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Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ public void RemoveRequirementCommand_RemovesDeviceRequirements()
var state = TestData.editorState.Generate().With(selectedControlScheme: controlScheme);


var newState = ControlSchemeCommands.RemoveDeviceRequirement(0)(in state);
var newState = UnityEngine.InputSystem.Editor.ControlSchemeCommands.RemoveDeviceRequirement(0)(in state);


Assert.That(newState.selectedControlScheme.deviceRequirements.Count, Is.EqualTo(1));
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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.InputSystem",
"Unity.InputSystem.Editor",
"Unity.InputSystem.TestFramework"
],
"includePlatforms": [
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1 change: 1 addition & 0 deletions Assets/Tests/InputSystem/CoreTests_Editor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.TestTools;
using UnityEditor.InputSystem.Interactions;

#pragma warning disable CS0649
partial class CoreTests
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4 changes: 3 additions & 1 deletion Assets/Tests/InputSystem/Unity.InputSystem.Tests.asmdef
Original file line number Diff line number Diff line change
Expand Up @@ -3,14 +3,16 @@
"rootNamespace": "",
"references": [
"Unity.InputSystem",
"Unity.InputSystem.Editor",
"Unity.InputSystem.TestFramework",
"Unity.ugui",
"Unity.PackageManagerDocTools.Editor",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.PerformanceTesting",
"Unity.Coding.Editor",
"Unity.InputSystem.ForUI"
"Unity.InputSystem.ForUI",
"Unity.InputSystem.ForUI.Editor"
],
"includePlatforms": [],
"excludePlatforms": [],
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8 changes: 8 additions & 0 deletions Packages/com.unity.inputsystem/Editor.meta

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8 changes: 8 additions & 0 deletions Packages/com.unity.inputsystem/Editor/Actions.meta

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Original file line number Diff line number Diff line change
@@ -0,0 +1,48 @@

using UnityEngine;
using UnityEngine.InputSystem.Composites;
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
#endif

namespace UnityEditor.InputSystem.Composites {
#if UNITY_EDITOR
internal class AxisCompositeEditor : InputParameterEditor<AxisComposite>
{
private GUIContent m_WhichAxisWinsLabel = new GUIContent("Which Side Wins",

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"Determine which axis 'wins' if both are actuated at the same time. "
+ "If 'Neither' is selected, the result is 0 (or, more precisely, "
+ "the midpoint between minValue and maxValue).");

public override void OnGUI()
{

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!UnityEngine.InputSystem.InputSystem.settings.useIMGUIEditorForAssets) return;

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#endif
target.whichSideWins = (AxisComposite.WhichSideWins)EditorGUILayout.EnumPopup(m_WhichAxisWinsLabel, target.whichSideWins);
}

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
var modeField = new EnumField(m_WhichAxisWinsLabel.text, target.whichSideWins)

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{
tooltip = m_WhichAxisWinsLabel.tooltip
};

modeField.RegisterValueChangedCallback(evt =>
{
target.whichSideWins = (AxisComposite.WhichSideWins)evt.newValue;
onChangedCallback();
});

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root.Add(modeField);
}

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#endif
}
#endif
}

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using System;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Interactions;
#if UNITY_EDITOR
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
#endif

namespace UnityEditor.InputSystem.Interactions
{
#if UNITY_EDITOR
/// <summary>
/// UI that is displayed when editing <see cref="HoldInteraction"/> in the editor.
/// </summary>
internal class HoldInteractionEditor : InputParameterEditor<HoldInteraction>
{
protected override void OnEnable()
{
m_PressPointSetting.Initialize("Press Point",

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"Float value that an axis control has to cross for it to be considered pressed.",
"Default Button Press Point",
() => target.pressPoint, v => target.pressPoint = v, () => ButtonControl.s_GlobalDefaultButtonPressPoint);
m_DurationSetting.Initialize("Hold Time",

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"Time (in seconds) that a control has to be held in order for it to register as a hold.",
"Default Hold Time",
() => target.duration, x => target.duration = x, () => UnityEngine.InputSystem.InputSystem.settings.defaultHoldTime);
}

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public override void OnGUI()
{

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!UnityEngine.InputSystem.InputSystem.settings.useIMGUIEditorForAssets) return;

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#endif
m_PressPointSetting.OnGUI();
m_DurationSetting.OnGUI();
}

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
}

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#endif

private CustomOrDefaultSetting m_PressPointSetting;
private CustomOrDefaultSetting m_DurationSetting;
}
#endif
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
#endif

namespace UnityEditor.InputSystem.Interactions {

#if UNITY_EDITOR
/// <summary>
/// UI that is displayed when editing <see cref="HoldInteraction"/> in the editor.
/// </summary>
internal class MultiTapInteractionEditor : InputParameterEditor<MultiTapInteraction>
{
protected override void OnEnable()
{
m_TapTimeSetting.Initialize("Max Tap Duration",

