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33 changes: 32 additions & 1 deletion Assets/Tests/InputSystem/Plugins/InputForUITests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,7 @@ public class InputForUITests : InputTestFixture
readonly List<Event> m_InputForUIEvents = new List<Event>();
private int m_CurrentInputEventToCheck;
InputSystemProvider m_InputSystemProvider;
private bool m_ClearedMockProvider;

private InputActionAsset storedActions;

Expand All @@ -45,6 +46,7 @@ public override void Setup()
{
base.Setup();
m_CurrentInputEventToCheck = 0;
m_ClearedMockProvider = false;

storedActions = InputSystem.actions;

Expand All @@ -59,7 +61,8 @@ public override void Setup()
public override void TearDown()
{
EventProvider.Unsubscribe(InputForUIOnEvent);
EventProvider.ClearMockProvider();
if (!m_ClearedMockProvider)
EventProvider.ClearMockProvider();
m_InputForUIEvents.Clear();

InputSystem.manager.actions = storedActions;
Expand Down Expand Up @@ -92,6 +95,34 @@ public void InputSystemActionAssetIsNotNull()
"Test is invalid since InputSystemProvider actions are not available");
}

[Test]
[Category(kTestCategory)]
public void Shutdown_DoesNotDisableProjectWideActionsAsset()
{
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
var uiMap = new InputActionMap("UI");
uiMap.AddAction("Point", InputActionType.PassThrough, "<Mouse>/position");
uiMap.AddAction("Navigate", InputActionType.PassThrough, "<Gamepad>/leftStick");
uiMap.AddAction("Submit", InputActionType.Button, "<Keyboard>/enter");
uiMap.AddAction("Cancel", InputActionType.Button, "<Keyboard>/escape");
uiMap.AddAction("Click", InputActionType.PassThrough, "<Mouse>/leftButton");
uiMap.AddAction("MiddleClick", InputActionType.PassThrough, "<Mouse>/middleButton");
uiMap.AddAction("RightClick", InputActionType.PassThrough, "<Mouse>/rightButton");
uiMap.AddAction("ScrollWheel", InputActionType.PassThrough, "<Mouse>/scroll");
asset.AddActionMap(uiMap);

InputSystem.s_Manager.actions = asset;

m_InputSystemProvider.Initialize();
Assert.That(asset.enabled, Is.True, "Project-wide actions should be enabled by provider initialization.");

EventProvider.ClearMockProvider();
m_ClearedMockProvider = true;
Assert.That(asset.enabled, Is.True, "Project-wide actions must remain enabled after provider shutdown.");

Object.DestroyImmediate(asset);
}

[Test]
[Category(kTestCategory)]
// Checks that mouse events are ignored when a touch is active.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,8 @@ internal class InputSystemProvider : IEventProviderImpl

DefaultInputActions m_DefaultInputActions;
InputActionAsset m_InputActionAsset;
InputActionMap m_UIActionMap;
bool m_ShouldDisableUIActionMapOnUnregister;

// Note that these are plain action references instead since InputActionReference do
// not provide any value when this integration doesn't have any UI. If this integration
Expand Down Expand Up @@ -636,14 +638,11 @@ void RegisterActions()
m_RightClickAction = FindActionAndRegisterCallback(Actions.RightClickAction, OnRightClickPerformed);
m_ScrollWheelAction = FindActionAndRegisterCallback(Actions.ScrollWheelAction, OnScrollWheelPerformed);

// When adding new actions, don't forget to add them to UnregisterActions
if (InputSystem.actions == null)
{
// If we've not loaded a user-created set of actions, just enable the UI actions from our defaults.
m_InputActionAsset.FindActionMap("UI", true).Enable();
}
else
m_InputActionAsset.Enable();
// Only touch the UI map so we don't change the enabled state of unrelated maps.
m_UIActionMap = m_InputActionAsset?.FindActionMap("UI", true);
m_ShouldDisableUIActionMapOnUnregister = m_UIActionMap != null && !m_UIActionMap.enabled;
if (m_ShouldDisableUIActionMapOnUnregister)
m_UIActionMap.Enable();
}

void UnregisterAction(ref InputAction action, Action<InputAction.CallbackContext> callback = null)
Expand All @@ -664,8 +663,11 @@ void UnregisterActions()
UnregisterAction(ref m_RightClickAction, OnRightClickPerformed);
UnregisterAction(ref m_ScrollWheelAction, OnScrollWheelPerformed);

if (m_InputActionAsset != null)
m_InputActionAsset.Disable();
if (m_ShouldDisableUIActionMapOnUnregister && m_UIActionMap != null)
m_UIActionMap.Disable();

m_UIActionMap = null;
m_ShouldDisableUIActionMapOnUnregister = false;
}

void SelectInputActionAsset()
Expand Down
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