviceView.list.Count - 1;
editorWindow.Repaint();
}
/// <summary>
/// The control scheme edited by the popup.
/// </summary>
public InputControlScheme controlScheme => m_ControlScheme;
private int m_ControlSchemeIndex;
private InputControlScheme m_ControlScheme;
private Action<InputControlScheme, int> m_OnApply;
private ReorderableList m_DeviceView;
private List<DeviceEntry> m_DeviceList = new List<DeviceEntry>();
private int m_RequirementsOptionsChoice;
private bool m_SetFocus;
private float m_ButtonsAndLabelsHeights;
private static Vector2 s_DefaultSize => new Vector2(300, 200);
private static readonly GUIContent s_RequirementsLabel = EditorGUIUtility.TrTextContent("Requirements:");
private static readonly GUIContent s_AddControlSchemeLabel = EditorGUIUtility.TrTextContent("Add control scheme");
private static readonly GUIContent s_ControlSchemeNameLabel = EditorGUIUtility.TrTextContent("Scheme Name");
private static readonly string[] s_RequiredOptionalChoices = { "Optional", "Required" };
private static class Styles
{
public static readonly GUIStyle headerLabel = new GUIStyle(EditorStyles.toolbar)
.WithAlignment(TextAnchor.MiddleCenter)
.WithFontStyle(FontStyle.Bold)
.WithPadding(new RectOffset(10, 6, 0, 0));
}
private class DeviceEntry
{
public string displayText;
public InputControlScheme.DeviceRequirement deviceRequirement;
public DeviceEntry(InputControlScheme.DeviceRequirement requirement)
{
displayText = DeviceRequirementToDisplayString(requirement);
deviceRequirement = requirement;
}
public override string ToString()
{
return displayText;
}
}
}
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 9e1e1ebbe5ff04f03bf06ab5398454cf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.IMGUI.Controls;
using UnityEditor.PackageManager.UI;
using UnityEditor.ShortcutManagement;
////TODO: Add "Revert" button
////TODO: add helpers to very quickly set up certain common configs (e.g. "FPS Controls" in add-action context menu;
//// "WASD Control" in add-binding context menu)
////REVIEW: should we listen for Unity project saves and save dirty .inputactions assets along with it?
////FIXME: when saving, processor/interaction selection is cleared
////TODO: persist view state of asset in Library/ folder
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// An editor window to edit .inputactions assets.
/// </summary>
/// <remarks>
/// The .inputactions editor code does not really separate between model and view. Selection state is contained
/// in the tree views and persistent across domain reloads via <see cref="TreeViewState"/>.
/// </remarks>
internal class InputActionEditorWindow : EditorWindow, IDisposable, IInputActionAssetEditor
{
// Register editor type via static constructor to enable asset monitoring
static InputActionEditorWindow()
{
InputActionAssetEditor.RegisterType<InputActionEditorWindow>();
}
/// <summary>
/// Open window if someone clicks on an .inputactions asset or an action inside of it.
/// </summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "line", Justification = "line parameter required by OnOpenAsset attribute")]
[OnOpenAsset]
public static bool OnOpenAsset(int instanceId, int line)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!InputSystem.settings.useIMGUIEditorForAssets)
return false;
#endif
var path = AssetDatabase.GetAssetPath(instanceId);
if (!InputActionImporter.IsInputActionAssetPath(path))
return false;
string mapToSelect = null;
string actionToSelect = null;
// Grab InputActionAsset.
// NOTE: We defer checking out an asset until we save it. This allows a user to open an .inputactions asset and look at it
// without forcing a checkout.
var obj = EditorUtility.InstanceIDToObject(instanceId);
var asset = obj as InputActionAsset;
if (asset == null)
{
// Check if the user clicked on an action inside the asset.
var actionReference = obj as InputActionReference;
if (actionReference != null)
{
asset = actionReference.asset;
mapToSelect = actionReference.action.actionMap.name;
actionToSelect = actionReference.action.name;
}
else
return false;
}
var window = OpenEditor(asset);
// If user clicked on an action inside the asset, focus on that action (if we can find it).
if (actionToSelect != null && window.m_ActionMapsTree.TrySelectItem(mapToSelect))
{
window.OnActionMapTreeSelectionChanged();
window.m_ActionsTree.SelectItem(actionToSelect);
}
return true;
}
/// <summary>
/// Open the specified <paramref name="asset"/> in an editor window. Used when someone hits the "Edit Asset" button in the
/// importer inspector.
/// </summary>
/// <param name="asset">The InputActionAsset to open.</param>
/// <returns>The editor window.</returns>
public static InputActionEditorWindow OpenEditor(InputActionAsset asset)
{
////REVIEW: It'd be great if the window got docked by default but the public EditorWindow API doesn't allow that
//// to be done for windows that aren't singletons (GetWindow<T>() will only create one window and it's the
//// only way to get programmatic docking with the current API).
// See if we have an existing editor window that has the asset open.
var window = FindEditorForAsset(asset);
if (window == null)
{
// No, so create a new window.
window = CreateInstance<InputActionEditorWindow>();
window.SetAsset(asset);
}
window.Show();
window.Focus();
return window;
}
private static InputActionEditorWindow FindEditorForAsset(InputActionAsset asset)
{
var guid = EditorHelpers.GetAssetGUID(asset);
return guid == null ? null : FindEditorForAssetWithGUID(guid);
}
public static InputActionEditorWindow FindEditorForAssetWithGUID(string guid)
{
var windows = Resources.FindObjectsOfTypeAll<InputActionEditorWindow>();
return windows.FirstOrDefault(w => w.m_ActionAssetManager.guid == guid);
}
public void SaveChangesToAsset()
{
m_ActionAssetManager.SaveChangesToAsset();
}
public void AddNewActionMap()
{
m_ActionMapsTree.AddNewActionMap();
}
public void AddNewAction()
{
// Make sure we have an action map. If we don't have an action map selected,
// refuse the operation.
var actionMapItem = m_ActionMapsTree.GetSelectedItems().OfType<ActionMapTreeItem>().FirstOrDefault();
if (actionMapItem == null)
{
EditorApplication.Beep();
return;
}
m_ActionsTree.AddNewAction(actionMapItem.property);
}
public void AddNewBinding()
{
// Make sure we have an action selected.
var actionItems = m_ActionsTree.GetSelectedItems().OfType<ActionTreeItem>();
if (!actionItems.Any())
{
EditorApplication.Beep();
return;
}
foreach (var item in actionItems)
m_ActionsTree.AddNewBinding(item.property, item.actionMapProperty);
}
private bool ConfirmSaveChangesIfNeeded()
{
// Ask for confirmation if we have unsaved changes.
if (!m_ForceQuit && m_ActionAssetManager.dirty)
{
var result = Dialog.InputActionAsset.ShowSaveChanges(m_ActionAssetManager.path);
switch (result)
{
case Dialog.Result.Save:
m_ActionAssetManager.SaveChangesToAsset();
m_ActionAssetManager.Cleanup();
break;
case Dialog.Result.Cancel:
Instantiate(this).Show();
// Cancel editor quit.
return false;
case Dialog.Result.Discard:
// Don't save, don't ask again.
m_ForceQuit = true;
break;
default:
throw new ArgumentOutOfRangeException(nameof(result));
}
}
return true;
}
private bool EditorWantsToQuit()
{
return ConfirmSaveChangesIfNeeded();
}
private void OnEnable()
{
minSize = new Vector2(600, 300);
// Initialize toolbar. We keep the toolbar across domain reloads but we
// will lose the delegates.
if (m_Toolbar == null)
m_Toolbar = new InputActionEditorToolbar();
m_Toolbar.onSearchChanged = OnToolbarSearchChanged;
m_Toolbar.onSelectedSchemeChanged = OnControlSchemeSelectionChanged;
m_Toolbar.onSelectedDeviceChanged = OnControlSchemeSelectionChanged;
m_Toolbar.onSave = SaveChangesToAsset;
m_Toolbar.onControlSchemesChanged = OnControlSchemesModified;
m_Toolbar.onControlSchemeRenamed = OnControlSchemeRenamed;
m_Toolbar.onControlSchemeDeleted = OnControlSchemeDeleted;
EditorApplication.wantsToQuit += EditorWantsToQuit;
// Initialize after assembly reload.
if (m_ActionAssetManager != null)
{
if (!m_ActionAssetManager.Initialize())
{
// The asset we want to edit no longer exists.
Close();
return;
}
m_ActionAssetManager.onDirtyChanged = OnDirtyChanged;
InitializeTrees();
}
InputSystem.onSettingsChange += OnInputSettingsChanged;
}
private void OnDestroy()
{
ConfirmSaveChangesIfNeeded();
EditorApplication.wantsToQuit -= EditorWantsToQuit;
InputSystem.onSettingsChange -= OnInputSettingsChanged;
}
private void OnInputSettingsChanged()
{
Repaint();
}
// Set asset would usually only be called when the window is open
private void SetAsset(InputActionAsset asset)
{
if (asset == null)
return;
m_ActionAssetManager = new InputActionAssetManager(asset) {onDirtyChanged = OnDirtyChanged};
//m_ActionAssetManager.Initialize(); // TODO No longer needed when using constructor
InitializeTrees();
LoadControlSchemes();
// Select first action map in asset.
m_ActionMapsTree.SelectFirstToplevelItem();
UpdateWindowTitle();
}
private void UpdateWindowTitle()
{
var title = m_ActionAssetManager.name + " (Input Actions)";
m_Title = new GUIContent(title);
m_DirtyTitle = new GUIContent("(*) " + m_Title.text);
titleContent = m_Title;
}
private void LoadControlSchemes()
{
TransferControlSchemes(save: false);
}
private void TransferControlSchemes(bool save)
{
// The easiest way to load and save control schemes is using SerializedProperties to just transfer the data
// between the InputControlScheme array in the toolbar and the one in the asset. Doing it this way rather than
// just overwriting the array in m_AssetManager.m_AssetObjectForEditing directly will make undo work.
using (var editorWindowObject = new SerializedObject(this))
using (var controlSchemesArrayPropertyInWindow = editorWindowObject.FindProperty("m_Toolbar.m_ControlSchemes"))
using (var controlSchemesArrayPropertyInAsset = m_ActionAssetManager.serializedObject.FindProperty("m_ControlSchemes"))
{
Debug.Assert(controlSchemesArrayPropertyInWindow != null, $"Cannot find m_ControlSchemes in window");
Debug.Assert(controlSchemesArrayPropertyInAsset != null, $"Cannot find m_ControlSchemes in asset");
if (save)
{
var json = controlSchemesArrayPropertyInWindow.CopyToJson();
controlSchemesArrayPropertyInAsset.RestoreFromJson(json);
editorWindowObject.ApplyModifiedProperties();
}
else
{
// Load.
var json = controlSchemesArrayPropertyInAsset.CopyToJson();
controlSchemesArrayPropertyInWindow.RestoreFromJson(json);
editorWindowObject.ApplyModifiedPropertiesWithoutUndo();
}
}
}
private void OnControlSchemeSelectionChanged()
{
OnToolbarSearchChanged();
LoadPropertiesForSelection();
}
private void OnControlSchemesModified()
{
TransferControlSchemes(save: true);
// Control scheme changes may affect the search filter.
OnToolbarSearchChanged();
ApplyAndReloadTrees();
}
private void OnControlSchemeRenamed(string oldBindingGroup, string newBindingGroup)
{
InputActionSerializationHelpers.ReplaceBindingGroup(m_ActionAssetManager.serializedObject,
oldBindingGroup, newBindingGroup);
ApplyAndReloadTrees();
}
private void OnControlSchemeDeleted(string name, string bindingGroup)
{
Debug.Assert(!string.IsNullOrEmpty(name), "Control scheme name should not be empty");
Debug.Assert(!string.IsNullOrEmpty(bindingGroup), "Binding group should not be empty");
var asset = m_ActionAssetManager.editedAsset;
var bindingMask = InputBinding.MaskByGroup(bindingGroup);
var schemeHasBindings = asset.actionMaps.Any(m => m.bindings.Any(b => bindingMask.Matches(ref b)));
if (!schemeHasBindings)
return;
////FIXME: this does not delete composites that have bindings in only one control scheme
////REVIEW: offer to do nothing and leave all bindings as is?
var deleteBindings =
EditorUtility.DisplayDialog("Delete Bindings?",
$"Delete bindings for '{name}' as well? If you select 'No', the bindings will only "
+ $"be unassigned from the '{name}' control scheme but otherwise left as is. Note that bindings "
+ $"that are assigned to '{name}' but also to other control schemes will be left in place either way.",
"Yes", "No");
InputActionSerializationHelpers.ReplaceBindingGroup(m_ActionAssetManager.serializedObject, bindingGroup, "",
deleteOrphanedBindings: deleteBindings);
ApplyAndReloadTrees();
}
private void InitializeTrees()
{
// We persist tree view states (most importantly, they contain our selection states),
// so only create those if we don't have any yet.
if (m_ActionMapsTreeState == null)
m_ActionMapsTreeState = new TreeViewState();
if (m_ActionsTreeState == null)
m_ActionsTreeState = new TreeViewState();
// Create tree in middle pane showing actions and bindings. We initially
// leave this tree empty and populate it by selecting an action map in the
// left pane tree.
m_ActionsTree = new InputActionTreeView(m_ActionAssetManager.serializedObject, m_ActionsTreeState)
{
onSelectionChanged = OnActionTreeSelectionChanged,
onSerializedObjectModified = ApplyAndReloadTrees,
onBindingAdded = p => InputActionSerializationHelpers.RemoveUnusedBindingGroups(p, m_Toolbar.controlSchemes),
drawMinusButton = false,
title = ("Actions", "A list of InputActions in the InputActionMap selected in the left pane. Also, for each InputAction, the list "
+ "of bindings that determine the controls that can trigger the action.\n\nThe name of each action must be unique within its InputActionMap."),
};
// Create tree in left pane showing action maps.
m_ActionMapsTree = new InputActionTreeView(m_ActionAssetManager.serializedObject, m_ActionMapsTreeState)
{
onBuildTree = () =>
InputActionTreeView.BuildWithJustActionMapsFromAsset(m_ActionAssetManager.serializedObject),
onSelectionChanged = OnActionMapTreeSelectionChanged,
onSerializedObjectModified = ApplyAndReloadTrees,
onHandleAddNewAction = m_ActionsTree.AddNewAction,
drawMinusButton = false,
title = ("Action Maps", "A list of InputActionMaps in the asset. Each map can be enabled and disabled separately at runtime and holds "
+ "its own collection of InputActions which are listed in the middle pane (along with their InputBindings).")
};
m_ActionMapsTree.Reload();
m_ActionMapsTree.ExpandAll();
RebuildActionTree();
LoadPropertiesForSelection();
// Sync current search status in toolbar.
OnToolbarSearchChanged();
}
/// <summary>
/// Synchronize the search filter applied to the trees.
/// </summary>
/// <remarks>
/// Note that only filter the action tree. The action map tree remains unfiltered.
/// </remarks>
private void OnToolbarSearchChanged()
{
// Rather than adding FilterCriterion instances directly, we go through the
// string-based format here. This allows typing queries directly into the search bar.
var searchStringBuffer = new StringBuilder();
// Plain-text search.
if (!string.IsNullOrEmpty(m_Toolbar.searchText))
searchStringBuffer.Append(m_Toolbar.searchText);
// Filter by binding group of selected control scheme.
if (m_Toolbar.selectedControlScheme != null)
{
searchStringBuffer.Append(" \"");
searchStringBuffer.Append(InputActionTreeView.FilterCriterion.k_BindingGroupTag);
searchStringBuffer.Append(m_Toolbar.selectedControlScheme.Value.bindingGroup);
searchStringBuffer.Append('\"');
}
// Filter by device layout.
if (m_Toolbar.selectedDeviceRequirement != null)
{
searchStringBuffer.Append(" \"");
searchStringBuffer.Append(InputActionTreeView.FilterCriterion.k_DeviceLayoutTag);
searchStringBuffer.Append(InputControlPath.TryGetDeviceLayout(m_Toolbar.selectedDeviceRequirement.Value.controlPath));
searchStringBuffer.Append('\"');
}
var searchString = searchStringBuffer.ToString();
if (string.IsNullOrEmpty(searchString))
m_ActionsTree.ClearItemSearchFilterAndReload();
else
m_ActionsTree.SetItemSearchFilterAndReload(searchStringBuffer.ToString());
// Have trees create new bindings with the right binding group.
var currentBindingGroup = m_Toolbar.selectedControlScheme?.bindingGroup;
m_ActionsTree.bindingGroupForNewBindings = currentBindingGroup;
m_ActionMapsTree.bindingGroupForNewBindings = currentBindingGroup;
}
/// <summary>
/// Synchronize the display state to the currently selected action map.
/// </summary>
private void OnActionMapTreeSelectionChanged()
{
// Re-configure action tree (middle pane) for currently select action map.
RebuildActionTree();
// If there's no actions in the selected action map or if there is no action map
// selected, make sure we wipe the property pane.
if (!m_ActionMapsTree.HasSelection() || !m_ActionsTree.rootItem.hasChildren)
{
LoadPropertiesForSelection();
}
else
{
// Otherwise select first action in map.
m_ActionsTree.SelectFirstToplevelItem();
}
}
private void RebuildActionTree()
{
var selectedActionMapItem =
m_ActionMapsTree.GetSelectedItems().OfType<ActionMapTreeItem>().FirstOrDefault();
if (selectedActionMapItem == null)
{
// Nothing selected. Wipe middle and right pane.
m_ActionsTree.onBuildTree = null;
}
else
{
m_ActionsTree.onBuildTree = () =>
InputActionTreeView.BuildWithJustActionsAndBindingsFromMap(selectedActionMapItem.property);
}
// Rebuild tree.
m_ActionsTree.Reload();
}
private void OnActionTreeSelectionChanged()
{
LoadPropertiesForSelection();
}
private void LoadPropertiesForSelection()
{
m_BindingPropertyView = null;
m_ActionPropertyView = null;
////TODO: preserve interaction/processor selection when reloading
// Nothing else to do if we don't have a selection in the middle pane or if
// multiple items are selected (we don't currently have the ability to multi-edit).
if (!m_ActionsTree.HasSelection() || m_ActionsTree.GetSelection().Count != 1)
return;
var item = m_ActionsTree.GetSelectedItems().FirstOrDefault();
if (item is BindingTreeItem)
{
// Grab the action for the binding and see if we have an expected control layout
// set on it. Pass that on to the control picking machinery.
var isCompositePartBinding = item is PartOfCompositeBindingTreeItem;
var actionItem = (isCompositePartBinding ? item.parent.parent : item.parent) as ActionTreeItem;
Debug.Assert(actionItem != null);
if (m_ControlPickerViewState == null)
m_ControlPickerViewState = new InputControlPickerState();
// The toolbar may constrain the set of devices we're currently interested in by either
// having one specific device selected from the current scheme or having at least a control
// scheme selected.
IEnumerable<string> controlPathsToMatch;
if (m_Toolbar.selectedDeviceRequirement != null)
{
// Single device selected from set of devices in control scheme.
controlPathsToMatch = new[] {m_Toolbar.selectedDeviceRequirement.Value.controlPath};
}
else if (m_Toolbar.selectedControlScheme != null)
{
// Constrain to devices from current control scheme.
controlPathsToMatch =
m_Toolbar.selectedControlScheme.Value.deviceRequirements.Select(x => x.controlPath);
}
else
{
// If there's no device filter coming from a control scheme, filter by supported
// devices as given by settings.
controlPathsToMatch = InputSystem.settings.supportedDevices.Select(x => $"<{x}>");
}
// Show properties for binding.
m_BindingPropertyView =
new InputBindingPropertiesView(
item.property,
change =>
{
if (change == InputBindingPropertiesView.k_PathChanged ||
change == InputBindingPropertiesView.k_CompositePartAssignmentChanged ||
change == InputBindingPropertiesView.k_CompositeTypeChanged ||
change == InputBindingPropertiesView.k_GroupsChanged)
{
ApplyAndReloadTrees();
}
else
{
// Simple property change that doesn't affect the rest of the UI.
Apply();
}
},
m_ControlPickerViewState,
expectedControlLayout: item.expectedControlLayout,
controlSchemes: m_Toolbar.controlSchemes,
controlPathsToMatch: controlPathsToMatch);
}
else if (item is ActionTreeItem actionItem)
{
// Show properties for action.
m_ActionPropertyView =
new InputActionPropertiesView(
actionItem.property,
// Apply without reload is enough here as modifying the properties of an action will
// never change the structure of the data.
change => Apply());
}
}
private void ApplyAndReloadTrees()
{
Apply();
// This path here is meant to catch *any* edits made to the serialized data. I.e. also
// any arbitrary undo that may have changed some misc bit not visible in the trees.
m_ActionMapsTree.Reload();
RebuildActionTree();
m_ActionAssetManager.UpdateAssetDirtyState();
LoadControlSchemes();
LoadPropertiesForSelection();
}
#if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST
private void OnLostFocus()
{
if (InputEditorUserSettings.autoSaveInputActionAssets)
m_ActionAssetManager.SaveChangesToAsset();
}
#endif
private void Apply()
{
m_ActionAssetManager.ApplyChanges();
// Update dirty count, otherwise ReloadIfSerializedObjectHasBeenChanged will trigger a full ApplyAndReloadTrees
m_ActionMapsTree.UpdateSerializedObjectDirtyCount();
m_ActionsTree.UpdateSerializedObjectDirtyCount();
#if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST
// If auto-save should be triggered on focus lost, only mark asset as dirty
m_ActionAssetManager.MarkDirty();
titleContent = m_DirtyTitle;
#else
// If auto-save is active, immediately flush out the changes to disk. Otherwise just
// put us into dirty state.
if (InputEditorUserSettings.autoSaveInputActionAssets)
{
m_ActionAssetManager.SaveChangesToAsset();
}
else
{
m_ActionAssetManager.MarkDirty();
titleContent = m_DirtyTitle;
}
#endif
}
private void OnGUI()
{
// If the actions tree has lost the filters (because they would not match an item it tried to highlight),
// update the Toolbar UI to remove them.
if (!m_ActionsTree.hasFilter)
m_Toolbar.ResetSearchFilters();
// Allow switching between action map tree and action tree using arrow keys.
ToggleFocusUsingKeyboard(KeyCode.RightArrow, m_ActionMapsTree, m_ActionsTree);
ToggleFocusUsingKeyboard(KeyCode.LeftArrow, m_ActionsTree, m_ActionMapsTree);
// Route copy-paste events to tree views if they have focus.
if (m_ActionsTree.HasFocus())
m_ActionsTree.HandleCopyPasteCommandEvent(Event.current);
else if (m_ActionMapsTree.HasFocus())
m_ActionMapsTree.HandleCopyPasteCommandEvent(Event.current);
// Draw toolbar.
EditorGUILayout.BeginVertical();
m_Toolbar.OnGUI();
EditorGUILayout.Space();
// Draw columns.
