12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445 |
- using System;
- using System.Text;
- using System.Collections.Generic;
- using Unity.Collections;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.Utilities;
- ////TODO: allow stuff like "/gamepad/**/<button>"
- ////TODO: add support for | (e.g. "<Gamepad>|<Joystick>/{PrimaryMotion}"
- ////TODO: handle arrays
- ////TODO: add method to extract control path
- ////REVIEW: change "*/{PrimaryAction}" to "*/**/{PrimaryAction}" so that the hierarchy crawling becomes explicit?
- ////REVIEW: rename to `InputPath`?
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// Functions for working with control path specs (like "/gamepad/*stick").
- /// </summary>
- /// <remarks>
- /// Control paths are a mini-language similar to regular expressions. They are used throughout
- /// the input system as string "addresses" of input controls. At runtime, they can be matched
- /// against the devices and controls present in the system to retrieve the actual endpoints to
- /// receive input from.
- ///
- /// Like on a file system, a path is made up of components that are each separated by a
- /// forward slash (<c>/</c>). Each such component in turn is made up of a set of fields that are
- /// individually optional. However, one of the fields must be present (e.g. at least a name or
- /// a wildcard).
- ///
- /// <example>
- /// Field structure of each path component
- /// <code>
- /// <Layout>{Usage}#(DisplayName)Name
- /// </code>
- /// </example>
- ///
- /// * <c>Layout</c>: The name of the layout that the control must be based on (either directly or indirectly).
- /// * <c>Usage</c>: The usage that the control or device has to have, i.e. must be found in <see
- /// cref="InputControl.usages"/> This field can be repeated several times to require
- /// multiple usages (e.g. <c>"{LeftHand}{Vertical}"</c>).
- /// * <c>DisplayName</c>: The name that <see cref="InputControl.displayName"/> of the control or device
- /// must match.
- /// * <c>Name</c>: The name that <see cref="InputControl.name"/> or one of the entries in
- /// <see cref="InputControl.aliases"/> must match. Alternatively, this can be a
- /// wildcard (<c>*</c>) to match any name.
- ///
- /// Note that all matching is case-insensitive.
- ///
- /// <example>
- /// Various examples of control paths
- /// <code>
- /// // Matches all gamepads (also gamepads *based* on the Gamepad layout):
- /// "<Gamepad>"
- ///
- /// // Matches the "Submit" control on all devices:
- /// "*/{Submit}"
- ///
- /// // Matches the key that prints the "a" character on the current keyboard layout:
- /// "<Keyboard>/#(a)"
- ///
- /// // Matches the X axis of the left stick on a gamepad.
- /// "<Gamepad>/leftStick/x"
- ///
- /// // Matches the orientation control of the right-hand XR controller:
- /// "<XRController>{RightHand}/orientation"
- ///
- /// // Matches all buttons on a gamepad.
- /// "<Gamepad>/<Button>"
- /// </code>
- /// </example>
- ///
- /// The structure of the API of this class is similar in spirit to <c>System.IO.Path</c>, i.e. it offers
- /// a range of static methods that perform various operations on path strings.
- ///
- /// To query controls on devices present in the system using control paths, use
- /// <see cref="InputSystem.FindControls"/>. Also, control paths can be used with
- /// <see cref="InputControl.this[string]"/> on every control. This makes it possible
- /// to do things like:
- ///
- /// <example>
- /// Find key that prints "t" on current keyboard:
- /// <code>
- /// Keyboard.current["#(t)"]
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputControl.path"/>
- /// <seealso cref="InputSystem.FindControls"/>
- public static class InputControlPath
- {
- public const string Wildcard = "*";
- public const string DoubleWildcard = "**";
- public const char Separator = '/';
- public static string Combine(InputControl parent, string path)
- {
- if (parent == null)
- {
- if (string.IsNullOrEmpty(path))
- return string.Empty;
- if (path[0] != Separator)
- return Separator + path;
- return path;
- }
- if (string.IsNullOrEmpty(path))
- return parent.path;
- return $"{parent.path}/{path}";
- }
- /// <summary>
- /// Options for customizing the behavior of <see cref="ToHumanReadableString"/>.
- /// </summary>
- [Flags]
- public enum HumanReadableStringOptions
- {
- /// <summary>
- /// The default behavior.
- /// </summary>
- None = 0,
- /// <summary>
- /// Do not mention the device of the control. For example, instead of "A [Gamepad]",
- /// return just "A".
- /// </summary>
- OmitDevice = 1 << 1,
- /// <summary>
- /// When available, use short display names instead of long ones. For example, instead of "Left Button",
- /// return "LMB".
- /// </summary>
- UseShortNames = 1 << 2,
- }
- ////TODO: factor out the part that looks up an InputControlLayout.ControlItem from a given path
- //// and make that available as a stand-alone API
- ////TODO: add option to customize path separation character
- /// <summary>
- /// Create a human readable string from the given control path.
- /// </summary>
- /// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
- /// <param name="options">Customize the resulting string.</param>
- /// <param name="control">An optional control. If supplied and the control or one of its children
- /// matches the given <paramref name="path"/>, display names will be based on the matching control
- /// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
- /// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
- /// <remarks>
- /// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
- /// into strings that can be displayed in UIs (such as rebinding screens). It is used by
- /// the Unity editor itself to display binding paths in the UI.
- ///
- /// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
- /// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
- /// where possible. For example, "<XInputController>/buttonSouth" will be returned as
- /// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
- /// and the display name of its "buttonSouth" control is "A".
