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Merge branch 'develop' into DOCATT-9051
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Packages/com.unity.inputsystem/InputSystem/Actions/InputActionTrace.cs

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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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////REVIEW: why not switch to this being the default mechanism? seems like this could allow us to also solve
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//// the actions-update-when-not-expected problem; plus give us access to easy polling
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////REVIEW: should this automatically unsubscribe itself on disposal?
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////TODO: make it possible to persist this same way that it should be possible to persist InputEventTrace
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////TODO: make this one thread-safe
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////TODO: add random access capability
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////TODO: protect traces against controls changing configuration (if state layouts change, we're affected)
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namespace UnityEngine.InputSystem.Utilities
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/Actions/InputBindingComposite.cs

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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: support nested composites
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////REVIEW: composites probably need a reset method, too (like interactions), so that they can be stateful
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////REVIEW: isn't this about arbitrary value processing? can we open this up more and make it
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//// not just be about composing multiple bindings?
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////REVIEW: when we get blittable type constraints, we can probably do away with the pointer-based ReadValue version
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namespace UnityEngine.InputSystem
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{
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////TODO: clarify whether this can have state or not

Packages/com.unity.inputsystem/InputSystem/Controls/InputControl.cs

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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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////REVIEW: should EvaluateMagnitude() be called EvaluateActuation() or something similar?
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////REVIEW: as soon as we gain the ability to have blittable type constraints, InputControl<TValue> should be constrained such
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////REVIEW: Reading and writing is asymmetric. Writing does not involve processors, reading does.
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////REVIEW: While the arrays used by controls are already nicely centralized on InputDevice, InputControls still
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//// hold a bunch of reference data that requires separate scanning. Can we move *all* reference data to arrays
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//// on InputDevice and make InputControls reference-free? Most challenging thing probably is getting rid of
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//// the InputDevice reference itself.
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////REVIEW: how do we do stuff like smoothing over time?
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////TODO: allow easier access to the default state such that you can easily create a state event containing only default state
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////TODO: come up with a way where we do ReadValue on the most common forms/setups of controls and not have any virtual method dispatch but
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//// rather go with minimal overhead directly to reading out memory
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//// (this should at least cover FLT, single BIT, and INT controls; and should be able to apply the common transformations
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//// as per AxisControl)
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namespace UnityEngine.InputSystem
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/Controls/InputControlLayout.cs

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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: *kill* variants!
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////TODO: we really need proper verification to be in place to ensure that the resulting layout isn't coming out with a bad memory layout
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////TODO: add code-generation that takes a layout and spits out C# code that translates it to a common value format
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//// (this can be used, for example, to translate all the various gamepad formats into one single common gamepad format)
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////TODO: allow layouts to set default device names
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////TODO: allow creating generic controls as parents just to group child controls
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////TODO: allow things like "-something" and "+something" for usages, processors, etc
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////TODO: allow setting whether the device should automatically become current and whether it wants noise filtering
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////TODO: ensure that if a layout sets a device description, it is indeed a device layout
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////TODO: make offset on InputControlAttribute relative to field instead of relative to entire state struct
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////REVIEW: common usages are on all layouts but only make sense for devices
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////REVIEW: useStateFrom seems like a half-measure; it solves the problem of setting up state blocks but they often also
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//// require a specific set of processors
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////REVIEW: Can we allow aliases to be paths rather than just plain names? This would allow changing the hierarchy around while
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//// keeping backwards-compatibility.
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// Q: Why is there this layout system instead of just new'ing everything up in hand-written C# code?
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// A: The current approach has a couple advantages.
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//
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// * Since it's data-driven, entire layouts can be represented as just data. They can be added to already deployed applications,
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// can be sent over the wire, can be analyzed by tools, etc.
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//
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// * The layouts can be rearranged in powerful ways, even on the fly. Data can be inserted or modified all along the hierarchy
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// both from within a layout itself as well as from outside through overrides. The resulting compositions would often be very
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// hard/tedious to set up in a linear C# inheritance hierarchy and likely result in repeated reallocation and rearranging of
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// already created setups.
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//
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// * Related to that, the data-driven layouts make it possible to significantly change the data model without requiring changes
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// to existing layouts. This, too, would be more complicated if every device would simply new up everything directly.
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//
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// * We can generate code from them. Means we can, for example, generate code for the DOTS runtime from the same information
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// that exists in the input system but without depending on its InputDevice C# implementation.
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//
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// The biggest drawback, other than code complexity, is that building an InputDevice from an InputControlLayout is slow.
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// This is somewhat offset by having a code generator that can "freeze" a specific layout into simple C# code. For these,
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// the result is code at least as efficient (but likely *more* efficient) than the equivalent in a code-only layout approach
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// while at the same time offering all the advantages of the data-driven approach.
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namespace UnityEngine.InputSystem.Layouts
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/Devices/Pointer.cs

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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: add capabilities indicating whether pressure is supported
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////REVIEW: is there an opportunity to collapse "press" and "pressure" into one? after all, if there's any pressure, isn't the pointer pressed?
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////REVIEW: should "displayIndex" be called "windowIndex"? or be part of a better thought-out multi-display API altogether?
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////REVIEW: add click and clickCount controls directly to Pointer?
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//// (I gave this a look but in my initial try, found it somewhat difficult to add click detection at the Pointer level due
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//// to the extra state it involves)
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////REVIEW: should we put lock state directly on Pointer?
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////REVIEW: should pointer IDs be required to be globally unique across pointing devices?
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////REVIEW: should we create new devices instead of using pointer IDs?
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////FIXME: pointer deltas in EditorWindows need to be Y *down*
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////REVIEW: kill EditorWindowSpace processor and add GetPositionInEditorWindowSpace() and GetDeltaInEditorWindowSpace()?
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//// (if we do this, every touch control has to get this, too)
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/Devices/Touchscreen.cs

