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!
165 lines
8.1 KiB
C#
165 lines
8.1 KiB
C#
#if UNITY_EDITOR || UNITY_ANDROID
|
|
using System.Linq;
|
|
using UnityEngine.InputSystem.Layouts;
|
|
using UnityEngine.InputSystem.LowLevel;
|
|
using UnityEngine.InputSystem.Android.LowLevel;
|
|
|
|
namespace UnityEngine.InputSystem.Android
|
|
{
|
|
/// <summary>
|
|
/// Initializes custom android devices.
|
|
/// You can use 'adb shell dumpsys input' from terminal to output information about all input devices.
|
|
/// </summary>
|
|
#if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
|
|
public
|
|
#else
|
|
internal
|
|
#endif
|
|
class AndroidSupport
|
|
{
|
|
internal const string kAndroidInterface = "Android";
|
|
|
|
public static void Initialize()
|
|
{
|
|
InputSystem.RegisterLayout<AndroidGamepad>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidGameController"));
|
|
InputSystem.RegisterLayout<AndroidJoystick>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidGameController"));
|
|
InputSystem.RegisterLayout<DualShock4GamepadAndroid>();
|
|
InputSystem.RegisterLayout<XboxOneGamepadAndroid>();
|
|
|
|
////TODO: capability matching does not yet support bitmasking so these remain handled by OnFindLayoutForDevice for now
|
|
InputSystem.RegisterLayout<AndroidGamepadWithDpadAxes>();
|
|
InputSystem.RegisterLayout<AndroidGamepadWithDpadButtons>();
|
|
|
|
InputSystem.RegisterProcessor<AndroidCompensateDirectionProcessor>();
|
|
InputSystem.RegisterProcessor<AndroidCompensateRotationProcessor>();
|
|
|
|
// Add sensors
|
|
InputSystem.RegisterLayout<AndroidAccelerometer>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Accelerometer));
|
|
InputSystem.RegisterLayout<AndroidMagneticFieldSensor>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.MagneticField));
|
|
InputSystem.RegisterLayout<AndroidGyroscope>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Gyroscope));
|
|
InputSystem.RegisterLayout<AndroidLightSensor>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Light));
|
|
InputSystem.RegisterLayout<AndroidPressureSensor>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Pressure));
|
|
InputSystem.RegisterLayout<AndroidProximity>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Proximity));
|
|
InputSystem.RegisterLayout<AndroidGravitySensor>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.Gravity));
|
|
InputSystem.RegisterLayout<AndroidLinearAccelerationSensor>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.LinearAcceleration));
|
|
InputSystem.RegisterLayout<AndroidRotationVector>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.RotationVector));
|
|
InputSystem.RegisterLayout<AndroidRelativeHumidity>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.RelativeHumidity));
|
|
InputSystem.RegisterLayout<AndroidAmbientTemperature>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.AmbientTemperature));
|
|
InputSystem.RegisterLayout<AndroidStepCounter>(
|
|
matches: new InputDeviceMatcher()
|
|
.WithInterface(kAndroidInterface)
|
|
.WithDeviceClass("AndroidSensor")
|
|
.WithCapability("sensorType", AndroidSensorType.StepCounter));
|
|
|
|
InputSystem.onFindLayoutForDevice += OnFindLayoutForDevice;
|
|
}
|
|
|
|
internal static string OnFindLayoutForDevice(ref InputDeviceDescription description,
|
|
string matchedLayout, InputDeviceExecuteCommandDelegate executeCommandDelegate)
|
|
{
|
|
// If we already have a matching layout, someone registered a better match.
|
|
// We only want to act as a fallback.
|
|
if (!string.IsNullOrEmpty(matchedLayout) && matchedLayout != "AndroidGamepad" && matchedLayout != "AndroidJoystick")
|
|
return null;
|
|
|
|
if (description.interfaceName != "Android" || string.IsNullOrEmpty(description.capabilities))
|
|
return null;
|
|
|
|
////TODO: these should just be Controller and Sensor; the interface is already Android
|
|
switch (description.deviceClass)
|
|
{
|
|
case "AndroidGameController":
|
|
{
|
|
var caps = AndroidDeviceCapabilities.FromJson(description.capabilities);
|
|
|
|
// Note: Gamepads have both AndroidInputSource.Gamepad and AndroidInputSource.Joystick in input source, while
|
|
// Joysticks don't have AndroidInputSource.Gamepad in their input source
|
|
if ((caps.inputSources & AndroidInputSource.Gamepad) != AndroidInputSource.Gamepad)
|
|
return "AndroidJoystick";
|
|
|
|
if (caps.motionAxes == null)
|
|
return "AndroidGamepadWithDpadButtons";
|
|
|
|
// Vendor Ids, Product Ids can be found here http://www.linux-usb.org/usb.ids
|
|
const int kVendorMicrosoft = 0x045e;
|
|
const int kVendorSony = 0x054c;
|
|
|
|
// Tested with controllers: PS4 DualShock; XboxOne; Nvidia Shield
|
|
// Tested on devices: Shield console Android 9; Galaxy s9+ Android 10
|
|
if (caps.motionAxes.Contains(AndroidAxis.Z) &&
|
|
caps.motionAxes.Contains(AndroidAxis.Rz) &&
|
|
caps.motionAxes.Contains(AndroidAxis.HatX) &&
|
|
caps.motionAxes.Contains(AndroidAxis.HatY))
|
|
{
|
|
if (caps.vendorId == kVendorMicrosoft)
|
|
return "XboxOneGamepadAndroid";
|
|
if (caps.vendorId == kVendorSony)
|
|
return "DualShock4GamepadAndroid";
|
|
}
|
|
|
|
|
|
// Fallback to generic gamepads
|
|
if (caps.motionAxes.Contains(AndroidAxis.HatX) &&
|
|
caps.motionAxes.Contains(AndroidAxis.HatY))
|
|
return "AndroidGamepadWithDpadAxes";
|
|
|
|
return "AndroidGamepadWithDpadButtons";
|
|
}
|
|
default:
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // UNITY_EDITOR || UNITY_ANDROID
|