- ///
- /// Note that these lookups depend on the currently registered control layouts (see <see
- /// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
- /// path depending on the layouts registered with the system.
- ///
- /// <example>
- /// <code>
- /// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
- /// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
- /// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
- /// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.path"/>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
- public static string ToHumanReadableString(string path,
- HumanReadableStringOptions options = HumanReadableStringOptions.None,
- InputControl control = null)
- {
- return ToHumanReadableString(path, out _, out _, options, control);
- }
- /// <summary>
- /// Create a human readable string from the given control path.
- /// </summary>
- /// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
- /// <param name="deviceLayoutName">Receives the name of the device layout that the control path was resolved to.
- /// This is useful </param>
- /// <param name="controlPath">Receives the path to the referenced control on the device or <c>null</c> if not applicable.
- /// For example, with a <paramref name="path"/> of <c>"<Gamepad>/dpad/up"</c>, the resulting control path
- /// will be <c>"dpad/up"</c>. This is useful when trying to look up additional resources (such as images) based on the
- /// control that is being referenced.</param>
- /// <param name="options">Customize the resulting string.</param>
- /// <param name="control">An optional control. If supplied and the control or one of its children
- /// matches the given <paramref name="path"/>, display names will be based on the matching control
- /// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
- /// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
- /// <remarks>
- /// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
- /// into strings that can be displayed in UIs (such as rebinding screens). It is used by
- /// the Unity editor itself to display binding paths in the UI.
- ///
- /// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
- /// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
- /// where possible. For example, "<XInputController>/buttonSouth" will be returned as
- /// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
- /// and the display name of its "buttonSouth" control is "A".
- ///
- /// Note that these lookups depend on the currently registered control layouts (see <see
- /// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
- /// path depending on the layouts registered with the system.
- ///
- /// <example>
- /// <code>
- /// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
- /// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
- /// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
- /// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputBinding.path"/>
- /// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
- /// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
- public static string ToHumanReadableString(string path,
- out string deviceLayoutName,
- out string controlPath,
- HumanReadableStringOptions options = HumanReadableStringOptions.None,
- InputControl control = null)
- {
- deviceLayoutName = null;
- controlPath = null;
- if (string.IsNullOrEmpty(path))
- return string.Empty;
- // If we have a control, see if the path matches something in its hierarchy. If so,
- // don't both parsing the path and just use the matched control for creating a display
- // string.
- if (control != null)
- {
- var childControl = TryFindControl(control, path);
- var matchedControl = childControl ?? (Matches(path, control) ? control : null);
- if (matchedControl != null)
- {
- var text = (options & HumanReadableStringOptions.UseShortNames) != 0 &&
- !string.IsNullOrEmpty(matchedControl.shortDisplayName)
- ? matchedControl.shortDisplayName
- : matchedControl.displayName;
- if ((options & HumanReadableStringOptions.OmitDevice) == 0)
- text = $"{text} [{matchedControl.device.displayName}]";
- deviceLayoutName = matchedControl.device.layout;
- if (!(matchedControl is InputDevice))
- controlPath = matchedControl.path.Substring(matchedControl.device.path.Length + 1);
- return text;
- }
- }
- var buffer = new StringBuilder();
- var parser = new PathParser(path);
- // For display names of controls and devices, we need to look at InputControlLayouts.
- // If none is in place here, we establish a temporary layout cache while we go through
- // the path. If one is in place already, we reuse what's already there.
- using (InputControlLayout.CacheRef())
- {
- // First level is taken to be device.
- if (parser.MoveToNextComponent())
- {
- // Keep track of which control layout we're on (if any) as we're crawling
- // down the path.
- var device = parser.current.ToHumanReadableString(null, null, out var currentLayoutName, out var _, options);
- deviceLayoutName = currentLayoutName;
- // Any additional levels (if present) are taken to form a control path on the device.
- var isFirstControlLevel = true;
- while (parser.MoveToNextComponent())
- {
- if (!isFirstControlLevel)
- buffer.Append('/');
- buffer.Append(parser.current.ToHumanReadableString(
- currentLayoutName, controlPath, out currentLayoutName, out controlPath, options));
- isFirstControlLevel = false;
- }
- if ((options & HumanReadableStringOptions.OmitDevice) == 0 && !string.IsNullOrEmpty(device))
- {
- buffer.Append(" [");
- buffer.Append(device);
- buffer.Append(']');
- }
- }
- // If we didn't manage to figure out a display name, default to displaying
- // the path as is.
- if (buffer.Length == 0)
- return path;
- return buffer.ToString();
- }
- }
- public static string[] TryGetDeviceUsages(string path)
- {
- if (path == null)
- throw new ArgumentNullException(nameof(path));
- var parser = new PathParser(path);
- if (!parser.MoveToNextComponent())
- return null;
- if (parser.current.usages != null && parser.current.usages.Length > 0)
- {
- return Array.ConvertAll(parser.current.usages, i => { return i.ToString(); });
- }
- return null;
- }
- /// <summary>
- /// From the given control path, try to determine the device layout being used.
- /// </summary>
- /// <remarks>
- /// This function will only use information available in the path itself or
- /// in layouts referenced by the path. It will not look at actual devices
- /// in the system. This is to make the behavior predictable and not dependent
- /// on whether you currently have the right device connected or not.
- /// </remarks>
- /// <param name="path">A control path (like "/<gamepad>/leftStick")</param>
- /// <returns>The name of the device layout used by the given control path or null
- /// if the path does not specify a device layout or does so in a way that is not
- /// supported by the function.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="path"/> is null</exception>
- /// <example>
- /// <code>
- /// InputControlPath.TryGetDeviceLayout("/<gamepad>/leftStick"); // Returns "gamepad".
