forked from Unity-Technologies/UnityCsReference
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathTrigger.cs
More file actions
186 lines (159 loc) · 6.92 KB
/
Copy pathTrigger.cs
File metadata and controls
186 lines (159 loc) · 6.92 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.ShortcutManagement
{
class Trigger
{
IDirectory m_Directory;
IConflictResolver m_ConflictResolver;
IContextManager m_CurrentContextManager;
List<KeyCombination> m_KeyCombinationSequence = new List<KeyCombination>();
List<ShortcutEntry> m_Entries = new List<ShortcutEntry>();
Dictionary<KeyCode, KeyValuePair<ShortcutEntry, object>> m_ActiveClutches = new Dictionary<KeyCode, KeyValuePair<ShortcutEntry, object>>();
public event Action<ShortcutEntry, ShortcutArguments> invokingAction;
public Trigger(IDirectory directory, IConflictResolver conflictResolver)
{
m_Directory = directory;
m_ConflictResolver = conflictResolver;
}
public void HandleKeyEvent(Event evt, IContextManager contextManager)
{
if (evt == null) return;
KeyCode keyCode = evt.isMouse ? evt.button + KeyCode.Mouse0 : evt.keyCode;
if (keyCode == KeyCode.None) return;
if (evt.type == EventType.KeyUp || evt.type == EventType.MouseUp)
{
KeyValuePair<ShortcutEntry, object> clutchKeyValuePair;
if (m_ActiveClutches.TryGetValue(keyCode, out clutchKeyValuePair))
{
var clutchContext = m_ActiveClutches[keyCode].Value;
m_ActiveClutches.Remove(keyCode);
var args = new ShortcutArguments
{
context = clutchContext,
stage = ShortcutStage.End
};
invokingAction?.Invoke(clutchKeyValuePair.Key, args);
clutchKeyValuePair.Key.action(args);
evt.Use();
}
return;
}
// Use the event and return if the key is currently used in an active clutch
if (m_ActiveClutches.ContainsKey(keyCode))
{
evt.Use();
return;
}
var keyCodeCombination = KeyCombination.FromInput(evt);
m_KeyCombinationSequence.Add(keyCodeCombination);
// Ignore event if sequence is empty
if (m_KeyCombinationSequence.Count == 0)
return;
m_Directory.FindShortcutEntries(m_KeyCombinationSequence, contextManager, m_Entries);
IEnumerable<ShortcutEntry> entries = m_Entries;
// Deal ONLY with prioritycontext
if (entries.Count() > 1 && contextManager.HasAnyPriorityContext())
{
m_CurrentContextManager = contextManager;
entries = m_Entries.FindAll(CurrentContextManagerHasPriorityContextFor);
if (!entries.Any())
entries = m_Entries;
}
switch (entries.Count())
{
case 0:
Reset();
break;
case 1:
var shortcutEntry = entries.Single();
if (ShortcutFullyMatchesKeyCombination(shortcutEntry))
{
if (keyCode != m_KeyCombinationSequence.Last().keyCode)
break;
var args = new ShortcutArguments();
args.context = contextManager.GetContextInstanceOfType(shortcutEntry.context);
switch (shortcutEntry.type)
{
case ShortcutType.Action:
args.stage = ShortcutStage.End;
invokingAction?.Invoke(shortcutEntry, args);
shortcutEntry.action(args);
evt.Use();
Reset();
break;
case ShortcutType.Clutch:
if (!m_ActiveClutches.ContainsKey(keyCode))
{
m_ActiveClutches.Add(keyCode, new KeyValuePair<ShortcutEntry, object>(shortcutEntry, args.context));
args.stage = ShortcutStage.Begin;
invokingAction?.Invoke(shortcutEntry, args);
shortcutEntry.action(args);
evt.Use();
Reset();
}
break;
case ShortcutType.Menu:
args.stage = ShortcutStage.End;
invokingAction?.Invoke(shortcutEntry, args);
shortcutEntry.action(args);
evt.Use();
Reset();
break;
}
}
break;
default:
if (HasConflicts(entries, m_KeyCombinationSequence))
{
m_ConflictResolver.ResolveConflict(m_KeyCombinationSequence, entries);
evt.Use();
Reset();
}
break;
}
}
public void ResetActiveClutches()
{
foreach (var clutchKeyValuePair in m_ActiveClutches.Values)
{
var args = new ShortcutArguments
{
context = clutchKeyValuePair.Value,
stage = ShortcutStage.End,
};
invokingAction?.Invoke(clutchKeyValuePair.Key, args);
clutchKeyValuePair.Key.action(args);
}
m_ActiveClutches.Clear();
}
public bool HasAnyEntries()
{
return m_Entries.Any();
}
// filtered entries are expected to all be in the same context and/or null context and they all are known to share the prefix
bool HasConflicts(IEnumerable<ShortcutEntry> filteredEntries, List<KeyCombination> prefix)
{
if (filteredEntries.Any(e => e.FullyMatches(prefix)))
return filteredEntries.Count() > 1;
return false;
}
bool ShortcutFullyMatchesKeyCombination(ShortcutEntry shortcutEntry)
{
return shortcutEntry.FullyMatches(m_KeyCombinationSequence);
}
void Reset()
{
m_KeyCombinationSequence.Clear();
}
bool CurrentContextManagerHasPriorityContextFor(ShortcutEntry entry)
{
return m_CurrentContextManager.HasPriorityContextOfType(entry.context);
}
}
}