using System;
using System.Collections.Generic;
using System.Text;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
////REVIEW: some of the stuff here is really low-level; should we move it into a separate static class inside of .LowLevel?
namespace UnityEngine.InputSystem
{
///
/// Various extension methods for . Mostly low-level routines.
///
public static class InputControlExtensions
{
///
/// Find a control of the given type in control hierarchy of .
///
/// Control whose parents to inspect.
/// Type of control to look for. Actual control type can be
/// subtype of this.
/// The found control of type which may be either
/// itself or one of its parents. If no such control was found,
/// returns null.
/// is null.
public static TControl FindInParentChain(this InputControl control)
where TControl : InputControl
{
if (control == null)
throw new ArgumentNullException(nameof(control));
for (var parent = control; parent != null; parent = parent.parent)
if (parent is TControl parentOfType)
return parentOfType;
return null;
}
///
/// Check whether the given control is considered pressed according to the button press threshold.
///
/// Control to check.
/// Optional custom button press point. If not supplied,
/// is used.
/// True if the actuation of the given control is high enough for it to be considered pressed.
/// is null.
///
/// This method checks the actuation level of the control as does. For s
/// and other float value controls, this will effectively check whether the float value of the control exceeds the button
/// point threshold. Note that if the control is an axis that can be both positive and negative, the press threshold works in
/// both directions, i.e. it can be crossed both in the positive direction and in the negative direction.
///
///
///
///
public static bool IsPressed(this InputControl control, float buttonPressPoint = 0)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (Mathf.Approximately(0, buttonPressPoint))
{
if (control is ButtonControl button)
buttonPressPoint = button.pressPointOrDefault;
else
buttonPressPoint = ButtonControl.s_GlobalDefaultButtonPressPoint;
}
return control.IsActuated(buttonPressPoint);
}
///
/// Return true if the given control is actuated.
///
///
/// Magnitude threshold that the control must match or exceed to be considered actuated.
/// An exception to this is the default value of zero. If threshold is zero, the control must have a magnitude
/// greater than zero.
///
///
/// Actuation is defined as a control having a magnitude (
/// greater than zero or, if the control does not support magnitudes, has been moved from its default
/// state.
///
/// In practice, this means that when actuated, a control will produce a value other than its default
/// value.
///
public static bool IsActuated(this InputControl control, float threshold = 0)
{
// First perform cheap memory check. If we're in default state, we don't
// need to invoke virtuals on the control.
if (control.CheckStateIsAtDefault())
return false;
// Check magnitude of actuation.
var magnitude = control.EvaluateMagnitude();
if (magnitude < 0)
{
////REVIEW: we probably want to do a value comparison on this path to compare it to the default value
return true;
}
if (Mathf.Approximately(threshold, 0))
return magnitude > 0;
return magnitude >= threshold;
}
///
/// Read the current value of the control and return it as an object.
///
///
///
/// This method allocates GC memory and thus may cause garbage collection when used during gameplay.
///
/// Use to read values generically without having to know the
/// specific value type of a control.
///
///
///
public static unsafe object ReadValueAsObject(this InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
return control.ReadValueFromStateAsObject(control.currentStatePtr);
}
///
/// Read the current, processed value of the control and store it into the given memory buffer.
///
/// Buffer to store value in. Note that the value is not stored with the offset
/// found in of the control's . It will
/// be stored directly at the given address.
/// Size of the memory available at in bytes. Has to be
/// at least . If the size is smaller, nothing will be written to the buffer.
///
///
///
public static unsafe void ReadValueIntoBuffer(this InputControl control, void* buffer, int bufferSize)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (buffer == null)
throw new ArgumentNullException(nameof(buffer));
control.ReadValueFromStateIntoBuffer(control.currentStatePtr, buffer, bufferSize);
}
///
/// Read the control's default value and return it as an object.
///
/// Control to read default value from.
///
/// is null.
///
/// This method allocates GC memory and should thus not be used during normal gameplay.
///
///
///
public static unsafe object ReadDefaultValueAsObject(this InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
return control.ReadValueFromStateAsObject(control.defaultStatePtr);
}
///
/// Read the value for the given control from the given event.
///
/// Control to read value for.
/// Event to read value from. Must be a or .
/// Type of value to read.
/// is null.
/// is not a or .
/// The value for the given control as read out from the given event or default(TValue) if the given
/// event does not contain a value for the control (e.g. if it is a not containing the relevant
/// portion of the device's state memory).
public static TValue ReadValueFromEvent(this InputControl control, InputEventPtr inputEvent)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!ReadValueFromEvent(control, inputEvent, out var value))
return default;
return value;
}
///
/// Check if the given event contains a value for the given control and if so, read the value.
