Optimize code structure for input module.

This commit is contained in:
2023-01-21 17:04:29 +08:00
parent 6779b88055
commit 5198ecec1f
11 changed files with 116 additions and 93 deletions

View File

@@ -57,7 +57,6 @@ namespace Cryville.Crtr.Config {
var proxy = new InputProxy(ruleset.Root, null);
proxy.LoadFrom(_rscfg.inputs);
m_inputConfigPanel.proxy = proxy;
Game.InputManager.Activate();
}
public void SwitchCategory(GameObject cat) {
@@ -68,7 +67,6 @@ namespace Cryville.Crtr.Config {
}
public void SaveAndReturnToMenu() {
Game.InputManager.Deactivate();
m_inputConfigPanel.proxy.SaveTo(_rscfg.inputs);
m_inputConfigPanel.proxy.Dispose();
FileInfo cfgfile = new FileInfo(

View File

@@ -24,6 +24,7 @@ namespace Cryville.Crtr.Config {
[SerializeField]
GameObject m_prefabInputConfigEntry;
readonly SimpleInputConsumer _consumer = new SimpleInputConsumer(Game.InputManager);
public InputProxy proxy;
readonly Dictionary<string, InputConfigPanelEntry> _entries = new Dictionary<string, InputConfigPanelEntry>();
@@ -32,7 +33,7 @@ namespace Cryville.Crtr.Config {
_sel = entry;
m_inputDialog.SetActive(true);
CallHelper.Purge(m_deviceList);
Game.InputManager.EnumerateEvents(ev => { });
_consumer.EnumerateEvents(ev => { });
_recvsrcs.Clear();
AddSourceItem(null);
}
@@ -46,10 +47,11 @@ namespace Cryville.Crtr.Config {
Target = _sel,
Source = src,
});
m_inputDialog.SetActive(false);
CloseDialog();
}
void Start() {
_consumer.Activate();
foreach (var i in m_configScene.ruleset.Root.inputs) {
var e = GameObject.Instantiate(m_prefabInputConfigEntry, m_entryList.transform).GetComponent<InputConfigPanelEntry>();
_entries.Add(i.Key, e);
@@ -59,6 +61,10 @@ namespace Cryville.Crtr.Config {
proxy.ProxyChanged += OnProxyChanged;
}
void OnDestroy() {
_consumer.Deactivate();
}
void OnProxyChanged(object sender, ProxyChangedEventArgs e) {
_entries[e.Name].SetEnabled(!e.Used);
_entries[e.Name].SetValue(e.Proxy == null ? "None" : e.Proxy.Value.Handler.GetTypeName(e.Proxy.Value.Type));
@@ -67,7 +73,7 @@ namespace Cryville.Crtr.Config {
readonly List<InputSource?> _recvsrcs = new List<InputSource?>();
void Update() {
if (m_inputDialog.activeSelf) {
Game.InputManager.EnumerateEvents(ev => {
_consumer.EnumerateEvents(ev => {
AddSourceItem(ev.Id.Source);
});
}