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!
193 lines
7.2 KiB
C#
193 lines
7.2 KiB
C#
using System;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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////TODO: expose user index
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////TODO: set displayNames of the controls according to Xbox controller standards
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namespace UnityEngine.InputSystem.XInput
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{
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/// <summary>
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/// An XInput-compatible game controller.
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/// </summary>
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/// <remarks>
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/// Note that on non-Microsoft platforms, XInput controllers will not actually use the XInput interface
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/// but will rather be interfaced with through different APIs -- on OSX, for example, HID is used to
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/// interface with Xbox controlllers. In those cases, XInput-specific functionality (like <see cref="Capabilities"/>)
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/// will not be available.
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///
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/// On Windows, XInput controllers will be reported with <see cref="InputDeviceDescription.interfaceName"/>
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/// set to <c>"XInput"</c> and with a JSON representation of <a
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/// href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">XINPUT_CAPABILITIES</a>
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/// available in <see cref="InputDeviceDescription.capabilities"/>. This means that you match on those
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/// <c>subType</c> and/or <c>flags</c> for example.
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///
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/// <example>
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/// <code>
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/// // Create an XInput-specific guitar layout subtype.
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/// // NOTE: Works only on Windows.
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/// InputSystem.RegisterLayout(@"
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/// {
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/// ""name"" : ""XInputGuitar"",
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/// ""displayName"" : ""Guitar"",
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/// ""extend"" : ""XInputController"",
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/// ""device"" : {
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/// ""interface"" : ""XInput"",
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/// ""capabilities"" : [
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/// { ""path"" : ""subType"", ""value"" : ""6"" }
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/// ]
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/// }
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/// }
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/// ");
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/// </code>
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/// </example>
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///
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/// Now, when an XInput controller is connected and reports itself with the
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/// subtype "Guitar", it is turned into an "XInputGuitar" instead of an
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/// "XInputController".
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/// </remarks>
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[InputControlLayout(displayName = "Xbox Controller")]
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public class XInputController : Gamepad
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{
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/// <summary>
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/// Same as <see cref="Gamepad.startButton"/>.
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/// </summary>
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/// <value>Same control as <see cref="Gamepad.startButton"/>.</value>
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// Change the display names for the buttons to conform to Xbox conventions.
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[InputControl(name = "buttonSouth", displayName = "A")]
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[InputControl(name = "buttonEast", displayName = "B")]
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[InputControl(name = "buttonWest", displayName = "X")]
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[InputControl(name = "buttonNorth", displayName = "Y")]
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[InputControl(name = "leftShoulder", displayName = "Left Bumper", shortDisplayName = "LB")]
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[InputControl(name = "rightShoulder", displayName = "Right Bumper", shortDisplayName = "RB")]
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[InputControl(name = "leftTrigger", shortDisplayName = "LT")]
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[InputControl(name = "rightTrigger", shortDisplayName = "RT")]
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// This follows Xbox One conventions; on Xbox 360, this is start=start and select=back.
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[InputControl(name = "start", displayName = "Menu", alias = "menu")]
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[InputControl(name = "select", displayName = "View", alias = "view")]
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public ButtonControl menu { get; private set; }
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/// <summary>
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/// Same as <see cref="Gamepad.selectButton"/>
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/// </summary>
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/// <value>Same control as <see cref="Gamepad.selectButton"/>.</value>
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public ButtonControl view { get; private set; }
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/// <summary>
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/// What specific kind of XInput controller this is.
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/// </summary>
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/// <value>XInput device subtype.</value>
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/// <remarks>
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/// When the controller is picked up through interfaces other than XInput or through old versions of
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/// XInput, this will always be <see cref="DeviceSubType.Unknown"/>. Put another way, this value is
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/// meaningful only on recent Microsoft platforms.
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/// </remarks>
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/// <seealso href="https://docs.microsoft.com/en-us/windows/win32/xinput/xinput-and-controller-subtypes"/>
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public DeviceSubType subType
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{
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get
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{
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if (!m_HaveParsedCapabilities)
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ParseCapabilities();
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return m_SubType;
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}
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}
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/// <summary>
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/// Return the device flags as reported by XInput.
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/// </summary>
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/// <value>XInput device flags.</value>
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/// <seealso href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities"/>
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public DeviceFlags flags
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{
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get
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{
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if (!m_HaveParsedCapabilities)
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ParseCapabilities();
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return m_Flags;
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}
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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base.FinishSetup();
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menu = startButton;
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view = selectButton;
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}
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private bool m_HaveParsedCapabilities;
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private DeviceSubType m_SubType;
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private DeviceFlags m_Flags;
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private void ParseCapabilities()
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{
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if (!string.IsNullOrEmpty(description.capabilities))
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{
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var capabilities = JsonUtility.FromJson<Capabilities>(description.capabilities);
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m_SubType = capabilities.subType;
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m_Flags = capabilities.flags;
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}
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m_HaveParsedCapabilities = true;
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}
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/// <summary>
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/// Controller type enumeration in <c>Type</c> field of <c>XINPUT_CAPABILITIES</c>.
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/// </summary>
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/// <remarks>
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/// See <a href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">MSDN</a>.
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/// </remarks>
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internal enum DeviceType
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{
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Gamepad = 0x00
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}
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/// <summary>
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/// Controller subtype enumeration in <c>SubType</c> field of <c>XINPUT_CAPABILITIES</c>.
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/// </summary>
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/// <remarks>
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/// See <a href="https://docs.microsoft.com/en-us/windows/win32/xinput/xinput-and-controller-subtypes">MSDN</a>.
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/// </remarks>
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public enum DeviceSubType
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{
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Unknown = 0x00,
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Gamepad = 0x01,
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Wheel = 0x02,
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ArcadeStick = 0x03,
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FlightStick = 0x04,
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DancePad = 0x05,
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Guitar = 0x06,
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GuitarAlternate = 0x07,
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DrumKit = 0x08,
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GuitarBass = 0x0B,
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ArcadePad = 0x13
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}
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/// <summary>
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/// Controller flags in <c>Flags</c> field of <c>XINPUT_CAPABILITIES</c>.
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/// </summary>
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/// <remarks>
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/// See <a href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">MSDN</a>.
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/// </remarks>
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[Flags]
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public new enum DeviceFlags
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{
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ForceFeedbackSupported = 0x01,
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Wireless = 0x02,
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VoiceSupported = 0x04,
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PluginModulesSupported = 0x08,
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NoNavigation = 0x10,
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}
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[Serializable]
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internal struct Capabilities
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{
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public DeviceType type;
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public DeviceSubType subType;
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public DeviceFlags flags;
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}
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}
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}
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