///
/// Control to read value for.
/// Input event. This must be a or .
/// Note that in the case of a , the control may not actually be part of the event. In this
/// case, the method returns false and stores default(TValue) in .
/// Variable that receives the control value.
/// Type of value to read.
/// True if the value has been successfully read from the event, false otherwise.
/// is null.
/// is not a or .
///
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1021:AvoidOutParameters", MessageId = "2#")]
public static unsafe bool ReadValueFromEvent(this InputControl control, InputEventPtr inputEvent, out TValue value)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
var statePtr = control.GetStatePtrFromStateEvent(inputEvent);
if (statePtr == null)
{
value = control.ReadDefaultValue();
return false;
}
value = control.ReadValueFromState(statePtr);
return true;
}
public static TValue ReadUnprocessedValueFromEvent(this InputControl control, InputEventPtr eventPtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
var result = default(TValue);
control.ReadUnprocessedValueFromEvent(eventPtr, out result);
return result;
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1021:AvoidOutParameters", MessageId = "2#")]
public static unsafe bool ReadUnprocessedValueFromEvent(this InputControl control, InputEventPtr inputEvent, out TValue value)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
var statePtr = control.GetStatePtrFromStateEvent(inputEvent);
if (statePtr == null)
{
value = control.ReadDefaultValue();
return false;
}
value = control.ReadUnprocessedValueFromState(statePtr);
return true;
}
public static unsafe void WriteValueFromObjectIntoEvent(this InputControl control, InputEventPtr eventPtr, object value)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
var statePtr = control.GetStatePtrFromStateEvent(eventPtr);
if (statePtr == null)
return;
control.WriteValueFromObjectIntoState(value, statePtr);
}
///
/// Write the control's current value into .
///
/// Control to read the current value from and to store state for in .
/// State to receive the control's value in its respective .
/// is null or is null.
///
/// This method is equivalent to except that one does
/// not have to know the value type of the given control.
///
/// The control does not support writing. This is the case, for
/// example, that compute values (such as the magnitude of a vector).
///
public static unsafe void WriteValueIntoState(this InputControl control, void* statePtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
var valueSize = control.valueSizeInBytes;
var valuePtr = UnsafeUtility.Malloc(valueSize, 8, Allocator.Temp);
try
{
control.ReadValueFromStateIntoBuffer(control.currentStatePtr, valuePtr, valueSize);
control.WriteValueFromBufferIntoState(valuePtr, valueSize, statePtr);
}
finally
{
UnsafeUtility.Free(valuePtr, Allocator.Temp);
}
}
public static unsafe void WriteValueIntoState(this InputControl control, TValue value, void* statePtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!(control is InputControl controlOfType))
throw new ArgumentException(
$"Expecting control of type '{typeof(TValue).Name}' but got '{control.GetType().Name}'");
controlOfType.WriteValueIntoState(value, statePtr);
}
public static unsafe void WriteValueIntoState(this InputControl control, TValue value, void* statePtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
var valuePtr = UnsafeUtility.AddressOf(ref value);
var valueSize = UnsafeUtility.SizeOf();
control.WriteValueFromBufferIntoState(valuePtr, valueSize, statePtr);
}
public static unsafe void WriteValueIntoState(this InputControl control, void* statePtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
control.WriteValueIntoState(control.ReadValue(), statePtr);
}
///
///
///
///
/// Value for to write into .
///
/// is null.
/// Control's value does not fit within the memory of .
/// does not support writing.
public static unsafe void WriteValueIntoState(this InputControl control, TValue value, ref TState state)
where TValue : struct
where TState : struct, IInputStateTypeInfo
{
if (control == null)
throw new ArgumentNullException(nameof(control));
// Make sure the control's state actually fits within the given state.
var sizeOfState = UnsafeUtility.SizeOf();
if (control.stateOffsetRelativeToDeviceRoot + control.m_StateBlock.alignedSizeInBytes >= sizeOfState)
throw new ArgumentException(
$"Control {control.path} with offset {control.stateOffsetRelativeToDeviceRoot} and size of {control.m_StateBlock.sizeInBits} bits is out of bounds for state of type {typeof(TState).Name} with size {sizeOfState}",
nameof(state));
// Write value.
var statePtr = (byte*)UnsafeUtility.AddressOf(ref state);
control.WriteValueIntoState(value, statePtr);
}
public static void WriteValueIntoEvent(this InputControl control, TValue value, InputEventPtr eventPtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!eventPtr.valid)
throw new ArgumentNullException(nameof(eventPtr));
if (!(control is InputControl controlOfType))
throw new ArgumentException(
$"Expecting control of type '{typeof(TValue).Name}' but got '{control.GetType().Name}'");
controlOfType.WriteValueIntoEvent(value, eventPtr);
}
public static unsafe void WriteValueIntoEvent(this InputControl control, TValue value, InputEventPtr eventPtr)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!eventPtr.valid)
throw new ArgumentNullException(nameof(eventPtr));
var statePtr = control.GetStatePtrFromStateEvent(eventPtr);
if (statePtr == null)
return;
control.WriteValueIntoState(value, statePtr);
}
///
/// Copy the state of the device to the given memory buffer.
