using System; using System.Collections.Generic; using UnityEngine.InputSystem.Utilities; ////TODO: move indexer up here namespace UnityEngine.InputSystem { /// <summary> /// A collection of input actions (see <see cref="InputAction"/>). /// </summary> /// <seealso cref="InputActionMap"/> /// <seealso cref="InputActionAsset"/> public interface IInputActionCollection : IEnumerable<InputAction> { /// <summary> /// Optional mask applied to all bindings in the collection. /// </summary> /// <remarks> /// If this is not null, only bindings that match the mask will be used. /// /// Modifying this property while any of the actions in the collection are enabled will /// lead to the actions getting disabled temporarily and then re-enabled. /// </remarks> InputBinding? bindingMask { get; set; } ////REVIEW: should this allow restricting to a set of controls instead of confining it to just devices? /// <summary> /// Devices to use with the actions in this collection. /// </summary> /// <remarks> /// If this is set, actions in the collection will exclusively bind to devices /// in the given list. For example, if two gamepads are present in the system yet /// only one gamepad is listed here, then a "<Gamepad>/leftStick" binding will /// only bind to the gamepad in the list and not to the one that is only available /// globally. /// /// Modifying this property after bindings in the collection have already been resolved, /// will lead to <see cref="InputAction.controls"/> getting refreshed. If any of the actions /// in the collection are currently in progress (see <see cref="InputAction.phase"/>), /// the actions will remain unaffected and in progress except if the controls currently /// driving them (see <see cref="InputAction.activeControl"/>) are no longer part of any /// of the selected devices. In that case, the action is <see cref="InputAction.canceled"/>. /// </remarks> ReadOnlyArray<InputDevice>? devices { get; set; } /// <summary> /// List of control schemes defined for the set of actions. /// </summary> /// <remarks> /// Control schemes are optional and the list may be empty. /// </remarks> ReadOnlyArray<InputControlScheme> controlSchemes { get; } /// <summary> /// Check whether the given action is contained in this collection. /// </summary> /// <param name="action">An arbitrary input action.</param> /// <returns>True if the given action is contained in the collection, false if not.</returns> /// <remarks> /// Calling this method will not allocate GC memory (unlike when iterating generically /// over the collection). Also, a collection may have a faster containment check rather than /// having to search through all its actions. /// </remarks> bool Contains(InputAction action); /// <summary> /// Enable all actions in the collection. /// </summary> /// <seealso cref="InputAction.Enable"/> /// <seealso cref="InputAction.enabled"/> void Enable(); /// <summary> /// Disable all actions in the collection. /// </summary> /// <seealso cref="InputAction.Disable"/> /// <seealso cref="InputAction.enabled"/> void Disable(); } /// <summary> /// An extended version of <see cref="IInputActionCollection"/>. /// </summary> /// <remarks> /// This interface will be merged into <see cref="IInputActionCollection"/> in a future (major) version. /// </remarks> public interface IInputActionCollection2 : IInputActionCollection { /// <summary> /// Iterate over all bindings in the collection of actions. /// </summary> /// <seealso cref="InputActionMap.bindings"/> /// <seealso cref="InputAction.bindings"/> /// <seealso cref="InputActionAsset.bindings"/> IEnumerable<InputBinding> bindings { get; } /// <summary> /// Find an <see cref="InputAction"/> in the collection by its <see cref="InputAction.name"/> or /// by its <see cref="InputAction.id"/> (in string form). /// </summary> /// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or /// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find /// a map with that name and the second part is used to find an action with that name inside the map. In the /// latter case, all maps are searched in order and the first action that has the given name in any of the maps /// is returned. Note that name comparisons are case-insensitive. /// /// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param> /// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action /// cannot be found, throw <c>ArgumentException</c>.</param> /// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns> /// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception> /// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the /// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing /// either the action or the map name.</exception> InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false); /// <summary> /// Find the index of the first binding that matches the given mask. /// </summary> /// <param name="mask">A binding. See <see cref="InputBinding.Matches"/> for details.</param> /// <param name="action">Receives the action on which the binding was found. If none was found, /// will be set to <c>null</c>.</param> /// <returns>Index into <see cref="InputAction.bindings"/> of <paramref name="action"/> of the binding /// that matches <paramref name="mask"/>. If no binding matches, will return -1.</returns> /// <remarks> /// For details about matching bindings by a mask, see <see cref="InputBinding.Matches"/>. /// /// <example> /// <code> /// var index = playerInput.actions.FindBinding( /// new InputBinding { path = "<Gamepad>/buttonSouth" }, /// out var action); /// /// if (index != -1) /// Debug.Log($"The A button is bound to {action}"); /// </code> /// </example> /// </remarks> /// <seealso cref="InputBinding.Matches"/> /// <seealso cref="bindings"/> int FindBinding(InputBinding mask, out InputAction action); } }