Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/XInput/XboxGamepadMacOS.cs

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2023-03-28 13:24:16 -04:00
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || PACKAGE_DOCS_GENERATION
using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.XInput.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
namespace UnityEngine.InputSystem.XInput.LowLevel
{
// Xbox one controller on OSX. State layout can be found here:
// https://github.com/360Controller/360Controller/blob/master/360Controller/ControlStruct.h
// struct InputReport
// {
// byte command;
// byte size;
// short buttons;
// byte triggerLeft;
// byte triggerRight;
// short leftX;
// short leftY;
// short rightX;
// short rightY;
// }
// Report size is 14 bytes. First two bytes are header information for the report.
[StructLayout(LayoutKind.Explicit)]
internal struct XInputControllerOSXState : IInputStateTypeInfo
{
public static FourCC kFormat => new FourCC('H', 'I', 'D');
public enum Button
{
DPadUp = 0,
DPadDown = 1,
DPadLeft = 2,
DPadRight = 3,
Start = 4,
Select = 5,
LeftThumbstickPress = 6,
RightThumbstickPress = 7,
LeftShoulder = 8,
RightShoulder = 9,
A = 12,
B = 13,
X = 14,
Y = 15,
}
[FieldOffset(0)]
private ushort padding;
[InputControl(name = "dpad", layout = "Dpad", sizeInBits = 4, bit = 0)]
[InputControl(name = "dpad/up", bit = (uint)Button.DPadUp)]
[InputControl(name = "dpad/down", bit = (uint)Button.DPadDown)]
[InputControl(name = "dpad/left", bit = (uint)Button.DPadLeft)]
[InputControl(name = "dpad/right", bit = (uint)Button.DPadRight)]
[InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")]
[InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")]
[InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)]
[InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)]
[InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)]
[InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)]
[InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")]
[InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")]
[InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")]
[InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")]
[FieldOffset(2)]
public ushort buttons;
[InputControl(name = "leftTrigger", format = "BYTE")]
[FieldOffset(4)] public byte leftTrigger;
[InputControl(name = "rightTrigger", format = "BYTE")]
[FieldOffset(5)] public byte rightTrigger;
[InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
[InputControl(name = "leftStick/x", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "leftStick/left", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "leftStick/right", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "leftStick/y", offset = 2, format = "SHRT", parameters = "invert")]
[InputControl(name = "leftStick/up", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert=true")]
[InputControl(name = "leftStick/down", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=0,clampMax=1,invert=false")]
[FieldOffset(6)] public short leftStickX;
[FieldOffset(8)] public short leftStickY;
[InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
[InputControl(name = "rightStick/x", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "rightStick/left", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "rightStick/right", offset = 0, format = "SHRT", parameters = "")]
[InputControl(name = "rightStick/y", offset = 2, format = "SHRT", parameters = "invert")]
[InputControl(name = "rightStick/up", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert=true")]
[InputControl(name = "rightStick/down", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=0,clampMax=1,invert=false")]
[FieldOffset(10)] public short rightStickX;
[FieldOffset(12)] public short rightStickY;
public FourCC format => kFormat;
public XInputControllerOSXState WithButton(Button button)
{
Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
buttons |= (ushort)(1U << (int)button);
return this;
}
}
[StructLayout(LayoutKind.Explicit)]
internal struct XInputControllerWirelessOSXState : IInputStateTypeInfo
{
public static FourCC kFormat => new FourCC('H', 'I', 'D');
public enum Button
{
Start = 11,
Select = 16,
LeftThumbstickPress = 13,
RightThumbstickPress = 14,
LeftShoulder = 6,
RightShoulder = 7,
A = 0,
B = 1,
X = 3,
Y = 4,
}
[FieldOffset(0)]
private byte padding;
[InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
[InputControl(name = "leftStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
[InputControl(name = "leftStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
[InputControl(name = "leftStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")]
[InputControl(name = "leftStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
[InputControl(name = "leftStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
[InputControl(name = "leftStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")]
[FieldOffset(1)] public ushort leftStickX;
[FieldOffset(3)] public ushort leftStickY;
[InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
[InputControl(name = "rightStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
[InputControl(name = "rightStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
[InputControl(name = "rightStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")]
[InputControl(name = "rightStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
[InputControl(name = "rightStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
[InputControl(name = "rightStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")]
[FieldOffset(5)] public ushort rightStickX;
[FieldOffset(7)] public ushort rightStickY;
[InputControl(name = "leftTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")]
[FieldOffset(9)] public ushort leftTrigger;
[InputControl(name = "rightTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")]
[FieldOffset(11)] public ushort rightTrigger;
[InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4, defaultState = 8)]
[InputControl(name = "dpad/up", format = "BIT", layout = "DiscreteButton", parameters = "minValue=8,maxValue=2,nullValue=0,wrapAtValue=9", bit = 0, sizeInBits = 4)]
[InputControl(name = "dpad/right", format = "BIT", layout = "DiscreteButton", parameters = "minValue=2,maxValue=4", bit = 0, sizeInBits = 4)]
[InputControl(name = "dpad/down", format = "BIT", layout = "DiscreteButton", parameters = "minValue=4,maxValue=6", bit = 0, sizeInBits = 4)]
[InputControl(name = "dpad/left", format = "BIT", layout = "DiscreteButton", parameters = "minValue=6, maxValue=8", bit = 0, sizeInBits = 4)]
[FieldOffset(13)]
public byte dpad;
[InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")]
[InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")]
[InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)]
[InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)]
[InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)]
[InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)]
[InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")]
[InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")]
[InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")]
[InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")]
[FieldOffset(14)]
public uint buttons;
public FourCC format => kFormat;
public XInputControllerWirelessOSXState WithButton(Button button)
{
Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
buttons |= 1U << (int)button;
return this;
}
public XInputControllerWirelessOSXState WithDpad(byte value)
{
dpad = value;
return this;
}
public static XInputControllerWirelessOSXState defaultState => new XInputControllerWirelessOSXState
{
rightStickX = 32767,
rightStickY = 32767,
leftStickX = 32767,
leftStickY = 32767
};
}
}
namespace UnityEngine.InputSystem.XInput
{
/// <summary>
/// A wired Xbox Gamepad connected to a macOS computer.
/// </summary>
/// <remarks>
/// An Xbox 360 or Xbox one wired gamepad connected to a mac.
/// These controllers don't work on a mac out of the box, but require a driver like https://github.com/360Controller/
/// to work.
/// </remarks>
[InputControlLayout(displayName = "Xbox Controller", stateType = typeof(XInputControllerOSXState), hideInUI = true)]
public class XboxGamepadMacOS : XInputController
{
}
/// <summary>
/// A wireless Xbox One Gamepad connected to a macOS computer.
/// </summary>
/// <remarks>
/// An Xbox One wireless gamepad connected to a mac using Bluetooth.
/// Note: only the latest version of Xbox One wireless gamepads support Bluetooth. Older models only work
/// with a proprietary Xbox wireless protocol, and cannot be used on a Mac.
/// Unlike wired controllers, bluetooth-cabable Xbox One controllers do not need a custom driver to work on macOS.
/// </remarks>
[InputControlLayout(displayName = "Wireless Xbox Controller", stateType = typeof(XInputControllerWirelessOSXState), hideInUI = true)]
public class XboxOneGampadMacOSWireless : XInputController
{
}
}
#endif // UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX