9092858a58
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!
235 lines
13 KiB
C#
235 lines
13 KiB
C#
#if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION
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using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Android.LowLevel;
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using UnityEngine.InputSystem.DualShock;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Android.LowLevel
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{
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/// <summary>
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/// Default state layout for Android game controller.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct AndroidGameControllerState : IInputStateTypeInfo
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{
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public const int MaxAxes = 48;
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public const int MaxButtons = 220;
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public class Variants
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{
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public const string Gamepad = "Gamepad";
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public const string Joystick = "Joystick";
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public const string DPadAxes = "DpadAxes";
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public const string DPadButtons = "DpadButtons";
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}
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internal const uint kAxisOffset = sizeof(uint) * (uint)((MaxButtons + 31) / 32);
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public static FourCC kFormat = new FourCC('A', 'G', 'C', ' ');
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[InputControl(name = "dpad", layout = "Dpad", bit = (uint)AndroidKeyCode.DpadUp, sizeInBits = 4, variants = Variants.DPadButtons)]
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[InputControl(name = "dpad/up", bit = (uint)AndroidKeyCode.DpadUp, variants = Variants.DPadButtons)]
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[InputControl(name = "dpad/down", bit = (uint)AndroidKeyCode.DpadDown, variants = Variants.DPadButtons)]
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[InputControl(name = "dpad/left", bit = (uint)AndroidKeyCode.DpadLeft, variants = Variants.DPadButtons)]
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[InputControl(name = "dpad/right", bit = (uint)AndroidKeyCode.DpadRight, variants = Variants.DPadButtons)]
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[InputControl(name = "buttonSouth", bit = (uint)AndroidKeyCode.ButtonA, variants = Variants.Gamepad)]
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[InputControl(name = "buttonWest", bit = (uint)AndroidKeyCode.ButtonX, variants = Variants.Gamepad)]
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[InputControl(name = "buttonNorth", bit = (uint)AndroidKeyCode.ButtonY, variants = Variants.Gamepad)]
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[InputControl(name = "buttonEast", bit = (uint)AndroidKeyCode.ButtonB, variants = Variants.Gamepad)]
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[InputControl(name = "leftStickPress", bit = (uint)AndroidKeyCode.ButtonThumbl, variants = Variants.Gamepad)]
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[InputControl(name = "rightStickPress", bit = (uint)AndroidKeyCode.ButtonThumbr, variants = Variants.Gamepad)]
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[InputControl(name = "leftShoulder", bit = (uint)AndroidKeyCode.ButtonL1, variants = Variants.Gamepad)]
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[InputControl(name = "rightShoulder", bit = (uint)AndroidKeyCode.ButtonR1, variants = Variants.Gamepad)]
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[InputControl(name = "start", bit = (uint)AndroidKeyCode.ButtonStart, variants = Variants.Gamepad)]
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[InputControl(name = "select", bit = (uint)AndroidKeyCode.ButtonSelect, variants = Variants.Gamepad)]
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public fixed uint buttons[(MaxButtons + 31) / 32];
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[InputControl(name = "dpad", layout = "Dpad", offset = (uint)AndroidAxis.HatX * sizeof(float) + kAxisOffset, format = "VEC2", sizeInBits = 64, variants = Variants.DPadAxes)]
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[InputControl(name = "dpad/right", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
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[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)]
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[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)]
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[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)]
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[InputControl(name = "leftTrigger", offset = (uint)AndroidAxis.Brake * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
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[InputControl(name = "rightTrigger", offset = (uint)AndroidAxis.Gas * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
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[InputControl(name = "leftStick", variants = Variants.Gamepad)]
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[InputControl(name = "leftStick/y", variants = Variants.Gamepad, parameters = "invert")]
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[InputControl(name = "leftStick/up", variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
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[InputControl(name = "leftStick/down", variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
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////FIXME: state for this control is not contiguous
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[InputControl(name = "rightStick", offset = (uint)AndroidAxis.Z * sizeof(float) + kAxisOffset, sizeInBits = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z + 1) * sizeof(float) * 8, variants = Variants.Gamepad)]
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[InputControl(name = "rightStick/x", variants = Variants.Gamepad)]
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[InputControl(name = "rightStick/y", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert")]
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[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")]
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[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")]
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public fixed float axis[MaxAxes];
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public FourCC format
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{
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get { return kFormat; }
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}
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public AndroidGameControllerState WithButton(AndroidKeyCode code, bool value = true)
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{
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fixed(uint* buttonsPtr = buttons)
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{
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if (value)
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buttonsPtr[(int)code / 32] |= 1U << ((int)code % 32);
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else
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buttonsPtr[(int)code / 32] &= ~(1U << ((int)code % 32));
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}
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return this;
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}
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public AndroidGameControllerState WithAxis(AndroidAxis axis, float value)
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{
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fixed(float* axisPtr = this.axis)
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{
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axisPtr[(int)axis] = value;
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}
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return this;
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}
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}
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// See https://developer.android.com/reference/android/view/InputDevice.html for input source values
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internal enum AndroidInputSource
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{
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Keyboard = 257,
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Dpad = 513,
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Gamepad = 1025,
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Touchscreen = 4098,
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Mouse = 8194,
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Stylus = 16386,
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Trackball = 65540,
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Touchpad = 1048584,
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Joystick = 16777232
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}
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[Serializable]
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internal struct AndroidDeviceCapabilities
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{
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public string deviceDescriptor;
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public int productId;
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public int vendorId;
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public bool isVirtual;
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public AndroidAxis[] motionAxes;
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public AndroidInputSource inputSources;
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public string ToJson()
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{
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return JsonUtility.ToJson(this);
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}
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public static AndroidDeviceCapabilities FromJson(string json)
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{
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if (json == null)
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throw new ArgumentNullException(nameof(json));
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return JsonUtility.FromJson<AndroidDeviceCapabilities>(json);
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}
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public override string ToString()
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{
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return
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$"deviceDescriptor = {deviceDescriptor}, productId = {productId}, vendorId = {vendorId}, isVirtual = {isVirtual}, motionAxes = {(motionAxes == null ? "<null>" : String.Join(",", motionAxes.Select(i => i.ToString()).ToArray()))}, inputSources = {inputSources}";
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}
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}
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}
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namespace UnityEngine.InputSystem.Android
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{
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////FIXME: This is messy! Clean up!