- /// InputControlPath.TryGetDeviceLayout("/*/leftStick"); // Returns "*".
- /// InputControlPath.TryGetDeviceLayout("/gamepad/leftStick"); // Returns null. "gamepad" is a device name here.
- /// </code>
- /// </example>
- public static string TryGetDeviceLayout(string path)
- {
- if (path == null)
- throw new ArgumentNullException(nameof(path));
- var parser = new PathParser(path);
- if (!parser.MoveToNextComponent())
- return null;
- if (parser.current.layout.length > 0)
- return parser.current.layout.ToString();
- if (parser.current.isWildcard)
- return Wildcard;
- return null;
- }
- ////TODO: return Substring and use path parser; should get rid of allocations
- // From the given control path, try to determine the control layout being used.
- // NOTE: Allocates!
- public static string TryGetControlLayout(string path)
- {
- if (path == null)
- throw new ArgumentNullException(nameof(path));
- var pathLength = path.Length;
- var indexOfLastSlash = path.LastIndexOf('/');
- if (indexOfLastSlash == -1 || indexOfLastSlash == 0)
- {
- // If there's no '/' at all in the path, it surely does not mention
- // a control. Same if the '/' is the first thing in the path.
- return null;
- }
- // Simplest case where control layout is mentioned explicitly with '<..>'.
- // Note this will only catch if the control is *only* referenced by layout and not by anything else
- // in addition (like usage or name).
- if (pathLength > indexOfLastSlash + 2 && path[indexOfLastSlash + 1] == '<' && path[pathLength - 1] == '>')
- {
- var layoutNameStart = indexOfLastSlash + 2;
- var layoutNameLength = pathLength - layoutNameStart - 1;
- return path.Substring(layoutNameStart, layoutNameLength);
- }
- // Have to actually look at the path in detail.
- var parser = new PathParser(path);
- if (!parser.MoveToNextComponent())
- return null;
- if (parser.current.isWildcard)
- throw new NotImplementedException();
- if (parser.current.layout.length == 0)
- return null;
- var deviceLayoutName = parser.current.layout.ToString();
- if (!parser.MoveToNextComponent())
- return null; // No control component.
- if (parser.current.isWildcard)
- return Wildcard;
- return FindControlLayoutRecursive(ref parser, deviceLayoutName);
- }
- private static string FindControlLayoutRecursive(ref PathParser parser, string layoutName)
- {
- using (InputControlLayout.CacheRef())
- {
- // Load layout.
- var layout = InputControlLayout.cache.FindOrLoadLayout(new InternedString(layoutName), throwIfNotFound: false);
- if (layout == null)
- return null;
- // Search for control layout. May have to jump to other layouts
- // and search in them.
- return FindControlLayoutRecursive(ref parser, layout);
- }
- }
- private static string FindControlLayoutRecursive(ref PathParser parser, InputControlLayout layout)
- {
- string currentResult = null;
- var controlCount = layout.controls.Count;
- for (var i = 0; i < controlCount; ++i)
- {
- ////TODO: shortcut the search if we have a match and there's no wildcards to consider
- // Skip control layout if it doesn't match.
- if (!ControlLayoutMatchesPathComponent(ref layout.m_Controls[i], ref parser))
- continue;
- var controlLayoutName = layout.m_Controls[i].layout;
- // If there's more in the path, try to dive into children by jumping to the
- // control's layout.
- if (!parser.isAtEnd)
- {
- var childPathParser = parser;
- if (childPathParser.MoveToNextComponent())
- {
- var childControlLayoutName = FindControlLayoutRecursive(ref childPathParser, controlLayoutName);
- if (childControlLayoutName != null)
- {
- if (currentResult != null && childControlLayoutName != currentResult)
- return null;
- currentResult = childControlLayoutName;
- }
- }
- }
- else if (currentResult != null && controlLayoutName != currentResult)
- return null;
- else
- currentResult = controlLayoutName.ToString();
- }
- return currentResult;
- }
- private static bool ControlLayoutMatchesPathComponent(ref InputControlLayout.ControlItem controlItem, ref PathParser parser)
- {
- // Match layout.
- var layout = parser.current.layout;
- if (layout.length > 0)
- {
- if (!StringMatches(layout, controlItem.layout))
- return false;
- }
- // Match usage.
- if (parser.current.usages != null)
- {
- // All of usages should match to the one of usage in the control
- for (int usageIndex = 0; usageIndex < parser.current.usages.Length; ++usageIndex)
- {
- var usage = parser.current.usages[usageIndex];
- if (usage.length > 0)
- {
- var usageCount = controlItem.usages.Count;
- var anyUsageMatches = false;
- for (var i = 0; i < usageCount; ++i)
- {
- if (StringMatches(usage, controlItem.usages[i]))
- {
- anyUsageMatches = true;
- break;
- }
- }
- if (!anyUsageMatches)
- return false;
- }
- }
- }
- // Match name.
- var name = parser.current.name;
- if (name.length > 0)
- {
- if (!StringMatches(name, controlItem.name))
- return false;
- }
- return true;
- }
- // Match two name strings allowing for wildcards.
- // 'str' may contain wildcards. 'matchTo' may not.
- private static bool StringMatches(Substring str, InternedString matchTo)
- {
- var strLength = str.length;
- var matchToLength = matchTo.length;
- // Can't compare lengths here because str may contain wildcards and
- // thus be shorter than matchTo and still match.
