using System; using System.Linq; using System.Text; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.Utilities; ////REVIEW: do we really need overridable processors and interactions? // Downsides to the current approach: // - Being able to address entire batches of controls through a single control is awesome. Especially // when combining it type-kind of queries (e.g. "<MyDevice>/<Button>"). However, it complicates things // in quite a few areas. There's quite a few bits in InputActionState that could be simplified if a // binding simply maps to a control. namespace UnityEngine.InputSystem { /// <summary> /// A mapping of controls to an action. /// </summary> /// <remarks> /// Each binding represents a value received from controls (see <see cref="InputControl"/>). /// There are two main types of bindings: "normal" bindings and "composite" bindings. /// /// Normal bindings directly bind to control(s) by means of <see cref="path"/> which is a "control path" /// (see <see cref="InputControlPath"/> for details about how to form paths). At runtime, the /// path of such a binding may match none, one, or multiple controls. Each control matched by the /// path will feed input into the binding. /// /// Composite bindings do not bind to controls themselves. Instead, they receive their input /// from their "part" bindings and then return a value representing a "composition" of those /// inputs. What composition specifically is performed depends on the type of the composite. /// <see cref="Composites.AxisComposite"/>, for example, will return a floating-point axis value /// computed from the state of two buttons. /// /// The action that is triggered by a binding is determined by its <see cref="action"/> property. /// The resolution to an <see cref="InputAction"/> depends on where the binding is used. For example, /// bindings that are part of <see cref="InputActionMap.bindings"/> will resolve action names to /// actions in the same <see cref="InputActionMap"/>. /// /// A binding can also be used as a form of search mask or filter. In this use, <see cref="path"/>, /// <see cref="action"/>, and <see cref="groups"/> become search criteria that are matched /// against other bindings. See <see cref="Matches(InputBinding)"/> for details. This use /// is employed in places such as <see cref="InputActionRebindingExtensions"/> as well as in /// binding masks on actions (<see cref="InputAction.bindingMask"/>), action maps (<see /// cref="InputActionMap.bindingMask"/>), and assets (<see cref="InputActionAsset.bindingMask"/>). /// </remarks> [Serializable] public struct InputBinding : IEquatable<InputBinding> { /// <summary> /// Character that is used to separate elements in places such as <see cref="groups"/>, /// <see cref="interactions"/>, and <see cref="processors"/>. /// </summary> /// Some strings on bindings represent lists of elements. An example is <see cref="groups"/> /// which may associate a binding with several binding groups, each one delimited by the /// separator. /// /// <remarks> /// <example> /// <code> /// // A binding that belongs to the "Keyboard&Mouse" and "Gamepad" group. /// new InputBinding /// { /// path = "*/{PrimaryAction}, /// groups = "Keyboard&Mouse;Gamepad" /// }; /// </code> /// </example> /// </remarks> public const char Separator = ';'; internal const string kSeparatorString = ";"; /// <summary> /// Optional name for the binding. /// </summary> /// <value>Name of the binding.</value> /// <remarks> /// For bindings that are part of composites (see <see cref="isPartOfComposite"/>), this is /// the name of the field on the binding composite object that should be initialized with /// the control target of the binding. /// </remarks> public string name { get => m_Name; set => m_Name = value; } /// <summary> /// Unique ID of the binding. /// </summary> /// <value>Unique ID of the binding.</value> /// <remarks> /// This can be used, for example, when storing binding overrides in local user configurations. /// Using the binding ID, an override can remain associated with one specific binding. /// </remarks> public Guid id { get { ////REVIEW: this is inconsistent with InputActionMap and InputAction which generate IDs, if necessary if (string.IsNullOrEmpty(m_Id)) return default; return new Guid(m_Id); } set => m_Id = value.ToString(); } /// <summary> /// Control path being bound to. /// </summary> /// <value>Path of control(s) to source input from.