using System; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.Utilities; ////TODO: hide in UI namespace UnityEngine.InputSystem.Controls { /// /// A button that is considered pressed if the underlying state has a value in the specific range. /// /// /// This control is most useful for handling HID-style hat switches. Unlike , /// which by default is stored as a bitfield of four bits that each represent a direction on the pad, /// these hat switches enumerate the possible directions that the switch can be moved in. For example, /// the value 1 could indicate that the switch is moved to the left whereas 3 could indicate it is /// moved up. /// [Scripting.Preserve] public class DiscreteButtonControl : ButtonControl { /// /// Value (inclusive) at which to start considering the button to be pressed. /// /// /// is allowed to be larger than . This indicates /// a setup where the value wraps around beyond , skips , /// and then goes all the way up to . /// /// For example, if the underlying state represents a circular D-pad and enumerates its /// 9 possible positions (including null state) going clock-wise from 0 to 8 and with 1 /// indicating that the D-pad is pressed to the left, then 1, 2, and 8 would indicate /// that the "left" button is held on the D-pad. To set this up, set /// to 8, to 2, and to 0 (the default). /// public int minValue; /// /// Value (inclusive) beyond which to stop considering the button to be pressed. /// public int maxValue; public int wrapAtValue; public int nullValue; protected override void FinishSetup() { base.FinishSetup(); if (!stateBlock.format.IsIntegerFormat()) throw new NotSupportedException( $"Non-integer format '{stateBlock.format}' is not supported for DiscreteButtonControl '{this}'"); } public override unsafe float ReadUnprocessedValueFromState(void* statePtr) { var valuePtr = (byte*)statePtr + (int)m_StateBlock.byteOffset; var intValue = MemoryHelpers.ReadIntFromMultipleBits(valuePtr, m_StateBlock.bitOffset, m_StateBlock.sizeInBits); var value = 0.0f; if (minValue > maxValue) { // If no wrapping point is set, default to wrapping around exactly // at the point of minValue. if (wrapAtValue == nullValue) wrapAtValue = minValue; if ((intValue >= minValue && intValue <= wrapAtValue) || (intValue != nullValue && intValue <= maxValue)) value = 1.0f; } else { value = intValue >= minValue && intValue <= maxValue ? 1.0f : 0.0f; } return Preprocess(value); } public override unsafe void WriteValueIntoState(float value, void* statePtr) { throw new NotImplementedException(); } } }