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using UnityEngine.InputSystem.Utilities;
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using Unity.Profiling;
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////TODO: property that tells whether a Touchscreen is multi-touch capable
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////TODO: property that tells whether a Touchscreen supports pressure
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////TODO: add support for screen orientation
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////TODO: touch is hardwired to certain memory layouts ATM; either allow flexibility or make sure the layouts cannot be changed
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////TODO: startTimes are baked *external* times; reset touch when coming out of play mode
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////TODO: detect and diagnose touchId=0 events
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////REVIEW: where should we put handset vibration support? should that sit on the touchscreen class? be its own separate device?
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////REVIEW: Given that Touchscreen is no use for polling, should we remove Touchscreen.current?
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////REVIEW: Should Touchscreen reset individual TouchControls to default(TouchState) after a touch has ended? This would allow
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//// binding to a TouchControl as a whole and the action would correctly cancel if the touch ends
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namespace UnityEngine.InputSystem.LowLevel
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{
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1028:EnumStorageShouldBeInt32", Justification = "byte to correspond to TouchState layout.")]

Packages/com.unity.inputsystem/InputSystem/InputManager.cs

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using CustomBindingPathValidator = System.Func<string, System.Action>;
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#endif
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////TODO: make diagnostics available in dev players and give it a public API to enable them
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////TODO: work towards InputManager having no direct knowledge of actions
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////TODO: allow pushing events into the system any which way; decouple from the buffer in NativeInputSystem being the only source
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////REVIEW: change the event properties over to using IObservable?
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////REVIEW: instead of RegisterInteraction and RegisterProcessor, have a generic RegisterInterface (or something)?
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////REVIEW: can we do away with the 'previous == previous frame' and simply buffer flip on every value write?
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////REVIEW: should we force keeping mouse/pen/keyboard/touch around in editor even if not in list of supported devices?
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////REVIEW: do we want to filter out state events that result in no state change?
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#pragma warning disable CS0649
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namespace UnityEngine.InputSystem
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{

Packages/com.unity.inputsystem/InputSystem/InputSettings.cs

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using UnityEngine.InputSystem.Processors;
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using UnityEngine.InputSystem.Utilities;
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////TODO: make sure that alterations made to InputSystem.settings in play mode do not leak out into edit mode or the asset
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////TODO: handle case of supportFixedUpdates and supportDynamicUpdates both being set to false; should it be an enum?
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////TODO: figure out how this gets into a build
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////TODO: allow setting up single- and multi-user configs for the project
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////TODO: allow enabling/disabling plugins
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////REVIEW: should the project settings include a list of action assets to use? (or to force into a build)
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////REVIEW: add extra option to enable late-updates?
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////REVIEW: put default sensor sampling frequency here?
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////REVIEW: put default gamepad polling frequency here?
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////REVIEW: Have an InputActionAsset field in here that allows having a single default set of actions that are enabled with no further setup?
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namespace UnityEngine.InputSystem
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/InputSystem.cs

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using CustomBindingPathValidator = System.Func<string, System.Action>;
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#endif
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////TODO: allow aliasing processors etc
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////REVIEW: rename all references to "frame" to refer to "update" instead (e.g. wasPressedThisUpdate)?
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////TODO: add APIs to get to the state blocks (equivalent to what you currently get with e.g. InputSystem.devices[0].currentStatePtr)
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////FIXME: modal dialogs (or anything that interrupts normal Unity operation) are likely a problem for the system as is; there's a good
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//// chance the event queue will just get swamped; should be only the background queue though so I guess once it fills up we
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//// simply start losing input but it won't grow infinitely
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////REVIEW: make more APIs thread-safe?
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////REVIEW: it'd be great to be able to set up monitors from control paths (independently of actions; or should we just use actions?)
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////REVIEW: have InputSystem.onTextInput that's fired directly from the event processing loop?
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//// (and allow text input events that have no associated target device? this way we don't need a keyboard to get text input)
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////REVIEW: split lower-level APIs (anything mentioning events and state) off into InputSystemLowLevel API to make this API more focused?
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////TODO: release native allocations when exiting
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namespace UnityEngine.InputSystem
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{
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/// <summary>

Packages/com.unity.inputsystem/InputSystem/Plugins/Steam/SteamIGAConverter.cs

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using UnityEngine.InputSystem.Editor;
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using UnityEngine.InputSystem.Utilities;
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////TODO: motion data support
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////TODO: haptics support
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////TODO: ensure that no two actions have the same name even between maps
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////TODO: also need to build a layout based on SteamController that has controls representing the current set of actions
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//// (might need this in the runtime)
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////TODO: localization support (allow loading existing VDF file and preserving localization strings)
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////TODO: allow having actions that are ignored by Steam VDF export
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////TODO: support for getting displayNames/glyphs from Steam
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////TODO: polling in background
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namespace UnityEngine.InputSystem.Steam.Editor
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{
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/// <summary>

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