///
/// An input device.
/// Buffer to copy the state of the device to.
/// Size of in bytes.
/// is less than or equal to 0.
/// is null.
///
/// The method will copy however much fits into the given buffer. This means that if the state of the device
/// is larger than what fits into the buffer, not all of the device's state is copied.
///
///
public static unsafe void CopyState(this InputDevice device, void* buffer, int bufferSizeInBytes)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
if (bufferSizeInBytes <= 0)
throw new ArgumentException("bufferSizeInBytes must be positive", nameof(bufferSizeInBytes));
var stateBlock = device.m_StateBlock;
var sizeToCopy = Math.Min(bufferSizeInBytes, stateBlock.alignedSizeInBytes);
UnsafeUtility.MemCpy(buffer, (byte*)device.currentStatePtr + stateBlock.byteOffset, sizeToCopy);
}
///
/// Copy the state of the device to the given struct.
///
/// An input device.
/// Struct to copy the state of the device into.
/// A state struct type such as .
/// The state format of does not match
/// the state form of .
/// is null.
///
/// This method will copy memory verbatim into the memory of the given struct. It will copy whatever
/// memory of the device fits into the given struct.
///
///
public static unsafe void CopyState(this InputDevice device, out TState state)
where TState : struct, IInputStateTypeInfo
{
if (device == null)
throw new ArgumentNullException(nameof(device));
state = default;
if (device.stateBlock.format != state.format)
throw new ArgumentException(
$"Struct '{typeof(TState).Name}' has state format '{state.format}' which doesn't match device '{device}' with state format '{device.stateBlock.format}'",
nameof(TState));
var stateSize = UnsafeUtility.SizeOf();
var statePtr = UnsafeUtility.AddressOf(ref state);
device.CopyState(statePtr, stateSize);
}
///
/// Check whether the memory of the given control is in its default state.
///
/// An input control on a device that's been added to the system (see ).
/// True if the state memory of the given control corresponds to the control's default.
/// is null.
///
/// This method is a cheaper check than actually reading out the value from the control and checking whether it
/// is the same value as the default value. The method bypasses all value reading and simply performs a trivial
/// memory comparison of the control's current state memory to the default state memory stored for the control.
///
/// Note that the default state for the memory of a control does not necessary need to be all zeroes. For example,
/// a stick axis may be stored as an unsigned 8-bit value with the memory state corresponding to a 0 value being 127.
///
///
public static unsafe bool CheckStateIsAtDefault(this InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
return CheckStateIsAtDefault(control, control.currentStatePtr);
}
///
/// Check if the given state corresponds to the default state of the control.
///
/// Control to check the state for in .
/// Pointer to a state buffer containing the for .
/// If not null, only bits set to false (!) in the buffer will be taken into account. This can be used
/// to mask out noise, i.e. every bit that is set in the mask is considered to represent noise.
/// True if the control/device is in its default state.
///
/// Note that default does not equate all zeroes. Stick axes, for example, that are stored as unsigned byte
/// values will have their resting position at 127 and not at 0. This is why we explicitly store default
/// state in a memory buffer instead of assuming zeroes.
///
///
public static unsafe bool CheckStateIsAtDefault(this InputControl control, void* statePtr, void* maskPtr = null)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
return control.CompareState(statePtr, control.defaultStatePtr, maskPtr);
}
public static unsafe bool CheckStateIsAtDefaultIgnoringNoise(this InputControl control)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
return control.CheckStateIsAtDefaultIgnoringNoise(control.currentStatePtr);
}
public static unsafe bool CheckStateIsAtDefaultIgnoringNoise(this InputControl control, void* statePtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
return control.CheckStateIsAtDefault(statePtr, InputStateBuffers.s_NoiseMaskBuffer);
}
///
/// Compare the control's current state to the state stored in .
///
/// State memory containing the control's .
/// True if
///
///
/// This method ignores noise
///
/// This method will not actually read values but will instead compare state directly as it is stored
/// in memory. is not invoked and thus processors will
/// not be run.
