using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// /// Shared low-level input reads used by the camera rigs, the paint controller and the modes. Each /// method preserves its original per-backend behaviour (new Input System when present, legacy Input /// Manager otherwise). Sensitivity scaling stays at the call sites. /// public static class InputUtil { /// Raw mouse delta this frame (pixels); the legacy path scales GetAxisRaw by 10 to match. public static Vector2 ReadMouseDelta() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null ? Mouse.current.delta.ReadValue() : Vector2.zero; #else return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * 10f; #endif } /// Raw mouse-wheel delta this frame (usually only its sign is used). public static float ReadScroll() { #if ENABLE_INPUT_SYSTEM if (Mouse.current != null) return Mouse.current.scroll.ReadValue().y; #endif #if ENABLE_LEGACY_INPUT_MANAGER return Input.GetAxis("Mouse ScrollWheel"); #else return 0f; #endif } /// Locks+hides or frees+shows the hardware cursor. public static void SetCursorLocked(bool locked) { Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = !locked; } public static bool ShiftHeld() { #if ENABLE_INPUT_SYSTEM var kb = Keyboard.current; if (kb != null) return kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed; #endif #if ENABLE_LEGACY_INPUT_MANAGER return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); #else return false; #endif } public static bool CtrlHeld() { #if ENABLE_INPUT_SYSTEM var kb = Keyboard.current; if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed; #endif #if ENABLE_LEGACY_INPUT_MANAGER return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl); #else return false; #endif } public static bool LeftMouseHeld() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null && Mouse.current.leftButton.isPressed; #else return Input.GetMouseButton(0); #endif } public static bool RightMouseHeld() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null && Mouse.current.rightButton.isPressed; #else return Input.GetMouseButton(1); #endif } public static bool MiddleMouseHeld() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null && Mouse.current.middleButton.isPressed; #else return Input.GetMouseButton(2); #endif } /// Left mouse button pressed on this exact frame (edge, not held). public static bool LeftClickedThisFrame() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame; #else return Input.GetMouseButtonDown(0); #endif } /// Key pressed on this exact frame (edge), regardless of UI focus. The parameter type /// follows the active input backend, matching how the callers' serialized key fields are declared. #if ENABLE_INPUT_SYSTEM public static bool KeyPressedThisFrame(Key key) => Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame; #else public static bool KeyPressedThisFrame(KeyCode key) => Input.GetKeyDown(key); #endif /// Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is /// focused so typing never triggers gameplay bindings. #if ENABLE_INPUT_SYSTEM public static bool GameplayKeyPressed(Key key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key); #else public static bool GameplayKeyPressed(KeyCode key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key); #endif }