using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
////TODO: generalize the WithModifier composites so that they work with any kind of control, not just buttons
namespace UnityEngine.InputSystem.Composites
{
///
/// A button with an additional modifier. The button only triggers when
/// the modifier is pressed.
///
///
/// This composite can be used to require another button to be held while
/// pressing the button that triggers the action. This is most commonly used
/// on keyboards to require one of the modifier keys (shift, ctrl, or alt)
/// to be held in combination with another key, e.g. "CTRL+1".
///
///
///
/// // Create a button action that triggers when CTRL+1
/// // is pressed on the keyboard.
/// var action = new InputAction(type: InputActionType.Button);
/// action.AddCompositeBinding("ButtonWithOneModifier")
/// .With("Modifier", "<Keyboard>/leftCtrl")
/// .With("Modifier", "<Keyboard>/rightControl")
/// .With("Button", "<Keyboard>/1")
///
///
///
/// Note that this is not restricted to the keyboard and will preserve
/// the full value of the button.
///
///
///
/// // Create a button action that requires the A button on the
/// // gamepad to be held and will then trigger from the gamepad's
/// // left trigger button.
/// var action = new InputAction(type: InputActionType.Button);
/// action.AddCompositeBinding("ButtonWithOneModifier")
/// .With("Modifier", "<Gamepad>/buttonSouth")
/// .With("Button", "<Gamepad>/leftTrigger");
///
///
///
///
[Preserve]
[DisplayStringFormat("{modifier}+{button}")]
public class ButtonWithOneModifier : InputBindingComposite
{
///
/// Binding for the button that acts as a modifier, e.g. <Keyboard/leftCtrl.
///
/// Part index to use with .
///
/// This property is automatically assigned by the input system.
///
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl(layout = "Button")] public int modifier;
///
/// Binding for the button that is gated by the modifier. The composite will assume the value
/// of this button while the modifier is pressed.
///
/// Part index to use with .
///
/// This property is automatically assigned by the input system.
///
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once UnassignedField.Global
[InputControl(layout = "Button")] public int button;
///
/// Return the value of the part if is pressed. Otherwise
/// return 0.
///
/// Evaluation context passed in from the input system.
/// The current value of the composite.
public override float ReadValue(ref InputBindingCompositeContext context)
{
if (context.ReadValueAsButton(modifier))
return context.ReadValue(button);
return default;
}
///
/// Same as in this case.
///
/// Evaluation context passed in from the input system.
/// A >0 value if the composite is currently actuated.
public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
{
return ReadValue(ref context);
}
}
}