- var matchToLowerCase = matchTo.ToLower();
- // We manually walk the string here so that we can deal with "normal"
- // comparisons as well as with wildcards.
- var posInMatchTo = 0;
- var posInStr = 0;
- while (posInStr < strLength && posInMatchTo < matchToLength)
- {
- var nextChar = str[posInStr];
- if (nextChar == '*')
- {
- ////TODO: make sure we don't end up with ** here
- if (posInStr == strLength - 1)
- return true; // Wildcard at end of string so rest is matched.
- ++posInStr;
- nextChar = char.ToLower(str[posInStr]);
- while (posInMatchTo < matchToLength && matchToLowerCase[posInMatchTo] != nextChar)
- ++posInMatchTo;
- if (posInMatchTo == matchToLength)
- return false; // Matched all the way to end of matchTo but there's more in str after the wildcard.
- }
- else if (char.ToLower(nextChar) != matchToLowerCase[posInMatchTo])
- {
- return false;
- }
- ++posInMatchTo;
- ++posInStr;
- }
- return posInMatchTo == matchToLength && posInStr == strLength; // Check if we have consumed all input. Prevent prefix-only match.
- }
- public static InputControl TryFindControl(InputControl control, string path, int indexInPath = 0)
- {
- return TryFindControl<InputControl>(control, path, indexInPath);
- }
- public static InputControl[] TryFindControls(InputControl control, string path, int indexInPath = 0)
- {
- var matches = new InputControlList<InputControl>(Allocator.Temp);
- try
- {
- TryFindControls(control, path, indexInPath, ref matches);
- return matches.ToArray();
- }
- finally
- {
- matches.Dispose();
- }
- }
- public static int TryFindControls(InputControl control, string path, ref InputControlList<InputControl> matches, int indexInPath = 0)
- {
- return TryFindControls(control, path, indexInPath, ref matches);
- }
- /// <summary>
- /// Return the first child control that matches the given path.
- /// </summary>
- /// <param name="control">Control root at which to start the search.</param>
- /// <param name="path">Path of the control to find. Can be <c>null</c> or empty, in which case <c>null</c>
- /// is returned.</param>
- /// <param name="indexInPath">Index in <paramref name="path"/> at which to start parsing. Defaults to
- /// 0, i.e. parsing starts at the first character in the path.</param>
- /// <returns>The first (direct or indirect) child control of <paramref name="control"/> that matches
- /// <paramref name="path"/>.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
- /// <remarks>
- /// Does not allocate.
- ///
- /// Note that if multiple child controls match the given path, which one is returned depends on the
- /// ordering of controls. The result should be considered indeterministic in this case.
- ///
- /// <example>
- /// <code>
- /// // Find X control of left stick on current gamepad.
- /// InputControlPath.TryFindControl(Gamepad.current, "leftStick/x");
- ///
- /// // Find control with PrimaryAction usage on current mouse.
- /// InputControlPath.TryFindControl(Mouse.current, "{PrimaryAction}");
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="InputControl.this[string]"/>
- public static TControl TryFindControl<TControl>(InputControl control, string path, int indexInPath = 0)
- where TControl : InputControl
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (string.IsNullOrEmpty(path))
- return null;
- if (indexInPath == 0 && path[0] == '/')
- ++indexInPath;
- var none = new InputControlList<TControl>();
- return MatchControlsRecursive(control, path, indexInPath, ref none, matchMultiple: false);
- }
- /// <summary>
- /// Perform a search for controls starting with the given control as root and matching
- /// the given path from the given position. Puts all matching controls on the list and
- /// returns the number of controls that have been matched.
- /// </summary>
- /// <param name="control">Control at which the given path is rooted.</param>
- /// <param name="path"></param>
- /// <param name="indexInPath"></param>
- /// <param name="matches"></param>
- /// <typeparam name="TControl"></typeparam>
- /// <returns></returns>
- /// <exception cref="ArgumentNullException"></exception>
- /// <remarks>
- /// Matching is case-insensitive.
- ///
- /// Does not allocate managed memory.
- /// </remarks>
- public static int TryFindControls<TControl>(InputControl control, string path, int indexInPath,
- ref InputControlList<TControl> matches)
- where TControl : InputControl
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (path == null)
- throw new ArgumentNullException(nameof(path));
- if (indexInPath == 0 && path[0] == '/')
- ++indexInPath;
- var countBefore = matches.Count;
- MatchControlsRecursive(control, path, indexInPath, ref matches, matchMultiple: true);
- return matches.Count - countBefore;
- }
- ////REVIEW: what's the difference between TryFindChild and TryFindControl??
- public static InputControl TryFindChild(InputControl control, string path, int indexInPath = 0)
- {
- return TryFindChild<InputControl>(control, path, indexInPath);
- }
- public static TControl TryFindChild<TControl>(InputControl control, string path, int indexInPath = 0)
- where TControl : InputControl
- {
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- if (path == null)
- throw new ArgumentNullException(nameof(path));
- var children = control.children;
- var childCount = children.Count;
- for (var i = 0; i < childCount; ++i)
- {
- var child = children[i];
- var match = TryFindControl<TControl>(child, path, indexInPath);
- if (match != null)
- return match;
- }
- return null;
- }
- ////REVIEW: probably would be good to have a Matches(string,string) version
- public static bool Matches(string expected, InputControl control)
- {
- if (string.IsNullOrEmpty(expected))
- throw new ArgumentNullException(nameof(expected));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- var parser = new PathParser(expected);
- return MatchesRecursive(ref parser, control);
- }
- /// <summary>
- /// Check whether the given path matches <paramref name="control"/> or any of its parents.
