#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
internal static class ProjectWideActionsAsset
{
private const string kDefaultAssetName = "InputSystem_Actions";
private const string kDefaultAssetPath = "Assets/" + kDefaultAssetName + ".inputactions";
private const string kDefaultTemplateAssetPath = "Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsTemplate.json";
internal static class ProjectSettingsProjectWideActionsAssetConverter
{
class ProjectSettingsPostprocessor : AssetPostprocessor
{
#if UNITY_2021_2_OR_NEWER
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
#else
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
#endif
{
if (!Application.isPlaying)
{
// If the Library folder is deleted, InputSystem will fail to retrieve the assigned Project-wide Asset because this look-up occurs
// during initialization while the Library is being rebuilt. So, afterwards perform another check and assign PWA asset if needed.
var pwaAsset = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild;
if (InputSystem.actions == null && pwaAsset != null)
InputSystem.actions = pwaAsset;
}
}
}
}
// Returns the default asset path for where to create project-wide actions asset.
internal static string defaultAssetPath => kDefaultAssetPath;
// Returns the default template JSON content.
internal static string GetDefaultAssetJson()
{
return File.ReadAllText(EditorHelpers.GetPhysicalPath(kDefaultTemplateAssetPath));
}
// Creates an asset at the given path containing the default template JSON.
internal static InputActionAsset CreateDefaultAssetAtPath(string assetPath = kDefaultAssetPath)
{
return CreateAssetAtPathFromJson(assetPath, File.ReadAllText(EditorHelpers.GetPhysicalPath(kDefaultTemplateAssetPath)));
}
// These may be moved out to internal types if decided to extend validation at a later point.
///
/// Interface for reporting asset verification errors.
///
internal interface IReportInputActionAssetVerificationErrors
{
///
/// Reports a failure to comply to requirements with a message meaningful to the user.
///
/// User-friendly error message.
void Report(string message);
}
///
/// Interface for asset verification.
///
internal interface IInputActionAssetVerifier
{
///
/// Verifies the given asset.
///
/// The asset to be verified
/// The reporter to be used to report failure to meet requirements.
public void Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter);
}
///
/// Verifier managing verification and reporting of asset compliance with external requirements.
///
class Verifier : IReportInputActionAssetVerificationErrors
{
private readonly IReportInputActionAssetVerificationErrors m_Reporter;
// Default verification error reporter which generates feedback as debug warnings.
private class DefaultInputActionAssetVerificationReporter : IReportInputActionAssetVerificationErrors
{
public void Report(string message)
{
Debug.LogWarning(message);
}
}
///
/// Constructs a an instance associated with the given reporter.
///
/// The associated reporter instance. If null, a default reporter will be constructed.
public Verifier(IReportInputActionAssetVerificationErrors reporter = null)
{
m_Reporter = reporter ?? new DefaultInputActionAssetVerificationReporter();
errors = 0;
}
#region IReportInputActionAssetVerificationErrors interface
///
public void Report(string message)
{
++errors;
try
{
m_Reporter.Report(message);
}
catch (Exception e)
{
// Only log unexpected but non-fatal exception
Debug.LogException(e);
}
}
#endregion
///
/// Returns the total number of errors seen in verification (accumulative).
///
public int errors { get; private set; }
///
/// Returns true if the number of reported errors in verification is zero, else false.
///
public bool isValid => errors == 0;
private static List> s_VerifierFactories;
///
/// Registers a factory instance.
///
/// The factory instance.
/// true if successfully added, false if the factory have already been registered.
public static bool RegisterFactory(Func factory)
{
if (s_VerifierFactories == null)
s_VerifierFactories = new List>(1);
if (s_VerifierFactories.Contains(factory))
return false;
s_VerifierFactories.Add(factory);
return true;
}
///
/// Unregisters a factory instance that has previously been registered.
///
/// The factory instance to be removed.
/// true if successfully unregistered, false if the given factory instance could not be found.
public static bool UnregisterFactory(Func factory)
{
return s_VerifierFactories.Remove(factory);
}
///
/// Verifies the given project-wide input action asset using all registered verifiers.
///
/// The asset to be verified.
/// true if no verification errors occurred, else false.
///
/// Throws System.ArgumentNullException if asset is null.
///
/// If any registered factory and/or verifier instance throws an exception this will be evaluated
/// as a verification error since the execution of the verifier could not continue. However, any
/// exceptions thrown will be caught and logged but not stop execution of the calling thread.
///
bool Verify(InputActionAsset asset)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (s_VerifierFactories == null || s_VerifierFactories.Count == 0)
return true;
var instance = new Verifier(m_Reporter);
foreach (var factory in s_VerifierFactories)
{
try
{
factory.Invoke().Verify(asset, instance);
}
catch (Exception e)
{
// Only log unexpected but non-fatal exception and count to fail verification
++errors;
Debug.LogException(e);
}
}
return errors == 0;
}
///
/// Verifies the given project-wide input action asset using all registered verifiers.
///
/// The asset to be verified.
/// The reporter to be used. If this argument is null the default reporter will be used.
/// true if no verification errors occurred, else false.
/// Throws System.ArgumentNullException if asset is null.
public static bool Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter = null)
{
return (s_VerifierFactories == null || s_VerifierFactories.Count == 0) || new Verifier(reporter).Verify(asset);
}
}
internal static bool Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter = null)
{
return Verifier.Verify(asset, reporter);
}
internal static bool RegisterInputActionAssetVerifier(Func factory)
{
return Verifier.RegisterFactory(factory);
}
internal static bool UnregisterInputActionAssetVerifier(Func factory)
{
return Verifier.UnregisterFactory(factory);
}
// Creates an asset at the given path containing the given JSON content.
private static InputActionAsset CreateAssetAtPathFromJson(string assetPath, string json)
{
// Note that the extra work here is to override the JSON name from the source asset
var inputActionAsset = InputActionAsset.FromJson(json);
inputActionAsset.name = InputActionImporter.NameFromAssetPath(assetPath);
InputActionAssetManager.SaveAsset(assetPath, inputActionAsset.ToJson());
return AssetDatabase.LoadAssetAtPath(assetPath);
}
}
}
#endif // UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS