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- using System;
- using System.ComponentModel;
- using System.Reflection;
- using UnityEngine.InputSystem.Utilities;
- using UnityEngine.Scripting;
- // [GESTURES]
- // Idea for v2 of the input system:
- // Separate interaction *recognition* from interaction *representation*
- // This will likely also "solve" gestures
- //
- // ATM, an interaction is a prebuilt thing that rolls recognition and representation of an interaction into
- // one single thing. That limits how powerful this can be. There's only ever one interaction coming from each interaction
- // added to a setup.
- //
- // A much more powerful way would be to have the interactions configured on actions and bindings add *recognizers*
- // which then *generate* interactions. This way, a single recognizer could spawn arbitrary many interactions. What the
- // recognizer is attached to (the bindings) would simply act as triggers. Beyond that, the recognizer would have
- // plenty freedom to start, perform, and stop interactions happening in response to input.
- //
- // It'll likely be a breaking change as far as user-implemented interactions go but at least the data as it looks today
- // should work with this just fine.
- ////TODO: allow interactions to be constrained to a specific InputActionType
- ////TODO: add way for parameters on interactions and processors to be driven from global value source that is NOT InputSettings
- //// (ATM it's very hard to e.g. have a scale value on gamepad stick bindings which is determined dynamically from player
- //// settings in the game)
- ////REVIEW: what about putting an instance of one of these on every resolved control instead of sharing it between all controls resolved from a binding?
- ////REVIEW: can we have multiple interactions work together on the same binding? E.g. a 'Press' causing a start and a 'Release' interaction causing a performed
- ////REVIEW: have a default interaction so that there *always* is an interaction object when processing triggers?
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// Interface for interaction patterns that drive actions.
- /// </summary>
- /// <remarks>
- /// Actions have a built-in interaction pattern that to some extent depends on their type (<see
- /// cref="InputActionType"/>, <see cref="InputAction.type"/>). What this means is that when controls
- /// bound to an action are actuated, the action will initiate an interaction that in turn determines
- /// when <see cref="InputAction.started"/>, <see cref="InputAction.performed"/>, and <see cref="InputAction.canceled"/>
- /// are called.
- ///
- /// The default interaction (i.e. when no interaction has been added to a binding or the
- /// action that the binding targets) will generally start and perform an action as soon as a control
- /// is actuated, then perform the action whenever the value of the control changes except if the value
- /// changes back to the default in which case the action is cancelled.
- ///
- /// By writing custom interactions, it is possible to implement different interactions. For example,
- /// <see cref="Interactions.HoldInteraction"/> will only start when a control is being actuated but
- /// will only perform the action if the control is held for a minimum amount of time.
- ///
- /// Interactions can be stateful and mutate state over time. In fact, interactions will usually
- /// represent miniature state machines driven directly by input.
- ///
- /// Multiple interactions can be applied to the same binding. The interactions will be processed in
- /// sequence. However, the first interaction that starts the action will get to drive the state of
- /// the action. If it performs the action, all interactions are reset. If it cancels, the first
- /// interaction in the list that is in started state will get to take over and drive the action.
- ///
- /// This makes it possible to have several interaction patterns on the same action. For example,
- /// to have a "fire" action that allows for charging, one can have a "Hold" and a "Press" interaction
- /// in sequence on the action.
- ///
- /// <example>
- /// <code>
- /// // Create a fire action with two interactions:
- /// // 1. Hold. Triggers charged firing. Has to come first as otherwise "Press" will immediately perform the action.
- /// // 2. Press. Triggers instant firing.
- /// // NOTE: An alternative is to use "Tap;Hold", i.e. a "Tap" first and then a "Hold". The difference
- /// // is relatively minor. In this setup, the "Tap" turns into a "Hold" if the button is held for
- /// // longer than the tap time whereas in the setup below, the "Hold" turns into a "Press" if the
- /// // button is released before the hold time has been reached.
- /// var fireAction = new InputAction(type: InputActionType.Button, interactions: "Hold;Press");
- /// fireAction.AddBinding("<Gamepad>/buttonSouth");
- /// </code>
- /// </example>
- ///
- /// Custom interactions can be registered using <see cref="InputSystem.RegisterInteraction"/>. This can be
- /// done at any point during or after startup but has to be done before actions that reference the interaction
- /// are enabled or have their controls queried. A good point is usually to do it during loading like so:
- ///
- /// <example>
- /// <code>
- /// #if UNITY_EDITOR
- /// [InitializeOnLoad]
- /// #endif
- /// public class MyInteraction : IInputInteraction
- /// {
- /// public void Process(ref InputInteractionContext context)
- /// {
- /// // ...