- /// </summary>
- /// <param name="expected">A control path.</param>
- /// <param name="control">An input control.</param>
- /// <returns>True if the given path matches at least a partial path to <paramref name="control"/>.</returns>
- /// <exception cref="ArgumentNullException"><paramref name="expected"/> is <c>null</c> or empty -or-
- /// <paramref name="control"/> is <c>null</c>.</exception>
- /// <remarks>
- /// <example>
- /// <code>
- /// // True as the path matches the Keyboard device itself, i.e. the parent of
- /// // Keyboard.aKey.
- /// InputControlPath.MatchesPrefix("<Keyboard>", Keyboard.current.aKey);
- ///
- /// // False as the path matches none of the controls leading to Keyboard.aKey.
- /// InputControlPath.MatchesPrefix("<Gamepad>", Keyboard.current.aKey);
- ///
- /// // True as the path matches Keyboard.aKey itself.
- /// InputControlPath.MatchesPrefix("<Keyboard>/a", Keyboard.current.aKey);
- /// </code>
- /// </example>
- /// </remarks>
- public static bool MatchesPrefix(string expected, InputControl control)
- {
- if (string.IsNullOrEmpty(expected))
- throw new ArgumentNullException(nameof(expected));
- if (control == null)
- throw new ArgumentNullException(nameof(control));
- ////REVIEW: this can probably be done more efficiently
- for (var current = control; current != null; current = current.parent)
- {
- var parser = new PathParser(expected);
- if (MatchesRecursive(ref parser, current) && parser.isAtEnd)
- return true;
- }
- return false;
- }
- private static bool MatchesRecursive(ref PathParser parser, InputControl currentControl)
- {
- // Recurse into parent before looking at the current control. This
- // will advance the parser to where our control is in the path.
- var parent = currentControl.parent;
- if (parent != null && !MatchesRecursive(ref parser, parent))
- return false;
- // Fail if there's no more path left.
- if (!parser.MoveToNextComponent())
- return false;
- // Match current path component against current control.
- return parser.current.Matches(currentControl);
- }
- ////TODO: refactor this to use the new PathParser
- /// <summary>
- /// Recursively match path elements in <paramref name="path"/>.
- /// </summary>
- /// <param name="control">Current control we're at.</param>
- /// <param name="path">Control path we are matching against.</param>
- /// <param name="indexInPath">Index of current component in <paramref name="path"/>.</param>
- /// <param name="matches"></param>
- /// <param name="matchMultiple"></param>
- /// <typeparam name="TControl"></typeparam>
- /// <returns></returns>
- private static TControl MatchControlsRecursive<TControl>(InputControl control, string path, int indexInPath,
- ref InputControlList<TControl> matches, bool matchMultiple)
- where TControl : InputControl
- {
- var pathLength = path.Length;
- // Try to get a match. A path spec has three components:
- // "<layout>{usage}name"
- // All are optional but at least one component must be present.
- // Names can be aliases, too.
- // We don't tap InputControl.path strings of controls so as to not create a
- // bunch of string objects while feeling our way down the hierarchy.
- var controlIsMatch = true;
- // Match by layout.
- if (path[indexInPath] == '<')
- {
- ++indexInPath;
- controlIsMatch =
- MatchPathComponent(control.layout, path, ref indexInPath, PathComponentType.Layout);
- // If the layout isn't a match, walk up the base layout
- // chain and match each base layout.
- if (!controlIsMatch)
- {
- var baseLayout = control.m_Layout;
- while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout))
- {
- controlIsMatch = MatchPathComponent(baseLayout, path, ref indexInPath,
- PathComponentType.Layout);
- if (controlIsMatch)
- break;
- }
- }
- }
- // Match by usage.
- while (indexInPath < pathLength && path[indexInPath] == '{' && controlIsMatch)
- {
- ++indexInPath;
- for (var i = 0; i < control.usages.Count; ++i)
- {
- controlIsMatch = MatchPathComponent(control.usages[i], path, ref indexInPath, PathComponentType.Usage);
- if (controlIsMatch)
- break;
- }
- }
- // Match by display name.
- if (indexInPath < pathLength - 1 && controlIsMatch && path[indexInPath] == '#' &&
- path[indexInPath + 1] == '(')
- {
- indexInPath += 2;
- controlIsMatch = MatchPathComponent(control.displayName, path, ref indexInPath,
- PathComponentType.DisplayName);
- }
- // Match by name.
- if (indexInPath < pathLength && controlIsMatch && path[indexInPath] != '/')
- {
- // Normal name match.
- controlIsMatch = MatchPathComponent(control.name, path, ref indexInPath, PathComponentType.Name);
- // Alternative match by alias.
- if (!controlIsMatch)
- {
- for (var i = 0; i < control.aliases.Count && !controlIsMatch; ++i)
- {
- controlIsMatch = MatchPathComponent(control.aliases[i], path, ref indexInPath,
- PathComponentType.Name);
- }
- }
- }
- // If we have a match, return it or, if there's children, recurse into them.
- if (controlIsMatch)
- {
- // If we ended up on a wildcard, we've successfully matched it.
- if (indexInPath < pathLength && path[indexInPath] == '*')
- ++indexInPath;
- // If we've reached the end of the path, we have a match.
- if (indexInPath == pathLength)
- {
- // Check type.
