Implement the new input config.
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101
Assets/Cryville/Crtr/Config/UI/InputDialogEntry.cs
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101
Assets/Cryville/Crtr/Config/UI/InputDialogEntry.cs
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using Cryville.Input;
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace Cryville.Crtr.Config.UI {
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internal class InputDialogEntry : MonoBehaviour, IPointerClickHandler {
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[SerializeField] Button m_button;
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[SerializeField] TextMeshProUGUI m_nameText;
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[SerializeField] Graphic m_iNull;
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[SerializeField] Graphic m_iX;
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[SerializeField] Graphic m_iY;
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[SerializeField] Graphic m_iZ;
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[SerializeField] Graphic m_iW;
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[SerializeField] Color m_invalidColor;
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[SerializeField] Color m_inactiveColor;
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[SerializeField] Color m_activeColor;
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[SerializeField] Color m_restColor;
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[SerializeField] Color m_motionColor;
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private InputDeviceStatus status;
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public event Action Clicked;
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public InputDeviceStatus Status {
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get { return status; }
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set {
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status = value;
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m_button.interactable = value == InputDeviceStatus.Default;
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}
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}
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byte _dim;
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void Awake() {
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_activeInputs = new Dictionary<int, InputVector>();
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}
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public void Init(InputSource? src) {
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m_nameText.text = src == null ? "(None)" : src.Value.Handler.GetTypeName(src.Value.Type);
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if (src == null) {
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m_iNull.color = m_invalidColor;
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m_iX.color = m_invalidColor;
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m_iY.color = m_invalidColor;
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m_iZ.color = m_invalidColor;
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m_iW.color = m_invalidColor;
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}
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else {
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var tsrc = src.Value;
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_dim = tsrc.Handler.Dimension;
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m_iNull.color = m_inactiveColor;
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m_iX.color = _dim >= 1 ? m_restColor : m_invalidColor;
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m_iY.color = _dim >= 2 ? m_restColor : m_invalidColor;
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m_iZ.color = _dim >= 3 ? m_restColor : m_invalidColor;
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m_iW.color = _dim >= 4 ? m_restColor : m_invalidColor;
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}
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}
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public void OnPointerClick(PointerEventData eventData) {
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if (status != InputDeviceStatus.Default) return;
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Clicked?.Invoke();
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}
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float _maxScalar;
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Dictionary<int, InputVector> _activeInputs;
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public void OnInputEvent(InputEvent ev) {
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var id = ev.Identifier.Id;
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InputVector lastVec;
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if (!_activeInputs.TryGetValue(id, out lastVec)) {
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if (ev.To.IsNull) return;
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_activeInputs.Add(id, lastVec = ev.To.Vector);
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}
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if (ev.To.IsNull) {
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_activeInputs.Remove(id);
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}
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else {
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var vec = ev.To.Vector;
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var delta = vec - lastVec;
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if (_dim >= 1) {
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UpdateVectorIndicator(m_iX, delta.X);
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if (_dim >= 2) {
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UpdateVectorIndicator(m_iY, delta.Y);
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if (_dim >= 3) {
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UpdateVectorIndicator(m_iZ, delta.Z);
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if (_dim >= 4) {
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UpdateVectorIndicator(m_iW, delta.W);
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}
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}
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}
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}
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_activeInputs[id] = vec;
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}
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m_iNull.color = _activeInputs.Count > 0 ? m_activeColor : m_inactiveColor;
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}
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void UpdateVectorIndicator(Graphic i, float v) {
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float a = MathF.Abs(v);
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if (a > _maxScalar) _maxScalar = a;
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i.color = Color.Lerp(m_restColor, m_motionColor, MathF.Sqrt(a / _maxScalar));
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}
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}
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}
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