- /// }
- ///
- /// public void Reset()
- /// {
- /// }
- ///
- /// static MyInteraction()
- /// {
- /// InputSystem.RegisterInteraction<MyInteraction>();
- /// }
- ///
- /// [RuntimeInitializeOnLoad]
- /// private static void Initialize()
- /// {
- /// // Will execute the static constructor as a side effect.
- /// }
- /// }
- /// </code>
- /// </example>
- ///
- /// If your interaction will only work with a specific type of value (e.g. <c>float</c>), it is better
- /// to base the implementation on <see cref="IInputInteraction{TValue}"/> instead. While the interface is the
- /// same, the type parameter communicates to the input system that only controls that have compatible value
- /// types should be used with your interaction.
- ///
- /// Interactions, like processors (<see cref="InputProcessor"/>) and binding composites (<see cref="InputBindingComposite"/>)
- /// may define their own parameters which can then be configured through the editor UI or set programmatically in
- /// code. To define a parameter, add a public field to your class that has either a <c>bool</c>, an <c>int</c>,
- /// a <c>float</c>, or an <c>enum</c> type. To set defaults for the parameters, assign default values
- /// to the fields.
- ///
- /// <example>
- /// <code>
- /// public class MyInteraction : IInputInteraction
- /// {
- /// public bool boolParameter;
- /// public int intParameter;
- /// public float floatParameter;
- /// public MyEnum enumParameter = MyEnum.C; // Custom default.
- ///
- /// public enum MyEnum
- /// {
- /// A,
- /// B,
- /// C
- /// }
- ///
- /// public void Process(ref InputInteractionContext context)
- /// {
- /// // ...
- /// }
- ///
- /// public void Reset()
- /// {
- /// }
- /// }
- ///
- /// // The parameters can be configured graphically in the editor or set programmatically in code.
- /// // NOTE: Enum parameters are represented by their integer values. However, when setting enum parameters
- /// // graphically in the UI, they will be presented as a dropdown using the available enum values.
- /// var action = new InputAction(interactions: "MyInteraction(boolParameter=true,intParameter=1,floatParameter=1.2,enumParameter=1);
- /// </code>
- /// </example>
- ///
- /// A default UI will be presented in the editor UI to configure the parameters of your interaction.
- /// You can customize this by replacing the default UI with a custom implementation using <see cref="Editor.InputParameterEditor"/>.
- /// This mechanism is the same as for processors and binding composites.
- ///
- /// <example>
- /// <code>
- /// #if UNITY_EDITOR
- /// public class MyCustomInteractionEditor : InputParameterEditor<MyCustomInteraction>
- /// {
- /// protected override void OnEnable()
- /// {
- /// // Do any setup work you need.
- /// }
- ///
- /// protected override void OnGUI()
- /// {
- /// // Use standard Unity UI calls do create your own parameter editor UI.
- /// }
- /// }
- /// #endif
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputSystem.RegisterInteraction"/>
- /// <seealso cref="InputBinding.interactions"/>
- /// <seealso cref="InputAction.interactions"/>
- /// <seealso cref="Editor.InputParameterEditor"/>
- [Preserve]
- public interface IInputInteraction
- {
- /// <summary>
- /// Perform processing of the interaction in response to input.
- /// </summary>
- /// <param name="context"></param>
- /// <remarks>
- /// This method is called whenever a control referenced in the binding that the interaction sits on
- /// changes value. The interaction is expected to process the value change and, if applicable, call
- /// <see cref="InputInteractionContext.Started"/> and/or its related methods to initiate a state change.
- ///
- /// Note that if "control disambiguation" (i.e. the process where if multiple controls are bound to
- /// the same action, the system decides which control gets to drive the action at any one point) is
- /// in effect -- i.e. when either <see cref="InputActionType.Button"/> or <see cref="InputActionType.Value"/>
- /// are used but not if <see cref="InputActionType.PassThrough"/> is used -- inputs that the disambiguation
- /// chooses to ignore will cause this method to not be called.