EditorGUILayout.BeginHorizontal();
var columnAreaWidth = position.width - InputActionTreeView.Styles.backgroundWithBorder.margin.left -
InputActionTreeView.Styles.backgroundWithBorder.margin.left -
InputActionTreeView.Styles.backgroundWithBorder.margin.right;
var oldType = Event.current.type;
DrawActionMapsColumn(columnAreaWidth * 0.22f);
if (Event.current.type == EventType.Used && oldType != Event.current.type)
{
// When renaming an item, TreeViews will capture all mouse Events, and process any clicks outside the item
// being renamed to end the renaming process. However, since we have two TreeViews, if the action column is
// renaming an item, and then you double click on an item in the action map column, the action map column will
// get to use the mouse event before the action collumn gets to see it, which would cause the action map column
// to enter rename mode and use the event, before the action column gets a chance to see it and exit rename mode.
// Then we end up with two active renaming sessions, which does not work correctly.
// (See https://fogbugz.unity3d.com/f/cases/1140869/).
// Now, our fix to this problem is to force-end and accept any renaming session on the action column if we see
// that the action map column had processed the current event. This is not particularly elegant, but I cannot think
// of a better solution as we are limited by the public APIs exposed by TreeView.
m_ActionsTree.EndRename(forceAccept: true);
}
DrawActionsColumn(columnAreaWidth * 0.38f);
DrawPropertiesColumn(columnAreaWidth * 0.40f);
EditorGUILayout.EndHorizontal();
// Bottom margin.
GUILayout.Space(3);
EditorGUILayout.EndVertical();
}
private static void ToggleFocusUsingKeyboard(KeyCode key, InputActionTreeView fromTree,
InputActionTreeView toTree)
{
var uiEvent = Event.current;
if (uiEvent.type == EventType.KeyDown && uiEvent.keyCode == key && fromTree.HasFocus())
{
if (!toTree.HasSelection())
toTree.SelectFirstToplevelItem();
toTree.SetFocus();
uiEvent.Use();
}
}
private void DrawActionMapsColumn(float width)
{
DrawColumnWithTreeView(m_ActionMapsTree, width, true);
}
private void DrawActionsColumn(float width)
{
DrawColumnWithTreeView(m_ActionsTree, width, false);
}
private static void DrawColumnWithTreeView(TreeView treeView, float width, bool fixedWidth)
{
EditorGUILayout.BeginVertical(InputActionTreeView.Styles.backgroundWithBorder,
fixedWidth ? GUILayout.MaxWidth(width) : GUILayout.MinWidth(width),
GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
GUILayout.FlexibleSpace();
EditorGUILayout.EndVertical();
var columnRect = GUILayoutUtility.GetLastRect();
treeView.OnGUI(columnRect);
}
private void DrawPropertiesColumn(float width)
{
EditorGUILayout.BeginVertical(InputActionTreeView.Styles.backgroundWithBorder, GUILayout.Width(width));
var rect = GUILayoutUtility.GetRect(0,
EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing * 2,
GUILayout.ExpandWidth(true));
rect.x -= 2;
rect.y -= 1;
rect.width += 4;
EditorGUI.LabelField(rect, GUIContent.none, InputActionTreeView.Styles.backgroundWithBorder);
var headerRect = new Rect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2);
if (m_BindingPropertyView != null)
{
if (m_BindingPropertiesTitle == null)
m_BindingPropertiesTitle = new GUIContent("Binding Properties", "The properties for the InputBinding selected in the "
+ "'Actions' pane on the left.");
EditorGUI.LabelField(headerRect, m_BindingPropertiesTitle, InputActionTreeView.Styles.columnHeaderLabel);
m_PropertiesScroll = EditorGUILayout.BeginScrollView(m_PropertiesScroll);
m_BindingPropertyView.OnGUI();
EditorGUILayout.EndScrollView();
}
else if (m_ActionPropertyView != null)
{
if (m_ActionPropertiesTitle == null)
m_ActionPropertiesTitle = new GUIContent("Action Properties", "The properties for the InputAction selected in the "
+ "'Actions' pane on the left.");
EditorGUI.LabelField(headerRect, m_ActionPropertiesTitle, InputActionTreeView.Styles.columnHeaderLabel);
m_PropertiesScroll = EditorGUILayout.BeginScrollView(m_PropertiesScroll);
m_ActionPropertyView.OnGUI();
EditorGUILayout.EndScrollView();
}
else
{
GUILayout.FlexibleSpace();
}
EditorGUILayout.EndVertical();
}
private void ReloadAssetFromFileIfNotDirty()
{
if (m_ActionAssetManager.dirty)
return;
// If our asset has disappeared from disk, just close the window.
if (string.IsNullOrEmpty(AssetDatabase.GUIDToAssetPath(m_ActionAssetManager.guid)))
{
Close();
return;
}
// Don't touch the UI state if the serialized data is still the same.
if (!m_ActionAssetManager.ReInitializeIfAssetHasChanged())
return;
// Unfortunately, on this path we lose the selection state of the interactions and processors lists
// in the properties view.
InitializeTrees();
LoadPropertiesForSelection();
Repaint();
}
#if !UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
////TODO: add shortcut to focus search box
////TODO: show shortcuts in tooltips
////FIXME: the shortcuts seem to have focus problems; often requires clicking away and then back to the window
[Shortcut("Input Action Editor/Save", typeof(InputActionEditorWindow), KeyCode.S, ShortcutModifiers.Alt)]
private static void SaveShortcut(ShortcutArguments arguments)
{
var window = (InputActionEditorWindow)arguments.context;
window.SaveChangesToAsset();
}
[Shortcut("Input Action Editor/Add Action Map", typeof(InputActionEditorWindow), KeyCode.M, ShortcutModifiers.Alt)]
private static void AddActionMapShortcut(ShortcutArguments arguments)
{
var window = (InputActionEditorWindow)arguments.context;
window.AddNewActionMap();
}
[Shortcut("Input Action Editor/Add Action", typeof(InputActionEditorWindow), KeyCode.A, ShortcutModifiers.Alt)]
private static void AddActionShortcut(ShortcutArguments arguments)
{
var window = (InputActionEditorWindow)arguments.context;
window.AddNewAction();
}
[Shortcut("Input Action Editor/Add Binding", typeof(InputActionEditorWindow), KeyCode.B, ShortcutModifiers.Alt)]
private static void AddBindingShortcut(ShortcutArguments arguments)
{
var window = (InputActionEditorWindow)arguments.context;
window.AddNewBinding();
}
#endif
private void OnDirtyChanged(bool dirty)
{
titleContent = dirty ? m_DirtyTitle : m_Title;
m_Toolbar.isDirty = dirty;
}
public void Dispose()
{
m_BindingPropertyView?.Dispose();
}
[SerializeField] private TreeViewState m_ActionMapsTreeState;
[SerializeField] private TreeViewState m_ActionsTreeState;
[SerializeField] private InputControlPickerState m_ControlPickerViewState;
[SerializeField] private InputActionAssetManager m_ActionAssetManager;
[SerializeField] private InputActionEditorToolbar m_Toolbar;
[SerializeField] private GUIContent m_DirtyTitle;
[SerializeField] private GUIContent m_Title;
[NonSerialized] private GUIContent m_ActionPropertiesTitle;
[NonSerialized] private GUIContent m_BindingPropertiesTitle;
private InputBindingPropertiesView m_BindingPropertyView;
private InputActionPropertiesView m_ActionPropertyView;
private InputActionTreeView m_ActionMapsTree;
private InputActionTreeView m_ActionsTree;
private static bool s_RefreshPending;
private Vector2 m_PropertiesScroll;
private bool m_ForceQuit;
#region IInputActionAssetEditor
public void OnAssetImported() => ReloadAssetFromFileIfNotDirty();
public void OnAssetMoved() => UpdateWindowTitle();
public void OnAssetDeleted()
{
m_ForceQuit = true;
Close();
}
public string assetGUID => m_ActionAssetManager.guid;
public bool isDirty => m_ActionAssetManager.dirty;
#endregion
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: eb55afc2c109f42f2af37941a8c9300e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,130 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// UI that edits the properties of an <see cref="InputAction"/>.
/// </summary>
/// <remarks>
/// Right-most pane in <see cref="InputActionEditorWindow"/> when an action is selected.
/// </remarks>
internal class InputActionPropertiesView : PropertiesViewBase
{
public static FourCC k_PropertiesChanged => new FourCC("PROP");
public InputActionPropertiesView(SerializedProperty actionProperty, Action<FourCC> onChange = null)
: base("Action", actionProperty, onChange, actionProperty.FindPropertyRelative("m_ExpectedControlType").stringValue)
{
m_ExpectedControlTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_ExpectedControlType));
m_ActionTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Type));
m_ActionFlagsProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Flags));
m_SelectedActionType = (InputActionType)m_ActionTypeProperty.intValue;
m_WantsInitialStateCheck = (m_ActionFlagsProperty.intValue & (int)InputAction.ActionFlags.WantsInitialStateCheck) != 0;
BuildControlTypeList();
m_SelectedControlType = Array.IndexOf(m_ControlTypeList, m_ExpectedControlTypeProperty.stringValue);
if (m_SelectedControlType == -1)
m_SelectedControlType = 0;
if (s_ControlTypeLabel == null)
s_ControlTypeLabel = EditorGUIUtility.TrTextContent("Control Type", m_ExpectedControlTypeProperty.GetTooltip());
if (s_ActionTypeLabel == null)
s_ActionTypeLabel = EditorGUIUtility.TrTextContent("Action Type", m_ActionTypeProperty.GetTooltip());
if (s_WantsInitialStateCheckLabel == null)
s_WantsInitialStateCheckLabel = EditorGUIUtility.TrTextContent("Initial State Check",
"Whether in the next input update after the action was enabled, the action should "
+ "immediately trigger if any of its bound controls are currently in a non-default state. "
+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.");
}
protected override void DrawGeneralProperties()
{
EditorGUI.BeginChangeCheck();
m_SelectedActionType = EditorGUILayout.EnumPopup(s_ActionTypeLabel, m_SelectedActionType);
if ((InputActionType)m_SelectedActionType != InputActionType.Button)
m_SelectedControlType = EditorGUILayout.Popup(s_ControlTypeLabel, m_SelectedControlType, m_ControlTypeOptions);
if ((InputActionType)m_SelectedActionType != InputActionType.Value)
m_WantsInitialStateCheck = EditorGUILayout.Toggle(s_WantsInitialStateCheckLabel, m_WantsInitialStateCheck);
if (EditorGUI.EndChangeCheck())
{
if ((InputActionType)m_SelectedActionType == InputActionType.Button)
m_ExpectedControlTypeProperty.stringValue = "Button";
else if (m_SelectedControlType == 0)
m_ExpectedControlTypeProperty.stringValue = string.Empty;
else
m_ExpectedControlTypeProperty.stringValue = m_ControlTypeList[m_SelectedControlType];
m_ActionTypeProperty.intValue = (int)(InputActionType)m_SelectedActionType;
if (m_WantsInitialStateCheck)
m_ActionFlagsProperty.intValue |= (int)InputAction.ActionFlags.WantsInitialStateCheck;
else
m_ActionFlagsProperty.intValue &= ~(int)InputAction.ActionFlags.WantsInitialStateCheck;
m_ActionTypeProperty.serializedObject.ApplyModifiedProperties();
UpdateProcessors(m_ExpectedControlTypeProperty.stringValue);
onChange(k_PropertiesChanged);
}
}
private void BuildControlTypeList()
{
var types = new List<string>();
var allLayouts = InputSystem.s_Manager.m_Layouts;
foreach (var layoutName in allLayouts.layoutTypes.Keys)
{
if (EditorInputControlLayoutCache.TryGetLayout(layoutName).hideInUI)
continue;
// If the action type is InputActionType.Value, skip button controls.
var type = allLayouts.layoutTypes[layoutName];
if ((InputActionType)m_SelectedActionType == InputActionType.Value &&
typeof(ButtonControl).IsAssignableFrom(type))
continue;
////TODO: skip aliases
if (typeof(InputControl).IsAssignableFrom(type) &&
!typeof(InputDevice).IsAssignableFrom(type))
{
types.Add(layoutName);
}
}
// Sort alphabetically.
types.Sort((a, b) => string.Compare(a, b, StringComparison.OrdinalIgnoreCase));
// Make sure "Any" is always topmost entry.
types.Insert(0, "Any");
m_ControlTypeList = types.ToArray();
m_ControlTypeOptions = m_ControlTypeList.Select(x => new GUIContent(ObjectNames.NicifyVariableName(x)))
.ToArray();
}
private readonly SerializedProperty m_ExpectedControlTypeProperty;
private readonly SerializedProperty m_ActionTypeProperty;
private readonly SerializedProperty m_ActionFlagsProperty;
private string m_ExpectedControlLayout;
private string[] m_ControlTypeList;
private GUIContent[] m_ControlTypeOptions;
private int m_SelectedControlType;
private Enum m_SelectedActionType;
private bool m_WantsInitialStateCheck;
private static GUIContent s_ActionTypeLabel;
private static GUIContent s_ControlTypeLabel;
private static GUIContent s_WantsInitialStateCheckLabel;
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.Utilities;
////TODO: sync expanded state of SerializedProperties to expanded state of tree (will help preserving expansion in inspector)
////REVIEW: would be great to align all "[device]" parts of binding strings neatly in a column
namespace UnityEngine.InputSystem.Editor
{
internal abstract class ActionTreeItemBase : TreeViewItem
{
public SerializedProperty property { get; }
public virtual string expectedControlLayout => string.Empty;
public virtual bool canRename => true;
public virtual bool serializedDataIncludesChildren => false;
public abstract GUIStyle colorTagStyle { get; }
public string name { get; }
public Guid guid { get; }
public virtual bool showWarningIcon => false;
// For some operations (like copy-paste), we want to include information that we have filtered out.
internal List<ActionTreeItemBase> m_HiddenChildren;
public bool hasChildrenIncludingHidden => hasChildren || (m_HiddenChildren != null && m_HiddenChildren.Count > 0);
public IEnumerable<ActionTreeItemBase> hiddenChildren => m_HiddenChildren ?? Enumerable.Empty<ActionTreeItemBase>();
public IEnumerable<ActionTreeItemBase> childrenIncludingHidden
{
get
{
if (hasChildren)
foreach (var child in children)
if (child is ActionTreeItemBase item)
yield return item;
if (m_HiddenChildren != null)
foreach (var child in m_HiddenChildren)
yield return child;
}
}
// Action data is generally stored in arrays. Action maps are stored in m_ActionMaps arrays in assets,
// actions are stored in m_Actions arrays on maps and bindings are stored in m_Bindings arrays on maps.
public SerializedProperty arrayProperty => property.GetArrayPropertyFromElement();
// Dynamically look up the array index instead of just taking it from `property`.
// This makes sure whatever insertions or deletions we perform on the serialized data,
// we get the right array index from an item.
public int arrayIndex => InputActionSerializationHelpers.GetIndex(arrayProperty, guid);
protected ActionTreeItemBase(SerializedProperty property)
{
this.property = property;
// Look up name.
var nameProperty = property.FindPropertyRelative("m_Name");
Debug.Assert(nameProperty != null, $"Cannot find m_Name property on {property.propertyPath}");
name = nameProperty.stringValue;
// Look up ID.
var idProperty = property.FindPropertyRelative("m_Id");
Debug.Assert(idProperty != null, $"Cannot find m_Id property on {property.propertyPath}");
var idPropertyString = idProperty.stringValue;
if (string.IsNullOrEmpty(idPropertyString))
{
// This is somewhat questionable but we can't operate if we don't have IDs on the data used in the tree.
// Rather than requiring users of the tree to set this up consistently, we assign IDs
// on the fly, if necessary.
guid = Guid.NewGuid();
idPropertyString = guid.ToString();
idProperty.stringValue = idPropertyString;
idProperty.serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
else
{
guid = new Guid(idPropertyString);
}
// All our elements (maps, actions, bindings) carry unique IDs. We use their hash
// codes as item IDs in the tree. This should result in stable item IDs that keep
// identifying the right item across all reloads and tree mutations.
id = guid.GetHashCode();
}
public virtual void Rename(string newName)
{
Debug.Assert(!canRename, "Item is marked as allowing renames yet does not implement Rename()");
}
/// <summary>
/// Delete serialized data for the tree item and its children.
/// </summary>
public abstract void DeleteData();
public abstract bool AcceptsDrop(ActionTreeItemBase item);
/// <summary>
/// Get information about where to drop an item of the given type and (optionally) the given index.
/// </summary>
public abstract bool GetDropLocation(Type itemType, int? childIndex, ref SerializedProperty array, ref int arrayIndex);
protected static class Styles
{
private static GUIStyle StyleWithBackground(string fileName)
{
return new GUIStyle("Label").WithNormalBackground(AssetDatabase.LoadAssetAtPath<Texture2D>($"{InputActionTreeView.SharedResourcesPath}{fileName}.png"));
}
public static readonly GUIStyle yellowRect = StyleWithBackground("yellow");
public static readonly GUIStyle greenRect = StyleWithBackground("green");
public static readonly GUIStyle blueRect = StyleWithBackground("blue");
public static readonly GUIStyle pinkRect = StyleWithBackground("pink");
}
}
/// <summary>
/// Tree view item for an action map.
/// </summary>
/// <seealso cref="InputActionMap"/>
internal class ActionMapTreeItem : ActionTreeItemBase
{
public ActionMapTreeItem(SerializedProperty actionMapProperty)
: base(actionMapProperty)
{
}
public override GUIStyle colorTagStyle => Styles.yellowRect;
public SerializedProperty bindingsArrayProperty => property.FindPropertyRelative("m_Bindings");
public SerializedProperty actionsArrayProperty => property.FindPropertyRelative("m_Actions");
public override bool serializedDataIncludesChildren => true;
public override void Rename(string newName)
{
InputActionSerializationHelpers.RenameActionMap(property, newName);
}
public override void DeleteData()
{
var assetObject = property.serializedObject;
if (!(assetObject.targetObject is InputActionAsset))
throw new InvalidOperationException(
$"Action map must be part of InputActionAsset but is in {assetObject.targetObject} instead");
InputActionSerializationHelpers.DeleteActionMap(assetObject, guid);
}
public override bool AcceptsDrop(ActionTreeItemBase item)
{
return item is ActionTreeItem;
}
public override bool GetDropLocation(Type itemType, int? childIndex, ref SerializedProperty array, ref int arrayIndex)
{
// Drop actions into action array.
if (itemType == typeof(ActionTreeItem))
{
array = actionsArrayProperty;
arrayIndex = childIndex ?? -1;
return true;
}
// For action maps in assets, drop other action maps next to them.
if (itemType == typeof(ActionMapTreeItem) && property.serializedObject.targetObject is InputActionAsset)
{
array = property.GetArrayPropertyFromElement();
arrayIndex = this.arrayIndex + 1;
return true;
}
////REVIEW: would be nice to be able to replace the entire contents of a map in the inspector by dropping in another map
return false;
}
public static ActionMapTreeItem AddTo(TreeViewItem parent, SerializedProperty actionMapProperty)
{
var item = new ActionMapTreeItem(actionMapProperty);
item.depth = parent.depth + 1;
item.displayName = item.name;
parent.AddChild(item);
return item;
}
public void AddActionsTo(TreeViewItem parent)
{
AddActionsTo(parent, addBindings: false);
}
public void AddActionsAndBindingsTo(TreeViewItem parent)
{
AddActionsTo(parent, addBindings: true);
}
private void AddActionsTo(TreeViewItem parent, bool addBindings)
{
var actionsArrayProperty = this.actionsArrayProperty;
Debug.Assert(actionsArrayProperty != null, $"Cannot find m_Actions in {property}");
for (var i = 0; i < actionsArrayProperty.arraySize; i++)
{
var actionProperty = actionsArrayProperty.GetArrayElementAtIndex(i);
var actionItem = ActionTreeItem.AddTo(parent, property, actionProperty);
if (addBindings)
actionItem.AddBindingsTo(actionItem);
}
}
public static void AddActionMapsFromAssetTo(TreeViewItem parent, SerializedObject assetObject)
{
var actionMapsArrayProperty = assetObject.FindProperty("m_ActionMaps");
Debug.Assert(actionMapsArrayProperty != null, $"Cannot find m_ActionMaps in {assetObject}");
Debug.Assert(actionMapsArrayProperty.isArray, $"m_ActionMaps in {assetObject} is not an array");
var mapCount = actionMapsArrayProperty.arraySize;
for (var i = 0; i < mapCount; ++i)
{
var mapProperty = actionMapsArrayProperty.GetArrayElementAtIndex(i);
AddTo(parent, mapProperty);
}
}
}
/// <summary>
/// Tree view item for an action.
/// </summary>
/// <see cref="InputAction"/>
internal class ActionTreeItem : ActionTreeItemBase
{
public ActionTreeItem(SerializedProperty actionMapProperty, SerializedProperty actionProperty)
: base(actionProperty)
{
this.actionMapProperty = actionMapProperty;
}
public SerializedProperty actionMapProperty { get; }
public override GUIStyle colorTagStyle => Styles.greenRect;
public bool isSingletonAction => actionMapProperty == null;
public override string expectedControlLayout
{
get
{
var expectedControlType = property.FindPropertyRelative("m_ExpectedControlType").stringValue;
if (!string.IsNullOrEmpty(expectedControlType))
return expectedControlType;
var type = property.FindPropertyRelative("m_Type").intValue;
if (type == (int)InputActionType.Button)
return "Button";
return null;
}
}
public SerializedProperty bindingsArrayProperty => isSingletonAction
? property.FindPropertyRelative("m_SingletonActionBindings")
: actionMapProperty.FindPropertyRelative("m_Bindings");
// If we're a singleton action (no associated action map property), we include all our bindings in the
// serialized data.
public override bool serializedDataIncludesChildren => actionMapProperty == null;
public override void Rename(string newName)
{
InputActionSerializationHelpers.RenameAction(property, actionMapProperty, newName);
}
public override void DeleteData()
{
InputActionSerializationHelpers.DeleteActionAndBindings(actionMapProperty, guid);
}
public override bool AcceptsDrop(ActionTreeItemBase item)
{
return item is BindingTreeItem && !(item is PartOfCompositeBindingTreeItem);
}
public override bool GetDropLocation(Type itemType, int? childIndex, ref SerializedProperty array, ref int arrayIndex)
{
// Drop bindings into binding array.
if (typeof(BindingTreeItem).IsAssignableFrom(itemType))
{
array = bindingsArrayProperty;
// Indexing by tree items is relative to each action but indexing in
// binding array is global for all actions in a map. Adjust index accordingly.
