test
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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////REVIEW: generalize this to AnyButton and add to more devices?
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A control that simply checks the entire state it's been assigned
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/// for whether there's any non-zero bytes. If there are, the control
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/// returns 1.0; otherwise it returns 0.0.
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/// </summary>
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/// <remarks>
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/// This control is used by <see cref="Keyboard.anyKey"/> to create a button
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/// that is toggled on as long as any of the keys on the keyboard is pressed.
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/// </remarks>
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/// <seealso cref="Keyboard.anyKey"/>
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[InputControlLayout(hideInUI = true)]
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public class AnyKeyControl : ButtonControl
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{
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////TODO: wasPressedThisFrame and wasReleasedThisFrame
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/// <summary>
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/// Default initialization. Sets state size to 1 bit and format to
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/// <see cref="InputStateBlock.FormatBit"/>.
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/// </summary>
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public AnyKeyControl()
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{
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m_StateBlock.sizeInBits = 1; // Should be overridden by whoever uses the control.
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m_StateBlock.format = InputStateBlock.FormatBit;
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}
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/// <inheritdoc />
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public override unsafe float ReadUnprocessedValueFromState(void* statePtr)
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{
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return this.CheckStateIsAtDefault(statePtr) ? 0.0f : 1.0f;
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}
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}
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}
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