- ///
- /// Note that this method is called on the interaction even when there are multiple interactions
- /// and the interaction is not the one currently in control of the action (because another interaction
- /// that comes before it in the list had already started the action). Each interaction will get
- /// processed independently and the action will decide when to use which interaction to drive the
- /// action as a whole.
- ///
- /// <example>
- /// <code>
- /// // Processing for an interaction that will perform the action only if a control
- /// // is held at least at 3/4 actuation for at least 1 second.
- /// public void Process(ref InputInteractionContext context)
- /// {
- /// var control = context.control;
- ///
- /// // See if we're currently tracking a control.
- /// if (m_Control != null)
- /// {
- /// // Ignore any input on a control we're not currently tracking.
- /// if (m_Control != control)
- /// return;
- ///
- /// // Check if the control is currently actuated past our 3/4 threshold.
- /// var isStillActuated = context.ControlIsActuated(0.75f);
- ///
- /// // See for how long the control has been held.
- /// var actuationTime = context.time - context.startTime;
- ///
- /// if (!isStillActuated)
- /// {
- /// // Control is no longer actuated above 3/4 threshold. If it was held
- /// // for at least a second, perform the action. Otherwise cancel it.
- ///
- /// if (actuationTime >= 1)
- /// context.Performed();
- /// else
- /// context.Cancelled();
- /// }
- ///
- /// // Control changed value somewhere above 3/4 of its actuation. Doesn't
- /// // matter to us so no change.
- /// }
- /// else
- /// {
- /// // We're not already tracking a control. See if the control that just triggered
- /// // is actuated at least 3/4th of its way. If so, start tracking it.
- ///
- /// var isActuated = context.ControlIsActuated(0.75f);
- /// if (isActuated)
- /// {
- /// m_Control = context.control;
- /// context.Started();
- /// }
- /// }
- /// }
- ///
- /// InputControl m_Control;
- ///
- /// public void Reset()
- /// {
- /// m_Control = null;
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- void Process(ref InputInteractionContext context);
- /// <summary>
- /// Reset state that the interaction may hold. This should put the interaction back in its original
- /// state equivalent to no input yet having been received.
- /// </summary>
- void Reset();
- }
- /// <summary>
- /// Identical to <see cref="IInputInteraction"/> except that it allows an interaction to explicitly
- /// advertise the value it expects.
- /// </summary>
- /// <typeparam name="TValue">Type of values expected by the interaction</typeparam>
- /// <remarks>
- /// Advertising the value type will an interaction type to be filtered out in the UI if the value type
- /// it has is not compatible with the value type expected by the action.
- ///
- /// In all other ways, this interface is identical to <see cref="IInputInteraction"/>.
- /// </remarks>
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1040:AvoidEmptyInterfaces", Justification = "This interface is used to mark implementing classes to advertise the value it expects. This seems more elegant then the suggestion to use an attribute.")]
- [Preserve]
- public interface IInputInteraction<TValue> : IInputInteraction
- where TValue : struct
- {
- }
- internal static class InputInteraction
- {
- public static TypeTable s_Interactions;
- public static Type GetValueType(Type interactionType)
- {
- if (interactionType == null)
- throw new ArgumentNullException(nameof(interactionType));
- return TypeHelpers.GetGenericTypeArgumentFromHierarchy(interactionType, typeof(IInputInteraction<>), 0);
- }
- public static string GetDisplayName(string interaction)
- {
- if (string.IsNullOrEmpty(interaction))
- throw new ArgumentNullException(nameof(interaction));
- var interactionType = s_Interactions.LookupTypeRegistration(interaction);
- if (interactionType == null)
- return interaction;
- return GetDisplayName(interactionType);
- }
- public static string GetDisplayName(Type interactionType)
- {
- if (interactionType == null)
- throw new ArgumentNullException(nameof(interactionType));
- var displayNameAttribute = interactionType.GetCustomAttribute<DisplayNameAttribute>();
- if (displayNameAttribute == null)
- {
- if (interactionType.Name.EndsWith("Interaction"))
- return interactionType.Name.Substring(0, interactionType.Name.Length - "Interaction".Length);
- return interactionType.Name;
- }
- return displayNameAttribute.DisplayName;
- }
- }
- }
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