// NOTE: Bindings for any one action need not be stored contiguously in the binding array
// so we can't just add something to the index of the first binding to the action.
arrayIndex =
InputActionSerializationHelpers.ConvertBindingIndexOnActionToBindingIndexInArray(
array, name, childIndex ?? -1);
return true;
}
// Drop other actions next to us.
if (itemType == typeof(ActionTreeItem))
{
array = arrayProperty;
arrayIndex = this.arrayIndex + 1;
return true;
}
return false;
}
public static ActionTreeItem AddTo(TreeViewItem parent, SerializedProperty actionMapProperty, SerializedProperty actionProperty)
{
var item = new ActionTreeItem(actionMapProperty, actionProperty);
item.depth = parent.depth + 1;
item.displayName = item.name;
parent.AddChild(item);
return item;
}
/// <summary>
/// Add items for the bindings of just this action to the given parent tree item.
/// </summary>
public void AddBindingsTo(TreeViewItem parent)
{
var isSingleton = actionMapProperty == null;
var bindingsArrayProperty = isSingleton
? property.FindPropertyRelative("m_SingletonActionBindings")
: actionMapProperty.FindPropertyRelative("m_Bindings");
var bindingsCountInMap = bindingsArrayProperty.arraySize;
var currentComposite = (CompositeBindingTreeItem)null;
for (var i = 0; i < bindingsCountInMap; ++i)
{
var bindingProperty = bindingsArrayProperty.GetArrayElementAtIndex(i);
// Skip if binding is not for action.
var actionProperty = bindingProperty.FindPropertyRelative("m_Action");
Debug.Assert(actionProperty != null, $"Could not find m_Action in {bindingProperty}");
if (!actionProperty.stringValue.Equals(name, StringComparison.InvariantCultureIgnoreCase))
continue;
// See what kind of binding we have.
var flagsProperty = bindingProperty.FindPropertyRelative("m_Flags");
Debug.Assert(actionProperty != null, $"Could not find m_Flags in {bindingProperty}");
var flags = (InputBinding.Flags)flagsProperty.intValue;
if ((flags & InputBinding.Flags.PartOfComposite) != 0 && currentComposite != null)
{
// Composite part binding.
PartOfCompositeBindingTreeItem.AddTo(currentComposite, bindingProperty);
}
else if ((flags & InputBinding.Flags.Composite) != 0)
{
// Composite binding.
currentComposite = CompositeBindingTreeItem.AddTo(parent, bindingProperty);
}
else
{
// "Normal" binding.
BindingTreeItem.AddTo(parent, bindingProperty);
currentComposite = null;
}
}
}
}
/// <summary>
/// Tree view item for a binding.
/// </summary>
/// <seealso cref="InputBinding"/>
internal class BindingTreeItem : ActionTreeItemBase
{
public BindingTreeItem(SerializedProperty bindingProperty)
: base(bindingProperty)
{
path = property.FindPropertyRelative("m_Path").stringValue;
groups = property.FindPropertyRelative("m_Groups").stringValue;
action = property.FindPropertyRelative("m_Action").stringValue;
}
public string path { get; }
public string groups { get; }
public string action { get; }
public override bool showWarningIcon => InputSystem.ShouldDrawWarningIconForBinding(path);
public override bool canRename => false;
public override GUIStyle colorTagStyle => Styles.blueRect;
public string displayPath =>
!string.IsNullOrEmpty(path) ? InputControlPath.ToHumanReadableString(path) : "<No Binding>";
private ActionTreeItem actionItem
{
get
{
// Find the action we're under.
for (var node = parent; node != null; node = node.parent)
if (node is ActionTreeItem item)
return item;
return null;
}
}
public override string expectedControlLayout
{
get
{
var currentActionItem = actionItem;
return currentActionItem != null ? currentActionItem.expectedControlLayout : string.Empty;
}
}
public override void DeleteData()
{
var currentActionItem = actionItem;
Debug.Assert(currentActionItem != null, "BindingTreeItem should always have a parent action");
var bindingsArrayProperty = currentActionItem.bindingsArrayProperty;
InputActionSerializationHelpers.DeleteBinding(bindingsArrayProperty, guid);
}
public override bool AcceptsDrop(ActionTreeItemBase item)
{
return false;
}
public override bool GetDropLocation(Type itemType, int? childIndex, ref SerializedProperty array, ref int arrayIndex)
{
// Drop bindings next to us.
if (typeof(BindingTreeItem).IsAssignableFrom(itemType))
{
array = arrayProperty;
arrayIndex = this.arrayIndex + 1;
return true;
}
return false;
}
public static BindingTreeItem AddTo(TreeViewItem parent, SerializedProperty bindingProperty)
{
var item = new BindingTreeItem(bindingProperty);
item.depth = parent.depth + 1;
item.displayName = item.displayPath;
parent.AddChild(item);
return item;
}
}
/// <summary>
/// Tree view item for a composite binding.
/// </summary>
/// <seealso cref="InputBinding.isComposite"/>
internal class CompositeBindingTreeItem : BindingTreeItem
{
public CompositeBindingTreeItem(SerializedProperty bindingProperty)
: base(bindingProperty)
{
}
public override GUIStyle colorTagStyle => Styles.blueRect;
public override bool canRename => true;
public string compositeName => NameAndParameters.ParseName(path);
public override void Rename(string newName)
{
InputActionSerializationHelpers.RenameComposite(property, newName);
}
public override bool AcceptsDrop(ActionTreeItemBase item)
{
return item is PartOfCompositeBindingTreeItem;
}
public override bool GetDropLocation(Type itemType, int? childIndex, ref SerializedProperty array, ref int arrayIndex)
{
// Drop part binding into composite.
if (itemType == typeof(PartOfCompositeBindingTreeItem))
{
array = arrayProperty;
// Adjust child index by index of composite item itself.
arrayIndex = childIndex != null
? this.arrayIndex + 1 + childIndex.Value // Dropping at #0 should put as our index plus one.
: this.arrayIndex + 1 + InputActionSerializationHelpers.GetCompositePartCount(array, this.arrayIndex);
return true;
}
// Drop other bindings next to us.
if (typeof(BindingTreeItem).IsAssignableFrom(itemType))
{
array = arrayProperty;
arrayIndex = this.arrayIndex + 1 +
InputActionSerializationHelpers.GetCompositePartCount(array, this.arrayIndex);
return true;
}
return false;
}
public new static CompositeBindingTreeItem AddTo(TreeViewItem parent, SerializedProperty bindingProperty)
{
var item = new CompositeBindingTreeItem(bindingProperty);
item.depth = parent.depth + 1;
item.displayName = !string.IsNullOrEmpty(item.name)
? item.name
: ObjectNames.NicifyVariableName(NameAndParameters.ParseName(item.path));
parent.AddChild(item);
return item;
}
}
/// <summary>
/// Tree view item for bindings that are parts of composites.
/// </summary>
/// <see cref="InputBinding.isPartOfComposite"/>
internal class PartOfCompositeBindingTreeItem : BindingTreeItem
{
public PartOfCompositeBindingTreeItem(SerializedProperty bindingProperty)
: base(bindingProperty)
{
}
public override GUIStyle colorTagStyle => Styles.pinkRect;
public override bool canRename => false;
public override string expectedControlLayout
{
get
{
if (m_ExpectedControlLayout == null)
{
var partName = name;
var compositeName = ((CompositeBindingTreeItem)parent).compositeName;
var layoutName = InputBindingComposite.GetExpectedControlLayoutName(compositeName, partName);
m_ExpectedControlLayout = layoutName ?? "";
}
return m_ExpectedControlLayout;
}
}
private string m_ExpectedControlLayout;
public new static PartOfCompositeBindingTreeItem AddTo(TreeViewItem parent, SerializedProperty bindingProperty)
{
var item = new PartOfCompositeBindingTreeItem(bindingProperty);
item.depth = parent.depth + 1;
item.displayName = $"{ObjectNames.NicifyVariableName(item.name)}: {item.displayPath}";
parent.AddChild(item);
return item;
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine.InputSystem.Editor.Lists;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////REVIEW: when we start with a blank tree view state, we should initialize the control picker to select the control currently
//// selected by the path property
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// UI for editing properties of an <see cref="InputBinding"/>. Right-most pane in action editor when
/// binding is selected in middle pane.
/// </summary>
internal class InputBindingPropertiesView : PropertiesViewBase, IDisposable
{
public static FourCC k_GroupsChanged => new FourCC("GRPS");
public static FourCC k_PathChanged => new FourCC("PATH");
public static FourCC k_CompositeTypeChanged => new FourCC("COMP");
public static FourCC k_CompositePartAssignmentChanged => new FourCC("PART");
public InputBindingPropertiesView(
SerializedProperty bindingProperty,
Action<FourCC> onChange = null,
InputControlPickerState controlPickerState = null,
string expectedControlLayout = null,
ReadOnlyArray<InputControlScheme> controlSchemes = new ReadOnlyArray<InputControlScheme>(),
IEnumerable<string> controlPathsToMatch = null)
: base(InputActionSerializationHelpers.IsCompositeBinding(bindingProperty) ? "Composite" : "Binding",
bindingProperty, onChange, expectedControlLayout)
{
m_BindingProperty = bindingProperty;
m_GroupsProperty = bindingProperty.FindPropertyRelative("m_Groups");
m_PathProperty = bindingProperty.FindPropertyRelative("m_Path");
m_BindingGroups = m_GroupsProperty.stringValue
.Split(new[] {InputBinding.Separator}, StringSplitOptions.RemoveEmptyEntries).ToList();
m_ExpectedControlLayout = expectedControlLayout;
m_ControlSchemes = controlSchemes;
var flags = (InputBinding.Flags)bindingProperty.FindPropertyRelative("m_Flags").intValue;
m_IsPartOfComposite = (flags & InputBinding.Flags.PartOfComposite) != 0;
m_IsComposite = (flags & InputBinding.Flags.Composite) != 0;
// Set up control picker for m_Path. Not needed if the binding is a composite.
if (!m_IsComposite)
{
m_ControlPickerState = controlPickerState ?? new InputControlPickerState();
m_ControlPathEditor = new InputControlPathEditor(m_PathProperty, m_ControlPickerState, OnPathChanged);
m_ControlPathEditor.SetExpectedControlLayout(m_ExpectedControlLayout);
if (controlPathsToMatch != null)
m_ControlPathEditor.SetControlPathsToMatch(controlPathsToMatch);
}
}
public void Dispose()
{
m_ControlPathEditor?.Dispose();
}
protected override void DrawGeneralProperties()
{
var currentPath = m_PathProperty.stringValue;
InputSystem.OnDrawCustomWarningForBindingPath(currentPath);
if (m_IsComposite)
{
if (m_CompositeParameters == null)
InitializeCompositeProperties();
// Composite type dropdown.
var selectedCompositeType = EditorGUILayout.Popup(s_CompositeTypeLabel, m_SelectedCompositeType, m_CompositeTypeOptions);
if (selectedCompositeType != m_SelectedCompositeType)
{
m_SelectedCompositeType = selectedCompositeType;
OnCompositeTypeChanged();
}
// Composite parameters.
m_CompositeParameters.OnGUI();
}
else
{
// Path.
m_ControlPathEditor.OnGUI();
// Composite part.
if (m_IsPartOfComposite)
{
if (m_CompositeParts == null)
InitializeCompositePartProperties();
var selectedPart = EditorGUILayout.Popup(s_CompositePartAssignmentLabel, m_SelectedCompositePart,
m_CompositePartOptions);
if (selectedPart != m_SelectedCompositePart)
{
m_SelectedCompositePart = selectedPart;
OnCompositePartAssignmentChanged();
}
}
// Show the specific controls which match the current path
DrawMatchingControlPaths();
// Control scheme matrix.
DrawUseInControlSchemes();
}
}
/// <summary>
/// Used to keep track of which foldouts are expanded.
/// </summary>
private static bool showMatchingLayouts = false;
private static Dictionary<string, bool> showMatchingChildLayouts = new Dictionary<string, bool>();
private static void DrawMatchingControlPaths(List<MatchingControlPath> matchingControlPaths)
{
foreach (var matchingControlPath in matchingControlPaths)
{
bool showLayout = false;
EditorGUI.indentLevel++;
var text = $"{matchingControlPath.deviceName} > {matchingControlPath.controlName}";
if (matchingControlPath.children.Count() > 0 && !matchingControlPath.isRoot)
{
showMatchingChildLayouts.TryGetValue(matchingControlPath.deviceName, out showLayout);
showMatchingChildLayouts[matchingControlPath.deviceName] = EditorGUILayout.Foldout(showLayout, text);
}
else
{
EditorGUILayout.LabelField(text);
}
showLayout |= matchingControlPath.isRoot;
if (showLayout)
DrawMatchingControlPaths(matchingControlPath.children);
EditorGUI.indentLevel--;
}
}
/// <summary>
/// Finds all registered control paths implemented by concrete classes which match the current binding path and renders it.
/// </summary>
private void DrawMatchingControlPaths()
{
bool controlPathUsagePresent = false;
List<MatchingControlPath> matchingControlPaths = MatchingControlPath.CollectMatchingControlPaths(m_ControlPathEditor.pathProperty.stringValue, showMatchingLayouts, ref controlPathUsagePresent);
if (matchingControlPaths == null || matchingControlPaths.Count != 0)
{
EditorGUILayout.BeginVertical();
showMatchingLayouts = EditorGUILayout.Foldout(showMatchingLayouts, "Derived Bindings");
if (showMatchingLayouts)
{
if (matchingControlPaths == null)
{
if (controlPathUsagePresent)
EditorGUILayout.HelpBox("No registered controls match this current binding. Some controls are only registered at runtime.", MessageType.Warning);
else
EditorGUILayout.HelpBox("No other registered controls match this current binding. Some controls are only registered at runtime.", MessageType.Warning);
}
else
{
DrawMatchingControlPaths(matchingControlPaths);
}
}
EditorGUILayout.EndVertical();
}
}
/// <summary>
/// Draw control scheme matrix that allows selecting which control schemes a particular
/// binding appears in.
/// </summary>
private void DrawUseInControlSchemes()
{
if (m_ControlSchemes.Count <= 0)
return;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_UseInControlSchemesLAbel, EditorStyles.boldLabel);
EditorGUILayout.BeginVertical();
foreach (var scheme in m_ControlSchemes)
{
EditorGUI.BeginChangeCheck();
var result = EditorGUILayout.Toggle(scheme.name, m_BindingGroups.Contains(scheme.bindingGroup));
if (EditorGUI.EndChangeCheck())
{
if (result)
{
m_BindingGroups.Add(scheme.bindingGroup);
}
else
{
m_BindingGroups.Remove(scheme.bindingGroup);
}
OnBindingGroupsChanged();
}
}
EditorGUILayout.EndVertical();
}
private void InitializeCompositeProperties()
{
// Find name of current composite.
var path = m_PathProperty.stringValue;
var compositeNameAndParameters = NameAndParameters.Parse(path);
var compositeName = compositeNameAndParameters.name;
var compositeType = InputBindingComposite.s_Composites.LookupTypeRegistration(compositeName);
// Collect all possible composite types.
var selectedCompositeIndex = -1;
var compositeTypeOptionsList = new List<GUIContent>();
var compositeTypeList = new List<string>();
var currentIndex = 0;
foreach (var composite in InputBindingComposite.s_Composites.internedNames.Where(x =>
!InputBindingComposite.s_Composites.aliases.Contains(x)).OrderBy(x => x))
{
if (!string.IsNullOrEmpty(m_ExpectedControlLayout))
{
var valueType = InputBindingComposite.GetValueType(composite);
if (valueType != null &&
!InputControlLayout.s_Layouts.ValueTypeIsAssignableFrom(
new InternedString(m_ExpectedControlLayout), valueType))
continue;
}
if (InputBindingComposite.s_Composites.LookupTypeRegistration(composite) == compositeType)
selectedCompositeIndex = currentIndex;
var name = ObjectNames.NicifyVariableName(composite);
compositeTypeOptionsList.Add(new GUIContent(name));
compositeTypeList.Add(composite);
++currentIndex;
}
// If the current composite type isn't a registered type, add it to the list as
// an extra option.
if (selectedCompositeIndex == -1)
{
selectedCompositeIndex = compositeTypeList.Count;
compositeTypeOptionsList.Add(new GUIContent(ObjectNames.NicifyVariableName(compositeName)));
compositeTypeList.Add(compositeName);
}
m_CompositeTypes = compositeTypeList.ToArray();
m_CompositeTypeOptions = compositeTypeOptionsList.ToArray();
m_SelectedCompositeType = selectedCompositeIndex;
// Initialize parameters.
m_CompositeParameters = new ParameterListView
{
onChange = OnCompositeParametersModified
};
if (compositeType != null)
m_CompositeParameters.Initialize(compositeType, compositeNameAndParameters.parameters);
}
private void InitializeCompositePartProperties()
{
var currentCompositePart = m_BindingProperty.FindPropertyRelative("m_Name").stringValue;
////REVIEW: this makes a lot of assumptions about the serialized data based on the one property we've been given in the ctor
// Determine the name of the current composite type that the part belongs to.
var bindingArrayProperty = m_BindingProperty.GetArrayPropertyFromElement();
var partBindingIndex = InputActionSerializationHelpers.GetIndex(bindingArrayProperty, m_BindingProperty);
var compositeBindingIndex =
InputActionSerializationHelpers.GetCompositeStartIndex(bindingArrayProperty, partBindingIndex);
if (compositeBindingIndex == -1)
return;
var compositeBindingProperty = bindingArrayProperty.GetArrayElementAtIndex(compositeBindingIndex);
var compositePath = compositeBindingProperty.FindPropertyRelative("m_Path").stringValue;
var compositeNameAndParameters = NameAndParameters.Parse(compositePath);
// Initialize option list from all parts available for the composite.
var optionList = new List<GUIContent>();
var nameList = new List<string>();
var currentIndex = 0;
var selectedPartNameIndex = -1;
foreach (var partName in InputBindingComposite.GetPartNames(compositeNameAndParameters.name))
{
if (partName.Equals(currentCompositePart, StringComparison.InvariantCultureIgnoreCase))
selectedPartNameIndex = currentIndex;
var niceName = ObjectNames.NicifyVariableName(partName);
optionList.Add(new GUIContent(niceName));
nameList.Add(partName);
++currentIndex;
}
// If currently selected part is not in list, add it as an option.
if (selectedPartNameIndex == -1)
{
selectedPartNameIndex = nameList.Count;
optionList.Add(new GUIContent(ObjectNames.NicifyVariableName(currentCompositePart)));
nameList.Add(currentCompositePart);
}
m_CompositeParts = nameList.ToArray();
m_CompositePartOptions = optionList.ToArray();
m_SelectedCompositePart = selectedPartNameIndex;
}
private void OnCompositeParametersModified()
{
Debug.Assert(m_CompositeParameters != null);
var path = m_PathProperty.stringValue;
var nameAndParameters = NameAndParameters.Parse(path);
nameAndParameters.parameters = m_CompositeParameters.GetParameters();
m_PathProperty.stringValue = nameAndParameters.ToString();
m_PathProperty.serializedObject.ApplyModifiedProperties();
OnPathChanged();
}
private void OnBindingGroupsChanged()
{
m_GroupsProperty.stringValue = string.Join(InputBinding.kSeparatorString, m_BindingGroups.ToArray());
m_GroupsProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_GroupsChanged);
}
private void OnPathChanged()
{
m_BindingProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_PathChanged);
}
private void OnCompositeTypeChanged()
{
var nameAndParameters = new NameAndParameters
{
name = m_CompositeTypes[m_SelectedCompositeType],
parameters = m_CompositeParameters.GetParameters()
};
InputActionSerializationHelpers.ChangeCompositeBindingType(m_BindingProperty, nameAndParameters);
m_PathProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_CompositeTypeChanged);
}
private void OnCompositePartAssignmentChanged()
{
m_BindingProperty.FindPropertyRelative("m_Name").stringValue = m_CompositeParts[m_SelectedCompositePart];
m_BindingProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_CompositePartAssignmentChanged);
}
private readonly bool m_IsComposite;
private ParameterListView m_CompositeParameters;
private int m_SelectedCompositeType;
private GUIContent[] m_CompositeTypeOptions;
private string[] m_CompositeTypes;
private int m_SelectedCompositePart;
private GUIContent[] m_CompositePartOptions;
private string[] m_CompositeParts;
private readonly SerializedProperty m_GroupsProperty;
private readonly SerializedProperty m_BindingProperty;
private readonly SerializedProperty m_PathProperty;
private readonly InputControlPickerState m_ControlPickerState;
private readonly InputControlPathEditor m_ControlPathEditor;
private static readonly GUIContent s_CompositeTypeLabel = EditorGUIUtility.TrTextContent("Composite Type",
"Type of composite. Allows changing the composite type retroactively. Doing so will modify the bindings that are part of the composite.");
private static readonly GUIContent s_UseInControlSchemesLAbel = EditorGUIUtility.TrTextContent("Use in control scheme",
"In which control schemes the binding is active. A binding can be used by arbitrary many control schemes. If a binding is not "
+ "assigned to a specific control schemes, it is active in all of them.");
private static readonly GUIContent s_CompositePartAssignmentLabel = EditorGUIUtility.TrTextContent(
"Composite Part",
"The named part of the composite that the binding is assigned to. Multiple bindings may be assigned the same part. All controls from "
+ "all bindings that are assigned the same part will collectively feed values into that part of the composite.");
private ReadOnlyArray<InputControlScheme> m_ControlSchemes;
private readonly List<string> m_BindingGroups;
private readonly string m_ExpectedControlLayout;
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor.Lists
{
/// <summary>
/// A <see cref="ReorderableList"/> to manage a set of name-and-parameter pairs and a <see cref="ParameterListView"/>
/// to edit the parameters of the currently selected pair.
/// </summary>
/// <remarks>
/// Produces output that can be consumed by <see cref="NameAndParameters.ParseMultiple"/>.
