Class InputControl
A typed and named value in a hierarchy of controls.
Inheritance
Namespace: UnityEngine.InputSystem
Syntax
public abstract class InputControl
Remarks
Controls can have children which in turn may have children. At the root of the child hierarchy is always an InputDevice (which themselves are InputControls).
Controls can be looked up by their path (see GetControl(InputControl, String) and TryFindControl(InputControl, String, Int32)).
Each control must have a unique name within its parent (see name). Multiple names can be assigned to controls using aliases (see aliases). Name lookup is case-insensitive.
In addition to names, a control may have usages associated with it (see usages). A usage indicates how a control is meant to be used. For example, a button can be assigned the "PrimaryAction" usage to indicate it is the primary action button the device. Within a device, usages have to be unique. See CommonUsages for a list of standardized usages.
Controls do not actually store values. Instead, every control receives an InputStateBlock which, after the control's device has been added to the system, is used to read out values from the device's backing store. This backing store is referred to as "state" in the API as opposed to "values" which represent the data resulting from reading state. The format that each control stores state in is specific to the control. It can vary not only between controls of different types but also between controls of the same type. An AxisControl, for example, can be stored as a float or as a byte or in a number of other formats. stateBlock identifies both where the control stores its state as well as the format it stores it in.
Constructors
InputControl()
Declaration
protected InputControl()
Fields
m_StateBlock
Declaration
protected InputStateBlock m_StateBlock
Field Value
Type | Description |
---|---|
InputStateBlock |
Properties
aliases
Declaration
public ReadOnlyArray<InternedString> aliases { get; }
Property Value
Type | Description |
---|---|
ReadOnlyArray<InternedString> |
children
List of immediate children.
Declaration
public ReadOnlyArray<InputControl> children { get; }
Property Value
Type | Description |
---|---|
ReadOnlyArray<InputControl> |
Remarks
Does not allocate.
currentStatePtr
Declaration
protected void *currentStatePtr { get; }
Property Value
Type | Description |
---|---|
System.Void* |
defaultStatePtr
Declaration
protected void *defaultStatePtr { get; }
Property Value
Type | Description |
---|---|
System.Void* |
device
The device that this control is a part of.
Declaration
public InputDevice device { get; }
Property Value
Type | Description |
---|---|
InputDevice |
Remarks
This is the root of the control hiearchy. For the device at the root, this will point to itself.
displayName
The text to display as the name of the control.
Declaration
public string displayName { get; protected set; }
Property Value
Type | Description |
---|---|
System.String |
Remarks
Note that the display name of a control may change over time. For example, when changing from a QWERTY keyboard layout to an AZERTY keyboard layout, the "q" key (which will keep that name) will change its display name from "q" to "a".
By default, a control's display name will come from its layout. If it is not assigned a display name there, the display name will default to name. However, specific controls may override this behavior. KeyControl, for example, will set the display name to the actual key name corresponding to the current keyboard layout.
For nested controls, the display name will include the display names of all parent controls, i.e. the display name will fully identify the control on the device. For example, the display name for the left D-Pad button on a gamepad is "D-Pad Left" and not just "Left".
See Also
Item[String]
Fetch a control from the control's hierarchy by name.
Declaration
public InputControl this[string path] { get; }
Parameters
Type | Name | Description |
---|---|---|
System.String | path |
Property Value
Type | Description |
---|---|
InputControl |
Remarks
Note that path matching is case-insensitive.
Examples
gamepad["leftStick"] // Returns Gamepad.leftStick
gamepad["leftStick/x"] // Returns Gamepad.leftStick.x
gamepad["{PrimaryAction}"] // Returns the control with PrimaryAction usage, i.e. Gamepad.aButton
Exceptions
Type | Condition |
---|---|
System.Collections.Generic.KeyNotFoundException |
|
See Also
layout
Layout the control is based on.
Declaration
public string layout { get; }
Property Value
Type | Description |
---|---|
System.String |
Remarks
This is the layout name rather than a reference to an InputControlLayout as we only create layout instances during device creation and treat them as temporaries in general so as to not waste heap space during normal operation.
name
The name of the control, i.e. the final name part in its path.
Declaration
public string name { get; }
Property Value
Type | Description |
---|---|
System.String |
Remarks
Names of controls must be unique within the context of their parent.
Lookup of names is case-insensitive.
See Also
noiseMaskPtr
Declaration
protected void *noiseMaskPtr { get; }
Property Value
Type | Description |
---|---|
System.Void* |
noisy
Whether the control is considered noisy.
Declaration
public bool noisy { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
A control is considered "noisy" if it produces different values without necessarily requiring user interaction. Sensors are a good example.