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"Time (in seconds) within with a control has to be released again for it to register as a tap. If the control is held "
+ "for longer than this time, the tap is canceled.",
"Default Tap Time",
() => target.tapTime, x => target.tapTime = x, () => UnityEngine.InputSystem.InputSystem.settings.defaultTapTime);
m_TapDelaySetting.Initialize("Max Tap Spacing",

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"The maximum delay (in seconds) allowed between each tap. If this time is exceeded, the multi-tap is canceled.",
"Default Tap Spacing",
() => target.tapDelay, x => target.tapDelay = x, () => UnityEngine.InputSystem.InputSystem.settings.multiTapDelayTime);
m_PressPointSetting.Initialize("Press Point",

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"The amount of actuation a control requires before being considered pressed. If not set, default to "
+ "'Default Button Press Point' in the global input settings.",
"Default Button Press Point",
() => target.pressPoint, v => target.pressPoint = v,
() => UnityEngine.InputSystem.InputSystem.settings.defaultButtonPressPoint);
}

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public override void OnGUI()
{

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!UnityEngine.InputSystem.InputSystem.settings.useIMGUIEditorForAssets) return;

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#endif
target.tapCount = EditorGUILayout.IntField(m_TapCountLabel, target.tapCount);
m_TapDelaySetting.OnGUI();
m_TapTimeSetting.OnGUI();
m_PressPointSetting.OnGUI();
}

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
var tapCountField = new IntegerField(m_TapCountLabel.text)

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{
value = target.tapCount,
tooltip = m_TapCountLabel.tooltip
};
tapCountField.RegisterValueChangedCallback(evt =>
{
target.tapCount = evt.newValue;
onChangedCallback?.Invoke();
});
root.Add(tapCountField);

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m_TapDelaySetting.OnDrawVisualElements(root, onChangedCallback);
m_TapTimeSetting.OnDrawVisualElements(root, onChangedCallback);
m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
}

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#endif

private readonly GUIContent m_TapCountLabel = new GUIContent("Tap Count", "How many taps need to be performed in succession. Two means double-tap, three means triple-tap, and so on.");

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private CustomOrDefaultSetting m_PressPointSetting;
private CustomOrDefaultSetting m_TapTimeSetting;
private CustomOrDefaultSetting m_TapDelaySetting;
}
#endif
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
#endif

namespace UnityEditor.InputSystem.Interactions {

#if UNITY_EDITOR
/// <summary>
/// UI that is displayed when editing <see cref="PressInteraction"/> in the editor.
/// </summary>
// ReSharper disable once UnusedMember.Global
internal class PressInteractionEditor : InputParameterEditor<PressInteraction>
{
protected override void OnEnable()
{
m_PressPointSetting.Initialize("Press Point",

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"The amount of actuation a control requires before being considered pressed. If not set, default to "
+ "'Default Button Press Point' in the global input settings.",
"Default Button Press Point",
() => target.pressPoint, v => target.pressPoint = v,
() => UnityEngine.InputSystem.InputSystem.settings.defaultButtonPressPoint);
}

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public override void OnGUI()
{

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!UnityEngine.InputSystem.InputSystem.settings.useIMGUIEditorForAssets) return;

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#endif
EditorGUILayout.HelpBox(s_HelpBoxText);
target.behavior = (PressBehavior)EditorGUILayout.EnumPopup(s_PressBehaviorLabel, target.behavior);
m_PressPointSetting.OnGUI();
}

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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
root.Add(new HelpBox(s_HelpBoxText.text, HelpBoxMessageType.None));

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var behaviourDropdown = new EnumField(s_PressBehaviorLabel.text, target.behavior)

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{
tooltip = s_PressBehaviorLabel.tooltip
};
behaviourDropdown.RegisterValueChangedCallback(evt =>
{
target.behavior = (PressBehavior)evt.newValue;
onChangedCallback?.Invoke();
});
root.Add(behaviourDropdown);

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m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
}

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#endif

private CustomOrDefaultSetting m_PressPointSetting;

private static readonly GUIContent s_HelpBoxText = EditorGUIUtility.TrTextContent("Note that the 'Press' interaction is only "

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+ "necessary when wanting to customize button press behavior. For default press behavior, simply set the action type to 'Button' "
+ "and use the action without interactions added to it.");

private static readonly GUIContent s_PressBehaviorLabel = EditorGUIUtility.TrTextContent("Trigger Behavior",

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"Determines how button presses trigger the action. By default (PressOnly), the action is performed on press. "
+ "With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is performed on press and "
+ "canceled on release.");
}
#endif
}

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