- if (!(control is TControl match))
- return null;
- if (matchMultiple)
- matches.Add(match);
- return match;
- }
- // If we've reached a separator, dive into our children.
- if (path[indexInPath] == '/')
- {
- ++indexInPath;
- // Silently accept trailing slashes.
- if (indexInPath == pathLength)
- {
- // Check type.
- if (!(control is TControl match))
- return null;
- if (matchMultiple)
- matches.Add(match);
- return match;
- }
- // See if we want to match children by usage or by name.
- TControl lastMatch;
- if (path[indexInPath] == '{')
- {
- ////TODO: support scavenging a subhierarchy for usages
- if (!ReferenceEquals(control.device, control))
- throw new NotImplementedException(
- "Matching usages inside subcontrols instead of at device root");
- // Usages are kind of like entry points that can route to anywhere else
- // on a device's control hierarchy and then we keep going from that re-routed
- // point.
- lastMatch = MatchByUsageAtDeviceRootRecursive(control.device, path, indexInPath, ref matches, matchMultiple);
- }
- else
- {
- // Go through children and see what we can match.
- lastMatch = MatchChildrenRecursive(control, path, indexInPath, ref matches, matchMultiple);
- }
- return lastMatch;
- }
- }
- return null;
- }
- private static TControl MatchByUsageAtDeviceRootRecursive<TControl>(InputDevice device, string path, int indexInPath,
- ref InputControlList<TControl> matches, bool matchMultiple)
- where TControl : InputControl
- {
- var usages = device.m_UsagesForEachControl;
- if (usages == null)
- return null;
- var usageCount = device.m_UsageToControl.Length;
- var startIndex = indexInPath + 1;
- var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
- var pathLength = path.Length;
- Debug.Assert(path[indexInPath] == '{');
- ++indexInPath;
- if (indexInPath == pathLength)
- throw new ArgumentException($"Invalid path spec '{path}'; trailing '{{'", nameof(path));
- TControl lastMatch = null;
- for (var i = 0; i < usageCount; ++i)
- {
- var usage = usages[i];
- Debug.Assert(!string.IsNullOrEmpty(usage), "Usage entry is empty");
- // Match usage against path.
- var usageIsMatch = MatchPathComponent(usage, path, ref indexInPath, PathComponentType.Usage);
- // If it isn't a match, go to next usage.
- if (!usageIsMatch)
- {
- indexInPath = startIndex;
- continue;
- }
- var controlMatchedByUsage = device.m_UsageToControl[i];
- // If there's more to go in the path, dive into the children of the control.
- if (indexInPath < pathLength && path[indexInPath] == '/')
- {
- lastMatch = MatchChildrenRecursive(controlMatchedByUsage, path, indexInPath + 1,
- ref matches, matchMultiple);
- // We can stop going through usages if we matched something and the
- // path component covering usage does not contain wildcards.
- if (lastMatch != null && !pathCanMatchMultiple)
- break;
- // We can stop going through usages if we have a match and are only
- // looking for a single one.
- if (lastMatch != null && !matchMultiple)
- break;
- }
- else
- {
- lastMatch = controlMatchedByUsage as TControl;
- if (lastMatch != null)
- {
- if (matchMultiple)
- matches.Add(lastMatch);
- else
- {
- // Only looking for single match and we have one.
- break;
- }
- }
- }
- }
- return lastMatch;
- }
- private static TControl MatchChildrenRecursive<TControl>(InputControl control, string path, int indexInPath,
- ref InputControlList<TControl> matches, bool matchMultiple)
- where TControl : InputControl
- {
- var children = control.children;
- var childCount = children.Count;
- TControl lastMatch = null;
- var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
- for (var i = 0; i < childCount; ++i)
- {
- var child = children[i];
- var childMatch = MatchControlsRecursive(child, path, indexInPath, ref matches, matchMultiple);
- if (childMatch == null)
- continue;
- // If the child matched something an there's no wildcards in the child
- // portion of the path, we can stop searching.
- if (!pathCanMatchMultiple)
- return childMatch;
- // If we are only looking for the first match and a child matched,
- // we can also stop.
- if (!matchMultiple)
- return childMatch;
- // Otherwise we have to go hunting through the hierarchy in case there are
- // more matches.
- lastMatch = childMatch;
- }
- return lastMatch;
- }
- private enum PathComponentType
- {
- Name,
- DisplayName,
- Usage,
- Layout
- }
- private static bool MatchPathComponent(string component, string path, ref int indexInPath, PathComponentType componentType, int startIndexInComponent = 0)
- {
- Debug.Assert(component != null, "Component string is null");
- Debug.Assert(path != null, "Path is null");
- var componentLength = component.Length;
- var pathLength = path.Length;
- var startIndex = indexInPath;
- // Try to walk the name as far as we can.
- var indexInComponent = startIndexInComponent;
- while (indexInPath < pathLength)
- {
- // Check if we've reached a terminator in the path.
- var nextCharInPath = path[indexInPath];
- if (nextCharInPath == '\\' && indexInPath + 1 < pathLength)
- {
- // Escaped character. Bypass treatment of special characters below.
- ++indexInPath;
- nextCharInPath = path[indexInPath];
- }
- else
- {
- if (nextCharInPath == '/')
- break;
- if ((nextCharInPath == '>' && componentType == PathComponentType.Layout)
- || (nextCharInPath == '}' && componentType == PathComponentType.Usage)
- || (nextCharInPath == ')' && componentType == PathComponentType.DisplayName))
- {
- ++indexInPath;
- break;
- }
- ////TODO: allow only single '*' and recognize '**'
- // If we've reached a '*' in the path, skip character in name.