///
public static unsafe bool CompareStateIgnoringNoise(this InputControl control, void* statePtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
return control.CompareState(control.currentStatePtr, statePtr, control.noiseMaskPtr);
}
///
/// Compare the control's stored state in to .
///
/// Memory containing the control's .
/// Memory containing the control's
/// Optional mask. If supplied, it will be used to mask the comparison between
/// and such that any bit not set in the
/// mask will be ignored even if different between the two states. This can be used, for example, to ignore
/// noise in the state ().
/// True if the state is equivalent in both memory buffers.
///
/// Unlike , this method only compares raw memory state. If used on a stick, for example,
/// it may mean that this method returns false for two stick values that would compare equal using
/// (e.g. if both stick values fall below the deadzone).
///
///
public static unsafe bool CompareState(this InputControl control, void* firstStatePtr, void* secondStatePtr, void* maskPtr = null)
{
////REVIEW: for compound controls, do we want to go check leaves so as to not pick up on non-control noise in the state?
//// e.g. from HID input reports; or should we just leave that to maskPtr?
var firstPtr = (byte*)firstStatePtr + (int)control.m_StateBlock.byteOffset;
var secondPtr = (byte*)secondStatePtr + (int)control.m_StateBlock.byteOffset;
var mask = maskPtr != null ? (byte*)maskPtr + (int)control.m_StateBlock.byteOffset : null;
if (control.m_StateBlock.sizeInBits == 1)
{
// If we have a mask and the bit is set in the mask, the control is to be ignored
// and thus we consider it at default value.
if (mask != null && MemoryHelpers.ReadSingleBit(mask, control.m_StateBlock.bitOffset))
return true;
return MemoryHelpers.ReadSingleBit(secondPtr, control.m_StateBlock.bitOffset) ==
MemoryHelpers.ReadSingleBit(firstPtr, control.m_StateBlock.bitOffset);
}
return MemoryHelpers.MemCmpBitRegion(firstPtr, secondPtr,
control.m_StateBlock.bitOffset, control.m_StateBlock.sizeInBits, mask);
}
public static unsafe bool CompareState(this InputControl control, void* statePtr, void* maskPtr = null)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
return control.CompareState(control.currentStatePtr, statePtr, maskPtr);
}
///
/// Return true if the current value of is different to the one found
/// in .
///
/// Control whose state to compare to what is stored in .
/// A block of input state memory containing the
/// of
/// is null or
/// is null.
/// True if the value of stored in is different
/// compared to what of the control returns.
public static unsafe bool HasValueChangeInState(this InputControl control, void* statePtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (statePtr == null)
throw new ArgumentNullException(nameof(statePtr));
return control.CompareValue(control.currentStatePtr, statePtr);
}
public static unsafe bool HasValueChangeInEvent(this InputControl control, InputEventPtr eventPtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!eventPtr.valid)
throw new ArgumentNullException(nameof(eventPtr));
return control.CompareValue(control.currentStatePtr, control.GetStatePtrFromStateEvent(eventPtr));
}
///
/// Given a or , return the raw memory pointer that can
/// be used, for example, with to read out the value of
/// contained in the event.
///
/// Control to access state for in the given state event.
/// A or containing input state.
/// A pointer that can be used with methods such as or null
/// if does not contain state for the given .
/// is null -or- is invalid.
/// is not a or .
///
/// Note that the given state event must have the same state format (see ) as the device
/// to which belongs. If this is not the case, the method will invariably return null.
///
/// In practice, this means that the method cannot be used with touch events or, in general, with events sent to devices
/// that implement (which does) except if the event
/// is in the same state format as the device. Touch events will generally be sent as state events containing only the
/// state of a single , not the state of the entire .
///
public static unsafe void* GetStatePtrFromStateEvent(this InputControl control, InputEventPtr eventPtr)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!eventPtr.valid)
throw new ArgumentNullException(nameof(eventPtr));
uint stateOffset;
FourCC stateFormat;
uint stateSizeInBytes;
void* statePtr;
if (eventPtr.IsA())
{
var deltaEvent = DeltaStateEvent.From(eventPtr);
// If it's a delta event, we need to subtract the delta state offset if it's not set to the root of the device
stateOffset = deltaEvent->stateOffset;
stateFormat = deltaEvent->stateFormat;
stateSizeInBytes = deltaEvent->deltaStateSizeInBytes;
statePtr = deltaEvent->deltaState;
}
else if (eventPtr.IsA())
{
var stateEvent = StateEvent.From(eventPtr);
stateOffset = 0;
stateFormat = stateEvent->stateFormat;
stateSizeInBytes = stateEvent->stateSizeInBytes;
statePtr = stateEvent->state;
}
else
{
throw new ArgumentException("Event must be a state or delta state event", nameof(eventPtr));
}
// Make sure we have a state event compatible with our device. The event doesn't
// have to be specifically for our device (we don't require device IDs to match) but
// the formats have to match and the size must be within range of what we're trying
// to read.
