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!
139 lines
5.0 KiB
C#
139 lines
5.0 KiB
C#
#if UNITY_EDITOR || UNITY_IOS || UNITY_TVOS || PACKAGE_DOCS_GENERATION
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.DualShock;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.iOS.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.iOS.LowLevel
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{
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internal enum iOSButton
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{
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DpadUp,
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DpadDown,
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DpadLeft,
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DpadRight,
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LeftStick,
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RightStick,
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LeftShoulder,
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RightShoulder,
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LeftTrigger,
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RightTrigger,
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X,
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Y,
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A,
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B,
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Start,
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Select
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// Note: If you'll add an element here, be sure to update kMaxButtons const below
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};
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internal enum iOSAxis
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{
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LeftStickX,
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LeftStickY,
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RightStickX,
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RightStickY
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// Note: If you'll add an element here, be sure to update kMaxAxis const below
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};
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[StructLayout(LayoutKind.Sequential)]
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internal unsafe struct iOSGameControllerState : IInputStateTypeInfo
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{
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public static FourCC kFormat = new FourCC('I', 'G', 'C', ' ');
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public const int MaxButtons = (int)iOSButton.Select + 1;
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public const int MaxAxis = (int)iOSAxis.RightStickY + 1;
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[InputControl(name = "dpad")]
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[InputControl(name = "dpad/up", bit = (uint)iOSButton.DpadUp)]
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[InputControl(name = "dpad/right", bit = (uint)iOSButton.DpadRight)]
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[InputControl(name = "dpad/down", bit = (uint)iOSButton.DpadDown)]
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[InputControl(name = "dpad/left", bit = (uint)iOSButton.DpadLeft)]
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[InputControl(name = "buttonSouth", bit = (uint)iOSButton.A)]
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[InputControl(name = "buttonWest", bit = (uint)iOSButton.X)]
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[InputControl(name = "buttonNorth", bit = (uint)iOSButton.Y)]
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[InputControl(name = "buttonEast", bit = (uint)iOSButton.B)]
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[InputControl(name = "leftStickPress", bit = (uint)iOSButton.LeftStick)]
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[InputControl(name = "rightStickPress", bit = (uint)iOSButton.RightStick)]
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[InputControl(name = "leftShoulder", bit = (uint)iOSButton.LeftShoulder)]
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[InputControl(name = "rightShoulder", bit = (uint)iOSButton.RightShoulder)]
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[InputControl(name = "start", bit = (uint)iOSButton.Start)]
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[InputControl(name = "select", bit = (uint)iOSButton.Select)]
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public uint buttons;
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[InputControl(name = "leftTrigger", offset = sizeof(uint) + sizeof(float) * (uint)iOSButton.LeftTrigger)]
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[InputControl(name = "rightTrigger", offset = sizeof(uint) + sizeof(float) * (uint)iOSButton.RightTrigger)]
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public fixed float buttonValues[MaxButtons];
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private const uint kAxisOffset = sizeof(uint) + sizeof(float) * MaxButtons;
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[InputControl(name = "leftStick", offset = (uint)iOSAxis.LeftStickX * sizeof(float) + kAxisOffset)]
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[InputControl(name = "rightStick", offset = (uint)iOSAxis.RightStickX * sizeof(float) + kAxisOffset)]
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public fixed float axisValues[MaxAxis];
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public FourCC format => kFormat;
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public iOSGameControllerState WithButton(iOSButton button, bool value = true, float rawValue = 1.0f)
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{
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buttonValues[(int)button] = rawValue;
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Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
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var bit = 1U << (int)button;
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if (value)
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buttons |= bit;
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else
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buttons &= ~bit;
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return this;
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}
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public iOSGameControllerState WithAxis(iOSAxis axis, float value)
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{
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axisValues[(int)axis] = value;
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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.iOS
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{
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/// <summary>
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/// A generic Gamepad connected to an iOS device.
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/// </summary>
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/// <remarks>
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/// Any MFi-certified Gamepad which is not an <see cref="XboxOneGampadiOS"/> or <see cref="DualShock4GampadiOS"/> will
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/// be represented as an iOSGameController.
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/// </remarks>
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[InputControlLayout(stateType = typeof(iOSGameControllerState), displayName = "iOS Gamepad")]
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public class iOSGameController : Gamepad
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{
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}
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/// <summary>
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/// An Xbox One Bluetooth controller connected to an iOS device.
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/// </summary>
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[InputControlLayout(stateType = typeof(iOSGameControllerState), displayName = "iOS Xbox One Gamepad")]
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public class XboxOneGampadiOS : XInput.XInputController
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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 iOS device.
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/// </summary>
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[InputControlLayout(stateType = typeof(iOSGameControllerState), displayName = "iOS DualShock 4 Gamepad")]
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public class DualShock4GampadiOS : DualShockGamepad
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{
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}
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/// <summary>
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/// A PlayStation DualSense controller connected to an iOS device.
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/// </summary>
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[InputControlLayout(stateType = typeof(iOSGameControllerState), displayName = "iOS DualSense Gamepad")]
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public class DualSenseGampadiOS : DualShockGamepad
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{
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}
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}
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#endif // UNITY_EDITOR || UNITY_IOS || UNITY_TVOS
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