com.unity.uiextensions.nosa.../Runtime/Scripts/Utilities/UIExtensionsInputManager.cs

297 lines
7.5 KiB
C#

/// Credit SimonDarksideJ
/// Sourced from: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/348/menu-manager-does-not-work-with-the-new
#if UNITY_2019_1_OR_NEWER && !ENABLE_LEGACY_INPUT_MANAGER
#define NEW_INPUT_SYSTEM
#endif
using System;
using System.Collections.Generic;
#if NEW_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
#endif
namespace UnityEngine.UI.Extensions
{
public static class UIExtensionsInputManager
{
#if NEW_INPUT_SYSTEM
private static bool[] mouseButtons = new bool[3] { false, false, false };
private static Dictionary<KeyCode, bool> keys = new Dictionary<KeyCode, bool>();
private static Dictionary<String, bool> buttons = new Dictionary<String, bool>();
#endif
public static bool GetMouseButton(int button)
{
#if NEW_INPUT_SYSTEM
if (Mouse.current == null)
{
return false;
}
return Mouse.current.leftButton.isPressed;
#else
return Input.GetMouseButton(button);
#endif
}
public static bool GetMouseButtonDown(int button)
{
#if NEW_INPUT_SYSTEM
if (Mouse.current == null)
{
return false;
}
if (Mouse.current.leftButton.isPressed)
{
if (!mouseButtons[button])
{
mouseButtons[button] = true;
return true;
}
}
return false;
#else
return Input.GetMouseButtonDown(button);
#endif
}
public static bool GetMouseButtonUp(int button)
{
#if NEW_INPUT_SYSTEM
if (Mouse.current == null)
{
return false;
}
if (mouseButtons[button] && !Mouse.current.leftButton.isPressed)
{
mouseButtons[button] = false;
return true;
}
return false;
#else
return Input.GetMouseButtonUp(button);
#endif
}
public static bool GetButton(string input)
{
#if NEW_INPUT_SYSTEM
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (!buttons.ContainsKey(input))
{
buttons.Add(input, false);
}
return buttonPressed != null ? buttonPressed.isPressed : false;
#else
return Input.GetButton(input);
#endif
}
#if NEW_INPUT_SYSTEM
private static ButtonControl GetButtonControlFromString(string input)
{
if (Gamepad.current == null)
{
return null;
}
switch (input)
{
case "Submit":
return Gamepad.current.aButton;
case "Cancel":
return Gamepad.current.bButton;
default:
return null;
}
}
#endif
public static bool GetButtonDown(string input)
{
#if NEW_INPUT_SYSTEM
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (buttonPressed.isPressed)
{
if (!buttons.ContainsKey(input))
{
buttons.Add(input, false);
}
if (!buttons[input])
{
buttons[input] = true;
return true;
}
}
else
{
buttons[input] = false;
}
return false;
#else
return Input.GetButtonDown(input);
#endif
}
public static bool GetButtonUp(string input)
{
#if NEW_INPUT_SYSTEM
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (buttons[input] && !buttonPressed.isPressed)
{
buttons[input] = false;
return true;
}
return false;
#else
return Input.GetButtonUp(input);
#endif
}
public static bool GetKey(KeyCode key)
{
#if NEW_INPUT_SYSTEM
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (!keys.ContainsKey(key))
{
keys.Add(key, false);
}
return keyPressed != null ? keyPressed.isPressed : false;
#else
return Input.GetKey(key);
#endif
}
#if NEW_INPUT_SYSTEM
private static KeyControl GetKeyControlFromKeyCode(KeyCode key)
{
if (Keyboard.current == null)
{
return null;
}
switch (key)
{
case KeyCode.Escape:
return Keyboard.current.escapeKey;
case KeyCode.KeypadEnter:
return Keyboard.current.numpadEnterKey;
case KeyCode.UpArrow:
return Keyboard.current.upArrowKey;
case KeyCode.DownArrow:
return Keyboard.current.downArrowKey;
case KeyCode.RightArrow:
return Keyboard.current.rightArrowKey;
case KeyCode.LeftArrow:
return Keyboard.current.leftArrowKey;
case KeyCode.LeftShift:
return Keyboard.current.leftShiftKey;
case KeyCode.Tab:
return Keyboard.current.tabKey;
default:
return null;
}
}
#endif
public static bool GetKeyDown(KeyCode key)
{
#if NEW_INPUT_SYSTEM
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (keyPressed.isPressed)
{
if (!keys.ContainsKey(key))
{
keys.Add(key, false);
}
if (!keys[key])
{
keys[key] = true;
return true;
}
}
else
{
keys[key] = false;
}
return false;
#else
return Input.GetKeyDown(key);
#endif
}
public static bool GetKeyUp(KeyCode key)
{
#if NEW_INPUT_SYSTEM
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (keys[key] && !keyPressed.isPressed)
{
keys[key] = false;
return true;
}
return false;
#else
return Input.GetKeyUp(key);
#endif
}
public static float GetAxisRaw(string axis)
{
#if NEW_INPUT_SYSTEM
if (Gamepad.current == null)
{
return 0f;
}
switch (axis)
{
case "Horizontal":
return Gamepad.current.leftStick.x.ReadValue();
case "Vertical":
return Gamepad.current.leftStick.y.ReadValue();
}
return 0f;
#else
return Input.GetAxisRaw(axis);
#endif
}
public static Vector3 MousePosition
{
get
{
#if NEW_INPUT_SYSTEM
return Mouse.current.position.ReadValue();
#else
return Input.mousePosition;
#endif
}
}
public static Vector3 MouseScrollDelta
{
get
{
#if NEW_INPUT_SYSTEM
return Mouse.current.position.ReadValue();
#else
return Input.mouseScrollDelta;
#endif
}
}
}
}