Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/Android/AndroidGameController.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

235 lines
13 KiB
C#

#if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION
using System;
using System.Linq;
using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Android.LowLevel;
using UnityEngine.InputSystem.DualShock;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Android.LowLevel
{
/// <summary>
/// Default state layout for Android game controller.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct AndroidGameControllerState : IInputStateTypeInfo
{
public const int MaxAxes = 48;
public const int MaxButtons = 220;
public class Variants
{
public const string Gamepad = "Gamepad";
public const string Joystick = "Joystick";
public const string DPadAxes = "DpadAxes";
public const string DPadButtons = "DpadButtons";
}
internal const uint kAxisOffset = sizeof(uint) * (uint)((MaxButtons + 31) / 32);
public static FourCC kFormat = new FourCC('A', 'G', 'C', ' ');
[InputControl(name = "dpad", layout = "Dpad", bit = (uint)AndroidKeyCode.DpadUp, sizeInBits = 4, variants = Variants.DPadButtons)]
[InputControl(name = "dpad/up", bit = (uint)AndroidKeyCode.DpadUp, variants = Variants.DPadButtons)]
[InputControl(name = "dpad/down", bit = (uint)AndroidKeyCode.DpadDown, variants = Variants.DPadButtons)]
[InputControl(name = "dpad/left", bit = (uint)AndroidKeyCode.DpadLeft, variants = Variants.DPadButtons)]
[InputControl(name = "dpad/right", bit = (uint)AndroidKeyCode.DpadRight, variants = Variants.DPadButtons)]
[InputControl(name = "buttonSouth", bit = (uint)AndroidKeyCode.ButtonA, variants = Variants.Gamepad)]
[InputControl(name = "buttonWest", bit = (uint)AndroidKeyCode.ButtonX, variants = Variants.Gamepad)]
[InputControl(name = "buttonNorth", bit = (uint)AndroidKeyCode.ButtonY, variants = Variants.Gamepad)]
[InputControl(name = "buttonEast", bit = (uint)AndroidKeyCode.ButtonB, variants = Variants.Gamepad)]
[InputControl(name = "leftStickPress", bit = (uint)AndroidKeyCode.ButtonThumbl, variants = Variants.Gamepad)]
[InputControl(name = "rightStickPress", bit = (uint)AndroidKeyCode.ButtonThumbr, variants = Variants.Gamepad)]
[InputControl(name = "leftShoulder", bit = (uint)AndroidKeyCode.ButtonL1, variants = Variants.Gamepad)]
[InputControl(name = "rightShoulder", bit = (uint)AndroidKeyCode.ButtonR1, variants = Variants.Gamepad)]
[InputControl(name = "start", bit = (uint)AndroidKeyCode.ButtonStart, variants = Variants.Gamepad)]
[InputControl(name = "select", bit = (uint)AndroidKeyCode.ButtonSelect, variants = Variants.Gamepad)]
public fixed uint buttons[(MaxButtons + 31) / 32];
[InputControl(name = "dpad", layout = "Dpad", offset = (uint)AndroidAxis.HatX * sizeof(float) + kAxisOffset, format = "VEC2", sizeInBits = 64, variants = Variants.DPadAxes)]
[InputControl(name = "dpad/right", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
[InputControl(name = "dpad/left", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
[InputControl(name = "dpad/down", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
[InputControl(name = "dpad/up", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
[InputControl(name = "leftTrigger", offset = (uint)AndroidAxis.Brake * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
[InputControl(name = "rightTrigger", offset = (uint)AndroidAxis.Gas * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
[InputControl(name = "leftStick", variants = Variants.Gamepad)]
[InputControl(name = "leftStick/y", variants = Variants.Gamepad, parameters = "invert")]
[InputControl(name = "leftStick/up", variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
[InputControl(name = "leftStick/down", variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
////FIXME: state for this control is not contiguous
[InputControl(name = "rightStick", offset = (uint)AndroidAxis.Z * sizeof(float) + kAxisOffset, sizeInBits = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z + 1) * sizeof(float) * 8, variants = Variants.Gamepad)]
[InputControl(name = "rightStick/x", variants = Variants.Gamepad)]
[InputControl(name = "rightStick/y", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert")]
[InputControl(name = "rightStick/up", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
[InputControl(name = "rightStick/down", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
public fixed float axis[MaxAxes];
public FourCC format
{
get { return kFormat; }
}
public AndroidGameControllerState WithButton(AndroidKeyCode code, bool value = true)
{
fixed(uint* buttonsPtr = buttons)
{
if (value)
buttonsPtr[(int)code / 32] |= 1U << ((int)code % 32);
else
buttonsPtr[(int)code / 32] &= ~(1U << ((int)code % 32));
}
return this;
}
public AndroidGameControllerState WithAxis(AndroidAxis axis, float value)
{
fixed(float* axisPtr = this.axis)
{
axisPtr[(int)axis] = value;
}
return this;
}
}
// See https://developer.android.com/reference/android/view/InputDevice.html for input source values
internal enum AndroidInputSource
{
Keyboard = 257,
Dpad = 513,
Gamepad = 1025,
Touchscreen = 4098,
Mouse = 8194,
Stylus = 16386,
Trackball = 65540,
Touchpad = 1048584,
Joystick = 16777232
}
[Serializable]
internal struct AndroidDeviceCapabilities
{
public string deviceDescriptor;
public int productId;
public int vendorId;
public bool isVirtual;
public AndroidAxis[] motionAxes;
public AndroidInputSource inputSources;
public string ToJson()
{
return JsonUtility.ToJson(this);
}
public static AndroidDeviceCapabilities FromJson(string json)
{
if (json == null)
throw new ArgumentNullException(nameof(json));
return JsonUtility.FromJson<AndroidDeviceCapabilities>(json);
}
public override string ToString()
{
return
$"deviceDescriptor = {deviceDescriptor}, productId = {productId}, vendorId = {vendorId}, isVirtual = {isVirtual}, motionAxes = {(motionAxes == null ? "<null>" : String.Join(",", motionAxes.Select(i => i.ToString()).ToArray()))}, inputSources = {inputSources}";
}
}
}
namespace UnityEngine.InputSystem.Android
{
////FIXME: This is messy! Clean up!