</value> /// <remarks> /// Bindings reference <see cref="InputControl"/>s using a regular expression-like /// language. See <see cref="InputControlPath"/> for details. /// /// If the binding is a composite (<see cref="isComposite"/>), the path is the composite /// string instead. For example, for a <see cref="Composites.Vector2Composite"/>, the /// path could be something like <c>"Vector2(normalize=false)"</c>. /// /// The path of a binding may be non-destructively override at runtime using <see cref="overridePath"/> /// which unlike this property is not serialized. <see cref="effectivePath"/> represents the /// final, effective path. /// </remarks> /// <example> /// <code> /// // A binding that references the left mouse button. /// new InputBinding { path = "<Mouse>/leftButton" } /// </code> /// </example> /// <seealso cref="overridePath"/> /// <seealso cref="InputControlPath"/> /// <seealso cref="InputControlPath.Parse"/> /// <seealso cref="InputControl.path"/> /// <seealso cref="InputSystem.FindControl"/> public string path { get => m_Path; set => m_Path = value; } /// <summary> /// If the binding is overridden, this is the overriding path. /// Otherwise it is <c>null</c>. /// </summary> /// <value>Path to override the <see cref="path"/> property with.</value> /// <remarks> /// Unlike the <see cref="path"/> property, the value of the override path is not serialized. /// If set, it will take precedence and determine the result of <see cref="effectivePath"/>. /// /// This property can be set to an empty string to disable the binding. During resolution, /// bindings with an empty <see cref="effectivePath"/> will get skipped. /// /// To set the override on an existing binding, use the methods supplied by <see cref="InputActionRebindingExtensions"/> /// such as <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,string,string,string)"/>. /// /// <example> /// <code> /// // Override the binding to <Gamepad>/buttonSouth on /// // myAction with a binding to <Gamepad>/buttonNorth. /// myAction.ApplyBindingOverride( /// new InputBinding /// { /// path = "<Gamepad>/buttonSouth", /// overridePath = "<Gamepad>/buttonNorth" /// }); /// </code> /// </example> /// </remarks> /// <seealso cref="path"/> /// <seealso cref="overrideInteractions"/> /// <seealso cref="overrideProcessors"/> /// <seealso cref="hasOverrides"/> /// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/> /// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/> /// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/> public string overridePath { get => m_OverridePath; set => m_OverridePath = value; } /// <summary> /// Optional list of interactions and their parameters. /// </summary> /// <value>Interactions to put on the binding.</value> /// <remarks> /// Each element in the list is a name of an interaction (as registered with /// <see cref="InputSystem.RegisterInteraction{T}"/>) followed by an optional /// list of parameters. /// /// For example, <c>"slowTap(duration=1.2,pressPoint=0.123)"</c> is one element /// that puts a <see cref="Interactions.SlowTapInteraction"/> on the binding and /// sets <see cref="Interactions.SlowTapInteraction.duration"/> to 1.2 and /// <see cref="Interactions.SlowTapInteraction.pressPoint"/> to 0.123. /// /// Multiple interactions can be put on a binding by separating them with a comma. /// For example, <c>"tap,slowTap(duration=1.2)"</c> puts both a /// <see cref="Interactions.TapInteraction"/> and <see cref="Interactions.SlowTapInteraction"/> /// on the binding. See <see cref="IInputInteraction"/> for why the order matters. /// </remarks> /// <seealso cref="IInputInteraction"/> /// <seealso cref="overrideInteractions"/> /// <seealso cref="hasOverrides"/> /// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/> /// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/> /// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/> public string interactions { get => m_Interactions; set => m_Interactions = value; } /// <summary> /// Interaction settings to override <see cref="interactions"/> with. /// </summary> /// <value>Override string for <see cref="interactions"/> or <c>null</c>.</value> /// <remarks> /// If this is not <c>null</c>, it replaces the value of <see cref="interactions"/>. /// </remarks> /// <seealso cref="effectiveInteractions"/> /// <seealso cref="interactions"/> /// <seealso cref="overridePath"/> /// <seealso cref="overrideProcessors"/> /// <seealso cref="hasOverrides"/> /// <seealso cref="InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)"/> /// <seealso cref="InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2,string,bool)"/> /// <seealso cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,int,InputBinding)"/> public string overrideInteractions { get => m_OverrideInteractions; set => m_OverrideInteractions = value; } /// <summary> /// Optional list of processors to apply to control values. /// </summary> /// <value>Value processors to apply to the binding.