/// </remarks>
internal abstract class NameAndParameterListView
{
protected NameAndParameterListView(SerializedProperty property, Action applyAction, string expectedControlLayout, TypeTable listOptions, Func<Type, Type> getValueType, string itemName)
{
m_ItemName = itemName;
m_GetValueType = getValueType;
m_DeleteButton = EditorGUIUtility.TrIconContent("Toolbar Minus", $"Delete {itemName}");
m_UpButton = EditorGUIUtility.TrIconContent(GUIHelpers.LoadIcon("ChevronUp"), $"Move {itemName} up");
m_DownButton = EditorGUIUtility.TrIconContent(GUIHelpers.LoadIcon("ChevronDown"), $"Move {itemName} down");
m_Property = property;
m_Apply = applyAction;
m_ListOptions = listOptions;
m_ExpectedControlLayout = expectedControlLayout;
if (!string.IsNullOrEmpty(m_ExpectedControlLayout))
m_ExpectedValueType = EditorInputControlLayoutCache.GetValueType(m_ExpectedControlLayout);
m_ParametersForEachListItem = NameAndParameters.ParseMultiple(m_Property.stringValue).ToArray();
m_EditableParametersForEachListItem = new ParameterListView[m_ParametersForEachListItem.Length];
for (var i = 0; i < m_ParametersForEachListItem.Length; i++)
{
m_EditableParametersForEachListItem[i] = new ParameterListView { onChange = OnParametersChanged };
var typeName = m_ParametersForEachListItem[i].name;
var rowType = m_ListOptions.LookupTypeRegistration(typeName);
m_EditableParametersForEachListItem[i].Initialize(rowType, m_ParametersForEachListItem[i].parameters);
var name = ObjectNames.NicifyVariableName(typeName);
////REVIEW: finding this kind of stuff should probably have better support globally on the asset; e.g. some
//// notification that pops up and allows fixing all occurrences in one click
// Find out if we still support this option and indicate it in the list, if we don't.
if (rowType == null)
name += " (Obsolete)";
else if (m_ExpectedValueType != null)
{
var valueType = getValueType(rowType);
if (valueType != null && !m_ExpectedValueType.IsAssignableFrom(valueType))
name += " (Incompatible Value Type)";
}
m_EditableParametersForEachListItem[i].name = name;
}
}
public void OnAddDropdown(Rect r)
{
// Add only original names to the menu and not aliases.
var menu = new GenericMenu();
foreach (var name in m_ListOptions.internedNames.Where(x => !m_ListOptions.ShouldHideInUI(x)).OrderBy(x => x.ToString()))
{
// Skip if not compatible with value type.
if (m_ExpectedValueType != null)
{
var type = m_ListOptions.LookupTypeRegistration(name);
var valueType = m_GetValueType(type);
if (valueType != null && !m_ExpectedValueType.IsAssignableFrom(valueType))
continue;
}
var niceName = ObjectNames.NicifyVariableName(name);
menu.AddItem(new GUIContent(niceName), false, OnAddElement, name.ToString());
}
menu.ShowAsContext();
}
private void OnAddElement(object data)
{
var name = (string)data;
ArrayHelpers.Append(ref m_ParametersForEachListItem,
new NameAndParameters {name = name});
ArrayHelpers.Append(ref m_EditableParametersForEachListItem,
new ParameterListView { onChange = OnParametersChanged });
var index = m_EditableParametersForEachListItem.Length - 1;
var typeName = m_ParametersForEachListItem[index].name;
var rowType = m_ListOptions.LookupTypeRegistration(typeName);
m_EditableParametersForEachListItem[index].Initialize(rowType, m_ParametersForEachListItem[index].parameters);
m_EditableParametersForEachListItem[index].name = ObjectNames.NicifyVariableName(name);
m_Apply();
}
private void OnParametersChanged()
{
for (var i = 0; i < m_ParametersForEachListItem.Length; i++)
{
m_ParametersForEachListItem[i] = new NameAndParameters
{
name = m_ParametersForEachListItem[i].name,
parameters = m_EditableParametersForEachListItem[i].GetParameters(),
};
}
m_Apply();
}
private static class Styles
{
public static readonly GUIStyle s_FoldoutStyle = new GUIStyle("foldout").WithFontStyle(FontStyle.Bold);
public static readonly GUIStyle s_UpDownButtonStyle = new GUIStyle("label").WithFixedWidth(12).WithFixedHeight(12).WithPadding(new RectOffset());
}
private void SwapEntry(int oldIndex, int newIndex)
{
MemoryHelpers.Swap(ref m_ParametersForEachListItem[oldIndex], ref m_ParametersForEachListItem[newIndex]);
MemoryHelpers.Swap(ref m_EditableParametersForEachListItem[oldIndex], ref m_EditableParametersForEachListItem[newIndex]);
m_Apply();
}
public void OnGUI()
{
if (m_EditableParametersForEachListItem == null || m_EditableParametersForEachListItem.Length == 0)
{
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField($"No {m_ItemName}s have been added.");
EditorGUI.indentLevel--;
}
}
else
for (var i = 0; i < m_EditableParametersForEachListItem.Length; i++)
{
var editableParams = m_EditableParametersForEachListItem[i];
EditorGUILayout.BeginHorizontal();
if (editableParams.hasUIToShow)
editableParams.visible = EditorGUILayout.Foldout(editableParams.visible, editableParams.name, true, Styles.s_FoldoutStyle);
else
{
GUILayout.Space(16);
EditorGUILayout.LabelField(editableParams.name, EditorStyles.boldLabel);
}
GUILayout.FlexibleSpace();
using (new EditorGUI.DisabledScope(i == 0))
{
if (GUILayout.Button(m_UpButton, Styles.s_UpDownButtonStyle))
SwapEntry(i, i - 1);
}
using (new EditorGUI.DisabledScope(i == m_EditableParametersForEachListItem.Length - 1))
{
if (GUILayout.Button(m_DownButton, Styles.s_UpDownButtonStyle))
SwapEntry(i, i + 1);
}
if (GUILayout.Button(m_DeleteButton, EditorStyles.label))
{
// Unfocus controls, because otherwise, the editor can get confused and have text from a text field
// on the deleted item leak to a different field.
GUI.FocusControl(null);
ArrayHelpers.EraseAt(ref m_ParametersForEachListItem, i);
ArrayHelpers.EraseAt(ref m_EditableParametersForEachListItem, i);
m_Apply();
GUIUtility.ExitGUI();
}
EditorGUILayout.EndHorizontal();
if (editableParams.visible)
{
EditorGUI.indentLevel++;
editableParams.OnGUI();
EditorGUI.indentLevel--;
}
GUIHelpers.DrawLineSeparator();
}
}
public string ToSerializableString()
{
if (m_ParametersForEachListItem == null)
return string.Empty;
return string.Join(NamedValue.Separator,
m_ParametersForEachListItem.Select(x => x.ToString()).ToArray());
}
private Func<Type, Type> m_GetValueType;
private SerializedProperty m_Property;
private readonly TypeTable m_ListOptions;
private readonly string m_ExpectedControlLayout;
private readonly Type m_ExpectedValueType;
private readonly GUIContent m_DeleteButton;
private readonly GUIContent m_UpButton;
private readonly GUIContent m_DownButton;
private NameAndParameters[] m_ParametersForEachListItem;
private ParameterListView[] m_EditableParametersForEachListItem;
private readonly Action m_Apply;
private string m_ItemName;
}
/// <summary>
/// A list of processors and their parameters.
/// </summary>
internal class ProcessorsListView : NameAndParameterListView
{
public ProcessorsListView(SerializedProperty property, Action applyAction, string expectedControlLayout)
: base(property, applyAction, expectedControlLayout, InputProcessor.s_Processors, InputProcessor.GetValueTypeFromType, "Processor")
{
}
}
/// <summary>
/// A list view of interactions and their parameters.
/// </summary>
internal class InteractionsListView : NameAndParameterListView
{
public InteractionsListView(SerializedProperty property, Action applyAction, string expectedControlLayout)
: base(property, applyAction, expectedControlLayout, InputInteraction.s_Interactions, InputInteraction.GetValueType, "Interaction")
{
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.UIElements;
////TODO: show description of interaction or processor when selected
namespace UnityEngine.InputSystem.Editor.Lists
{
/// <summary>
/// Inspector-like functionality for editing parameter lists as used in <see cref="InputControlLayout"/>.
/// </summary>
/// <remarks>
/// This can be used for parameters on interactions, processors, and composites.
///
/// Call <see cref="Initialize"/> to set up (can be done repeatedly on the same instance). Call
/// <see cref="OnGUI"/> to render.
///
/// Custom parameter GUIs can be defined by deriving from <see cref="InputParameterEditor{TObject}"/>.
/// This class will automatically incorporate custom GUIs and fall back to default GUIs where no custom
/// ones are defined.
/// </remarks>
internal class ParameterListView
{
/// <summary>
/// Invoked whenever a parameter is changed.
/// </summary>
public Action onChange { get; set; }
public bool hasUIToShow => (m_Parameters != null && m_Parameters.Length > 0) || m_ParameterEditor != null;
public bool visible { get; set; }
public string name { get; set; }
/// <summary>
/// Get the current parameter values according to the editor state.
/// </summary>
/// <returns>An array of parameter values.</returns>
public NamedValue[] GetParameters()
{
if (m_Parameters == null)
return null;
// See if we have parameters that aren't at their default value.
var countOfParametersNotAtDefaultValue = 0;
for (var i = 0; i < m_Parameters.Length; ++i)
{
if (!m_Parameters[i].isAtDefault)
++countOfParametersNotAtDefaultValue;
}
// If not, we return null.
if (countOfParametersNotAtDefaultValue == 0)
return null;
// Collect non-default parameter values.
var result = new NamedValue[countOfParametersNotAtDefaultValue];
var index = 0;
for (var i = 0; i < m_Parameters.Length; ++i)
{
var parameter = m_Parameters[i];
if (parameter.isAtDefault)
continue;
result[index++] = parameter.value;
}
return result;
}
/// <summary>
/// Initialize the parameter list view based on the given registered type that has parameters to edit. This can be
/// things such as interactions, processors, or composites.
/// </summary>
/// <param name="registeredType">Type of object that the parameters will be passed to at runtime.
/// We need this to be able to determine the possible set of parameters and their possible values. This
/// can be a class implementing <see cref="IInputInteraction"/>, for example.</param>
/// <param name="existingParameters">List of existing parameters. Can be empty.</param>
public void Initialize(Type registeredType, ReadOnlyArray<NamedValue> existingParameters)
{
if (registeredType == null)
{
// No registered type. This usually happens when data references a registration that has
// been removed in the meantime (e.g. an interaction that is no longer supported). We want
// to accept this case and simply pretend that the given type has no parameters.
Clear();
return;
}
visible = true;
// Try to instantiate object so that we can determine defaults.
object instance = null;
try
{
instance = Activator.CreateInstance(registeredType);
}
catch (Exception)
{
// Swallow. If we can't create an instance, we simply assume no defaults.
}
var parameters = new List<EditableParameterValue>();
////REVIEW: support properties here?
// Go through public instance fields and add every parameter found on the registered
// type.
var fields = registeredType.GetFields(BindingFlags.Public | BindingFlags.Instance);
foreach (var field in fields)
{
// Skip all fields that have an [InputControl] attribute. This is relevant
// only for composites, but we just always do it here.
if (field.GetCustomAttribute<InputControlAttribute>(false) != null)
continue;
// Determine parameter name from field.
var parameter = new EditableParameterValue {field = field};
var name = field.Name;
parameter.value.name = name;
// Determine parameter type from field.
var fieldType = field.FieldType;
if (fieldType.IsEnum)
{
// For enums, we want the underlying integer type.
var underlyingType = fieldType.GetEnumUnderlyingType();
var underlyingTypeCode = Type.GetTypeCode(underlyingType);
parameter.value = parameter.value.ConvertTo(underlyingTypeCode);
// Read enum names and values.
parameter.enumNames = Enum.GetNames(fieldType).Select(x => new GUIContent(x)).ToArray();
////REVIEW: this probably falls apart if multiple members have the same value
var list = new List<int>();
foreach (var value in Enum.GetValues(fieldType))
list.Add((int)value);
parameter.enumValues = list.ToArray();
}
else
{
var typeCode = Type.GetTypeCode(fieldType);
parameter.value = parameter.value.ConvertTo(typeCode);
}
// Determine default value.
if (instance != null)
{
try
{
var value = field.GetValue(instance);
parameter.defaultValue = new NamedValue
{
name = name,
value = PrimitiveValue.FromObject(value)
};
}
catch
{
// If the getter throws, ignore. All we lose is the actual default value from
// the field.
}
}
// If the parameter already exists in the given list, maintain its value.
var existingParameterIndex = existingParameters.IndexOf(x => x.name == field.Name);
if (existingParameterIndex >= 0)
{
// Make sure we're preserving the right type.
parameter.value = existingParameters[existingParameterIndex].ConvertTo(parameter.value.type);
}
else
{
// Not assigned. Set to default.
if (parameter.defaultValue != null)
parameter.value = parameter.defaultValue.Value;
}
// Add.
parameters.Add(parameter);
}
m_Parameters = parameters.ToArray();
// See if we have a dedicated parameter editor.
var parameterEditorType = InputParameterEditor.LookupEditorForType(registeredType);
if (parameterEditorType != null)
{
// Create an editor instance and hand it the instance we created. Unlike our default
// editing logic, on this path we will be operating on an object instance that contains
// the parameter values. So on this path, we actually need to update the object to reflect
// the current parameter values.
NamedValue.ApplyAllToObject(instance, m_Parameters.Select(x => x.value));
m_ParameterEditor = (InputParameterEditor)Activator.CreateInstance(parameterEditorType);
// We have to jump through some hoops here to create instances of any CustomOrDefaultSetting fields on the
// parameter editor. This is because those types changed from structs to classes when UIToolkit was
// introduced, and we don't want to force users to have to create those instances manually on any of their
// own editors.
var genericArgumentType = TypeHelpers.GetGenericTypeArgumentFromHierarchy(parameterEditorType,
typeof(InputParameterEditor<>), 0);
if (genericArgumentType != null)
{
var fieldInfos = parameterEditorType
.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
var customOrDefaultGenericType = typeof(InputParameterEditor<>.CustomOrDefaultSetting);
var customOrDefaultType = customOrDefaultGenericType.MakeGenericType(genericArgumentType);
foreach (var customOrDefaultEditorField in fieldInfos.Where(f => f.FieldType == customOrDefaultType))
{
customOrDefaultEditorField.SetValue(m_ParameterEditor, Activator.CreateInstance(customOrDefaultEditorField.FieldType));
}
}
m_ParameterEditor.SetTarget(instance);
}
else
{
m_ParameterEditor = null;
// Create parameter labels.
m_ParameterLabels = new GUIContent[m_Parameters.Length];
for (var i = 0; i < m_Parameters.Length; ++i)
{
// Look up tooltip from field.
var tooltip = string.Empty;
var field = m_Parameters[i].field;
var tooltipAttribute = field.GetCustomAttribute<TooltipAttribute>();
if (tooltipAttribute != null)
tooltip = tooltipAttribute.tooltip;
// Create label.
var niceName = ObjectNames.NicifyVariableName(m_Parameters[i].value.name);
m_ParameterLabels[i] = new GUIContent(niceName, tooltip);
}
}
}
public void Clear()
{
m_Parameters = null;
m_ParameterEditor = null;
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public void OnDrawVisualElements(VisualElement root)
{
if (m_ParameterEditor != null)
{
m_ParameterEditor.OnDrawVisualElements(root, OnValuesChanged);
return;
}
if (m_Parameters == null)
return;
void OnValueChanged(ref EditableParameterValue parameter, object result, int i)
{
parameter.value.value = PrimitiveValue.FromObject(result).ConvertTo(parameter.value.type);
m_Parameters[i] = parameter;
}
void OnEditEnd()
{
onChange?.Invoke();
}
for (var i = 0; i < m_Parameters.Length; i++)
{
var parameter = m_Parameters[i];
var label = m_ParameterLabels[i];
var closedIndex = i;
if (parameter.isEnum)
{
var intValue = parameter.value.value.ToInt32();
var field = new DropdownField(label.text, parameter.enumNames.Select(x => x.text).ToList(), intValue);
field.tooltip = label.tooltip;
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, field.index, closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
else if (parameter.value.type == TypeCode.Int64 || parameter.value.type == TypeCode.UInt64)
{
var longValue = parameter.value.value.ToInt64();
var field = new LongField(label.text) { value = longValue, tooltip = label.tooltip };
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, evt.newValue, closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
else if (parameter.value.type.IsInt())
{
var intValue = parameter.value.value.ToInt32();
var field = new IntegerField(label.text) { value = intValue, tooltip = label.tooltip };
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, evt.newValue, closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
else if (parameter.value.type == TypeCode.Single)
{
var floatValue = parameter.value.value.ToSingle();
var field = new FloatField(label.text) { value = floatValue, tooltip = label.tooltip };
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, evt.newValue, closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
else if (parameter.value.type == TypeCode.Double)
{
var floatValue = parameter.value.value.ToDouble();
var field = new DoubleField(label.text) { value = floatValue, tooltip = label.tooltip };
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, evt.newValue, closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
else if (parameter.value.type == TypeCode.Boolean)
{
var boolValue = parameter.value.value.ToBoolean();
var field = new Toggle(label.text) { value = boolValue, tooltip = label.tooltip };
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, evt.newValue, closedIndex));
field.RegisterValueChangedCallback(_ => OnEditEnd());
root.Add(field);
}
}
}
#endif
private void OnValuesChanged()
{
ReadParameterValuesFrom(m_ParameterEditor.target);
onChange?.Invoke();
}
public void OnGUI()
{
// If we have a dedicated parameter editor, let it do all the work.
if (m_ParameterEditor != null)
{
EditorGUI.BeginChangeCheck();
m_ParameterEditor.OnGUI();
if (EditorGUI.EndChangeCheck())
{
ReadParameterValuesFrom(m_ParameterEditor.target);
onChange?.Invoke();
}
return;
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// handled by OnDrawVisualElements with UI Toolkit
if (!InputSystem.settings.useIMGUIEditorForAssets) return;
#endif
// Otherwise, fall back to our default logic.
if (m_Parameters == null)
return;
for (var i = 0; i < m_Parameters.Length; i++)
{
var parameter = m_Parameters[i];
var label = m_ParameterLabels[i];
EditorGUI.BeginChangeCheck();
object result = null;
if (parameter.isEnum)
{
var intValue = parameter.value.value.ToInt32();
result = EditorGUILayout.IntPopup(label, intValue, parameter.enumNames, parameter.enumValues);
}
else if (parameter.value.type == TypeCode.Int64 || parameter.value.type == TypeCode.UInt64)
{
var longValue = parameter.value.value.ToInt64();
result = EditorGUILayout.LongField(label, longValue);
}
else if (parameter.value.type.IsInt())
{
var intValue = parameter.value.value.ToInt32();
result = EditorGUILayout.IntField(label, intValue);
}
else if (parameter.value.type == TypeCode.Single)
{
var floatValue = parameter.value.value.ToSingle();
result = EditorGUILayout.FloatField(label, floatValue);
}
else if (parameter.value.type == TypeCode.Double)
{
var floatValue = parameter.value.value.ToDouble();
result = EditorGUILayout.DoubleField(label, floatValue);
}
else if (parameter.value.type == TypeCode.Boolean)
{
var boolValue = parameter.value.value.ToBoolean();
result = EditorGUILayout.Toggle(label, boolValue);
}
if (EditorGUI.EndChangeCheck())
{
parameter.value.value = PrimitiveValue.FromObject(result).ConvertTo(parameter.value.type);
m_Parameters[i] = parameter;
onChange?.Invoke();
}
}
}
////REVIEW: check whether parameters have *actually* changed?
/// <summary>
/// Refresh <see cref="m_Parameters"/> from the current parameter values in <paramref name="target"/>.
/// </summary>
/// <param name="target">An instance of the current type we are editing parameters on.</param>
private void ReadParameterValuesFrom(object target)
{
if (m_Parameters == null)
return;
for (var i = 0; i < m_Parameters.Length; ++i)
{
var parameter = m_Parameters[i];
object value = null;
try
{
value = parameter.field.GetValue(target);
}
catch
{
// Ignore exceptions from getters.
}
m_Parameters[i].value.value = PrimitiveValue.FromObject(value).ConvertTo(parameter.value.type);
}
}
private InputParameterEditor m_ParameterEditor;
private EditableParameterValue[] m_Parameters;
private GUIContent[] m_ParameterLabels;
private struct EditableParameterValue
{
public NamedValue value;
public NamedValue? defaultValue;
public int[] enumValues;
public GUIContent[] enumNames;
public FieldInfo field;
public bool isEnum => enumValues != null;
public bool isAtDefault => defaultValue != null && value == defaultValue.Value;
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.InputSystem.Editor.Lists;
using UnityEngine.InputSystem.Utilities;
////TODO: show parameters for selected interaction or processor inline in list rather than separately underneath list
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Base class for views that show the properties of actions or bindings.
/// </summary>
internal abstract class PropertiesViewBase
{
protected PropertiesViewBase(string label, SerializedProperty bindingOrAction, Action<FourCC> onChange, string expectedControlLayout = null)
{
if (bindingOrAction == null)
throw new ArgumentNullException(nameof(bindingOrAction));
m_InteractionsProperty = bindingOrAction.FindPropertyRelative("m_Interactions");
m_ProcessorsProperty = bindingOrAction.FindPropertyRelative("m_Processors");
m_InteractionsList = new InteractionsListView(m_InteractionsProperty, OnInteractionsModified, expectedControlLayout);
UpdateProcessors(expectedControlLayout);
m_OnChange = onChange;
m_GeneralFoldoutLabel = EditorGUIUtility.TrTextContent(label);
}
protected void UpdateProcessors(string expectedControlLayout)
{
m_ProcessorsList = new ProcessorsListView(m_ProcessorsProperty, OnProcessorsModified, expectedControlLayout);
}
public void OnGUI()
{
EditorGUILayout.BeginVertical();
DrawGeneralGroup();
if (!m_IsPartOfComposite)
{
EditorGUILayout.Space();
DrawInteractionsGroup();
}
EditorGUILayout.Space();
DrawProcessorsGroup();
GUILayout.FlexibleSpace();
EditorGUILayout.EndVertical();
}
protected abstract void DrawGeneralProperties();
private void DrawGeneralGroup()
{
m_GeneralFoldout = DrawFoldout(m_GeneralFoldoutLabel, m_GeneralFoldout);
if (m_GeneralFoldout)
{
EditorGUI.indentLevel++;
DrawGeneralProperties();
EditorGUI.indentLevel--;
}
}
private void DrawProcessorsGroup()
{
m_ProcessorsFoldout = DrawFoldout(s_ProcessorsFoldoutLabel, m_ProcessorsFoldout, s_ProcessorsAddButton, m_ProcessorsList.OnAddDropdown);
if (m_ProcessorsFoldout)
m_ProcessorsList.OnGUI();
}
private void DrawInteractionsGroup()
{
m_InteractionsFoldout = DrawFoldout(s_InteractionsFoldoutLabel, m_InteractionsFoldout, s_InteractionsAddButton, m_InteractionsList.OnAddDropdown);
if (m_InteractionsFoldout)
m_InteractionsList.OnGUI();
}
private static bool DrawFoldout(GUIContent content, bool folded, GUIContent addButton = null, Action<Rect> addDropDown = null)
{
const int k_PopupSize = 20;
var bgRect = GUILayoutUtility.GetRect(content, Styles.s_FoldoutBackgroundStyle);
EditorGUI.LabelField(bgRect, GUIContent.none, Styles.s_FoldoutBackgroundStyle);
var foldoutRect = bgRect;
foldoutRect.xMax -= k_PopupSize;
var retval = EditorGUI.Foldout(foldoutRect, folded, content, true, Styles.s_FoldoutStyle);
if (addButton != null)
{
var popupRect = bgRect;
popupRect.xMin = popupRect.xMax - k_PopupSize;
if (GUI.Button(popupRect, addButton, EditorStyles.label))
addDropDown(popupRect);
}
return retval;
}
private void OnProcessorsModified()
{
m_ProcessorsProperty.stringValue = m_ProcessorsList.ToSerializableString();
m_ProcessorsProperty.serializedObject.ApplyModifiedProperties();
m_OnChange(k_ProcessorsChanged);
}
private void OnInteractionsModified()
{
m_InteractionsProperty.stringValue = m_InteractionsList.ToSerializableString();
m_InteractionsProperty.serializedObject.ApplyModifiedProperties();
m_OnChange(k_InteractionsChanged);
}
public Action<FourCC> onChange => m_OnChange;
private bool m_GeneralFoldout = true;
private bool m_InteractionsFoldout = true;
private bool m_ProcessorsFoldout = true;
protected bool m_IsPartOfComposite;
private readonly Action<FourCC> m_OnChange;
private readonly InteractionsListView m_InteractionsList;
private ProcessorsListView m_ProcessorsList;
private readonly SerializedProperty m_InteractionsProperty;
private readonly SerializedProperty m_ProcessorsProperty;
private readonly GUIContent m_GeneralFoldoutLabel;
////TODO: tooltips
private static readonly GUIContent s_ProcessorsFoldoutLabel = EditorGUIUtility.TrTextContent("Processors");
public static readonly GUIContent s_ProcessorsAddButton = EditorGUIUtility.TrIconContent("Toolbar Plus More", "Add Processor");
private static readonly GUIContent s_InteractionsFoldoutLabel = EditorGUIUtility.TrTextContent("Interactions");
public static readonly GUIContent s_InteractionsAddButton = EditorGUIUtility.TrIconContent("Toolbar Plus More", "Add Interaction");
public static FourCC k_InteractionsChanged => new FourCC("IACT");
public static FourCC k_ProcessorsChanged => new FourCC("PROC");
private static class Styles
{
public static readonly GUIStyle s_FoldoutBackgroundStyle = new GUIStyle("Label")
.WithNormalBackground(AssetDatabase.LoadAssetAtPath<Texture2D>(InputActionTreeView.ResourcesPath + "foldoutBackground.png"))
.WithBorder(new RectOffset(3, 3, 3, 3))
.WithMargin(new RectOffset(1, 1, 3, 3));
public static readonly GUIStyle s_FoldoutStyle = new GUIStyle("foldout");
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
namespace UnityEngine.InputSystem.Editor
{
// For clarity, the tables below indicate the callback sequences of the asset modification processor and
// asset post-processor for various user operations done on assets.