var device = control.device;
if (stateFormat != device.m_StateBlock.format)
{
// If the device is an IInputStateCallbackReceiver, there's a chance it actually recognizes
// the state format in the event and can correlate it to the state as found on the device.
if (!device.hasStateCallbacks ||
!((IInputStateCallbackReceiver)device).GetStateOffsetForEvent(control, eventPtr, ref stateOffset))
return null;
}
// Once a device has been added, global state buffer offsets are baked into control hierarchies.
// We need to unsubtract those offsets here.
// NOTE: If the given device has not actually been added to the system, the offset is simply 0
// and this is a harmless NOP.
stateOffset += device.m_StateBlock.byteOffset;
// Return null if state is out of range.
var controlOffset = (int)control.m_StateBlock.byteOffset - stateOffset;
if (controlOffset < 0 || controlOffset + control.m_StateBlock.alignedSizeInBytes > stateSizeInBytes)
return null;
return (byte*)statePtr - (int)stateOffset;
}
///
/// Queue a value change on the given which will be processed and take effect
/// in the next input update.
///
/// Control to change the value of.
/// New value for the control.
/// Optional time at which the value change should take effect. If set, this will become
/// the of the queued event. If the time is in the future, the event will not
/// be processed until it falls within the time of an input update slice (except if
/// is false, in which case the event will invariably be consumed in the next update).
/// Type of value.
/// is null.
public static void QueueValueChange(this InputControl control, TValue value, double time = -1)
where TValue : struct
{
if (control == null)
throw new ArgumentNullException(nameof(control));
////TODO: if it's not a bit-addressing control, send a delta state change only
using (StateEvent.From(control.device, out var eventPtr))
{
if (time >= 0)
eventPtr.time = time;
control.WriteValueIntoEvent(value, eventPtr);
InputSystem.QueueEvent(eventPtr);
}
}
///
/// Modify to write an accumulated value of the control
/// rather than the value currently found in the event.
///
/// Control to perform the accumulation on.
/// Memory containing the control's current state. See .
/// Event containing the new state about to be written to the device.
/// is null.
///
/// This method reads the current, unprocessed value of the control from
/// and then adds it to the value of the control found in .
///
/// Note that the method does nothing if a value for the control is not contained in .
/// This can be the case, for example, for s.
///
///
public static unsafe void AccumulateValueInEvent(this InputControl control, void* currentStatePtr, InputEventPtr newState)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (!control.ReadUnprocessedValueFromEvent(newState, out var newDelta))
return; // Value for the control not contained in the given event.
var oldDelta = control.ReadUnprocessedValueFromState(currentStatePtr);
control.WriteValueIntoEvent(oldDelta + newDelta, newState);
}
public static void FindControlsRecursive(this InputControl parent, IList controls, Func predicate)
where TControl : InputControl
{
if (parent == null)
throw new ArgumentNullException(nameof(parent));
if (controls == null)
throw new ArgumentNullException(nameof(controls));
if (predicate == null)
throw new ArgumentNullException(nameof(predicate));
if (parent is TControl parentAsTControl && predicate(parentAsTControl))
controls.Add(parentAsTControl);
var children = parent.children;
var childCount = children.Count;
for (var i = 0; i < childCount; ++i)
{
var child = parent.children[i];
FindControlsRecursive(child, controls, predicate);
}
}
internal static string BuildPath(this InputControl control, string deviceLayout, StringBuilder builder = null)
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (string.IsNullOrEmpty(deviceLayout))
throw new ArgumentNullException(nameof(deviceLayout));
if (builder == null)
builder = new StringBuilder();
var device = control.device;
builder.Append('<');
builder.Append(deviceLayout);
builder.Append('>');
// Add usages of device, if any.
var deviceUsages = device.usages;
for (var i = 0; i < deviceUsages.Count; ++i)
{
builder.Append('{');
builder.Append(deviceUsages[i]);
builder.Append('}');
}
builder.Append('/');
var devicePath = device.path;
var controlPath = control.path;
builder.Append(controlPath, devicePath.Length + 1, controlPath.Length - devicePath.Length - 1);
return builder.ToString();
}
}
}