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!
100 lines
4.7 KiB
C#
100 lines
4.7 KiB
C#
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA
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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.XInput.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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namespace UnityEngine.InputSystem.XInput.LowLevel
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{
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// IMPORTANT: State layout is XINPUT_GAMEPAD
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[StructLayout(LayoutKind.Explicit, Size = 4)]
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internal struct XInputControllerWindowsState : IInputStateTypeInfo
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{
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public FourCC format => new FourCC('X', 'I', 'N', 'P');
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1027:MarkEnumsWithFlags", Justification = "False positive")]
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public enum Button
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{
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DPadUp = 0,
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DPadDown = 1,
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DPadLeft = 2,
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DPadRight = 3,
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Start = 4,
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Select = 5,
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LeftThumbstickPress = 6,
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RightThumbstickPress = 7,
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LeftShoulder = 8,
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RightShoulder = 9,
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A = 12,
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B = 13,
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X = 14,
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Y = 15,
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}
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[InputControl(name = "dpad", layout = "Dpad", sizeInBits = 4, bit = 0)]
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[InputControl(name = "dpad/up", bit = (uint)Button.DPadUp)]
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[InputControl(name = "dpad/down", bit = (uint)Button.DPadDown)]
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[InputControl(name = "dpad/left", bit = (uint)Button.DPadLeft)]
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[InputControl(name = "dpad/right", bit = (uint)Button.DPadRight)]
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[InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")]
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[InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")]
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[InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)]
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[InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)]
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[InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)]
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[InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)]
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[InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")]
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[InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")]
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[InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")]
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[InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")]
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[FieldOffset(0)]
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public ushort buttons;
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[InputControl(name = "leftTrigger", format = "BYTE")]
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[FieldOffset(2)] public byte leftTrigger;
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[InputControl(name = "rightTrigger", format = "BYTE")]
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[FieldOffset(3)] public byte rightTrigger;
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[InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
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[InputControl(name = "leftStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
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[InputControl(name = "leftStick/left", offset = 0, format = "SHRT")]
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[InputControl(name = "leftStick/right", offset = 0, format = "SHRT")]
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[InputControl(name = "leftStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
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[InputControl(name = "leftStick/up", offset = 2, format = "SHRT")]
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[InputControl(name = "leftStick/down", offset = 2, format = "SHRT")]
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[FieldOffset(4)] public short leftStickX;
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[FieldOffset(6)] public short leftStickY;
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[InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
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[InputControl(name = "rightStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
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[InputControl(name = "rightStick/left", offset = 0, format = "SHRT")]
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[InputControl(name = "rightStick/right", offset = 0, format = "SHRT")]
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[InputControl(name = "rightStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
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[InputControl(name = "rightStick/up", offset = 2, format = "SHRT")]
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[InputControl(name = "rightStick/down", offset = 2, format = "SHRT")]
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[FieldOffset(8)] public short rightStickX;
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[FieldOffset(10)] public short rightStickY;
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public XInputControllerWindowsState WithButton(Button button)
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{
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Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
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buttons |= (ushort)(1U << (int)button);
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return this;
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}
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}
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}
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namespace UnityEngine.InputSystem.XInput
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{
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/// <summary>
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/// An <see cref="XInputController"/> compatible game controller connected to a Windows desktop machine.
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/// </summary>
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[InputControlLayout(stateType = typeof(XInputControllerWindowsState), hideInUI = true)]
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public class XInputControllerWindows : XInputController
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{
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}
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}
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#endif // UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA
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