//
// User operation: Callback sequence:
// ----------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s)
// Rename OnWillMove(s,d), Imported(d), Moved(s,d)
// Move (drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
//
// User operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s), Fix(s), Imported(s)
// Rename OnWillMove(s,d), Imported(d), Fix(d), Moved(s,d), Imported(d)
// Move(drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
// Note that as stated in table above, JSON name changes (called "Fix" above) will only be executed when either
// Copying, Renaming within the editor. For all other operations the name and file name would not differ.
//
// External user operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete Deleted(s)
// Copy Imported(s)
// Rename Imported(d), Deleted(s)
// Move(drag) / Cut+Paste Imported(d), Deleted(s)
// ------------------------------------------------------------------------------------------------------------
/// <summary>
/// Callback interface for monitoring changes to assets.
/// </summary>
internal interface IAssetObserver
{
/// <summary>
/// Callback triggered when the associated asset is imported.
/// </summary>
void OnAssetImported();
/// <summary>
/// Callback triggered when the associated asset is moved.
/// </summary>
void OnAssetMoved();
/// <summary>
/// Callback triggered when the associated asset is deleted.
/// </summary>
void OnAssetDeleted();
}
/// <summary>
/// Interface representing an editor capable of editing <c>InputActionAsset</c> instances associated
/// with an asset file in the Asset Database (ADB).
/// </summary>
internal interface IInputActionAssetEditor : IAssetObserver
{
/// <summary>
/// A read-only string representation of the asset GUID associated with the asset being edited.
/// </summary>
string assetGUID { get; }
/// <summary>
/// Returns whether the editor has unsaved changes compared to the associated imported source asset.
/// </summary>
bool isDirty { get; }
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
namespace UnityEngine.InputSystem.Editor
{
// We want an empty editor in the inspector. Editing happens in a dedicated window.
[CustomEditor(typeof(InputActionAsset))]
internal class InputActionAssetEditor : UnityEditor.Editor
{
protected override void OnHeaderGUI()
{
}
public override void OnInspectorGUI()
{
}
#region Support abstract editor registration
private static readonly List<Type> s_EditorTypes = new List<Type>();
// Registers an asset editor type for receiving asset modification callbacks.
public static void RegisterType<T>() where T : IInputActionAssetEditor
{
if (!s_EditorTypes.Contains(typeof(T)))
s_EditorTypes.Add(typeof(T));
}
// Unregisters an asset editor type from receiving asset modification callbacks.
public static void UnregisterType<T>() where T : IInputActionAssetEditor
{
s_EditorTypes.Remove(typeof(T));
}
public static T FindOpenEditor<T>(string path) where T : EditorWindow
{
var openEditors = FindAllEditorsForPath(path);
foreach (var openEditor in openEditors)
{
if (openEditor.GetType() == typeof(T))
return (T)openEditor;
}
return null;
}
// Finds all asset editors associated with the asset given by path.
public static IInputActionAssetEditor[] FindAllEditorsForPath(string path)
{
var guid = AssetDatabase.AssetPathToGUID(path);
return guid != null ? FindAllEditors((editor) => editor.assetGUID == guid) :
Array.Empty<IInputActionAssetEditor>();
}
// Finds all asset editors fulfilling the given predicate.
public static IInputActionAssetEditor[] FindAllEditors(Predicate<IInputActionAssetEditor> predicate = null)
{
List<IInputActionAssetEditor> editors = null;
foreach (var type in s_EditorTypes)
editors = FindAllEditors(type, predicate, editors);
return editors != null ? editors.ToArray() : Array.Empty<IInputActionAssetEditor>();
}
private static List<IInputActionAssetEditor> FindAllEditors(Type type,
Predicate<IInputActionAssetEditor> predicate = null,
List<IInputActionAssetEditor> result = null)
{
if (result == null)
result = new List<IInputActionAssetEditor>();
var editors = Resources.FindObjectsOfTypeAll(type);
foreach (var editor in editors)
{
if (editor is IInputActionAssetEditor actionsAssetEditor && (predicate == null || predicate(actionsAssetEditor)))
result.Add(actionsAssetEditor);
}
return result;
}
#endregion
#region Asset modification processor to intercept Unity editor move or delete operations
// Asset modification processor designed to handle the following scenarios:
// - When an asset is about to get deleted, evaluate if there is a pending unsaved edited copy of the asset
// open in any associated editor and in this case, prompt the user that there are unsaved changes and allow
// the user to cancel the operation and allow to save the pending changes or confirm to delete the asset and
// discard the pending unsaved changes (via OnAssetDeleted() notification).
// - If the asset being deleted is not open in any editors or any open copies are not modified, no dialog
// prompt is displayed and the asset is deleted.
// - When an asset is about to get moved, notify any editors having the asset open about the move.
//
// See comments further down in this class for expected callback sequences.
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812:AvoidUninstantiatedInternalClasses", Justification = "Intantiated through reflection by Unity")]
private class InputActionAssetModificationProcessor : UnityEditor.AssetModificationProcessor
{
public static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
{
if (InputActionImporter.IsInputActionAssetPath(path))
{
// Find any open editors associated to the asset and if any of them holds unsaved changes
// allow the user to discard unsaved changes or cancel deletion.
var editorWithAssetOpen = InputActionAssetEditor.FindAllEditorsForPath(path);
foreach (var editor in editorWithAssetOpen)
{
if (editor.isDirty)
{
var result = Dialog.InputActionAsset.ShowDiscardUnsavedChanges(path);
if (result == Dialog.Result.Cancel)
return AssetDeleteResult.FailedDelete;
break;
}
}
// Notify all associated editors that asset will be deleted
foreach (var editor in editorWithAssetOpen)
editor.OnAssetDeleted();
}
return default;
}
public static AssetMoveResult OnWillMoveAsset(string sourcePath, string destinationPath)
{
if (InputActionImporter.IsInputActionAssetPath(sourcePath))
{
var editorWithAssetOpen = InputActionAssetEditor.FindAllEditorsForPath(sourcePath);
foreach (var editor in editorWithAssetOpen)
editor.OnAssetMoved();
}
return default;
}
}
#endregion
#region Asset post processor to react to internal or external asset import, move, delete events.
// Processor detecting any Unity editor internal or external (file system) changes to an asset and notifies
// any associated asset editors about those changes via callbacks.
//
// Note that any editor classes interested in receiving notifications need to be registered.
//
// For clarity, the tables below indicate the callback sequences of the asset modification processor and
// asset post-processor for various user operations done on assets.
//
// s = source file
// d = destination file
// * = operation may be aborted by user
//
// User operation: Callback sequence:
// ----------------------------------------------------------------------------------------
// Write (Save) Imported(s)
// Delete OnWillDelete(s), Deleted(s)*
// Copy Imported(s)
// Rename OnWillMove(s,d), Imported(d), Moved(s,d)
// Move (drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
//
// External user operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete Deleted(s)
// Copy Imported(s)
// Rename Imported(d), Deleted(s)
// Move(drag) / Cut+Paste Imported(d), Deleted(s)
// ------------------------------------------------------------------------------------------------------------
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812:AvoidUninstantiatedInternalClasses", Justification = "Intantiated through reflection by Unity")]
private class InputActionAssetPostprocessor : AssetPostprocessor
{
private static bool s_DoNotifyEditorsScheduled;
private static List<string> s_Imported = new List<string>();
private static List<string> s_Deleted = new List<string>();
private static List<string> s_Moved = new List<string>();
private static void Notify(IReadOnlyCollection<string> assets,
IReadOnlyCollection<IInputActionAssetEditor> editors, Action<IInputActionAssetEditor> callback)
{
foreach (var asset in assets)
{
var assetGuid = AssetDatabase.AssetPathToGUID(asset);
foreach (var editor in editors)
{
if (editor.assetGUID != assetGuid)
continue;
try
{
callback(editor);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
}
private static void NotifyEditors()
{
try
{
// When the asset is modified outside of the editor and the importer settings are
// visible in the Inspector the asset references in the importer inspector need to be
// force rebuild (otherwise we gets lots of exceptions).
ActiveEditorTracker.sharedTracker.ForceRebuild();
// Unconditionally find all existing editors regardless of associated asset
var editors = InputActionAssetEditor.FindAllEditors();
// Abort if there are no available candidate editors
if (editors == null || editors.Length == 0)
return;
// Notify editors about asset changes
Notify(s_Imported, editors, (editor) => editor.OnAssetImported());
Notify(s_Deleted, editors, (editor) => editor.OnAssetDeleted());
Notify(s_Moved, editors, (editor) => editor.OnAssetMoved());
}
finally
{
s_Imported.Clear();
s_Deleted.Clear();
s_Moved.Clear();
s_DoNotifyEditorsScheduled = false;
}
}
private static void Process(string[] assets, ICollection<string> target)
{
foreach (var asset in assets)
{
// Ignore any assets with non matching extensions
if (!InputActionImporter.IsInputActionAssetPath(asset))
continue;
// Register asset in target collection for delay invocation
target.Add(asset);
// If a notification execution has already been scheduled do nothing apart from registration.
// We do this with delayed execution to avoid excessive updates interfering with ADB.
if (!s_DoNotifyEditorsScheduled)
{
EditorApplication.delayCall += NotifyEditors;
s_DoNotifyEditorsScheduled = true;
}
}
}
// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
#if UNITY_2021_2_OR_NEWER
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
#else
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths)
#endif
{
Process(importedAssets, s_Imported);
Process(deletedAssets, s_Deleted);
Process(movedAssets, s_Moved);
}
}
#endregion
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 57f4c22a7e71744499d25ed776ef6cf2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using UnityEditor;
namespace UnityEngine.InputSystem.Editor
{
// Note that non-existing caching here is intentional since icon selected might be theme dependent.
// There is no reason to cache icons unless there is a significant performance impact on the editor.
/// <summary>
/// Provides access to icons associated with <see cref="InputActionAsset"/> and <see cref="InputActionReference"/>.
/// </summary>
internal static class InputActionAssetIconLoader
{
private const string kActionIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputAction.png";
private const string kAssetIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputActionAsset.png";
/// <summary>
/// Attempts to load the icon associated with an <see cref="InputActionAsset"/>.
/// </summary>
/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
internal static Texture2D LoadAssetIcon()
{
return (Texture2D)EditorGUIUtility.Load(kAssetIcon);
}
/// <summary>
/// Attempts to load the icon associated with an <see cref="InputActionReference"/> sub-asset of an
/// <see cref="InputActionAsset"/>.
/// </summary>
/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
internal static Texture2D LoadActionIcon()
{
return (Texture2D)EditorGUIUtility.Load(kActionIcon);
}
}
}
#endif // #if UNITY_EDITOR

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fileFormatVersion: 2
guid: 015a929bdae646a99b91b756b998233f
timeCreated: 1698142059

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@@ -0,0 +1,599 @@
#if UNITY_EDITOR
using System;
using System.Collections;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine.InputSystem.Utilities;
using UnityEditor;
////TODO: option to allow referencing the original asset rather than embedding it
////TODO: emit indexer directly at toplevel so you can more easily look up actions dynamically
////TODO: put the generated code behind #if that depends on input system
////TODO: suffix map properties with Map or Actions (e.g. "PlayerMap" instead of "Player")
////TODO: unify the generated events so that performed, canceled, and started all go into a single event
////TODO: look up actions and maps by ID rather than by name
////TODO: only generate @something if @ is really needed
////TODO: allow having an unnamed or default-named action set which spills actions directly into the toplevel wrapper
////TODO: add cleanup for ActionEvents
////TODO: protect generated wrapper against modifications made to asset
////TODO: make capitalization consistent in the generated code
////TODO: instead of loading from JSON, generate the structure in code
////REVIEW: allow putting *all* of the data from the inputactions asset into the generated class?
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Utility to generate code that makes it easier to work with action sets.
/// </summary>
public static class InputActionCodeGenerator
{
private const int kSpacesPerIndentLevel = 4;
private const string kClassExample = @"using namespace UnityEngine;
using UnityEngine.InputSystem;
// Example of using an InputActionMap named ""Player"" from a UnityEngine.MonoBehaviour implementing callback interface.
public class Example : MonoBehaviour, MyActions.IPlayerActions
{
private MyActions_Actions m_Actions; // Source code representation of asset.
private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
void Awake()
{
m_Actions = new MyActions_Actions(); // Create asset object.
m_Player = m_Actions.Player; // Extract action map object.
m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
}
void OnDestroy()
{
m_Actions.Dispose(); // Destroy asset object.
}
void OnEnable()
{
m_Player.Enable(); // Enable all actions within map.
}
void OnDisable()
{
m_Player.Disable(); // Disable all actions within map.
}
#region Interface implementation of MyActions.IPlayerActions
// Invoked when ""Move"" action is either started, performed or canceled.
public void OnMove(InputAction.CallbackContext context)
{
Debug.Log($""OnMove: {context.ReadValue<Vector2>()}"");
}
// Invoked when ""Attack"" action is either started, performed or canceled.
public void OnAttack(InputAction.CallbackContext context)
{
Debug.Log($""OnAttack: {context.ReadValue<float>()}"");
}
#endregion
}";
public struct Options
{
public string className { get; set; }
public string namespaceName { get; set; }
public string sourceAssetPath { get; set; }
}
public static string GenerateWrapperCode(InputActionAsset asset, Options options = default)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(options.sourceAssetPath))
options.sourceAssetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrEmpty(options.className) && !string.IsNullOrEmpty(asset.name))
options.className =
CSharpCodeHelpers.MakeTypeName(asset.name);
if (string.IsNullOrEmpty(options.className))
{
if (string.IsNullOrEmpty(options.sourceAssetPath))
throw new ArgumentException("options.sourceAssetPath");
options.className =
CSharpCodeHelpers.MakeTypeName(Path.GetFileNameWithoutExtension(options.sourceAssetPath));
}
var writer = new Writer
{
buffer = new StringBuilder()
};
// Header.
writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputActionCodeGenerator",
InputSystem.version.ToString(),
options.sourceAssetPath));
// Usings.
writer.WriteLine("using System;");
writer.WriteLine("using System.Collections;");
writer.WriteLine("using System.Collections.Generic;");
writer.WriteLine("using UnityEngine.InputSystem;");
writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
writer.WriteLine("");
// Begin namespace.
var haveNamespace = !string.IsNullOrEmpty(options.namespaceName);
if (haveNamespace)
{
writer.WriteLine($"namespace {options.namespaceName}");
writer.BeginBlock();
}
// Begin class.
writer.DocSummary($"Provides programmatic access to <see cref=\"InputActionAsset\" />, " +
"<see cref=\"InputActionMap\" />, <see cref=\"InputAction\" /> and " +
"<see cref=\"InputControlScheme\" /> instances defined " +
$"in asset \"{options.sourceAssetPath}\".");
writer.DocRemarks("This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.");
writer.DocExample(kClassExample);
writer.WriteLine($"public partial class @{options.className}: IInputActionCollection2, IDisposable");
writer.BeginBlock();
writer.DocSummary("Provides access to the underlying asset instance.");
writer.WriteLine($"public InputActionAsset asset {{ get; }}");
writer.WriteLine();
// Default constructor.
writer.DocSummary("Constructs a new instance.");
writer.WriteLine($"public @{options.className}()");
writer.BeginBlock();
writer.WriteLine($"asset = InputActionAsset.FromJson(@\"{asset.ToJson().Replace("\"", "\"\"")}\");");
var maps = asset.actionMaps;
var schemes = asset.controlSchemes;
foreach (var map in maps)
{
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
writer.WriteLine($"// {map.name}");
writer.WriteLine($"m_{mapName} = asset.FindActionMap(\"{map.name}\", throwIfNotFound: true);");
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.WriteLine($"m_{mapName}_{actionName} = m_{mapName}.FindAction(\"{action.name}\", throwIfNotFound: true);");
}
}
writer.EndBlock();
writer.WriteLine();
writer.WriteLine($"~@{options.className}()");
writer.BeginBlock();
foreach (var map in maps)
{
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
writer.WriteLine($"UnityEngine.Debug.Assert(!m_{mapName}.enabled, \"This will cause a leak and performance issues, {options.className}.{mapName}.Disable() has not been called.\");");
}
writer.EndBlock();
writer.WriteLine();
writer.DocSummary("Destroys this asset and all associated <see cref=\"InputAction\"/> instances.");
writer.WriteLine("public void Dispose()");
writer.BeginBlock();
writer.WriteLine("UnityEngine.Object.Destroy(asset);");
writer.EndBlock();
writer.WriteLine();
var classNamePrefix = typeof(InputActionAsset).Namespace + "." + nameof(InputActionAsset) + ".";
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.bindingMask));
writer.WriteLine("public InputBinding? bindingMask");
writer.BeginBlock();
writer.WriteLine("get => asset.bindingMask;");
writer.WriteLine("set => asset.bindingMask = value;");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.devices));
writer.WriteLine("public ReadOnlyArray<InputDevice>? devices");
writer.BeginBlock();
writer.WriteLine("get => asset.devices;");
writer.WriteLine("set => asset.devices = value;");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.controlSchemes));
writer.WriteLine("public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;");
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.Contains) + "(InputAction)");
writer.WriteLine("public bool Contains(InputAction action)");
writer.BeginBlock();
writer.WriteLine("return asset.Contains(action);");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.GetEnumerator) + "()");
writer.WriteLine("public IEnumerator<InputAction> GetEnumerator()");
writer.BeginBlock();
writer.WriteLine("return asset.GetEnumerator();");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(nameof(IEnumerable) + "." + nameof(IEnumerable.GetEnumerator) + "()");
writer.WriteLine("IEnumerator IEnumerable.GetEnumerator()");
writer.BeginBlock();
writer.WriteLine("return GetEnumerator();");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.Enable) + "()");
writer.WriteLine("public void Enable()");
writer.BeginBlock();
writer.WriteLine("asset.Enable();");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.Disable) + "()");
writer.WriteLine("public void Disable()");
writer.BeginBlock();
writer.WriteLine("asset.Disable();");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.bindings));
writer.WriteLine("public IEnumerable<InputBinding> bindings => asset.bindings;");
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.FindAction) + "(string, bool)");
writer.WriteLine("public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)");
writer.BeginBlock();
writer.WriteLine("return asset.FindAction(actionNameOrId, throwIfNotFound);");
writer.EndBlock();
writer.WriteLine();
writer.DocInherit(classNamePrefix + nameof(InputActionAsset.FindBinding) + "(InputBinding, out InputAction)");
writer.WriteLine("public int FindBinding(InputBinding bindingMask, out InputAction action)");
writer.BeginBlock();
writer.WriteLine("return asset.FindBinding(bindingMask, out action);");
writer.EndBlock();
// Action map accessors.
var inputActionMapClassPrefix = typeof(InputActionMap).Namespace + "." + nameof(InputActionMap) + ".";
foreach (var map in maps)
{
writer.WriteLine();
writer.WriteLine($"// {map.name}");
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
var mapTypeName = CSharpCodeHelpers.MakeTypeName(mapName, "Actions");
// Caching field for action map.
writer.WriteLine($"private readonly InputActionMap m_{mapName};");
writer.WriteLine(string.Format("private List<I{0}> m_{0}CallbackInterfaces = new List<I{0}>();", mapTypeName));
// Caching fields for all actions.
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.WriteLine($"private readonly InputAction m_{mapName}_{actionName};");
}
// Struct wrapping access to action set.
writer.DocSummary($"Provides access to input actions defined in input action map \"{map.name}\".");
writer.WriteLine($"public struct {mapTypeName}");
writer.BeginBlock();
writer.WriteLine($"private @{options.className} m_Wrapper;");
writer.WriteLine();
// Constructor.
writer.DocSummary("Construct a new instance of the input action map wrapper class.");
writer.WriteLine($"public {mapTypeName}(@{options.className} wrapper) {{ m_Wrapper = wrapper; }}");
// Getter for each action.
