b486678290
Library -Artifacts
189 lines
7.4 KiB
C#
189 lines
7.4 KiB
C#
using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.LowLevel
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{
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internal struct JoystickState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('J', 'O', 'Y');
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[InputControl(name = "trigger", displayName = "Trigger", layout = "Button", usages = new[] { "PrimaryTrigger", "PrimaryAction", "Submit" }, bit = (int)Button.Trigger)]
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public int buttons;
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[InputControl(displayName = "Stick", layout = "Stick", usage = "Primary2DMotion", processors = "stickDeadzone")]
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public Vector2 stick;
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public enum Button
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{
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// IMPORTANT: Order has to match what is expected by DpadControl.
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HatSwitchUp,
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HatSwitchDown,
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HatSwitchLeft,
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HatSwitchRight,
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Trigger
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}
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public FourCC format => kFormat;
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A joystick with an arbitrary number of buttons and axes.
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/// </summary>
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/// <remarks>
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/// Joysticks are somewhat hard to classify as there is little commonality other
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/// than that there is one main stick 2D control and at least one button. From the
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/// input system perspective, everything that is not a <see cref="Gamepad"/> and
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/// that has at least one <see cref="stick"/> and one <see cref="trigger"/> control
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/// is considered a candidate for being a joystick.
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///
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/// Optionally, a joystick may also have the ability to <see cref="twist"/>, i.e.
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/// for the stick to rotate around its own axis, and at least one <see cref="hatswitch"/>.
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///
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/// Note that devices based on Joystick may have many more controls. Joystick
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/// itself only defines a minimum required to separate joysticks as a concept
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/// from other types of devices.
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/// </remarks>
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[InputControlLayout(stateType = typeof(JoystickState), isGenericTypeOfDevice = true)]
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public class Joystick : InputDevice
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{
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/// <summary>
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/// The primary trigger button of the joystick.
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/// </summary>
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/// <value>Control representing the primary trigger button.</value>
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/// <remarks>
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/// This is the <see cref="ButtonControl"/> type control on the joystick
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/// that has the <see cref="CommonUsages.PrimaryTrigger"/> usage.
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/// </remarks>
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public ButtonControl trigger { get; protected set; }
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/// <summary>
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/// The 2D axis of the stick itself.
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/// </summary>
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/// <value>Control representing the main joystick axis.</value>
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/// <remarks>
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/// This is the <see cref="StickControl"/> type control on the joystick
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/// that has the <see cref="CommonUsages.Primary2DMotion"/> usage.
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/// </remarks>
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public StickControl stick { get; protected set; }
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/// <summary>
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/// An optional control representing the rotation of the stick around its
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/// own axis (i.e. side-to-side circular motion). If not supported, will be
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/// <c>null</c>.
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/// </summary>
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/// <value>Control representing the twist motion of the joystick.</value>
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/// <remarks>
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/// This is the <see cref="AxisControl"/> type control on the joystick
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/// that has the <see cref="CommonUsages.Twist"/> usage.
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/// </remarks>
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public AxisControl twist { get; protected set; }
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/// <summary>
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/// An optional control representing a four-way "hat switch" on the
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/// joystick. If not supported, will be <c>null</c>.
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/// </summary>
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/// <value>Control representing a hatswitch on the joystick.</value>
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/// <remarks>
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/// Hat switches are usually thumb-operated four-way switches that operate
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/// much like the "d-pad" on a gamepad (see <see cref="Gamepad.dpad"/>).
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/// If present, this is the <see cref="Vector2Control"/> type control on the
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/// joystick that has the <see cref="CommonUsages.Hatswitch"/> usage.
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/// </remarks>
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public Vector2Control hatswitch { get; protected set; }
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/// <summary>
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/// The joystick that was added or used last. Null if there is none.
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/// </summary>
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/// <value>Joystick that was added or used last.</value>
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/// <remarks>
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/// See <see cref="InputDevice.MakeCurrent"/> for details about when a device
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/// is made current.
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/// </remarks>
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/// <seealso cref="all"/>
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public static Joystick current { get; private set; }
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/// <summary>
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/// A list of joysticks currently connected to the system.
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/// </summary>
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/// <value>All currently connected joystick.</value>
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/// <remarks>
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/// Does not cause GC allocation.
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///
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/// Do <em>not</em> hold on to the value returned by this getter but rather query it whenever
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/// you need it. Whenever the joystick setup changes, the value returned by this getter
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/// is invalidated.
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/// </remarks>
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/// <seealso cref="current"/>
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public new static ReadOnlyArray<Joystick> all => new ReadOnlyArray<Joystick>(s_Joysticks, 0, s_JoystickCount);
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/// <summary>
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/// Called when the joystick has been created but before it is added
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/// to the system.
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/// </summary>
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protected override void FinishSetup()
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{
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// Mandatory controls.
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trigger = GetChildControl<ButtonControl>("{PrimaryTrigger}");
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stick = GetChildControl<StickControl>("{Primary2DMotion}");
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// Optional controls.
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twist = TryGetChildControl<AxisControl>("{Twist}");
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hatswitch = TryGetChildControl<Vector2Control>("{Hatswitch}");
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base.FinishSetup();
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}
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/// <summary>
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/// Make the joystick the <see cref="current"/> one.
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/// </summary>
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/// <remarks>
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/// This is called automatically by the input system when a device
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/// receives input or is added to the system. See <see cref="InputDevice.MakeCurrent"/>
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/// for details.
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/// </remarks>
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <summary>
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/// Called when the joystick is added to the system.
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/// </summary>
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protected override void OnAdded()
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{
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ArrayHelpers.AppendWithCapacity(ref s_Joysticks, ref s_JoystickCount, this);
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}
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/// <summary>
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/// Called when the joystick is removed from the system.
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/// </summary>
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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// Remove from `all`.
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var index = ArrayHelpers.IndexOfReference(s_Joysticks, this, s_JoystickCount);
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if (index != -1)
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ArrayHelpers.EraseAtWithCapacity(s_Joysticks, ref s_JoystickCount, index);
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else
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{
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Debug.Assert(false,
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$"Joystick {this} seems to not have been added but is being removed (joystick list: {string.Join(", ", all)})"); // Put in else to not allocate on normal path.
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}
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}
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private static int s_JoystickCount;
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private static Joystick[] s_Joysticks;
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}
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}
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