123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- using System;
- using UnityEngine.Scripting;
- ////REVIEW: should this *not* be inherited? inheritance can lead to surprises
- namespace UnityEngine.InputSystem.Layouts
- {
- /// <summary>
- /// Attribute to control layout settings of a type used to generate an <see cref="InputControlLayout"/>.
- /// </summary>
- [AttributeUsage(AttributeTargets.Class, Inherited = false)]
- public sealed class InputControlLayoutAttribute : Attribute
- {
- /// <summary>
- /// Associates a state representation with an input device and drives
- /// the control layout generated for the device from its state rather
- /// than from the device class.
- /// </summary>
- /// <remarks>This is *only* useful if you have a state struct dictating a specific
- /// state layout and you want the device layout to automatically take offsets from
- /// the fields annotated with <see cref="InputControlAttribute"/>.
- /// </remarks>
- public Type stateType { get; set; }
- public string stateFormat { get; set; }
- ////TODO: rename this to just "usages"; "commonUsages" is such a weird name
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1819:PropertiesShouldNotReturnArrays", Justification = "According to MSDN, this message can be ignored for attribute parameters, as there are no better alternatives.")]
- public string[] commonUsages { get; set; }
- public string variants { get; set; }
- internal bool? updateBeforeRenderInternal;
- /// <summary>
- /// Whether the device should receive events in <see cref="LowLevel.InputUpdateType.BeforeRender"/> updates.
- /// </summary>
- /// <seealso cref="InputDevice.updateBeforeRender"/>
- public bool updateBeforeRender
- {
- get => updateBeforeRenderInternal.Value;
- set => updateBeforeRenderInternal = value;
- }
- /// <summary>
- /// If true, the layout describes a generic class of devices such as "gamepads" or "mice".
- /// </summary>
- /// <remarks>
- /// This property also determines how the layout is presented in the UI. All the device layouts
- /// that are marked as generic kinds of devices are displayed with their own entry at the root level of
- /// the control picker (<see cref="UnityEngine.InputSystem.Editor.InputControlPicker"/>), for example.
- /// </remarks>
- public bool isGenericTypeOfDevice { get; set; }
- /// <summary>
- /// Gives a name to display in the UI. By default, the name is the same as the class the attribute
- /// is applied to.
- /// </summary>
- public string displayName { get; set; }
- public string description { get; set; }
- /// <summary>
- /// If true, don't include the layout when presenting picking options in the UI.
- /// </summary>
- /// <remarks>
- /// This will keep device layouts out of the control picker and will keep control layouts out of
- /// action type dropdowns.
- /// </remarks>
- public bool hideInUI { get; set; }
- }
- }
|