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.DocSummary($"Provides access to the underlying input action \"{mapName}/{actionName}\".");
writer.WriteLine(
$"public InputAction @{actionName} => m_Wrapper.m_{mapName}_{actionName};");
}
// Action map getter.
writer.DocSummary("Provides access to the underlying input action map instance.");
writer.WriteLine($"public InputActionMap Get() {{ return m_Wrapper.m_{mapName}; }}");
// Enable/disable methods.
writer.DocInherit(inputActionMapClassPrefix + nameof(InputActionMap.Enable) + "()");
writer.WriteLine("public void Enable() { Get().Enable(); }");
writer.DocInherit(inputActionMapClassPrefix + nameof(InputActionMap.Disable) + "()");
writer.WriteLine("public void Disable() { Get().Disable(); }");
writer.DocInherit(inputActionMapClassPrefix + nameof(InputActionMap.enabled));
writer.WriteLine("public bool enabled => Get().enabled;");
// Implicit conversion operator.
writer.DocSummary($"Implicitly converts an <see ref=\"{mapTypeName}\" /> to an <see ref=\"InputActionMap\" /> instance.");
writer.WriteLine(
$"public static implicit operator InputActionMap({mapTypeName} set) {{ return set.Get(); }}");
// AddCallbacks method.
writer.DocSummary("Adds <see cref=\"InputAction.started\"/>, <see cref=\"InputAction.performed\"/> and <see cref=\"InputAction.canceled\"/> callbacks provided via <param cref=\"instance\" /> on all input actions contained in this map.");
writer.DocParam("instance", "Callback instance.");
writer.DocRemarks("If <paramref name=\"instance\" /> is <c>null</c> or <paramref name=\"instance\"/> have already been added this method does nothing.");
writer.DocSeeAlso(mapTypeName);
writer.WriteLine($"public void AddCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
// Initialize new interface.
writer.WriteLine($"if (instance == null || m_Wrapper.m_{mapTypeName}CallbackInterfaces.Contains(instance)) return;");
writer.WriteLine($"m_Wrapper.m_{mapTypeName}CallbackInterfaces.Add(instance);");
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.WriteLine($"@{actionName}.started += instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.performed += instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.canceled += instance.On{actionTypeName};");
}
writer.EndBlock();
writer.WriteLine();
// UnregisterCallbacks method.
writer.DocSummary("Removes <see cref=\"InputAction.started\"/>, <see cref=\"InputAction.performed\"/> and <see cref=\"InputAction.canceled\"/> callbacks provided via <param cref=\"instance\" /> on all input actions contained in this map.");
writer.DocRemarks("Calling this method when <paramref name=\"instance\" /> have not previously been registered has no side-effects.");
writer.DocSeeAlso(mapTypeName);
writer.WriteLine($"private void UnregisterCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.WriteLine($"@{actionName}.started -= instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.performed -= instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.canceled -= instance.On{actionTypeName};");
}
writer.EndBlock();
writer.WriteLine();
// RemoveCallbacks method.
writer.DocSummary($"Unregisters <param cref=\"instance\" /> and unregisters all input action callbacks via <see cref=\"{mapTypeName}.UnregisterCallbacks(I{mapTypeName})\" />.");
writer.DocSeeAlso($"{mapTypeName}.UnregisterCallbacks(I{mapTypeName})");
writer.WriteLine($"public void RemoveCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
writer.WriteLine($"if (m_Wrapper.m_{mapTypeName}CallbackInterfaces.Remove(instance))");
writer.WriteLine($" UnregisterCallbacks(instance);");
writer.EndBlock();
writer.WriteLine();
// SetCallbacks method.
writer.DocSummary($"Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref=\"instance\" />.");
writer.DocRemarks($"If <paramref name=\"instance\" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.");
writer.DocSeeAlso($"{mapTypeName}.AddCallbacks(I{mapTypeName})");
writer.DocSeeAlso($"{mapTypeName}.RemoveCallbacks(I{mapTypeName})");
writer.DocSeeAlso($"{mapTypeName}.UnregisterCallbacks(I{mapTypeName})");
writer.WriteLine($"public void SetCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
////REVIEW: this would benefit from having a single callback on InputActions rather than three different endpoints
writer.WriteLine($"foreach (var item in m_Wrapper.m_{mapTypeName}CallbackInterfaces)");
writer.WriteLine($" UnregisterCallbacks(item);");
writer.WriteLine($"m_Wrapper.m_{mapTypeName}CallbackInterfaces.Clear();");
// Initialize new interface.
writer.WriteLine("AddCallbacks(instance);");
writer.EndBlock();
writer.EndBlock();
// Getter for instance of struct.
writer.DocSummary($"Provides a new <see cref=\"{mapTypeName}\" /> instance referencing this action map.");
writer.WriteLine($"public {mapTypeName} @{mapName} => new {mapTypeName}(this);");
}
// Control scheme accessors.
foreach (var scheme in schemes)
{
var identifier = CSharpCodeHelpers.MakeIdentifier(scheme.name);
writer.WriteLine($"private int m_{identifier}SchemeIndex = -1;");
writer.DocSummary("Provides access to the input control scheme.");
writer.DocSeeAlso(typeof(InputControlScheme).Namespace + "." + nameof(InputControlScheme));
writer.WriteLine($"public InputControlScheme {identifier}Scheme");
writer.BeginBlock();
writer.WriteLine("get");
writer.BeginBlock();
writer.WriteLine($"if (m_{identifier}SchemeIndex == -1) m_{identifier}SchemeIndex = asset.FindControlSchemeIndex(\"{scheme.name}\");");
writer.WriteLine($"return asset.controlSchemes[m_{identifier}SchemeIndex];");
writer.EndBlock();
writer.EndBlock();
}
// Generate interfaces.
var inputActionClassReference = typeof(InputAction).Namespace + "." + nameof(InputAction) + ".";
foreach (var map in maps)
{
var typeName = CSharpCodeHelpers.MakeTypeName(map.name);
writer.DocSummary($"Interface to implement callback methods for all input action callbacks associated with input actions defined by \"{map.name}\" which allows adding and removing callbacks.");
writer.DocSeeAlso($"{typeName}Actions.AddCallbacks(I{typeName}Actions)");
writer.DocSeeAlso($"{typeName}Actions.RemoveCallbacks(I{typeName}Actions)");
writer.WriteLine($"public interface I{typeName}Actions");
writer.BeginBlock();
foreach (var action in map.actions)
{
var methodName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.DocSummary($"Method invoked when associated input action \"{action.name}\" is either <see cref=\"UnityEngine.InputSystem.InputAction.started\" />, <see cref=\"UnityEngine.InputSystem.InputAction.performed\" /> or <see cref=\"UnityEngine.InputSystem.InputAction.canceled\" />.");
writer.DocSeeAlso(string.Concat(inputActionClassReference, "started"));
writer.DocSeeAlso(string.Concat(inputActionClassReference, "performed"));
writer.DocSeeAlso(string.Concat(inputActionClassReference, "canceled"));
writer.WriteLine($"void On{methodName}(InputAction.CallbackContext context);");
}
writer.EndBlock();
}
// End class.
writer.EndBlock();
// End namespace.
if (haveNamespace)
writer.EndBlock();
return writer.buffer.ToString();
}
////TODO: move this to a shared place
internal struct Writer
{
public StringBuilder buffer;
public int indentLevel;
public void BeginBlock()
{
WriteIndent();
buffer.Append("{\n");
++indentLevel;
}
public void EndBlock()
{
--indentLevel;
WriteIndent();
buffer.Append("}\n");
}
public void WriteLine()
{
buffer.Append('\n');
}
public void WriteLine(string text)
{
if (!text.All(char.IsWhiteSpace))
{
WriteIndent();
buffer.Append(text);
}
buffer.Append('\n');
}
public void Write(string text)
{
buffer.Append(text);
}
public void WriteIndent()
{
for (var i = 0; i < indentLevel; ++i)
{
for (var n = 0; n < kSpacesPerIndentLevel; ++n)
buffer.Append(' ');
}
}
public void DocSummary(string text)
{
DocElement("summary", text);
}
public void DocParam(string paramName, string text)
{
WriteLine($"/// <param name=\"{paramName}\">{text}</param>");
}
public void DocRemarks(string text)
{
DocElement("remarks", text);
}
public void DocInherit(string cref)
{
DocReference("inheritdoc", cref);
}
public void DocSeeAlso(string cref)
{
DocReference("seealso", cref: cref);
}
public void DocExample(string code)
{
DocComment("<example>");
DocComment("<code>");
foreach (var line in code.Split('\n'))
DocComment(line.Replace("<", "&lt;").Replace(">", "&gt;"));
DocComment("</code>");
DocComment("</example>");
}
private void DocComment(string text)
{
if (string.IsNullOrEmpty(text))
WriteLine("///");
else
WriteLine(string.Concat("/// ", text));
}
private void DocElement(string tag, string text)
{
DocComment($"<{tag}>");
DocComment(text);
DocComment($"</{tag}>");
}
private void DocReference(string tag, string cref)
{
DocInlineElement(tag, "cref", cref);
}
private void DocInlineElement(string tag, string property, string value)
{
DocComment($"<{tag} {property}=\"{value}\" />");
}
}
// Updates the given file with wrapper code generated for the given action sets.
// If the generated code is unchanged, does not touch the file.
// Returns true if the file was touched, false otherwise.
public static bool GenerateWrapperCode(string filePath, InputActionAsset asset, Options options)
{
if (!Path.HasExtension(filePath))
filePath += ".cs";
// Generate code.
var code = GenerateWrapperCode(asset, options);
// Check if the code changed. Don't write if it hasn't.
if (File.Exists(filePath))
{
var existingCode = File.ReadAllText(filePath);
if (existingCode == code || existingCode.WithAllWhitespaceStripped() == code.WithAllWhitespaceStripped())
return false;
}
// Write.
EditorHelpers.CheckOut(filePath);
File.WriteAllText(filePath, code);
return true;
}
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: a85130d4e1e5b49878f8f51b2d4e0ded
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine.InputSystem.Utilities;
////FIXME: The importer accesses icons through the asset db (which EditorGUIUtility.LoadIcon falls back on) which will
//// not yet have been imported when the project is imported from scratch; this results in errors in the log and in generic
//// icons showing up for the assets
#pragma warning disable 0649
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Imports an <see cref="InputActionAsset"/> from JSON.
/// </summary>
/// <remarks>
/// Can generate code wrappers for the contained action sets as a convenience.
/// Will not overwrite existing wrappers except if the generated code actually differs.
/// </remarks>
[ScriptedImporter(kVersion, InputActionAsset.Extension)]
internal class InputActionImporter : ScriptedImporter
{
private const int kVersion = 13;
[SerializeField] private bool m_GenerateWrapperCode;
[SerializeField] private string m_WrapperCodePath;
[SerializeField] private string m_WrapperClassName;
[SerializeField] private string m_WrapperCodeNamespace;
private static InlinedArray<Action> s_OnImportCallbacks;
public static event Action onImport
{
add => s_OnImportCallbacks.Append(value);
remove => s_OnImportCallbacks.Remove(value);
}
private static InputActionAsset CreateFromJson(AssetImportContext context)
{
////REVIEW: need to check with version control here?
// Read JSON file.
string content;
try
{
content = File.ReadAllText(EditorHelpers.GetPhysicalPath(context.assetPath));
}
catch (Exception exception)
{
context.LogImportError($"Could not read file '{context.assetPath}' ({exception})");
return null;
}
// Create asset.
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
// Parse JSON and configure asset.
try
{
// Attempt to parse JSON
asset.LoadFromJson(content);
// Make sure action map names are unique within JSON file
var names = new HashSet<string>();
foreach (var map in asset.actionMaps)
{
if (!names.Add(map.name))
{
throw new Exception(
"Unable to parse {context.assetPath} due to duplicate Action Map name: '{map.name}'. Make sure Action Map names are unique within the asset and reattempt import.");
}
}
// Make sure action names are unique within each action map in JSON file
names.Clear();
foreach (var map in asset.actionMaps)
{
foreach (var action in map.actions)
{
if (!names.Add(action.name))
{
throw new Exception(
$"Unable to parse {{context.assetPath}} due to duplicate Action name: '{action.name}' within Action Map '{map.name}'. Make sure Action Map names are unique within the asset and reattempt import.");
}
}
names.Clear();
}
// Force name of asset to be that on the file on disk instead of what may be serialized
// as the 'name' property in JSON. (Unless explicitly given)
asset.name = NameFromAssetPath(context.assetPath);
// Add asset.
////REVIEW: the icons won't change if the user changes skin; not sure it makes sense to differentiate here
context.AddObjectToAsset("<root>", asset, InputActionAssetIconLoader.LoadAssetIcon());
context.SetMainObject(asset);
// Make sure all the elements in the asset have GUIDs and that they are indeed unique.
// Create sub-assets for each action to allow search and editor referencing/picking.
SetupAsset(asset, context.AddObjectToAsset);
}
catch (Exception exception)
{
context.LogImportError($"Could not parse input actions in JSON format from '{context.assetPath}' ({exception})");
DestroyImmediate(asset);
asset = null;
}
return asset;
}
public override void OnImportAsset(AssetImportContext ctx)
{
if (ctx == null)
throw new ArgumentNullException(nameof(ctx));
foreach (var callback in s_OnImportCallbacks)
callback();
var asset = CreateFromJson(ctx);
if (asset == null)
return;
if (m_GenerateWrapperCode)
GenerateWrapperCode(ctx, asset, m_WrapperCodeNamespace, m_WrapperClassName, m_WrapperCodePath);
}
internal static void SetupAsset(InputActionAsset asset)
{
SetupAsset(asset, (identifier, subAsset, icon) =>
AssetDatabase.AddObjectToAsset(subAsset, asset));
}
private delegate void AddObjectToAsset(string identifier, Object subAsset, Texture2D icon);
private static void SetupAsset(InputActionAsset asset, AddObjectToAsset addObjectToAsset)
{
FixMissingGuids(asset);
CreateInputActionReferences(asset, addObjectToAsset);
}
private static void FixMissingGuids(InputActionAsset asset)
{
// Make sure all the elements in the asset have GUIDs and that they are indeed unique.
foreach (var map in asset.actionMaps)
{
// Make sure action map has GUID.
if (string.IsNullOrEmpty(map.m_Id) || asset.actionMaps.Count(x => x.m_Id == map.m_Id) > 1)
map.GenerateId();
// Make sure all actions have GUIDs.
foreach (var action in map.actions)
{
var actionId = action.m_Id;
if (string.IsNullOrEmpty(actionId) || asset.actionMaps.Sum(m => m.actions.Count(a => a.m_Id == actionId)) > 1)
action.GenerateId();
}
// Make sure all bindings have GUIDs.
for (var i = 0; i < map.m_Bindings.LengthSafe(); ++i)
{
var bindingId = map.m_Bindings[i].m_Id;
if (string.IsNullOrEmpty(bindingId) || asset.actionMaps.Sum(m => m.bindings.Count(b => b.m_Id == bindingId)) > 1)
map.m_Bindings[i].GenerateId();
}
}
}
private static void CreateInputActionReferences(InputActionAsset asset, AddObjectToAsset addObjectToAsset)
{
var actionIcon = InputActionAssetIconLoader.LoadActionIcon();
foreach (var map in asset.actionMaps)
{
foreach (var action in map.actions)
{
var actionReference = ScriptableObject.CreateInstance<InputActionReference>();
actionReference.Set(action);
addObjectToAsset(action.m_Id, actionReference, actionIcon);
// Backwards-compatibility (added for 1.0.0-preview.7).
// We used to call AddObjectToAsset using objectName instead of action.m_Id as the object name. This fed
// the action name (*and* map name) into the hash generation that was used as the basis for the file ID
// object the InputActionReference object. Thus, if the map and/or action name changed, the file ID would
// change and existing references to the InputActionReference object would become invalid.
//
// What we do here is add another *hidden* InputActionReference object with the same content to the
// asset. This one will use the old file ID and thus preserve backwards-compatibility. We should be able
// to remove this for 2.0.
//
// Case: https://fogbugz.unity3d.com/f/cases/1229145/
var backcompatActionReference = Instantiate(actionReference);
backcompatActionReference.name = actionReference.name; // Get rid of the (Clone) suffix.
backcompatActionReference.hideFlags = HideFlags.HideInHierarchy;
addObjectToAsset(actionReference.name, backcompatActionReference, actionIcon);
}
}
}
private static void GenerateWrapperCode(AssetImportContext ctx, InputActionAsset asset, string codeNamespace, string codeClassName, string codePath)
{
var maps = asset.actionMaps;
// When using code generation, it is an error for any action map to be named the same as the asset itself.
// https://fogbugz.unity3d.com/f/cases/1212052/
var className = !string.IsNullOrEmpty(codeClassName) ? codeClassName : CSharpCodeHelpers.MakeTypeName(asset.name);
if (maps.Any(x =>
CSharpCodeHelpers.MakeTypeName(x.name) == className || CSharpCodeHelpers.MakeIdentifier(x.name) == className))
{
ctx.LogImportError(
$"{asset.name}: An action map in an .inputactions asset cannot be named the same as the asset itself if 'Generate C# Class' is used. "
+ "You can rename the action map in the asset, rename the asset itself or assign a different C# class name in the import settings.");
return;
}
var wrapperFilePath = codePath;
if (string.IsNullOrEmpty(wrapperFilePath))
{
// Placed next to .inputactions file.
var assetPath = ctx.assetPath;
var directory = Path.GetDirectoryName(assetPath);
var fileName = Path.GetFileNameWithoutExtension(assetPath);
wrapperFilePath = Path.Combine(directory, fileName) + ".cs";
}
else if (wrapperFilePath.StartsWith("./") || wrapperFilePath.StartsWith(".\\") ||
wrapperFilePath.StartsWith("../") || wrapperFilePath.StartsWith("..\\"))
{
// User-specified file relative to location of .inputactions file.
var assetPath = ctx.assetPath;
var directory = Path.GetDirectoryName(assetPath);
wrapperFilePath = Path.Combine(directory, wrapperFilePath);
}
else if (!wrapperFilePath.ToLower().StartsWith("assets/") &&
!wrapperFilePath.ToLower().StartsWith("assets\\"))
{
// User-specified file in Assets/ folder.
wrapperFilePath = Path.Combine("Assets", wrapperFilePath);
}
var dir = Path.GetDirectoryName(wrapperFilePath);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
var options = new InputActionCodeGenerator.Options
{
sourceAssetPath = ctx.assetPath,
namespaceName = codeNamespace,
className = codeClassName,
};
if (InputActionCodeGenerator.GenerateWrapperCode(wrapperFilePath, asset, options))
{
// This isn't ideal and may have side effects, but we cannot avoid compiling again.
// Previously we attempted to run a EditorApplication.delayCall += AssetDatabase.Refresh
// but this would lead to "error: Error building Player because scripts are compiling" in CI.
// Previous comment here warned against not being able to reimport here directly, but it seems it's ok.
AssetDatabase.ImportAsset(wrapperFilePath);
}
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
internal static IEnumerable<InputActionReference> LoadInputActionReferencesFromAsset(string assetPath)
{
// Get all InputActionReferences are stored at the same asset path as InputActionAsset
// Note we exclude 'hidden' action references (which are present to support one of the pre releases)
return AssetDatabase.LoadAllAssetsAtPath(assetPath).Where(
o => o is InputActionReference && !((InputActionReference)o).hideFlags.HasFlag(HideFlags.HideInHierarchy))
.Cast<InputActionReference>();
}
// Get all InputActionReferences from assets in the project. By default it only gets the assets in the "Assets" folder.
internal static IEnumerable<InputActionReference> LoadInputActionReferencesFromAssetDatabase(string[] foldersPath = null, bool skipProjectWide = false)
{
string[] searchFolders = null;
// If folderPath is null, search in "Assets" folder.
if (foldersPath == null)
{
searchFolders = new string[] { "Assets" };
}
// Get all InputActionReference from assets in "Asset" folder. It does not search inside "Packages" folder.
var inputActionReferenceGUIDs = AssetDatabase.FindAssets($"t:{typeof(InputActionReference).Name}", searchFolders);
// To find all the InputActionReferences, the GUID of the asset containing at least one action reference is
// used to find the asset path. This is because InputActionReferences are stored in the asset database as sub-assets of InputActionAsset.
// Then the whole asset is loaded and all the InputActionReferences are extracted from it.
// Also, the action references are duplicated to have backwards compatibility with the 1.0.0-preview.7. That
// is why we look for references withouth the `HideFlags.HideInHierarchy` flag.
var inputActionReferencesList = new List<InputActionReference>();
foreach (var guid in inputActionReferenceGUIDs)
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var assetInputActionReferenceList = LoadInputActionReferencesFromAsset(assetPath).ToList();
if (skipProjectWide && assetInputActionReferenceList.Count() > 0)
{
if (assetInputActionReferenceList[0].m_Asset == InputSystem.actions)
continue;
}
inputActionReferencesList.AddRange(assetInputActionReferenceList);
}
return inputActionReferencesList;
}
#endif
// Add item to plop an .inputactions asset into the project.
[MenuItem("Assets/Create/Input Actions")]
public static void CreateInputAsset()
{
ProjectWindowUtil.CreateAssetWithContent("New Controls." + InputActionAsset.Extension,
InputActionAsset.kDefaultAssetLayoutJson, InputActionAssetIconLoader.LoadAssetIcon());
}
// File extension of the associated asset
private const string kFileExtension = "." + InputActionAsset.Extension;
// Evaluates whether the given path is a path to an asset of the associated type based on extension.
public static bool IsInputActionAssetPath(string path)
{
return path != null && path.EndsWith(kFileExtension, StringComparison.InvariantCultureIgnoreCase);
}
// Returns a suitable object name for an asset based on its path.
public static string NameFromAssetPath(string assetPath)
{
Debug.Assert(IsInputActionAssetPath(assetPath));
return Path.GetFileNameWithoutExtension(assetPath);
}
// This processor was added to address this issue:
// https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-749
//
// When an action asset is renamed, copied, or moved in the Editor, the "Name" field in the JSON will
// hold the old name and won't match the asset objects name in memory which is set based on the filename
// by the scripted imported. To avoid this, this asset post-processor detects any imported or moved assets
// with a JSON name property not matching the importer assigned name and updates the JSON name based on this.
// This basically solves any problem related to unmodified assets.
//
// Note that JSON names have no relevance for editor workflows and are basically ignored by the importer.
// Note that JSON names may be the only way to identify assets loaded from non-file sources or via
// UnityEngine.Resources in run-time.
//
// Note that if an asset is is imported and a name mismatch is detected, the asset will be modified and
// imported again, which will yield yet another callback to the post-processor. For the second iteration,
// the name will no longer be a mismatch and the cycle will be aborted.
private class InputActionJsonNameModifierAssetProcessor : AssetPostprocessor
{
// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
#if UNITY_2021_2_OR_NEWER
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
#else
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths)
#endif
{
foreach (var assetPath in importedAssets)
{
if (IsInputActionAssetPath(assetPath))
CheckAndRenameJsonNameIfDifferent(assetPath);
}
}
private static void CheckAndRenameJsonNameIfDifferent(string assetPath)
{
InputActionAsset asset = null;
try
{
if (!File.Exists(assetPath))
return;
// Evaluate whether JSON name corresponds to desired name
asset = InputActionAsset.FromJson(File.ReadAllText(assetPath));
var desiredName = Path.GetFileNameWithoutExtension(assetPath);
if (asset.name == desiredName)
return;
// Update JSON name by modifying the asset
asset.name = desiredName;
if (!EditorHelpers.WriteAsset(assetPath, asset.ToJson()))
{
Debug.LogError($"Unable to change JSON name for asset at \"{assetPath}\" since the asset-path could not be checked-out as editable in the underlying version-control system.");
}
}
catch (Exception ex)
{
Debug.LogException(ex);
}
finally
{
if (asset != null)
DestroyImmediate(asset);
}
}
}
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 8404be70184654265930450def6a9037
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.IO;
using UnityEngine.InputSystem.Utilities;
using UnityEditor;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
////TODO: support for multi-editing
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Custom editor that allows modifying importer settings for an <see cref="InputActionImporter"/>.