- if (nextCharInPath == '*')
- {
- // But first let's see if we have something after the wildcard that matches the rest of the component.
- // This could be when, for example, we hit "T" on matching "leftTrigger" against "*Trigger". We have to stop
- // gobbling up characters for the wildcard when reaching "Trigger" in the component name.
- //
- // NOTE: Just looking at the very next character only is *NOT* enough. We need to match the entire rest of
- // the path. Otherwise, in the example above, we would stop on seeing the lowercase 't' and then be left
- // trying to match "tTrigger" against "Trigger".
- var indexAfterWildcard = indexInPath + 1;
- if (indexInPath < (pathLength - 1) &&
- indexInComponent < componentLength &&
- MatchPathComponent(component, path, ref indexAfterWildcard, componentType, indexInComponent))
- {
- indexInPath = indexAfterWildcard;
- return true;
- }
- if (indexInComponent < componentLength)
- ++indexInComponent;
- else
- return true;
- continue;
- }
- }
- // If we've reached the end of the component name, we did so before
- // we've reached a terminator
- if (indexInComponent == componentLength)
- {
- indexInPath = startIndex;
- return false;
- }
- if (char.ToLower(component[indexInComponent]) == char.ToLower(nextCharInPath))
- {
- ++indexInComponent;
- ++indexInPath;
- }
- else
- {
- // Name isn't a match.
- indexInPath = startIndex;
- return false;
- }
- }
- if (indexInComponent == componentLength)
- return true;
- indexInPath = startIndex;
- return false;
- }
- private static bool PathComponentCanYieldMultipleMatches(string path, int indexInPath)
- {
- var indexOfNextSlash = path.IndexOf('/', indexInPath);
- if (indexOfNextSlash == -1)
- return path.IndexOf('*', indexInPath) != -1 || path.IndexOf('<', indexInPath) != -1;
- var length = indexOfNextSlash - indexInPath;
- return path.IndexOf('*', indexInPath, length) != -1 || path.IndexOf('<', indexInPath, length) != -1;
- }
- // Parsed element between two '/../'.
- internal struct ParsedPathComponent
- {
- public Substring layout;
- public Substring[] usages;
- public Substring name;
- public Substring displayName;
- public bool isWildcard => name == Wildcard;
- public bool isDoubleWildcard => name == DoubleWildcard;
- public string ToHumanReadableString(string parentLayoutName, string parentControlPath, out string referencedLayoutName,
- out string controlPath, HumanReadableStringOptions options)
- {
- referencedLayoutName = null;
- controlPath = null;
- var result = string.Empty;
- if (isWildcard)
- result += "Any";
- if (usages != null)
- {
- var combinedUsages = string.Empty;
- for (var i = 0; i < usages.Length; ++i)
- {
- if (usages[i].isEmpty)
- continue;
- if (combinedUsages != string.Empty)
- combinedUsages += " & " + ToHumanReadableString(usages[i]);
- else
- combinedUsages = ToHumanReadableString(usages[i]);
- }
- if (combinedUsages != string.Empty)
- {
- if (result != string.Empty)
- result += ' ' + combinedUsages;
- else
- result += combinedUsages;
- }
- }
- if (!layout.isEmpty)
- {
- referencedLayoutName = layout.ToString();
- // Where possible, use the displayName of the given layout rather than
- // just the internal layout name.
- string layoutString;
- var referencedLayout = InputControlLayout.cache.FindOrLoadLayout(referencedLayoutName, throwIfNotFound: false);
- if (referencedLayout != null && !string.IsNullOrEmpty(referencedLayout.m_DisplayName))
- layoutString = referencedLayout.m_DisplayName;
- else
- layoutString = ToHumanReadableString(layout);
- if (!string.IsNullOrEmpty(result))
- result += ' ' + layoutString;
- else
- result += layoutString;
- }
- if (!name.isEmpty && !isWildcard)
- {
- // If we have a layout from a preceding path component, try to find
- // the control by name on the layout. If we find it, use its display
- // name rather than the name referenced in the binding.
- string nameString = null;
- if (!string.IsNullOrEmpty(parentLayoutName))
- {
- // NOTE: This produces a fully merged layout. We should thus pick up display names
- // from base layouts automatically wherever applicable.
- var parentLayout =
- InputControlLayout.cache.FindOrLoadLayout(new InternedString(parentLayoutName), throwIfNotFound: false);
- if (parentLayout != null)
- {
- var controlName = new InternedString(name.ToString());
- var control = parentLayout.FindControlIncludingArrayElements(controlName, out var arrayIndex);
- if (control != null)
- {
- // Synthesize path of control.
- if (string.IsNullOrEmpty(parentControlPath))
- {
- if (arrayIndex != -1)
- controlPath = $"{control.Value.name}{arrayIndex}";
- else
- controlPath = control.Value.name;
- }
- else
- {
- if (arrayIndex != -1)
- controlPath = $"{parentControlPath}/{control.Value.name}{arrayIndex}";
- else
- controlPath = $"{parentControlPath}/{control.Value.name}";
- }
- var shortDisplayName = (options & HumanReadableStringOptions.UseShortNames) != 0
- ? control.Value.shortDisplayName
- : null;
- var displayName = !string.IsNullOrEmpty(shortDisplayName)
- ? shortDisplayName
- : control.Value.displayName;
- if (!string.IsNullOrEmpty(displayName))
- {
- if (arrayIndex != -1)
- nameString = $"{displayName} #{arrayIndex}";
- else
- nameString = displayName;
- }
- // If we don't have an explicit <layout> part in the component,
- // remember the name of the layout referenced by the control name so
- // that path components further down the line can keep looking up their
- // display names.