The value of this property is determined by the layout (InputControlLayout) that the control has been built from.
Note that for devices (InputDevice) this property is true if any control on the device is marked as noisy.
See Also
parent
The immediate parent of the control or null if the control has no parent (which, once fully constructed) will only be the case for InputDevices).
Declaration
public InputControl parent { get; }
Property Value
Type | Description |
---|---|
InputControl |
path
Full path all the way from the root.
Declaration
public string path { get; }
Property Value
Type | Description |
---|---|
System.String |
Remarks
Allocates on first hit. Paths are not created until someone asks for them.
Examples
Example: "/gamepad/leftStick/x"
previousFrameStatePtr
Declaration
protected void *previousFrameStatePtr { get; }
Property Value
Type | Description |
---|---|
System.Void* |
shortDisplayName
An alternate, abbreviated displayName (for example "LMB" instead of "Left Button").
Declaration
public string shortDisplayName { get; protected set; }
Property Value
Type | Description |
---|---|
System.String |
Remarks
If the control has no abbreviated version, this will be null. Note that this behavior is different from displayName which will fall back to name if not display name has been assigned to the control.
For nested controls, the short display name will include the short display names of all parent controls, i.e. the display name will fully identify the control on the device. For example, the display name for the left D-Pad button on a gamepad is "D-Pad \u2190" and not just "\u2190". Note that if a parent control has no short name, its long name will be used instead.
See Also
stateBlock
Declaration
public InputStateBlock stateBlock { get; }
Property Value
Type | Description |
---|---|
InputStateBlock |
stateOffsetRelativeToDeviceRoot
The offset of this control's state relative to its device root.
Declaration
protected uint stateOffsetRelativeToDeviceRoot { get; }
Property Value
Type | Description |
---|---|
System.UInt32 |
Remarks
Once a device has been added to the system, its state block will get allocated in the global state buffers and the offset of the device's state block will get baked into all of the controls on the device. This property always returns the "unbaked" offset.
synthetic
Whether the control is considered synthetic.
Declaration
public bool synthetic { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
A control is considered "synthetic" if it does not correspond to an actual, physical control on the device. An example for this is anyKey or the up/down/left/right buttons added by StickControl.
The value of this property is determined by the layout (InputControlLayout) that the control has been built from.
See Also
usages
Declaration
public ReadOnlyArray<InternedString> usages { get; }
Property Value
Type | Description |
---|---|
ReadOnlyArray<InternedString> |
valueSizeInBytes
Size in bytes of values that the control returns.
Declaration
public abstract int valueSizeInBytes { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
See Also
valueType
Returns the underlying value type of this control.
Declaration
public abstract Type valueType { get; }
Property Value
Type | Description |
---|---|
System.Type |
Remarks
This is the type of values that are returned when reading the current value of a control or when reading a value of a control from an event.
See Also
variants
Semicolon-separated list of variants of the control layout or "default".
Declaration
public string variants { get; }
Property Value
Type | Description |
---|---|
System.String |
Examples
"Lefty" when using the "Lefty" gamepad layout.
Methods
CompareState(Void*, Void*, Void*)
Compare the control's stored state in firstStatePtr
to secondStatePtr
.
Declaration
public bool CompareState(void *firstStatePtr, void *secondStatePtr, void *maskPtr = default(void *))
Parameters
Type | Name | Description |
---|---|---|
System.Void* | firstStatePtr | Memory containing the control's stateBlock. |
System.Void* | secondStatePtr | Memory containing the control's stateBlock |
System.Void* | maskPtr | Optional mask. If supplied, it will be used to mask the comparison between
|
Returns
Type | Description |
---|---|
System.Boolean | True if the state is equivalent in both memory buffers. |
Remarks
Unlike CompareValue(Void*, Void*), this method only compares raw memory state. If used on a stick, for example, it may mean that this method returns false for two stick values that would compare equal using CompareValue(Void*, Void*) (e.g. if both stick values fall below the deadzone).
See Also
CompareValue(Void*, Void*)
Compare the value of the control as read from firstStatePtr
to that read from
secondStatePtr
and return true if they are equal.
Declaration
public abstract bool CompareValue(void *firstStatePtr, void *secondStatePtr)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | firstStatePtr | Memory containing the control's stateBlock. |
System.Void* | secondStatePtr | Memory containing the control's stateBlock |
Returns
Type | Description |
---|---|
System.Boolean | True if the value of the control is equal in both |
Remarks
Unlike CompareState(Void*, Void*, Void*), this method will have to do more than just compare the memory for the control in the two state buffers. It will have to read out state for the control and run the full processing machinery for the control to turn the state into a final, processed value. CompareValue is thus more costly than CompareState(Void*, Void*, Void*).