/// </summary>
[CustomEditor(typeof(InputActionImporter))]
internal class InputActionImporterEditor : ScriptedImporterEditor
{
public override void OnInspectorGUI()
{
var inputActionAsset = GetAsset();
// ScriptedImporterEditor in 2019.2 now requires explicitly updating the SerializedObject
// like in other types of editors.
serializedObject.Update();
EditorGUILayout.Space();
if (inputActionAsset == null)
EditorGUILayout.HelpBox("The currently selected object is not an editable input action asset.",
MessageType.Info);
// Button to pop up window to edit the asset.
using (new EditorGUI.DisabledScope(inputActionAsset == null))
{
if (GUILayout.Button(GetOpenEditorButtonText(inputActionAsset), GUILayout.Height(30)))
OpenEditor(inputActionAsset);
}
EditorGUILayout.Space();
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Project-wide Input Actions Asset UI.
InputAssetEditorUtils.DrawMakeActiveGui(InputSystem.actions, inputActionAsset,
inputActionAsset ? inputActionAsset.name : "Null", "Project-wide Input Actions",
(value) => InputSystem.actions = value, !EditorApplication.isPlayingOrWillChangePlaymode);
EditorGUILayout.Space();
#endif
// Importer settings UI.
var generateWrapperCodeProperty = serializedObject.FindProperty("m_GenerateWrapperCode");
EditorGUILayout.PropertyField(generateWrapperCodeProperty, m_GenerateWrapperCodeLabel);
if (generateWrapperCodeProperty.boolValue)
{
var wrapperCodePathProperty = serializedObject.FindProperty("m_WrapperCodePath");
var wrapperClassNameProperty = serializedObject.FindProperty("m_WrapperClassName");
var wrapperCodeNamespaceProperty = serializedObject.FindProperty("m_WrapperCodeNamespace");
EditorGUILayout.BeginHorizontal();
string defaultFileName = "";
if (inputActionAsset != null)
{
var assetPath = AssetDatabase.GetAssetPath(inputActionAsset);
defaultFileName = Path.ChangeExtension(assetPath, ".cs");
}
wrapperCodePathProperty.PropertyFieldWithDefaultText(m_WrapperCodePathLabel, defaultFileName);
if (GUILayout.Button("…", EditorStyles.miniButton, GUILayout.MaxWidth(20)))
{
var fileName = EditorUtility.SaveFilePanel("Location for generated C# file",
Path.GetDirectoryName(defaultFileName),
Path.GetFileName(defaultFileName), "cs");
if (!string.IsNullOrEmpty(fileName))
{
if (fileName.StartsWith(Application.dataPath))
fileName = "Assets/" + fileName.Substring(Application.dataPath.Length + 1);
wrapperCodePathProperty.stringValue = fileName;
}
}
EditorGUILayout.EndHorizontal();
string typeName = null;
if (inputActionAsset != null)
typeName = CSharpCodeHelpers.MakeTypeName(inputActionAsset?.name);
wrapperClassNameProperty.PropertyFieldWithDefaultText(m_WrapperClassNameLabel, typeName ?? "<Class name>");
if (!CSharpCodeHelpers.IsEmptyOrProperIdentifier(wrapperClassNameProperty.stringValue))
EditorGUILayout.HelpBox("Must be a valid C# identifier", MessageType.Error);
wrapperCodeNamespaceProperty.PropertyFieldWithDefaultText(m_WrapperCodeNamespaceLabel, "<Global namespace>");
if (!CSharpCodeHelpers.IsEmptyOrProperNamespaceName(wrapperCodeNamespaceProperty.stringValue))
EditorGUILayout.HelpBox("Must be a valid C# namespace name", MessageType.Error);
}
// Using ApplyRevertGUI requires calling Update and ApplyModifiedProperties around the serializedObject,
// and will print warning messages otherwise (see warning message in ApplyRevertGUI implementation).
serializedObject.ApplyModifiedProperties();
ApplyRevertGUI();
}
private InputActionAsset GetAsset()
{
return assetTarget as InputActionAsset;
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
protected override bool ShouldHideOpenButton()
{
return IsProjectWideActionsAsset();
}
private bool IsProjectWideActionsAsset()
{
return IsProjectWideActionsAsset(GetAsset());
}
private static bool IsProjectWideActionsAsset(InputActionAsset asset)
{
return !ReferenceEquals(asset, null) && InputSystem.actions == asset;
}
#endif
private string GetOpenEditorButtonText(InputActionAsset asset)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (IsProjectWideActionsAsset(asset))
return "Edit in Project Settings Window";
#endif
return "Edit Asset";
}
private static void OpenEditor(InputActionAsset asset)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Redirect to Project-settings Input Actions editor if this is the project-wide actions asset
if (IsProjectWideActionsAsset(asset))
{
SettingsService.OpenProjectSettings(InputSettingsPath.kSettingsRootPath);
return;
}
// Redirect to UI-Toolkit window editor if not configured to use IMGUI explicitly
if (!InputSystem.settings.useIMGUIEditorForAssets)
InputActionsEditorWindow.OpenEditor(asset);
else
InputActionEditorWindow.OpenEditor(asset);
#else
// Redirect to IMGUI editor
InputActionEditorWindow.OpenEditor(asset);
#endif
}
private readonly GUIContent m_GenerateWrapperCodeLabel = EditorGUIUtility.TrTextContent("Generate C# Class");
private readonly GUIContent m_WrapperCodePathLabel = EditorGUIUtility.TrTextContent("C# Class File");
private readonly GUIContent m_WrapperClassNameLabel = EditorGUIUtility.TrTextContent("C# Class Name");
private readonly GUIContent m_WrapperCodeNamespaceLabel = EditorGUIUtility.TrTextContent("C# Class Namespace");
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 50db2526021f1429e84687ad14aa0855
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: cb6feb90190641c19dce92f09614edd4
timeCreated: 1633522402

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine.InputSystem.LowLevel;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Compilation;
using UnityEditor.UnityLinker;
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Input system uses runtime reflection to instantiate and discover some capabilities like layouts, processors, interactions, etc.
/// Managed linker on high stripping modes is very keen on removing parts of classes or whole classes.
/// One way to preserve the classes is to put [Preserve] on class itself and every field/property we're interested in,
/// this was proven to be error prone as it's easy to forget an attribute and tedious as everything needs an attribute now.
///
/// Instead this LinkFileGenerator inspects all types in the domain, and if they could be used via reflection,
/// we preserve them in all entirety.
///
/// In a long run we would like to remove usage of reflection all together, and then this mechanism will be gone too.
///
/// Beware, this uses "AppDomain.CurrentDomain.GetAssemblies" which returns editor assemblies,
/// but not all classes are available on all platforms, most of platform specific code is wrapped into defines like
/// "#if UNITY_EDITOR || UNITY_IOS || PACKAGE_DOCS_GENERATION", and when compiling for Android,
/// that particular class wouldn't be available in the final executable, though our link.xml here would still specify it,
/// potentially creating linker warnings that we need to later ignore.
/// </summary>
internal class LinkFileGenerator : IUnityLinkerProcessor
{
public int callbackOrder => 0;
public string GenerateAdditionalLinkXmlFile(BuildReport report, UnityLinkerBuildPipelineData data)
{
var currentAssemblyName = typeof(UnityEngine.InputSystem.InputSystem).Assembly.GetName().Name;
var typesByAssemblies = new Dictionary<System.Reflection.Assembly, Type[]>();
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies)
{
try
{
// Skip any assembly that doesn't reference the input system assembly.
if (assembly.GetName().Name != currentAssemblyName && !assembly
.GetReferencedAssemblies().Any(x => x.Name == currentAssemblyName))
continue;
var types = assembly.GetTypes().Where(ShouldPreserveType).ToArray();
if (types.Length > 0)
typesByAssemblies.Add(assembly, types);
}
catch (ReflectionTypeLoadException)
{
Debug.LogWarning($"Couldn't load types from assembly: {assembly.FullName}");
}
}
var sb = new StringBuilder();
sb.AppendLine("<linker>");
foreach (var assembly in typesByAssemblies.Keys.OrderBy(a => a.GetName().Name))
{
sb.AppendLine($" <assembly fullname=\"{assembly.GetName().Name}\">");
var types = typesByAssemblies[assembly];
foreach (var type in types.OrderBy(t => t.FullName))
sb.AppendLine(
$" <type fullname=\"{FormatForXml(ToCecilName(type.FullName))}\" preserve=\"all\"/>");
sb.AppendLine(" </assembly>");
}
sb.AppendLine("</linker>");
var linkXmlDirectory = Path.Combine(Application.dataPath, "..", "Library", "InputSystem");
var linkXmlFile = Path.Combine(linkXmlDirectory, $"{data.target}Link.xml");
Directory.CreateDirectory(linkXmlDirectory);
File.WriteAllText(linkXmlFile, sb.ToString());
return linkXmlFile;
}
static bool IsTypeUsedViaReflectionByInputSystem(Type type)
{
return type.IsSubclassOf(typeof(InputControl)) ||
typeof(IInputStateTypeInfo).IsAssignableFrom(type) ||
typeof(IInputInteraction).IsAssignableFrom(type) ||
typeof(InputProcessor).IsAssignableFrom(type) ||
typeof(InputBindingComposite).IsAssignableFrom(type) ||
type.GetCustomAttributes<InputControlAttribute>().Any();
}
static bool IsFieldRelatedToControlLayouts(FieldInfo field)
{
return IsTypeUsedViaReflectionByInputSystem(field.GetType()) ||
field.GetCustomAttributes<InputControlAttribute>().Any();
}
static bool IsPropertyRelatedToControlLayouts(PropertyInfo property)
{
return IsTypeUsedViaReflectionByInputSystem(property.GetType()) ||
property.GetCustomAttributes<InputControlAttribute>().Any();
}
static bool ShouldPreserveType(Type type)
{
if (IsTypeUsedViaReflectionByInputSystem(type))
return true;
foreach (var field in type.GetFields())
if (IsFieldRelatedToControlLayouts(field))
return true;
foreach (var property in type.GetProperties())
if (IsPropertyRelatedToControlLayouts(property))
return true;
return false;
}
static string ToCecilName(string fullTypeName)
{
return fullTypeName.Replace('+', '/');
}
static string FormatForXml(string value)
{
return value.Replace("&", "&amp;").Replace("<", "&lt;").Replace(">", "&gt;");
}
public void OnBeforeRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
public void OnAfterRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
}
}
#endif

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fileFormatVersion: 2
guid: cec9e0ea8cd94017b8667cd540d61948
timeCreated: 1633522419

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fileFormatVersion: 2
guid: b01eed8192c9f442b820a7af87ac73f8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
internal interface IInputControlPickerLayout
{
void AddControlItem(InputControlPickerDropdown dropdown, DeviceDropdownItem parent,
ControlDropdownItem parentControl,
InputControlLayout.ControlItem control, string device, string usage, bool searchable);
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 4f4390a0cc25d424d9adc1d6d6699a1f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System.Text;
using UnityEditor;
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
internal abstract class InputControlDropdownItem : AdvancedDropdownItem
{
protected string m_ControlPath;
protected string m_Device;
protected string m_Usage;
protected bool m_Searchable;
public string controlPath => m_ControlPath;
public virtual string controlPathWithDevice
{
get
{
var path = new StringBuilder($"<{m_Device}>");
if (!string.IsNullOrEmpty(m_Usage))
path.Append($"{{{m_Usage}}}");
if (!string.IsNullOrEmpty(m_ControlPath))
path.Append($"/{m_ControlPath}");
return path.ToString();
}
}
public override string searchableName
{
get
{
// ToHumanReadableString is expensive, especially given that we build the whole tree
// every time the control picker comes up. Build searchable names only on demand
// to save some time.
if (m_SearchableName == null)
{
if (m_Searchable)
m_SearchableName = InputControlPath.ToHumanReadableString(controlPathWithDevice);
else
m_SearchableName = string.Empty;
}
return m_SearchableName;
}
}
protected InputControlDropdownItem(string name)
: base(name) {}
}
// NOTE: Optional control items, unlike normal control items, are displayed with their internal control
// names rather that their display names. The reason is that we're looking at controls that have
// the same internal name in one or more derived layouts but each of those derived layouts may
// give the control a different display name.
//
// Also, if we generate a control path for an optional binding, InputControlPath.ToHumanReadableName()
// not find the referenced control on the referenced device layout and will thus not be able to
// find a display name for it either. So, in the binding UI, these paths will also show with their
// internal control names rather than display names.
internal sealed class OptionalControlDropdownItem : InputControlDropdownItem
{
public OptionalControlDropdownItem(EditorInputControlLayoutCache.OptionalControl optionalControl, string deviceControlId, string commonUsage)
: base(optionalControl.name)
{
m_ControlPath = optionalControl.name;
m_Device = deviceControlId;
m_Usage = commonUsage;
// Not searchable.
}
}
internal sealed class ControlUsageDropdownItem : InputControlDropdownItem
{
public override string controlPathWithDevice => BuildControlPath();
private string BuildControlPath()
{
if (m_Device == "*")
{
var path = new StringBuilder(m_Device);
if (!string.IsNullOrEmpty(m_Usage))
path.Append($"{{{m_Usage}}}");
if (!string.IsNullOrEmpty(m_ControlPath))
path.Append($"/{m_ControlPath}");
return path.ToString();
}
else
return base.controlPathWithDevice;
}
public ControlUsageDropdownItem(string device, string usage, string controlUsage)
: base(usage)
{
m_Device = string.IsNullOrEmpty(device) ? "*" : device;
m_Usage = usage;
m_ControlPath = $"{{{ controlUsage }}}";
name = controlUsage;
id = controlPathWithDevice.GetHashCode();
m_Searchable = true;
}
}
internal sealed class DeviceDropdownItem : InputControlDropdownItem
{
public DeviceDropdownItem(InputControlLayout layout, string usage = null, bool searchable = true)
: base(layout.m_DisplayName ?? ObjectNames.NicifyVariableName(layout.name))
{
m_Device = layout.name;
m_Usage = usage;
if (usage != null)
name += " (" + usage + ")";
id = name.GetHashCode();
m_Searchable = searchable;
}
}
internal sealed class ControlDropdownItem : InputControlDropdownItem
{
public ControlDropdownItem(ControlDropdownItem parent, string controlName, string displayName, string device, string usage, bool searchable)
: base("")
{
m_Device = device;
m_Usage = usage;
m_Searchable = searchable;
if (parent != null)
m_ControlPath = $"{parent.controlPath}/{controlName}";
else
m_ControlPath = controlName;
name = !string.IsNullOrEmpty(displayName) ? displayName : ObjectNames.NicifyVariableName(controlName);
id = controlPathWithDevice.GetHashCode();
indent = parent?.indent + 1 ?? 0;
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Custom editor UI for editing control paths.
/// </summary>
/// <remarks>
/// This is the implementation underlying <see cref="InputControlPathDrawer"/>. It is useful primarily when
/// greater control is required than is offered by the <see cref="PropertyDrawer"/> mechanism. In particular,
/// it allows applying additional constraints such as requiring control paths to match ...
/// </remarks>
public sealed class InputControlPathEditor : IDisposable
{
/// <summary>
/// Initialize the control path editor.
/// </summary>
/// <param name="pathProperty"><see cref="string"/> type property that will receive the picked input control path.</param>
/// <param name="pickerState">Persistent editing state of the path editor. Used to retain state across domain reloads.</param>
/// <param name="onModified">Delegate that is called when the path has been modified.</param>
/// <param name="label">Optional label to display instead of display name of <paramref name="pathProperty"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="pathProperty"/> is <c>null</c>.</exception>
public InputControlPathEditor(SerializedProperty pathProperty, InputControlPickerState pickerState, Action onModified, GUIContent label = null)
{
if (pathProperty == null)
throw new ArgumentNullException(nameof(pathProperty));
this.pathProperty = pathProperty;
this.onModified = onModified;
m_PickerState = pickerState ?? new InputControlPickerState();
m_PathLabel = label ?? new GUIContent(pathProperty.displayName, pathProperty.GetTooltip());
}
public void Dispose()
{
m_PickerDropdown?.Dispose();
}
public void SetControlPathsToMatch(IEnumerable<string> controlPaths)
{
m_ControlPathsToMatch = controlPaths.ToArray();
m_PickerDropdown?.SetControlPathsToMatch(m_ControlPathsToMatch);
}
/// <summary>
/// Constrain the type of control layout that can be picked.
/// </summary>
/// <param name="expectedControlLayout">Name of the layout. This it the name as registered with
/// <see cref="InputSystem.RegisterLayout"/>.</param>.
/// <remarks>
/// <example>
/// <code>
/// // Pick only button controls.
/// editor.SetExpectedControlLayout("Button");
/// </code>
/// </example>
/// </remarks>
public void SetExpectedControlLayout(string expectedControlLayout)
{
m_ExpectedControlLayout = expectedControlLayout;
m_PickerDropdown?.SetExpectedControlLayout(m_ExpectedControlLayout);
}
public void SetExpectedControlLayoutFromAttribute()
{
var field = pathProperty.GetField();
if (field == null)
return;
var attribute = field.GetCustomAttribute<InputControlAttribute>();
if (attribute != null)
SetExpectedControlLayout(attribute.layout);
}
public void OnGUI()
{
EditorGUILayout.BeginHorizontal();
////FIXME: for some reason, the left edge doesn't align properly in GetRect()'s result; indentation issue?
var rect = GUILayoutUtility.GetRect(0, EditorGUIUtility.singleLineHeight);
rect.x += EditorGUIUtility.standardVerticalSpacing + 2;
rect.width -= EditorGUIUtility.standardVerticalSpacing * 2 + 4;
OnGUI(rect);
EditorGUILayout.EndHorizontal();
}
public void OnGUI(Rect rect, GUIContent label = null, SerializedProperty property = null, Action modifiedCallback = null)
{
var pathLabel = label ?? m_PathLabel;
var serializedProperty = property ?? pathProperty;
var lineRect = rect;
var labelRect = lineRect;
labelRect.width = EditorStyles.label.CalcSize(pathLabel).x + 20; // Fit to label with some padding
EditorGUI.LabelField(labelRect, pathLabel);
lineRect.x += labelRect.width;
lineRect.width -= labelRect.width;
var bindingTextRect = lineRect;
var editButtonRect = lineRect;
bindingTextRect.x = labelRect.x + labelRect.width; // Place directly after labelRect
editButtonRect.x += lineRect.width - 20; // Place at the edge of the window to appear after bindingTextRect
bindingTextRect.width = editButtonRect.x - bindingTextRect.x; // bindingTextRect fills remaining space between label and editButton
editButtonRect.width = 20;
editButtonRect.height = 15;
var path = String.Empty;
try
{
path = serializedProperty.stringValue;
}
catch
{
// This try-catch block is a temporary fix for ISX-1436
// The plan is to convert InputControlPathEditor entirely to UITK and therefore this fix will
// no longer be required.
return;
}
////TODO: this should be cached; generates needless GC churn
var displayName = InputControlPath.ToHumanReadableString(path);
// Either show dropdown control that opens path picker or show path directly as
// text, if manual path editing is toggled on.
if (m_PickerState.manualPathEditMode)
{
////FIXME: for some reason the text field does not fill all the rect but rather adds large padding on the left
bindingTextRect.x -= 15;
bindingTextRect.width += 15;
EditorGUI.BeginChangeCheck();
path = EditorGUI.DelayedTextField(bindingTextRect, path);
if (EditorGUI.EndChangeCheck())
{
serializedProperty.stringValue = path;
serializedProperty.serializedObject.ApplyModifiedProperties();
(modifiedCallback ?? onModified).Invoke();
}
}
else
{
// Dropdown that shows binding text and allows opening control picker.
if (EditorGUI.DropdownButton(bindingTextRect, new GUIContent(displayName), FocusType.Keyboard))
{
SetExpectedControlLayoutFromAttribute(serializedProperty);
////TODO: for bindings that are part of composites, use the layout information from the [InputControl] attribute on the field
ShowDropdown(bindingTextRect, serializedProperty, modifiedCallback ?? onModified);
}
}
// Button to toggle between text edit mode.
m_PickerState.manualPathEditMode = GUI.Toggle(editButtonRect, m_PickerState.manualPathEditMode, "T",
EditorStyles.miniButton);
}
private void ShowDropdown(Rect rect, SerializedProperty serializedProperty, Action modifiedCallback)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(true, false);
#endif
if (m_PickerDropdown == null)
{
m_PickerDropdown = new InputControlPickerDropdown(
m_PickerState,
path =>
{
serializedProperty.stringValue = path;
m_PickerState.manualPathEditMode = false;
modifiedCallback();
});
}
m_PickerDropdown.SetPickedCallback(path =>
{
serializedProperty.stringValue = path;
m_PickerState.manualPathEditMode = false;
modifiedCallback();
});
m_PickerDropdown.SetControlPathsToMatch(m_ControlPathsToMatch);
m_PickerDropdown.SetExpectedControlLayout(m_ExpectedControlLayout);
m_PickerDropdown.Show(rect);
}
private void SetExpectedControlLayoutFromAttribute(SerializedProperty property)
{
var field = property.GetField();
if (field == null)
return;
var attribute = field.GetCustomAttribute<InputControlAttribute>();
if (attribute != null)
SetExpectedControlLayout(attribute.layout);
}
public SerializedProperty pathProperty { get; }
public Action onModified { get; }
private GUIContent m_PathLabel;
private string m_ExpectedControlLayout;
private string[] m_ControlPathsToMatch;
private InputControlScheme[] m_ControlSchemes;
private bool m_NeedToClearProgressBar;
private InputControlPickerDropdown m_PickerDropdown;
private readonly InputControlPickerState m_PickerState;
private InputActionRebindingExtensions.RebindingOperation m_RebindingOperation;
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
////REVIEW: should this be a PopupWindowContent?
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// A popup that allows picking input controls graphically.