- if (string.IsNullOrEmpty(referencedLayoutName))
- referencedLayoutName = control.Value.layout;
- }
- }
- }
- if (nameString == null)
- nameString = ToHumanReadableString(name);
- if (!string.IsNullOrEmpty(result))
- result += ' ' + nameString;
- else
- result += nameString;
- }
- if (!displayName.isEmpty)
- {
- var str = $"\"{ToHumanReadableString(displayName)}\"";
- if (!string.IsNullOrEmpty(result))
- result += ' ' + str;
- else
- result += str;
- }
- return result;
- }
- private static string ToHumanReadableString(Substring substring)
- {
- return substring.ToString().Unescape("/*{<", "/*{<");
- }
- /// <summary>
- /// Whether the given control matches the constraints of this path component.
- /// </summary>
- /// <param name="control">Control to match against the path spec.</param>
- /// <returns></returns>
- public bool Matches(InputControl control)
- {
- // Match layout.
- if (!layout.isEmpty)
- {
- // Check for direct match.
- var layoutMatches = Substring.Compare(layout, control.layout,
- StringComparison.InvariantCultureIgnoreCase) == 0;
- if (!layoutMatches)
- {
- // No direct match but base layout may match.
- var baseLayout = control.m_Layout;
- while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout) && !layoutMatches)
- {
- layoutMatches = Substring.Compare(layout, baseLayout.ToString(),
- StringComparison.InvariantCultureIgnoreCase) == 0;
- }
- }
- if (!layoutMatches)
- return false;
- }
- // Match usage.
- if (usages != null)
- {
- for (int i = 0; i < usages.Length; ++i)
- {
- if (!usages[i].isEmpty)
- {
- var controlUsages = control.usages;
- var haveUsageMatch = false;
- for (var ci = 0; ci < controlUsages.Count; ++ci)
- if (Substring.Compare(controlUsages[ci].ToString(), usages[i], StringComparison.InvariantCultureIgnoreCase) == 0)
- {
- haveUsageMatch = true;
- break;
- }
- if (!haveUsageMatch)
- return false;
- }
- }
- }
- // Match name.
- if (!name.isEmpty && !isWildcard)
- {
- ////FIXME: unlike the matching path we have in MatchControlsRecursive, this does not take aliases into account
- if (Substring.Compare(control.name, name, StringComparison.InvariantCultureIgnoreCase) != 0)
- return false;
- }
- // Match display name.
- if (!displayName.isEmpty)
- {
- if (Substring.Compare(control.displayName, displayName,
- StringComparison.InvariantCultureIgnoreCase) != 0)
- return false;
- }
- return true;
- }
- }
- ////TODO: expose PathParser
- // NOTE: Must not allocate!
- internal struct PathParser
- {
- public string path;
- public int length;
- public int leftIndexInPath;
- public int rightIndexInPath; // Points either to a '/' character or one past the end of the path string.
- public ParsedPathComponent current;
- public bool isAtEnd => rightIndexInPath == length;
- public PathParser(string path)
- {
- Debug.Assert(path != null);
- this.path = path;
- length = path.Length;
- leftIndexInPath = 0;
- rightIndexInPath = 0;
- current = new ParsedPathComponent();
- }
- // Update parsing state and 'current' to next component in path.
- // Returns true if the was another component or false if the end of the path was reached.
- public bool MoveToNextComponent()
- {
- // See if we've the end of the path string.
- if (rightIndexInPath == length)
- return false;
- // Make our current right index our new left index and find
- // a new right index from there.
- leftIndexInPath = rightIndexInPath;
- if (path[leftIndexInPath] == '/')
- {
- ++leftIndexInPath;
- rightIndexInPath = leftIndexInPath;
- if (leftIndexInPath == length)
- return false;
- }
- // Parse <...> layout part, if present.
- var layout = new Substring();
- if (rightIndexInPath < length && path[rightIndexInPath] == '<')
- layout = ParseComponentPart('>');
- // Parse {...} usage part, if present.
- var usages = new List<Substring>();
- while (rightIndexInPath < length && path[rightIndexInPath] == '{')
- usages.Add(ParseComponentPart('}'));
- // Parse display name part, if present.
- var displayName = new Substring();
- if (rightIndexInPath < length - 1 && path[rightIndexInPath] == '#' && path[rightIndexInPath + 1] == '(')
- {
- ++rightIndexInPath;
- displayName = ParseComponentPart(')');
- }
- // Parse name part, if present.
- var name = new Substring();
- if (rightIndexInPath < length && path[rightIndexInPath] != '/')
- name = ParseComponentPart('/');
- current = new ParsedPathComponent
- {
- layout = layout,
- usages = usages.ToArray(),
- name = name,
- displayName = displayName
- };
- return leftIndexInPath != rightIndexInPath;
- }
- private Substring ParseComponentPart(char terminator)
- {
- if (terminator != '/') // Name has no corresponding left side terminator.
- ++rightIndexInPath;
- var partStartIndex = rightIndexInPath;
- while (rightIndexInPath < length && path[rightIndexInPath] != terminator)
- ++rightIndexInPath;
- var partLength = rightIndexInPath - partStartIndex;
- if (rightIndexInPath < length && terminator != '/')
- ++rightIndexInPath; // Skip past terminator.
- return new Substring(path, partStartIndex, partLength);
- }
- }
- }
- }
|