</value> /// <remarks> /// This string has the same format as <see cref="InputControlAttribute.processors"/>. /// </remarks> /// <seealso cref="InputProcessor{TValue}"/> /// <seealso cref="overrideProcessors"/> public string processors { get => m_Processors; set => m_Processors = value; } /// <summary> /// Processor settings to override <see cref="processors"/> with. /// </summary> /// <value>Override string for <see cref="processors"/> or <c>null</c>.</value> /// <remarks> /// If this is not <c>null</c>, it replaces the value of <see cref="processors"/>. /// </remarks> /// <seealso cref="effectiveProcessors"/> /// <seealso cref="processors"/> /// <seealso cref="overridePath"/> /// <seealso cref="overrideInteractions"/> /// <seealso cref="hasOverrides"/> public string overrideProcessors { get => m_OverrideProcessors; set => m_OverrideProcessors = value; } /// <summary> /// Optional list of binding groups that the binding belongs to. /// </summary> /// <value>List of binding groups or <c>null</c>.</value> /// <remarks> /// This is used, for example, to divide bindings into <see cref="InputControlScheme"/>s. /// Each control scheme is associated with a unique binding group through <see /// cref="InputControlScheme.bindingGroup"/>. /// /// A binding may be associated with multiple groups by listing each group name /// separate by a semicolon (<see cref="Separator"/>). /// /// <example> /// <code> /// new InputBinding /// { /// path = "*/{PrimaryAction}, /// // Associate the binding both with the "KeyboardMouse" and /// // the "Gamepad" group. /// groups = "KeyboardMouse;Gamepad", /// } /// </code> /// </example> /// /// Note that the system places no restriction on what binding groups are used /// for in practice. Their use by <see cref="InputControlScheme"/> is only one /// possible one, but which groups to apply and how to use them is ultimately /// up to you. /// </remarks> /// <seealso cref="InputControlScheme.bindingGroup"/> public string groups { get => m_Groups; set => m_Groups = value; } /// <summary> /// Name or ID of the action triggered by the binding. /// </summary> /// <remarks> /// This is null if the binding does not trigger an action. /// /// For InputBindings that are used as masks, this can be a "mapName/actionName" combination /// or "mapName/*" to match all actions in the given map. /// </remarks> /// <seealso cref="InputAction.name"/> /// <seealso cref="InputAction.id"/> public string action { get => m_Action; set => m_Action = value; } /// <summary> /// Whether the binding is a composite. /// </summary> /// <value>True if the binding is a composite.</value> /// <remarks> /// Composite bindings to not bind to controls to themselves but rather source their /// input from one or more "part binding" (see <see cref="isPartOfComposite"/>). /// /// See <see cref="InputBindingComposite{TValue}"/> for more details. /// </remarks> /// <seealso cref="InputBindingComposite{TValue}"/> public bool isComposite { get => (m_Flags & Flags.Composite) == Flags.Composite; set { if (value) m_Flags |= Flags.Composite; else m_Flags &= ~Flags.Composite; } } /// <summary> /// Whether the binding is a "part binding" of a composite. /// </summary> /// <value>True if the binding is part of a composite.</value> /// <remarks> /// The bindings that make up a composite are laid out sequentially in <see cref="InputActionMap.bindings"/>. /// First comes the composite itself which is flagged with <see cref="isComposite"/>. It mentions /// the composite and its parameters in its <see cref="path"/> property. After the composite itself come /// the part bindings. All subsequent bindings marked as <c>isPartOfComposite</c> will be associated /// with the composite. /// </remarks> /// <seealso cref="isComposite"/> /// <seealso cref="InputBindingComposite{TValue}"/> public bool isPartOfComposite { get => (m_Flags & Flags.PartOfComposite) == Flags.PartOfComposite; set { if (value) m_Flags |= Flags.PartOfComposite; else m_Flags &= ~Flags.PartOfComposite; } } /// <summary> /// True if any of the override properties, that is, <see cref="overridePath"/>, <see cref="overrideProcessors"/>, /// and/or <see cref="overrideInteractions"/>, are set (not <c>null</c>). /// </summary> public bool hasOverrides => overridePath != null || overrideProcessors != null || overrideInteractions != null; /// <summary> /// Initialize a new binding. /// </summary> /// <param name="path">Path for the binding.