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- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.Scripting;
- ////REVIEW: introduce separate base class for ButtonControl and AxisControl instead of deriving ButtonControl from AxisControl?
- namespace UnityEngine.InputSystem.Controls
- {
- /// <summary>
- /// An axis that has a trigger point beyond which it is considered to be pressed.
- /// </summary>
- /// <remarks>
- /// By default stored as a single bit. In that format, buttons will only yield 0
- /// and 1 as values. However, buttons return are <see cref="AxisControl"/>s and
- /// yield full floating-point values and may thus have a range of values. See
- /// <see cref="pressPoint"/> for how button presses on such buttons are handled.
- /// </remarks>
- [Preserve]
- public class ButtonControl : AxisControl
- {
- /// <summary>
- /// The minimum value the button has to reach for it to be considered pressed.
- /// </summary>
- /// <value>Button press threshold.</value>
- /// <remarks>
- /// The button is considered pressed, if it has a value equal to or greater than
- /// this value.
- ///
- /// By default, this property is set to -1. If the value of the property is negative,
- /// <see cref="InputSettings.defaultButtonPressPoint"/> is used.
- ///
- /// The value can be configured as a parameter in a layout.
- ///
- /// <example>
- /// <code>
- /// public class MyDevice : InputDevice
- /// {
- /// [InputControl(parameters = "pressPoint=0.234")]
- /// public ButtonControl button { get; private set; }
- ///
- /// //...
- /// }
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- /// <seealso cref="pressPointOrDefault"/>
- /// <seealso cref="isPressed"/>
- public float pressPoint = -1;
- /// <summary>
- /// Return <see cref="pressPoint"/> if set, otherwise return <see cref="InputSettings.defaultButtonPressPoint"/>.
- /// </summary>
- /// <value>Effective value to use for press point thresholds.</value>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- public float pressPointOrDefault => pressPoint >= 0 ? pressPoint : s_GlobalDefaultButtonPressPoint;
- /// <summary>
- /// Default-initialize the control.
- /// </summary>
- /// <remarks>
- /// The default format for the control is <see cref="InputStateBlock.FormatBit"/>.
- /// The control's minimum value is set to 0 and the maximum value to 1.
- /// </remarks>
- public ButtonControl()
- {
- m_StateBlock.format = InputStateBlock.FormatBit;
- m_MinValue = 0f;
- m_MaxValue = 1f;
- }
- /// <summary>
- /// Whether the given value would be considered pressed for this button.
- /// </summary>
- /// <param name="value">Value for the button.</param>
- /// <returns>True if <paramref name="value"/> crosses the threshold to be considered pressed.</returns>
- /// <seealso cref="pressPoint"/>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- public bool IsValueConsideredPressed(float value)
- {
- return value >= pressPointOrDefault;
- }
- /// <summary>
- /// Whether the button is currently pressed.
- /// </summary>
- /// <value>True if button is currently pressed.</value>
- /// <remarks>
- /// A button is considered press if it's value is equal to or greater
- /// than its button press threshold (<see cref="pressPointOrDefault"/>).
- /// </remarks>
- /// <seealso cref="InputSettings.defaultButtonPressPoint"/>
- /// <seealso cref="pressPoint"/>
- public bool isPressed => IsValueConsideredPressed(ReadValue());
- public bool wasPressedThisFrame => device.wasUpdatedThisFrame && IsValueConsideredPressed(ReadValue()) && !IsValueConsideredPressed(ReadValueFromPreviousFrame());
- public bool wasReleasedThisFrame => device.wasUpdatedThisFrame && !IsValueConsideredPressed(ReadValue()) && IsValueConsideredPressed(ReadValueFromPreviousFrame());
- // We make the current global default button press point available as a static so that we don't have to
- // constantly make the hop from InputSystem.settings -> InputManager.m_Settings -> defaultButtonPressPoint.
- internal static float s_GlobalDefaultButtonPressPoint;
- }
- }
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