/
WebBrowserOldInputHandler.cs
125 lines (104 loc) · 3.76 KB
/
WebBrowserOldInputHandler.cs
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// UnityWebBrowser (UWB)
// Copyright (c) 2021-2022 Voltstro-Studios
//
// This project is under the MIT license. See the LICENSE.md file for more details.
using System;
using System.Collections.Generic;
using UnityEngine;
using VoltstroStudios.UnityWebBrowser.Shared;
namespace VoltstroStudios.UnityWebBrowser.Input
{
/// <summary>
/// Input handler using Unity's old <see cref="UnityEngine.Input" />
/// </summary>
[CreateAssetMenu(fileName = "Old Input Handler", menuName = "UWB/Inputs/Old Input Handler")]
public sealed class WebBrowserOldInputHandler : WebBrowserInputHandler
{
private static readonly KeyCode[] Keymap = (KeyCode[])Enum.GetValues(typeof(KeyCode));
/// <summary>
/// The name of the axis for the scroll
/// </summary>
[Tooltip("The name of the axis for the scroll")]
public string scrollAxisName = "Mouse ScrollWheel";
/// <summary>
/// How much sensitivity for the scroll
/// </summary>
[Tooltip("How much sensitivity for the scroll")]
public float scrollSensitivity = 2.0f;
private readonly List<WindowsKey> keysDown = new();
private readonly List<WindowsKey> keysUp = new();
private IMECompositionMode compositionMode;
public override float GetScroll()
{
return UnityEngine.Input.GetAxis(scrollAxisName) * scrollSensitivity;
}
public override Vector2 GetCursorPos()
{
return UnityEngine.Input.mousePosition;
}
public override WindowsKey[] GetDownKeys()
{
keysDown.Clear();
foreach (KeyCode key in Keymap)
{
//Why are mouse buttons considered key codes???
if (key is KeyCode.Mouse0 or KeyCode.Mouse1 or KeyCode.Mouse2 or KeyCode.Mouse3 or KeyCode.Mouse4
or KeyCode.Mouse5 or KeyCode.Mouse6)
continue;
try
{
if (UnityEngine.Input.GetKeyDown(key))
keysDown.Add(key.UnityKeyCodeToWindowKey());
}
catch (ArgumentOutOfRangeException)
{
//Safe to ignore
}
}
return keysDown.ToArray();
}
public override WindowsKey[] GetUpKeys()
{
keysUp.Clear();
foreach (KeyCode key in Keymap)
{
//Why are mouse buttons considered key codes???
if (key is KeyCode.Mouse0 or KeyCode.Mouse1 or KeyCode.Mouse2 or KeyCode.Mouse3 or KeyCode.Mouse4
or KeyCode.Mouse5 or KeyCode.Mouse6)
continue;
try
{
if (UnityEngine.Input.GetKeyUp(key))
keysUp.Add(key.UnityKeyCodeToWindowKey());
}
catch (ArgumentOutOfRangeException)
{
//Safe to ignore
}
}
return keysUp.ToArray();
}
public override string GetFrameInputBuffer()
{
return UnityEngine.Input.inputString;
}
public override void OnStart()
{
keysDown.Clear();
keysUp.Clear();
}
public override void OnStop()
{
}
public override void EnableIme(Vector2 location)
{
compositionMode = UnityEngine.Input.imeCompositionMode;
UnityEngine.Input.imeCompositionMode = IMECompositionMode.On;
UnityEngine.Input.compositionCursorPos = location;
}
public override void DisableIme()
{
UnityEngine.Input.imeCompositionMode = compositionMode;
}
}
}