using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Processors;
namespace UnityEngine.InputSystem.Controls
{
///
/// A two-axis thumbstick control that can act as both a vector and a four-way dpad.
///
///
/// Stick controls are used to represent the thumbsticks on gamepads (see
/// and ) as well as the main stick control of joysticks (see
/// ).
///
/// Essentially, a stick is an extended Vector2 control that can function either
/// as a combined 2D vector, as independent vertical and horizontal axes, or as four
/// individual, directional buttons. The following example demonstrates this based on the
/// gamepad's left stick.
///
///
///
/// // Read stick as a combined 2D vector.
/// Gamepad.current.leftStick.ReadValue();
///
/// // Read X and Y axis of stick individually.
/// Gamepad.current.leftStick.x.ReadValue();
/// Gamepad.current.leftStick.y.ReadValue();
///
/// // Read the stick as four individual directional buttons.
/// Gamepad.current.leftStick.up.ReadValue();
/// Gamepad.current.leftStick.down.ReadValue();
/// Gamepad.current.leftStick.left.ReadValue();
/// Gamepad.current.leftStick.right.ReadValue();
///
///
///
/// In terms of memory, a stick controls is still just from one value for the X axis
/// and one value for the Y axis.
///
/// Unlike dpads (see ), sticks will usually have deadzone processors
/// (see ) applied to them to get rid of noise around the
/// resting point of the stick. The X and Y axis also have deadzones applied to them by
/// default (). Note, however, that the deadzoning of
/// individual axes is different from the deadzoning applied to the stick as a whole and
/// thus does not have to result in exactly the same values. Deadzoning of individual axes
/// is linear (i.e. the result is simply clamped and normalized back into [0..1] range) whereas
/// the deadzoning of sticks is radial (i.e. the length of the vector is taken into account
/// which means that both the X and Y axis contribute).
///
[Scripting.Preserve]
public class StickControl : Vector2Control
{
////REVIEW: should X and Y have "Horizontal" and "Vertical" as long display names and "X" and "Y" as short names?
// Buttons for each of the directions. Allows the stick to function as a dpad.
// Note that these controls are marked as synthetic as there isn't real buttons for the half-axes
// on the device. This aids in interactive picking by making sure that if we have to decide between,
// say, leftStick/x and leftStick/left, leftStick/x wins out.
////REVIEW: up/down/left/right should probably prohibit being written to
////REVIEW: Should up/down/left/control actually be their own control types that *read* the values
//// from X and Y instead of sharing their state? The current setup easily leads to various
//// problems because more than just the state block is needed to read the value of a control
//// from state correctly.
///
/// A synthetic button representing the upper half of the stick's Y axis.
///
/// Control representing the stick's upper half Y axis.
///
///
/// The control is marked as .
///
[InputControl(useStateFrom = "y", processors = "axisDeadzone", parameters = "clamp=2,clampMin=0,clampMax=1", synthetic = true, displayName = "Up")]
// Set min&max on XY axes. We do this here as the documentation generator will not be happy
// if we place this above the doc comment.
// Also puts AxisDeadzones on the axes.
[InputControl(name = "x", minValue = -1f, maxValue = 1f, layout = "Axis", processors = "axisDeadzone")]
[InputControl(name = "y", minValue = -1f, maxValue = 1f, layout = "Axis", processors = "axisDeadzone")]
[Scripting.Preserve]
public ButtonControl up { get; private set; }
[InputControl(useStateFrom = "y", processors = "axisDeadzone", parameters = "clamp=2,clampMin=-1,clampMax=0,invert", synthetic = true, displayName = "Down")]
[Scripting.Preserve]
public ButtonControl down { get; private set; }
[InputControl(useStateFrom = "x", processors = "axisDeadzone", parameters = "clamp=2,clampMin=-1,clampMax=0,invert", synthetic = true, displayName = "Left")]
[Scripting.Preserve]
public ButtonControl left { get; private set; }
[InputControl(useStateFrom = "x", processors = "axisDeadzone", parameters = "clamp=2,clampMin=0,clampMax=1", synthetic = true, displayName = "Right")]
[Scripting.Preserve]
public ButtonControl right { get; private set; }
protected override void FinishSetup()
{
base.FinishSetup();
up = GetChildControl("up");
down = GetChildControl("down");
left = GetChildControl("left");
right = GetChildControl("right");
}
}
}