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/// <summary>
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/// Gamepad on Android. Comprises all types of gamepads supported on Android.
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/// </summary>
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/// <remarks>
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/// Most of the gamepads:
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/// - ELAN PLAYSTATION(R)3 Controller
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/// - My-Power CO.,LTD. PS(R) Controller Adaptor
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/// (Following tested and work with: Nvidia Shield TV (OS 9); Galaxy Note 20 Ultra (OS 11); Galaxy S9+ (OS 10.0))
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/// - 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))
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/// - Xbox Wireless Controller (Xbox One) (Also tested and works on Samsung Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
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/// - NVIDIA Controller v01.03/v01.04
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/// - (Add more)
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/// map buttons in the following way:
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/// Left Stick -> AXIS_X(0) / AXIS_Y(1)
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/// Right Stick -> AXIS_Z (11) / AXIS_RZ(14)
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/// Right Thumb -> KEYCODE_BUTTON_THUMBR(107)
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/// Left Thumb -> KEYCODE_BUTTON_THUMBL(106)
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/// L1 (Left shoulder) -> KEYCODE_BUTTON_L1(102)
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/// R1 (Right shoulder) -> KEYCODE_BUTTON_R1(103)
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/// L2 (Left trigger) -> AXIS_BRAKE(23)
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/// R2 (Right trigger) -> AXIS_GAS(22)
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/// X -> KEYCODE_BUTTON_X(99)
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/// Y -> KEYCODE_BUTTON_Y(100)
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/// B -> KEYCODE_BUTTON_B(97)
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/// A -> KEYCODE_BUTTON_A(96)
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/// 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),
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/// Note: On Nvidia Shield Console, L2/R2 additionally invoke key events for AXIS_LTRIGGER, AXIS_RTRIGGER (in addition to AXIS_BRAKE, AXIS_GAS)
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/// If you connect gamepad to a phone for L2/R2 only AXIS_BRAKE/AXIS_GAS come. AXIS_LTRIGGER, AXIS_RTRIGGER are not invoked.
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/// That's why we map triggers only to AXIS_BRAKE/AXIS_GAS
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/// Nvidia Shield also reports KEYCODE_BACK instead of KEYCODE_BUTTON_SELECT, so Options(XboxOne Controller)/View(DualShock)/Select buttons do not work
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/// 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)
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/// However, some devices with older OS have fixed PS4 controller support on their drivers this leads to following situation:
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/// Some gamepads on Android devices (with same Android number version) might have different mappings
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/// For ex., Dualshock, on NVidia Shield Console (OS 8.0) all buttons correctly map according to rules in AndroidGameControllerState
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/// when clicking left shoulder it will go to AndroidKeyCode.ButtonL1, rightShoulder -> AndroidKeyCode.ButtonR1, etc
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/// 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))
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/// when clicking left shoulder it will go to AndroidKeyCode.ButtonY, rightShoulder -> AndroidKeyCode.ButtonZ, etc
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/// So even though Android version is 8.0 in both cases, Dualshock will only correctly work on NVidia Shield Console
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/// 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
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/// 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
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/// </remarks>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Gamepad)]
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public class AndroidGamepad : Gamepad
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{
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}
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/// <summary>
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/// Generic controller with Dpad axes
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/// </summary>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
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variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
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public class AndroidGamepadWithDpadAxes : AndroidGamepad
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{
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}
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/// <summary>
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/// Generic controller with Dpad buttons
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/// </summary>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
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variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadButtons)]
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public class AndroidGamepadWithDpadButtons : AndroidGamepad
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{
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}
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/// <summary>
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/// Joystick on Android.
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/// </summary>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Joystick)]
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public class AndroidJoystick : Joystick
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{
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}
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/// <summary>
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/// A PlayStation DualShock 4 controller connected to an Android device.
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/// </summary>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android DualShock 4 Gamepad",
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variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
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public class DualShock4GamepadAndroid : DualShockGamepad
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{
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}
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/// <summary>
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/// A PlayStation DualShock 4 controller connected to an Android device.
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/// </summary>
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[InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android Xbox One Controller",
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variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
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public class XboxOneGamepadAndroid : XInput.XInputController
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{
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}
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}
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#endif // UNITY_EDITOR || UNITY_ANDROID
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