</param> /// <param name="action">Action to trigger from the binding.</param> /// <param name="groups">Semicolon-separated list of binding <see cref="InputBinding.groups"/> the binding is associated with.</param> /// <param name="processors">Comma-separated list of <see cref="InputBinding.processors"/> to apply to the binding.</param> /// <param name="interactions">Comma-separated list of <see cref="InputBinding.interactions"/> to apply to the /// binding.</param> /// <param name="name">Optional name for the binding.</param> public InputBinding(string path, string action = null, string groups = null, string processors = null, string interactions = null, string name = null) { m_Path = path; m_Action = action; m_Groups = groups; m_Processors = processors; m_Interactions = interactions; m_Name = name; m_Id = default; m_Flags = default; m_OverridePath = default; m_OverrideInteractions = default; m_OverrideProcessors = default; } public string GetNameOfComposite() { if (!isComposite) return null; return NameAndParameters.Parse(effectivePath).name; } internal void GenerateId() { m_Id = Guid.NewGuid().ToString(); } internal void RemoveOverrides() { m_OverridePath = null; m_OverrideInteractions = null; m_OverrideProcessors = null; } public static InputBinding MaskByGroup(string group) { return new InputBinding {groups = group}; } public static InputBinding MaskByGroups(params string[] groups) { return new InputBinding {groups = string.Join(kSeparatorString, groups.Where(x => !string.IsNullOrEmpty(x)))}; } [SerializeField] private string m_Name; [SerializeField] internal string m_Id; [Tooltip("Path of the control to bind to. Matched at runtime to controls from InputDevices present at the time.\n\nCan either be " + "graphically from the control picker dropdown UI or edited manually in text mode by clicking the 'T' button. Internally, both " + "methods result in control path strings that look like, for example, \"<Gamepad>/buttonSouth\".")] [SerializeField] private string m_Path; [SerializeField] private string m_Interactions; [SerializeField] private string m_Processors; [SerializeField] internal string m_Groups; [SerializeField] private string m_Action; [SerializeField] internal Flags m_Flags; [NonSerialized] private string m_OverridePath; [NonSerialized] private string m_OverrideInteractions; [NonSerialized] private string m_OverrideProcessors; /// <summary> /// This is the bindings path which is effectively being used. /// </summary> /// <remarks> /// This is either <see cref="overridePath"/> if that is set, or <see cref="path"/> otherwise. /// </remarks> public string effectivePath => overridePath ?? path; /// <summary> /// This is the interaction config which is effectively being used. /// </summary> /// <remarks> /// This is either <see cref="overrideInteractions"/> if that is set, or <see cref="interactions"/> otherwise. /// </remarks> public string effectiveInteractions => overrideInteractions ?? interactions; /// <summary> /// This is the processor config which is effectively being used. /// </summary> /// <remarks> /// This is either <see cref="overrideProcessors"/> if that is set, or <see cref="processors"/> otherwise. /// </remarks> public string effectiveProcessors => overrideProcessors ?? processors; internal bool isEmpty => string.IsNullOrEmpty(effectivePath) && string.IsNullOrEmpty(action) && string.IsNullOrEmpty(groups); /// <summary> /// Check whether the binding is equivalent to the given binding. /// </summary> /// <param name="other">Another binding.</param> /// <returns>True if the two bindings are equivalent.</returns> /// <remarks> /// Bindings are equivalent if their <see cref="effectivePath"/>, <see cref="effectiveInteractions"/>, /// and <see cref="effectiveProcessors"/>, plus their <see cref="action"/> and <see cref="groups"/> /// properties are the same. Note that the string comparisons ignore both case and culture. /// </remarks> public bool Equals(InputBinding other) { return string.Equals(effectivePath, other.effectivePath, StringComparison.InvariantCultureIgnoreCase) && string.Equals(effectiveInteractions, other.effectiveInteractions, StringComparison.InvariantCultureIgnoreCase) && string.Equals(effectiveProcessors, other.effectiveProcessors, StringComparison.InvariantCultureIgnoreCase) && string.Equals(groups, other.groups, StringComparison.InvariantCultureIgnoreCase) && string.Equals(action, other.action, StringComparison.InvariantCultureIgnoreCase); } /// <summary> /// Compare the binding to the given object. /// </summary> /// <param name="obj">An object. May be <c>null</c>.</param> /// <returns>True if the given object is an <c>InputBinding</c> that equals this one.