/// </summary>
public sealed class InputControlPicker : IDisposable
{
public InputControlPicker(Mode mode, Action<string> onPick, InputControlPickerState state)
{
m_State = state ?? new InputControlPickerState();
m_Dropdown = new InputControlPickerDropdown(state, onPick, mode: mode);
}
public void Show(Rect rect)
{
m_Dropdown.Show(rect);
}
public void Dispose()
{
m_Dropdown?.Dispose();
}
public InputControlPickerState state => m_State;
private readonly InputControlPickerDropdown m_Dropdown;
private readonly InputControlPickerState m_State;
public enum Mode
{
PickControl,
PickDevice,
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////TODO: have tooltips on each entry in the picker
////TODO: find better way to present controls when filtering to specific devices
////REVIEW: if there's only a single device in the picker, automatically go into it?
namespace UnityEngine.InputSystem.Editor
{
internal class InputControlPickerDropdown : AdvancedDropdown, IDisposable
{
public InputControlPickerDropdown(
InputControlPickerState state,
Action<string> onPickCallback,
InputControlPicker.Mode mode = InputControlPicker.Mode.PickControl)
: base(state.advancedDropdownState)
{
m_Gui = new InputControlPickerGUI(this);
minimumSize = new Vector2(275, 300);
maximumSize = new Vector2(0, 300);
m_OnPickCallback = onPickCallback;
m_Mode = mode;
}
public void SetControlPathsToMatch(string[] controlPathsToMatch)
{
m_ControlPathsToMatch = controlPathsToMatch;
Reload();
}
public void SetExpectedControlLayout(string expectedControlLayout)
{
m_ExpectedControlLayout = expectedControlLayout;
if (string.Equals(expectedControlLayout, "InputDevice", StringComparison.InvariantCultureIgnoreCase))
m_ExpectedControlType = typeof(InputDevice);
else
m_ExpectedControlType = !string.IsNullOrEmpty(expectedControlLayout)
? InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(expectedControlLayout))
: null;
// If the layout is for a device, automatically switch to device
// picking mode.
if (m_ExpectedControlType != null && typeof(InputDevice).IsAssignableFrom(m_ExpectedControlType))
m_Mode = InputControlPicker.Mode.PickDevice;
Reload();
}
public void SetPickedCallback(Action<string> action)
{
m_OnPickCallback = action;
}
protected override void OnDestroy()
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, false);
#endif
m_RebindingOperation?.Dispose();
m_RebindingOperation = null;
}
public void Dispose()
{
m_RebindingOperation?.Dispose();
}
protected override AdvancedDropdownItem BuildRoot()
{
var root = new AdvancedDropdownItem(string.Empty);
// Usages.
if (m_Mode != InputControlPicker.Mode.PickDevice)
{
var usages = BuildTreeForControlUsages();
if (usages.children.Any())
{
root.AddChild(usages);
root.AddSeparator();
}
}
// Devices.
AddItemsForDevices(root);
return root;
}
protected override AdvancedDropdownItem BuildCustomSearch(string searchString,
IEnumerable<AdvancedDropdownItem> elements)
{
if (!isListening)
return null;
var root = new AdvancedDropdownItem(!string.IsNullOrEmpty(m_ExpectedControlLayout)
? $"Listening for {m_ExpectedControlLayout}..."
: "Listening for input...");
if (searchString == "\u0017")
return root;
var paths = searchString.Substring(1).Split('\u0017');
foreach (var element in elements)
{
if (element is ControlDropdownItem controlItem && paths.Any(x => controlItem.controlPathWithDevice == x))
root.AddChild(element);
}
return root;
}
protected override void ItemSelected(AdvancedDropdownItem item)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(false, true);
#endif
var path = ((InputControlDropdownItem)item).controlPathWithDevice;
m_OnPickCallback(path);
}
private AdvancedDropdownItem BuildTreeForControlUsages(string device = "", string usage = "")
{
var usageRoot = new AdvancedDropdownItem("Usages");
foreach (var usageAndLayouts in EditorInputControlLayoutCache.allUsages)
{
if (usageAndLayouts.Item2.Any(LayoutMatchesExpectedControlLayoutFilter))
{
var child = new ControlUsageDropdownItem(device, usage, usageAndLayouts.Item1);
usageRoot.AddChild(child);
}
}
return usageRoot;
}
private void AddItemsForDevices(AdvancedDropdownItem parent)
{
// Add devices that are marked as generic types of devices directly to the parent.
// E.g. adds "Gamepad" and then underneath all the more specific types of gamepads.
foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && x.isGenericTypeOfDevice && !x.hideInUI)
.OrderBy(a => a.displayName))
{
AddDeviceTreeItemRecursive(deviceLayout, parent);
}
// We have devices that are based directly on InputDevice but are not marked as generic types
// of devices (e.g. Vive Lighthouses). We do not want them to clutter the list at the root so we
// put all of them in a group called "Other" at the end of the list.
var otherGroup = new AdvancedDropdownItem("Other");
foreach (var deviceLayout in EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && !x.isGenericTypeOfDevice &&
(x.type.BaseType == typeof(InputDevice) || x.type == typeof(InputDevice)) &&
!x.hideInUI && !x.baseLayouts.Any()).OrderBy(a => a.displayName))
{
AddDeviceTreeItemRecursive(deviceLayout, otherGroup);
}
if (otherGroup.children.Any())
parent.AddChild(otherGroup);
}
private void AddDeviceTreeItemRecursive(InputControlLayout layout, AdvancedDropdownItem parent, bool searchable = true)
{
// Find all layouts directly based on this one (ignoring overrides).
var childLayouts = EditorInputControlLayoutCache.allLayouts
.Where(x => x.isDeviceLayout && !x.isOverride && !x.hideInUI && x.baseLayouts.Contains(layout.name)).OrderBy(x => x.displayName);
// See if the entire tree should be excluded.
var shouldIncludeDeviceLayout = ShouldIncludeDeviceLayout(layout);
var shouldIncludeAtLeastOneChildLayout = childLayouts.Any(ShouldIncludeDeviceLayout);
if (!shouldIncludeDeviceLayout && !shouldIncludeAtLeastOneChildLayout)
return;
// Add toplevel item for device.
var deviceItem = new DeviceDropdownItem(layout, searchable: searchable);
var defaultControlPickerLayout = new DefaultInputControlPickerLayout();
// Add common usage variants of the device
if (layout.commonUsages.Count > 0)
{
foreach (var usage in layout.commonUsages)
{
var usageItem = new DeviceDropdownItem(layout, usage);
// Add control usages to the device variants
var deviceVariantControlUsages = BuildTreeForControlUsages(layout.name, usage);
if (deviceVariantControlUsages.children.Any())
{
usageItem.AddChild(deviceVariantControlUsages);
usageItem.AddSeparator();
}
if (m_Mode == InputControlPicker.Mode.PickControl)
AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, usageItem, layout.name, usage, searchable);
deviceItem.AddChild(usageItem);
}
deviceItem.AddSeparator();
}
// Add control usages
var deviceControlUsages = BuildTreeForControlUsages(layout.name);
if (deviceControlUsages.children.Any())
{
deviceItem.AddChild(deviceControlUsages);
deviceItem.AddSeparator();
}
// Add controls.
if (m_Mode != InputControlPicker.Mode.PickDevice)
{
// The keyboard is special in that we want to allow binding by display name (i.e. character
// generated by a key) instead of only by physical key location. Also, we want to give an indication
// of which specific key an entry refers to by taking the current keyboard layout into account.
//
// So what we do is add an extra level to the keyboard where key's can be bound by character
// according to the current layout. And in the top level of the keyboard we display keys with
// both physical and logical names.
if (layout.type == typeof(Keyboard) && InputSystem.GetDevice<Keyboard>() != null)
{
var byLocationGroup = new AdvancedDropdownItem("By Location of Key (Using US Layout)");
var byCharacterGroup = new AdvancedDropdownItem("By Character Mapped to Key");
deviceItem.AddChild(byLocationGroup);
deviceItem.AddChild(byCharacterGroup);
var keyboard = InputSystem.GetDevice<Keyboard>();
AddCharacterKeyBindingsTo(byCharacterGroup, keyboard);
AddPhysicalKeyBindingsTo(byLocationGroup, keyboard, searchable);
// AnyKey won't appear in either group. Add it explicitly.
AddControlItem(defaultControlPickerLayout, deviceItem, null,
layout.FindControl(new InternedString("anyKey")).Value, layout.name, null, searchable);
}
else if (layout.type == typeof(Touchscreen))
{
AddControlTreeItemsRecursive(new TouchscreenControlPickerLayout(), layout, deviceItem, layout.name, null, searchable);
}
else
{
AddControlTreeItemsRecursive(defaultControlPickerLayout, layout, deviceItem, layout.name, null, searchable);
}
}
// Add child items.
var isFirstChild = true;
foreach (var childLayout in childLayouts)
{
if (!ShouldIncludeDeviceLayout(childLayout))
continue;
if (isFirstChild)
deviceItem.AddSeparator("More Specific " + deviceItem.name.GetPlural());
isFirstChild = false;
AddDeviceTreeItemRecursive(childLayout, deviceItem, searchable && !childLayout.isGenericTypeOfDevice);
}
// When picking devices, it must be possible to select a device that itself has more specific types
// of devices underneath it. However in the dropdown, such a device will be a foldout and not itself
// be selectable. We solve this problem by adding an entry for the device underneath the device
// itself (e.g. "Gamepad >> Gamepad").
if (m_Mode == InputControlPicker.Mode.PickDevice && deviceItem.m_Children.Count > 0)
{
var item = new DeviceDropdownItem(layout);
deviceItem.m_Children.Insert(0, item);
}
if (deviceItem.m_Children.Count > 0 || m_Mode == InputControlPicker.Mode.PickDevice)
parent.AddChild(deviceItem);
}
private void AddControlTreeItemsRecursive(IInputControlPickerLayout controlPickerLayout, InputControlLayout layout,
DeviceDropdownItem parent, string device, string usage, bool searchable, ControlDropdownItem parentControl = null)
{
foreach (var control in layout.controls.OrderBy(a => a.name))
{
if (control.isModifyingExistingControl)
continue;
// Skip variants except the default variant and variants dictated by the layout itself.
if (!control.variants.IsEmpty() && control.variants != InputControlLayout.DefaultVariant
&& (layout.variants.IsEmpty() || !InputControlLayout.VariantsMatch(layout.variants, control.variants)))
{
continue;
}
controlPickerLayout.AddControlItem(this, parent, parentControl, control, device, usage, searchable);
}
// Add optional controls for devices.
var optionalControls = EditorInputControlLayoutCache.GetOptionalControlsForLayout(layout.name);
if (optionalControls.Any() && layout.isDeviceLayout)
{
var optionalGroup = new AdvancedDropdownItem("Optional Controls");
foreach (var optionalControl in optionalControls)
{
////FIXME: this should list children, too
////FIXME: this should handle arrays, too
if (LayoutMatchesExpectedControlLayoutFilter(optionalControl.layout))
{
var child = new OptionalControlDropdownItem(optionalControl, device, usage);
child.icon = EditorInputControlLayoutCache.GetIconForLayout(optionalControl.layout);
optionalGroup.AddChild(child);
}
}
if (optionalGroup.children.Any())
{
var deviceName = EditorInputControlLayoutCache.TryGetLayout(device).m_DisplayName ??
ObjectNames.NicifyVariableName(device);
parent.AddSeparator("Controls Present on More Specific " + deviceName.GetPlural());
parent.AddChild(optionalGroup);
}
}
}
internal void AddControlItem(IInputControlPickerLayout controlPickerLayout,
DeviceDropdownItem parent, ControlDropdownItem parentControl,
InputControlLayout.ControlItem control, string device, string usage, bool searchable,
string controlNameOverride = default)
{
var controlName = controlNameOverride ?? control.name;
// If it's an array, generate a control entry for each array element.
for (var i = 0; i < (control.isArray ? control.arraySize : 1); ++i)
{
var name = control.isArray ? controlName + i : controlName;
var displayName = !string.IsNullOrEmpty(control.displayName)
? (control.isArray ? $"{control.displayName} #{i}" : control.displayName)
: name;
var child = new ControlDropdownItem(parentControl, name, displayName,
device, usage, searchable);
child.icon = EditorInputControlLayoutCache.GetIconForLayout(control.layout);
var controlLayout = EditorInputControlLayoutCache.TryGetLayout(control.layout);
if (LayoutMatchesExpectedControlLayoutFilter(control.layout))
parent.AddChild(child);
else if (controlLayout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)))
{
child.enabled = false;
parent.AddChild(child);
}
// Add children.
if (controlLayout != null)
AddControlTreeItemsRecursive(controlPickerLayout, controlLayout, parent, device, usage,
searchable, child);
}
}
private static void AddPhysicalKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard, bool searchable)
{
foreach (var key in keyboard.children.OfType<KeyControl>())
{
// If the key has a display name that differs from the key name, show it in the UI.
var displayName = key.m_DisplayNameFromLayout;
var keyDisplayName = key.displayName;
if (keyDisplayName.All(x => x.IsPrintable()) && string.Compare(keyDisplayName, displayName,
StringComparison.InvariantCultureIgnoreCase) != 0)
displayName = $"{displayName} (Current Layout: {key.displayName})";
// For left/right modifier keys, prepend artificial combined version.
ButtonControl combinedVersion = null;
if (key == keyboard.leftShiftKey)
combinedVersion = keyboard.shiftKey;
else if (key == keyboard.leftAltKey)
combinedVersion = keyboard.altKey;
else if (key == keyboard.leftCtrlKey)
combinedVersion = keyboard.ctrlKey;
if (combinedVersion != null)
parent.AddChild(new ControlDropdownItem(null, combinedVersion.name, combinedVersion.displayName, keyboard.layout,
"", searchable));
var item = new ControlDropdownItem(null, key.name, displayName,
keyboard.layout, "", searchable);
parent.AddChild(item);
}
}
private static void AddCharacterKeyBindingsTo(AdvancedDropdownItem parent, Keyboard keyboard)
{
foreach (var key in keyboard.children.OfType<KeyControl>())
{
if (!key.keyCode.IsTextInputKey())
continue;
// We can only bind to characters that can be printed.
var displayName = key.displayName;
if (!displayName.All(x => x.IsPrintable()))
continue;
if (displayName.Contains(')'))
displayName = string.Join("", displayName.Select(x => "\\" + x));
////TODO: should be searchable; when searching, needs different display name
var item = new ControlDropdownItem(null, $"#({displayName})", "", keyboard.layout, "", false);
item.name = key.displayName;
parent.AddChild(item);
}
}
private bool LayoutMatchesExpectedControlLayoutFilter(string layout)
{
if (m_ExpectedControlType == null)
return true;
var layoutType = InputSystem.s_Manager.m_Layouts.GetControlTypeForLayout(new InternedString(layout));
return m_ExpectedControlType.IsAssignableFrom(layoutType);
}
private bool ShouldIncludeDeviceLayout(InputControlLayout layout)
{
if (layout.hideInUI)
return false;
// By default, if a device has no (usable) controls, we don't want it listed in the control picker
// except if we're picking devices.
if (!layout.controls.Any(x => LayoutMatchesExpectedControlLayoutFilter(x.layout)) && layout.controls.Any(x => true) &&
m_Mode != InputControlPicker.Mode.PickDevice)
return false;
// If we have a device filter, see if we should ignore the device.
if (m_ControlPathsToMatch != null && m_ControlPathsToMatch.Length > 0)
{
var matchesAnyInDeviceFilter = false;
foreach (var entry in m_ControlPathsToMatch)
{
// Include the layout if it's in the inheritance hierarchy of the layout we expect (either below
// or above it or, well, just right on it).
var expectedLayout = InputControlPath.TryGetDeviceLayout(entry);
if (!string.IsNullOrEmpty(expectedLayout) &&
(expectedLayout == layout.name ||
InputControlLayout.s_Layouts.IsBasedOn(layout.name, new InternedString(expectedLayout)) ||
InputControlLayout.s_Layouts.IsBasedOn(new InternedString(expectedLayout), layout.name)))
{
matchesAnyInDeviceFilter = true;
break;
}
}
if (!matchesAnyInDeviceFilter)
return false;
}
return true;
}
private void StartListening()
{
if (m_RebindingOperation == null)
m_RebindingOperation = new InputActionRebindingExtensions.RebindingOperation();
////TODO: for keyboard, generate both possible paths (physical and by display name)
m_RebindingOperation.Reset();
m_RebindingOperation
.WithExpectedControlType(m_ExpectedControlLayout)
// Require minimum actuation of 0.15f. This is after deadzoning has been applied.
.WithMagnitudeHavingToBeGreaterThan(0.15f)
////REVIEW: should we exclude only the system's active pointing device?
// With the mouse operating the UI, its cursor control is too fickle a thing to
// bind to. Ignore mouse position and delta and clicks.
// NOTE: We go for all types of pointers here, not just mice.
.WithControlsExcluding("<Pointer>/position")
.WithControlsExcluding("<Pointer>/delta")
.WithControlsExcluding("<Pointer>/press")
.WithControlsExcluding("<Pointer>/clickCount")
.WithControlsExcluding("<Pointer>/{PrimaryAction}")
.WithControlsExcluding("<Mouse>/scroll")
.OnPotentialMatch(
operation =>
{
// We never really complete the pick but keep listening for as long as the "Interactive"
// button is toggled on.
Repaint();
})
.OnCancel(
operation =>
{
Repaint();
})
.OnApplyBinding(
(operation, newPath) =>
{
// This is never invoked (because we don't complete the pick) but we need it nevertheless
// as RebindingOperation requires the callback if we don't supply an action to apply the binding to.
});
// If we have control paths to match, pass them on.
if (m_ControlPathsToMatch.LengthSafe() > 0)
m_ControlPathsToMatch.Select(x => m_RebindingOperation.WithControlsHavingToMatchPath(x));
m_RebindingOperation.Start();
}
private void StopListening()
{
m_RebindingOperation?.Cancel();
}
// This differs from RebindingOperation.GeneratePathForControl in that it cycles through all
// layouts in the inheritance chain and generates a path for each one that contains the given control.
private static IEnumerable<string> GeneratePossiblePathsForControl(InputControl control)
{
var builder = new StringBuilder();
var deviceLayoutName = control.device.m_Layout;
do
{
// Skip layout if it is supposed to be hidden in the UI.
var layout = EditorInputControlLayoutCache.TryGetLayout(deviceLayoutName);
if (layout.hideInUI)
continue;
builder.Length = 0;
yield return control.BuildPath(deviceLayoutName, builder);
}
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(deviceLayoutName, out deviceLayoutName));
}
private Action<string> m_OnPickCallback;
private InputControlPicker.Mode m_Mode;
private string[] m_ControlPathsToMatch;
private string m_ExpectedControlLayout;
private Type m_ExpectedControlType;
private InputActionRebindingExtensions.RebindingOperation m_RebindingOperation;
private bool isListening => m_RebindingOperation != null && m_RebindingOperation.started;
private class InputControlPickerGUI : AdvancedDropdownGUI
{
private readonly InputControlPickerDropdown m_Owner;
public InputControlPickerGUI(InputControlPickerDropdown owner)
{
m_Owner = owner;
}
internal override void BeginDraw(EditorWindow window)
{
if (Event.current.isKey && Event.current.keyCode == KeyCode.Escape)
{
window.Close();
return;
}
if (m_Owner.isListening)
{
// Eat key events to suppress the editor from passing them to the OS
// (causing beeps or menu commands being triggered).
if (Event.current.isKey)
Event.current.Use();
}
}
internal override string DrawSearchFieldControl(string searchString)
{
using (new EditorGUILayout.HorizontalScope())
{
var isListening = false;
// When picking controls, have a "Listen" button that allows listening for input.
if (m_Owner.m_Mode == InputControlPicker.Mode.PickControl)
{
using (new EditorGUILayout.VerticalScope(GUILayout.MaxWidth(50)))
{
GUILayout.Space(4);
var isListeningOld = m_Owner.isListening;
var isListeningNew = GUILayout.Toggle(isListeningOld, "Listen",
EditorStyles.miniButton, GUILayout.MaxWidth(50));
if (isListeningOld != isListeningNew)
{
if (isListeningNew)
{
m_Owner.StartListening();
}
else
{
m_Owner.StopListening();
searchString = string.Empty;
}
}
isListening = isListeningNew;
}
}
////FIXME: the search box doesn't clear out when listening; no idea why the new string isn't taking effect
EditorGUI.BeginDisabledGroup(isListening);
var newSearchString = base.DrawSearchFieldControl(isListening ? string.Empty : searchString);
EditorGUI.EndDisabledGroup();
if (isListening)
{
var rebind = m_Owner.m_RebindingOperation;
return "\u0017" + string.Join("\u0017",
rebind.candidates.SelectMany(x => GeneratePossiblePathsForControl(x).Reverse()));
}
return newSearchString;
}
}
internal override void DrawItem(AdvancedDropdownItem item, string name, Texture2D icon, bool enabled,
bool drawArrow, bool selected, bool hasSearch, bool richText = false)
{
if (hasSearch && item is InputControlDropdownItem viewItem)
name = viewItem.searchableName;
base.DrawItem(item, name, icon, enabled, drawArrow, selected, hasSearch);
}
internal override void DrawFooter(AdvancedDropdownItem selectedItem)
{
//dun work because there is no selection
if (selectedItem is ControlDropdownItem controlItem)
{
var content = new GUIContent(controlItem.controlPath);
var rect = GUILayoutUtility.GetRect(content, headerStyle, GUILayout.ExpandWidth(true));
EditorGUI.TextField(rect, controlItem.controlPath, headerStyle);
}
}
}
private static class Styles
{
public static readonly GUIStyle waitingForInputLabel = new GUIStyle("WhiteBoldLabel").WithFontSize(22);
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Persistent state for <see cref="InputControlPathEditor"/>.
/// </summary>
/// <remarks>
/// This class encapsulates the viewing state for an input control picker.
/// </remarks>
[Serializable]
public class InputControlPickerState
{
internal AdvancedDropdownState advancedDropdownState => m_AdvancedDropdownState;
internal bool manualPathEditMode
{
get => m_ManualPathEditMode;
set => m_ManualPathEditMode = value;
}
[SerializeField] private AdvancedDropdownState m_AdvancedDropdownState = new AdvancedDropdownState();
[SerializeField] private bool m_ManualPathEditMode;
}
}
#endif

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#if UNITY_EDITOR
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
internal class DefaultInputControlPickerLayout : IInputControlPickerLayout
{
public void AddControlItem(InputControlPickerDropdown dropdown, DeviceDropdownItem parent,
ControlDropdownItem parentControl,
InputControlLayout.ControlItem control, string device, string usage, bool searchable)
{
dropdown.AddControlItem(this, parent, parentControl, control, device, usage, searchable);
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
internal class TouchscreenControlPickerLayout : IInputControlPickerLayout
{
public void AddControlItem(InputControlPickerDropdown dropdown, DeviceDropdownItem parent, ControlDropdownItem parentControl,
InputControlLayout.ControlItem control, string device, string usage, bool searchable)
{
// for the Press control, show two variants, one for single touch presses, and another for multi-touch presses
if (control.displayName == "Press")
{
dropdown.AddControlItem(this, parent, parentControl, new InputControlLayout.ControlItem
{
name = new InternedString("Press"),
displayName = new InternedString("Press (Single touch)"),
layout = control.layout
}, device, usage, searchable);
dropdown.AddControlItem(this, parent, parentControl, new InputControlLayout.ControlItem
{
name = new InternedString("Press"),
displayName = new InternedString("Press (Multi-touch)"),
layout = control.layout
}, device, usage, searchable, "touch*/Press");
}
else
{
dropdown.AddControlItem(this, parent, parentControl, control, device, usage, searchable);
}
}
}
}
#endif // UNITY_EDITOR

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