/// <summary>
/// Gamepad on Android. Comprises all types of gamepads supported on Android.
/// </summary>
/// <remarks>
/// Most of the gamepads:
/// - ELAN PLAYSTATION(R)3 Controller
/// - My-Power CO.,LTD. PS(R) Controller Adaptor
/// (Following tested and work with: Nvidia Shield TV (OS 9); Galaxy Note 20 Ultra (OS 11); Galaxy S9+ (OS 10.0))
/// - Sony Interactive Entertainment Wireless (PS4 DualShock) (Also tested and DOES NOT WORK with Galaxy S9 (OS 8.0); Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
/// - Xbox Wireless Controller (Xbox One) (Also tested and works on Samsung Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
/// - NVIDIA Controller v01.03/v01.04
/// - (Add more)
/// map buttons in the following way:
/// Left Stick -> AXIS_X(0) / AXIS_Y(1)
/// Right Stick -> AXIS_Z (11) / AXIS_RZ(14)
/// Right Thumb -> KEYCODE_BUTTON_THUMBR(107)
/// Left Thumb -> KEYCODE_BUTTON_THUMBL(106)
/// L1 (Left shoulder) -> KEYCODE_BUTTON_L1(102)
/// R1 (Right shoulder) -> KEYCODE_BUTTON_R1(103)
/// L2 (Left trigger) -> AXIS_BRAKE(23)
/// R2 (Right trigger) -> AXIS_GAS(22)
/// X -> KEYCODE_BUTTON_X(99)
/// Y -> KEYCODE_BUTTON_Y(100)
/// B -> KEYCODE_BUTTON_B(97)
/// A -> KEYCODE_BUTTON_A(96)
/// DPAD -> AXIS_HAT_X(15),AXIS_HAT_Y(16) or KEYCODE_DPAD_LEFT(21), KEYCODE_DPAD_RIGHT(22), KEYCODE_DPAD_UP(19), KEYCODE_DPAD_DOWN(20),
/// Note: On Nvidia Shield Console, L2/R2 additionally invoke key events for AXIS_LTRIGGER, AXIS_RTRIGGER (in addition to AXIS_BRAKE, AXIS_GAS)
/// If you connect gamepad to a phone for L2/R2 only AXIS_BRAKE/AXIS_GAS come. AXIS_LTRIGGER, AXIS_RTRIGGER are not invoked.
/// That's why we map triggers only to AXIS_BRAKE/AXIS_GAS
/// Nvidia Shield also reports KEYCODE_BACK instead of KEYCODE_BUTTON_SELECT, so Options(XboxOne Controller)/View(DualShock)/Select buttons do not work
/// PS4 controller is officially supported from Android 10 and higher (https://playstation.com/en-us/support/hardware/ps4-pair-dualshock-4-wireless-with-sony-xperia-and-android)
/// However, some devices with older OS have fixed PS4 controller support on their drivers this leads to following situation:
/// Some gamepads on Android devices (with same Android number version) might have different mappings
/// For ex., Dualshock, on NVidia Shield Console (OS 8.0) all buttons correctly map according to rules in AndroidGameControllerState
/// when clicking left shoulder it will go to AndroidKeyCode.ButtonL1, rightShoulder -> AndroidKeyCode.ButtonR1, etc
/// But, on Samsung Galaxy S9 (OS 8.0), the mapping is different (Same for Xiaomi Mi Note2 (OS 8.0), Samsung Galaxy S8 (OS 7.0))
/// when clicking left shoulder it will go to AndroidKeyCode.ButtonY, rightShoulder -> AndroidKeyCode.ButtonZ, etc
/// So even though Android version is 8.0 in both cases, Dualshock will only correctly work on NVidia Shield Console
/// It's obvious that this depends on the driver and not Android OS, thus we can only assume Samsung in this case doesn't properly support Dualshock in their drivers
/// While we can do custom mapping for Samsung, we can never now when will they try to update the driver for Dualshock or some other gamepad
/// </remarks>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Gamepad)]
public class AndroidGamepad : Gamepad
{
}
/// <summary>
/// Generic controller with Dpad axes
/// </summary>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
public class AndroidGamepadWithDpadAxes : AndroidGamepad
{
}
/// <summary>
/// Generic controller with Dpad buttons
/// </summary>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadButtons)]
public class AndroidGamepadWithDpadButtons : AndroidGamepad
{
}
/// <summary>
/// Joystick on Android.
/// </summary>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Joystick)]
public class AndroidJoystick : Joystick
{
}
/// <summary>
/// A PlayStation DualShock 4 controller connected to an Android device.
/// </summary>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android DualShock 4 Gamepad",
variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
public class DualShock4GamepadAndroid : DualShockGamepad
{
}
/// <summary>
/// A PlayStation DualShock 4 controller connected to an Android device.
/// </summary>
[InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android Xbox One Controller",
variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
public class XboxOneGamepadAndroid : XInput.XInputController
{
}
}
#endif // UNITY_EDITOR || UNITY_ANDROID