</returns> /// <seealso cref="Equals(InputBinding)"/> public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; return obj is InputBinding binding && Equals(binding); } /// <summary> /// Compare the two bindings for equality. /// </summary> /// <param name="left">The first binding.</param> /// <param name="right">The second binding.</param> /// <returns>True if the two bindings are equal.</returns> /// <seealso cref="Equals(InputBinding)"/> public static bool operator==(InputBinding left, InputBinding right) { return left.Equals(right); } /// <summary> /// Compare the two bindings for inequality. /// </summary> /// <param name="left">The first binding.</param> /// <param name="right">The second binding.</param> /// <returns>True if the two bindings are not equal.</returns> /// <seealso cref="Equals(InputBinding)"/> public static bool operator!=(InputBinding left, InputBinding right) { return !(left == right); } /// <summary> /// Compute a hash code for the binding. /// </summary> /// <returns>A hash code.</returns> public override int GetHashCode() { unchecked { var hashCode = (effectivePath != null ? effectivePath.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (effectiveInteractions != null ? effectiveInteractions.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (effectiveProcessors != null ? effectiveProcessors.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (groups != null ? groups.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (action != null ? action.GetHashCode() : 0); return hashCode; } } /// <summary> /// Return a string representation of the binding useful for debugging. /// </summary> /// <returns>A string representation of the binding.</returns> /// <example> /// <code> /// var binding = new InputBinding /// { /// action = "fire", /// path = "<Gamepad>/buttonSouth", /// groups = "Gamepad" /// }; /// /// // Returns "fire: <Gamepad>/buttonSouth [Gamepad]". /// binding.ToString(); /// </code> /// </example> public override string ToString() { var builder = new StringBuilder(); // Add action. if (!string.IsNullOrEmpty(action)) { builder.Append(action); builder.Append(':'); } // Add path. var path = effectivePath; if (!string.IsNullOrEmpty(path)) builder.Append(path); // Add groups. if (!string.IsNullOrEmpty(groups)) { builder.Append('['); builder.Append(groups); builder.Append(']'); } return builder.ToString(); } /// <summary> /// A set of flags to turn individual default behaviors of <see cref="InputBinding.ToDisplayString(DisplayStringOptions,InputControl)"/> off. /// </summary> [Flags] public enum DisplayStringOptions { /// <summary> /// Do not use short names of controls as set up by <see cref="InputControlAttribute.shortDisplayName"/> /// and the <c>"shortDisplayName"</c> property in JSON. This will, for example, not use LMB instead of "left Button" /// on <see cref="Mouse.leftButton"/>. /// </summary> DontUseShortDisplayNames = 1 << 0, /// <summary> /// By default device names are omitted from display strings. With this option, they are included instead. /// For example, <c>"A"</c> will be <c>"A [Gamepad]"</c> instead. /// </summary> DontOmitDevice = 1 << 1, /// <summary> /// By default, interactions on bindings are included in the resulting display string. For example, a binding to /// the gamepad's A button that has a "Hold" interaction on it, would come out as "Hold A". This can be suppressed /// with this option in which case the same setup would come out as just "A". /// </summary> DontIncludeInteractions = 1 << 2, /// <summary> /// By default, <see cref="effectivePath"/> is used for generating a display name. Using this option, the display /// string can be forced to <see cref="path"/> instead. /// </summary> IgnoreBindingOverrides = 1 << 3, } /// <summary> /// Turn the binding into a string suitable for display in a UI. /// </summary> /// <param name="options">Optional set of formatting options.</param> /// <param name="control">Optional control to which the binding has been resolved. If this is supplied, /// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific /// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the /// <see cref="Gamepad"/> layout).</param> /// <returns>A string representation of the binding suitable for display in a UI.