public static class InputProcessorFactoryTurns the processor names in a .vxinput into processors, and back.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A table rather than an assembly scan, for the reason Vixen.Editor.Assets.BuiltInImporters gives about importers: a scan reads metadata a trimmed publish has already deleted, and would make "which processors does this build have" a question with a different answer in the editor and in the player. A game adds its own with Register at boot.
The syntax is name(arg=value,arg=value), semicolon-separated — stickDeadzone(min=0.2);invert(y=true). Arguments are named rather than positional because a binding that reads clamp(0,1) tells a reviewer nothing about which is which.
Methods (4)
public static void Register(string name, Func<ProcessorArguments, IInputProcessor> factory)Adds a processor this build understands.
public static bool IsKnown(string name)Whether a name is one this build has.
public static IReadOnlyList<IInputProcessor> Parse(string? text, Action<string>? unknown = null)Reads a processor list.
public static Vector2 Apply(IReadOnlyList<IInputProcessor> processors, Vector2 value, int dimensions)Applies a list of processors in order.
Used by (2)
- InputBindingVixen.Input
- InputBindingPartVixen.Input