This method will apply epsilons (
See Also
EvaluateMagnitude()
Compute an absolute, normalized magnitude value that indicates the extent to which the control is actuated.
Declaration
public float EvaluateMagnitude()
Returns
Type | Description |
---|---|
System.Single | Amount of actuation of the control or -1 if it cannot be determined. |
Remarks
Magnitudes do not make sense for all types of controls. For example, for a control that represents an enumeration of values (such as PointerPhaseControl), there is no meaningful linear ordering of values (one could derive a linear ordering through the actual enum values but their assignment may be entirely arbitrary; it is unclear whether a state of Canceled has a higher or lower "magnitude" as a state of Began).
Controls that have no meaningful magnitude will return -1 when calling this method. Any negative return value should be considered an invalid value.
See Also
EvaluateMagnitude(Void*)
Compute an absolute, normalized magnitude value that indicates the extent to which the control is actuated in the given state.
Declaration
public virtual float EvaluateMagnitude(void *statePtr)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | statePtr | State containing the control's stateBlock. |
Returns
Type | Description |
---|---|
System.Single | Amount of actuation of the control or -1 if it cannot be determined. |
See Also
FinishSetup(InputDeviceBuilder)
Declaration
protected virtual void FinishSetup(InputDeviceBuilder builder)
Parameters
Type | Name | Description |
---|---|---|
InputDeviceBuilder | builder |
ReadValueFromBufferAsObject(Void*, Int32)
Declaration
public abstract object ReadValueFromBufferAsObject(void *buffer, int bufferSize)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | buffer | |
System.Int32 | bufferSize |
Returns
Type | Description |
---|---|
System.Object |
ReadValueFromStateAsObject(Void*)
Read the control's final, processed value from the given state and return the value as an object.
Declaration
public abstract object ReadValueFromStateAsObject(void *statePtr)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | statePtr |
Returns
Type | Description |
---|---|
System.Object | The control's value as stored in |
Remarks
This method allocates GC memory and should not be used during normal gameplay operation.
Exceptions
Type | Condition |
---|---|
System.ArgumentNullException |
|
See Also
ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
Read the control's final, processed value from the given state and store it in the given buffer.
Declaration
public abstract void ReadValueFromStateIntoBuffer(void *statePtr, void *bufferPtr, int bufferSize)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | statePtr | State to read the value for the control from. |
System.Void* | bufferPtr | Buffer to store the value in. |
System.Int32 | bufferSize | Size of |
Exceptions
Type | Condition |
---|---|
System.ArgumentNullException |
|
System.ArgumentException |
|
See Also
RefreshConfiguration()
Declaration
protected virtual void RefreshConfiguration()
RefreshConfigurationIfNeeded()
Declaration
protected void RefreshConfigurationIfNeeded()
ToString()
Declaration
public override string ToString()
Returns
Type | Description |
---|---|
System.String |
Overrides
TryGetChildControl(String)
Declaration
public InputControl TryGetChildControl(string path)
Parameters
Type | Name | Description |
---|---|---|
System.String | path |
Returns
Type | Description |
---|---|
InputControl |
WriteValueFromBufferIntoState(Void*, Int32, Void*)
Read a value from the given memory and store it as state.
Declaration
public virtual void WriteValueFromBufferIntoState(void *bufferPtr, int bufferSize, void *statePtr)
Parameters
Type | Name | Description |
---|---|---|
System.Void* | bufferPtr | Memory containing value. |
System.Int32 | bufferSize | Size of |
System.Void* | statePtr | State containing the control's stateBlock. Will receive the state as converted from the given value. |
Remarks
Writing values will NOT apply processors to the given value. This can mean that when reading a value from a control after it has been written to its state, the resulting value differs from what was written.
Exceptions
Type | Condition |
---|---|
System.NotSupportedException | The control does not support writing. This is the case, for example, that compute values (such as the magnitude of a vector). |
See Also
WriteValueFromObjectIntoState(Object, Void*)
Read a value object and store it as state in the given memory.
Declaration
public virtual void WriteValueFromObjectIntoState(object value, void *statePtr)
Parameters
Type | Name | Description |
---|---|---|
System.Object | value | Value for the control. |
System.Void* | statePtr | State containing the control's stateBlock. Will receive the state state as converted from the given value. |
Remarks
Writing values will NOT apply processors to the given value. This can mean that when reading a value from a control after it has been written to its state, the resulting value differs from what was written.
Exceptions
Type | Condition |
---|---|
System.NotSupportedException | The control does not support writing. This is the case, for example, that compute values (such as the magnitude of a vector). |