test
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using System;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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////TODO: hide in UI
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A button that is considered pressed if the underlying state has a value in the specific range.
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/// </summary>
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/// <remarks>
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/// This control is most useful for handling HID-style hat switches. Unlike <see cref="DpadControl"/>,
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/// which by default is stored as a bitfield of four bits that each represent a direction on the pad,
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/// these hat switches enumerate the possible directions that the switch can be moved in. For example,
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/// the value 1 could indicate that the switch is moved to the left whereas 3 could indicate it is
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/// moved up.
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///
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/// <example>
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/// <code>
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/// [StructLayout(LayoutKind.Explicit, Size = 32)]
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/// internal struct DualShock4HIDInputReport : IInputStateTypeInfo
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/// {
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/// [FieldOffset(0)] public byte reportId;
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///
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/// [InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4, defaultState = 8)]
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/// [InputControl(name = "dpad/up", format = "BIT", layout = "DiscreteButton", parameters = "minValue=7,maxValue=1,nullValue=8,wrapAtValue=7", bit = 0, sizeInBits = 4)]
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/// [InputControl(name = "dpad/right", format = "BIT", layout = "DiscreteButton", parameters = "minValue=1,maxValue=3", bit = 0, sizeInBits = 4)]
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/// [InputControl(name = "dpad/down", format = "BIT", layout = "DiscreteButton", parameters = "minValue=3,maxValue=5", bit = 0, sizeInBits = 4)]
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/// [InputControl(name = "dpad/left", format = "BIT", layout = "DiscreteButton", parameters = "minValue=5, maxValue=7", bit = 0, sizeInBits = 4)]
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/// [FieldOffset(5)] public byte buttons1;
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public class DiscreteButtonControl : ButtonControl
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{
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/// <summary>
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/// Value (inclusive) at which to start considering the button to be pressed.
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/// </summary>
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/// <remarks>
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/// <see cref="minValue"/> is allowed to be larger than <see cref="maxValue"/>. This indicates
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/// a setup where the value wraps around beyond <see cref="minValue"/>, skips <see cref="nullValue"/>,
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/// and then goes all the way up to <see cref="maxValue"/>.
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///
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/// For example, if the underlying state represents a circular D-pad and enumerates its
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/// 9 possible positions (including null state) going clock-wise from 0 to 8 and with 1
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/// indicating that the D-pad is pressed to the left, then 1, 2, and 8 would indicate
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/// that the "left" button is held on the D-pad. To set this up, set <see cref="minValue"/>
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/// to 8, <see cref="maxValue"/> to 2, and <see cref="nullValue"/> to 0 (the default).
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/// </remarks>
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public int minValue;
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/// <summary>
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/// Value (inclusive) beyond which to stop considering the button to be pressed.
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/// </summary>
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public int maxValue;
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/// <summary>
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/// Value (inclusive) at which the values cut off and wrap back around. Considered to not be set if equal to <see cref="nullValue"/>.
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/// </summary>
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/// <remarks>
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/// This is useful if, for example, an enumeration has more bits than are used for "on" states of controls. For example,
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/// a bitfield of 4 bits where values 1-7 (i.e. 0001 to 0111) indicate "on" states of controls and value 8 indicating an
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/// "off" state. In that case, set <see cref="nullValue"/> to 8 and <see cref="wrapAtValue"/> to 7.
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/// </remarks>
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public int wrapAtValue;
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/// <summary>
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/// Value at which the button is considered to not be pressed. Usually zero. Some devices, however,
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/// use non-zero default states.
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/// </summary>
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public int nullValue;
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/// <summary>
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/// Determines the behavior of <see cref="WriteValueIntoState"/>. By default, attempting to write a <see cref="DiscreteButtonControl"/>
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/// will result in a <c>NotSupportedException</c>.
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/// </summary>
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public WriteMode writeMode;
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protected override void FinishSetup()
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{
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base.FinishSetup();
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if (!stateBlock.format.IsIntegerFormat())
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throw new NotSupportedException(
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$"Non-integer format '{stateBlock.format}' is not supported for DiscreteButtonControl '{this}'");
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}
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public override unsafe float ReadUnprocessedValueFromState(void* statePtr)
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{
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var valuePtr = (byte*)statePtr + (int)m_StateBlock.byteOffset;
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// Note that all signed data in state buffers is in excess-K format.
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var intValue = MemoryHelpers.ReadTwosComplementMultipleBitsAsInt(valuePtr, m_StateBlock.bitOffset, m_StateBlock.sizeInBits);
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var value = 0.0f;
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if (minValue > maxValue)
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{
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// If no wrapping point is set, default to wrapping around exactly
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// at the point of minValue.
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if (wrapAtValue == nullValue)
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wrapAtValue = minValue;
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if ((intValue >= minValue && intValue <= wrapAtValue)
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|| (intValue != nullValue && intValue <= maxValue))
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value = 1.0f;
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}
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else
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{
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value = intValue >= minValue && intValue <= maxValue ? 1.0f : 0.0f;
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}
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return Preprocess(value);
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}
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public override unsafe void WriteValueIntoState(float value, void* statePtr)
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{
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if (writeMode == WriteMode.WriteNullAndMaxValue)
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{
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var valuePtr = (byte*)statePtr + (int)m_StateBlock.byteOffset;
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var valueToWrite = value >= pressPointOrDefault ? maxValue : nullValue;
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MemoryHelpers.WriteIntAsTwosComplementMultipleBits(valuePtr, m_StateBlock.bitOffset, m_StateBlock.sizeInBits, valueToWrite);
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return;
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}
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// The way these controls are usually used, the state is shared between multiple DiscreteButtons. So writing one
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// may have unpredictable effects on the value of other buttons.
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throw new NotSupportedException("Writing value states for DiscreteButtonControl is not supported as a single value may correspond to multiple states");
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}
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/// <summary>
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/// How <see cref="DiscreteButtonControl.WriteValueIntoState"/> should behave.
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/// </summary>
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public enum WriteMode
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{
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/// <summary>
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/// <see cref="DiscreteButtonControl.WriteValueIntoState"/> will throw <c>NotSupportedException</c>.
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/// </summary>
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WriteDisabled = 0,
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/// <summary>
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/// Write <see cref="DiscreteButtonControl.nullValue"/> for when the button is considered not pressed and
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/// write <see cref="DiscreteButtonControl.maxValue"/> for when the button is considered pressed.
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/// </summary>
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WriteNullAndMaxValue = 1,
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}
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}
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}
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