</returns> /// <remarks> /// This method works only for bindings that are not composites. If the method is called on a binding /// that is a composite (<see cref="isComposite"/> is true), an empty string will be returned. To automatically /// handle composites, use <see cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,DisplayStringOptions,string)"/> /// instead. /// /// <example> /// <code> /// var gamepadBinding = new InputBinding("<Gamepad>/buttonSouth"); /// var mouseBinding = new InputBinding("<Mouse>/leftButton"); /// var keyboardBinding = new InputBinding("<Keyboard>/a"); /// /// // Prints "A" except on PS4 where it prints "Cross". /// Debug.Log(gamepadBinding.ToDisplayString()); /// /// // Prints "LMB". /// Debug.Log(mouseBinding.ToDisplayString()); /// /// // Print "Left Button". /// Debug.Log(mouseBinding.ToDisplayString(DisplayStringOptions.DontUseShortDisplayNames)); /// /// // Prints the character associated with the "A" key on the current keyboard layout. /// Debug.Log(keyboardBinding, control: Keyboard.current); /// </code> /// </example> /// </remarks> /// <seealso cref="InputControlPath.ToHumanReadableString(string,InputControlPath.HumanReadableStringOptions,InputControl)"/> /// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/> public string ToDisplayString(DisplayStringOptions options = default, InputControl control = default) { return ToDisplayString(out var _, out var _, options, control); } /// <summary> /// Turn the binding into a string suitable for display in a UI. /// </summary> /// <param name="options">Optional set of formatting options.</param> /// <param name="control">Optional control to which the binding has been resolved. If this is supplied, /// the resulting string can reflect things such as the current keyboard layout or hardware/platform-specific /// naming of controls (e.g. Xbox vs PS4 controllers as opposed to naming things generically based on the /// <see cref="Gamepad"/> layout).</param> /// <returns>A string representation of the binding suitable for display in a UI.</returns> /// <remarks> /// This method is the same as <see cref="ToDisplayString(DisplayStringOptions,InputControl)"/> except that it /// will also return the name of the device layout and path of the control, if applicable to the binding. This is /// useful when needing more context on the resulting display string, for example to decide on an icon to display /// instead of the textual display string. /// /// <example> /// <code> /// var displayString = new InputBinding("<Gamepad>/dpad/up") /// .ToDisplayString(out deviceLayout, out controlPath); /// /// // Will print "D-Pad Up". /// Debug.Log(displayString); /// /// // Will print "Gamepad". /// Debug.Log(deviceLayout); /// /// // Will print "dpad/up". /// Debug.Log(controlPath); /// </code> /// </example> /// </remarks> /// <seealso cref="InputControlPath.ToHumanReadableString(string,out string,out string,InputControlPath.HumanReadableStringOptions,InputControl)"/> /// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,out string,out string,InputBinding.DisplayStringOptions)"/> public string ToDisplayString(out string deviceLayoutName, out string controlPath, DisplayStringOptions options = default, InputControl control = default) { if (isComposite) { deviceLayoutName = null; controlPath = null; return string.Empty; } var readableStringOptions = default(InputControlPath.HumanReadableStringOptions); if ((options & DisplayStringOptions.DontOmitDevice) == 0) readableStringOptions |= InputControlPath.HumanReadableStringOptions.OmitDevice; if ((options & DisplayStringOptions.DontUseShortDisplayNames) == 0) readableStringOptions |= InputControlPath.HumanReadableStringOptions.UseShortNames; var pathToUse = (options & DisplayStringOptions.IgnoreBindingOverrides) != 0 ? path : effectivePath; var result = InputControlPath.ToHumanReadableString(pathToUse, out deviceLayoutName, out controlPath, readableStringOptions, control); if (!string.IsNullOrEmpty(effectiveInteractions) && (options & DisplayStringOptions.DontIncludeInteractions) == 0) { var interactionString = string.Empty; var parsedInteractions = NameAndParameters.ParseMultiple(effectiveInteractions); foreach (var element in parsedInteractions) { var interaction = element.name; var interactionDisplayName = InputInteraction.GetDisplayName(interaction); // An interaction can avoid being mentioned explicitly by just setting its display // name to an empty string. if (string.IsNullOrEmpty(interactionDisplayName)) continue; ////TODO: this will need support for localization if (!string.IsNullOrEmpty(interactionString)) interactionString = $"{interactionString} or {interactionDisplayName}"; else interactionString = interactionDisplayName; } if (!string.IsNullOrEmpty(interactionString)) result = $"{interactionString} {result}"; } return result; } internal bool TriggersAction(InputAction action) { // Match both name and ID on binding. return string.Compare(action.name, this.action, StringComparison.InvariantCultureIgnoreCase) == 0 || this.action == action.m_Id; } ////TODO: also support matching by name (taking the binding tree into account so that components //// of composites can be referenced through their parent) /// <summary> /// Check whether <paramref name="binding"/> matches the mask /// represented by the current binding. /// </summary> /// <param name="binding">An input binding.</param> /// <returns>True if <paramref name="binding"/> is matched by the mask represented /// by <c>this</c>.</returns> /// <remarks> /// In this method, the current binding acts as a "mask". When used this way, only /// three properties of the binding are taken into account: <see cref="path"/>, /// <see cref="groups"/>, and <see cref="action"/>. /// /// For each of these properties, the method checks whether they are set on the current /// binding and, if so, matches them against the respective property in <paramref name="binding"/>. /// /// The way this matching works is that the value of the property in the current binding is /// allowed to be a semicolon-separated list where each element specifies one possible value /// that will produce a match. /// /// Note that all comparisons are case-insensitive. /// /// <example> /// <code> /// // Create a couple bindings which we can test against. /// var keyboardBinding = new InputBinding /// { /// path = "<Keyboard>/space", /// groups = "Keyboard", /// action = "Fire" /// }; /// var gamepadBinding = new InputBinding /// { /// path = "<Gamepad>/buttonSouth", /// groups = "Gamepad", /// action = "Jump" /// }; /// var touchBinding = new InputBinding /// { /// path = "<Touchscreen>/*/tap", /// groups = "Touch", /// action = "Jump" /// }; /// /// // Example 1: Match any binding in the "Keyboard" or "Gamepad" group. /// var mask1 = new InputBinding /// { /// // We put two elements in the list here and separate them with a semicolon. /// groups = "Keyboard;Gamepad" /// }; /// /// mask1.Matches(keyboardBinding); // True /// mask1.Matches(gamepadBinding); // True /// mask1.Matches(touchBinding); // False /// /// // Example 2: Match any binding to the "Jump" or the "Roll" action /// // (the latter we don't actually have a binding for) /// var mask2 = new InputBinding /// { /// action = "Jump;Roll" /// }; /// /// mask2.Matches(keyboardBinding); // False /// mask2.Matches(gamepadBinding); // True /// mask2.Matches(touchBinding); // True /// /// // Example: Match any binding to the space or enter key in the /// // "Keyboard" group. /// var mask3 = new InputBinding /// { /// path = "<Keyboard>/space;<Keyboard>/enter", /// groups = "Keyboard" /// }; /// /// mask3.Matches(keyboardBinding); // True /// mask3.Matches(gamepadBinding); // False /// mask3.Matches(touchBinding); // False /// </code> /// </example> /// </remarks> public bool Matches(InputBinding binding) { return Matches(ref binding); } // Internally we pass by reference to not unnecessarily copy the struct. internal bool Matches(ref InputBinding binding, MatchOptions options = default) { // Match name. if (name != null) { if (binding.name == null || !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(name, binding.name, Separator)) return false; } // Match path. if (path != null) { ////REVIEW: should this use binding.effectivePath? ////REVIEW: should this support matching by prefix only? should this use control path matching instead of just string comparisons? ////TODO: handle things like ignoring leading '/' if (binding.path == null || !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(path, binding.path, Separator)) return false; } // Match action. if (action != null) { ////TODO: handle "map/action" format ////TODO: handle "map/*" format ////REVIEW: this will not be able to handle cases where one binding references an action by ID and the other by name but both do mean the same action if (binding.action == null || !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(action, binding.action, Separator)) return false; } // Match groups. if (groups != null) { var haveGroupsOnBinding = !string.IsNullOrEmpty(binding.groups); if (!haveGroupsOnBinding && (options & MatchOptions.EmptyGroupMatchesAny) == 0) return false; if (haveGroupsOnBinding && !StringHelpers.CharacterSeparatedListsHaveAtLeastOneCommonElement(groups, binding.groups, Separator)) return false; } // Match ID. if (!string.IsNullOrEmpty(m_Id)) { if (binding.id != id) return false; } return true; } [Flags] internal enum MatchOptions { EmptyGroupMatchesAny = 1 << 0, } [Flags] internal enum Flags { None = 0, Composite = 1 << 2, PartOfComposite = 1 << 3, } } }