test
This commit is contained in:
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#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// This is a wrapper around the Steamworks SDK controller API.
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/// </summary>
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/// <seealso href="https://partner.steamgames.com/doc/api/ISteamController"/>
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public interface ISteamControllerAPI
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{
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void RunFrame();
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int GetConnectedControllers(SteamHandle<SteamController>[] outHandles);
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SteamHandle<InputActionMap> GetActionSetHandle(string actionSetName);
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SteamHandle<InputAction> GetDigitalActionHandle(string actionName);
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SteamHandle<InputAction> GetAnalogActionHandle(string actionName);
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void ActivateActionSet(SteamHandle<SteamController> controllerHandle, SteamHandle<InputActionMap> actionSetHandle);
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SteamHandle<InputActionMap> GetCurrentActionSet(SteamHandle<SteamController> controllerHandle);
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void ActivateActionSetLayer(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputActionMap> actionSetLayerHandle);
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void DeactivateActionSetLayer(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputActionMap> actionSetLayerHandle);
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void DeactivateAllActionSetLayers(SteamHandle<SteamController> controllerHandle);
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int GetActiveActionSetLayers(SteamHandle<SteamController> controllerHandle,
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out SteamHandle<InputActionMap> handlesOut);
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SteamAnalogActionData GetAnalogActionData(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputAction> analogActionHandle);
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SteamDigitalActionData GetDigitalActionData(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputAction> digitalActionHandle);
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}
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public struct SteamDigitalActionData
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{
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public bool active { get; set; }
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public bool pressed { get; set; }
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}
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public struct SteamAnalogActionData
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{
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public bool active { get; set; }
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public Vector2 position { get; set; }
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}
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}
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#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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@@ -0,0 +1,137 @@
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#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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using System;
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using System.Collections.Generic;
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using System.Security.Cryptography.X509Certificates;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Steam.Editor;
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#endif
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////TODO: support action set layers
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// Base class for controllers made available through the Steam controller API.
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/// </summary>
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/// <remarks>
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/// Unlike other controllers, the Steam controller is somewhat of an amorphous input
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/// device which gains specific shape only in combination with an "In-Game Action File"
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/// in VDF format installed alongside the application. These files specify the actions
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/// that are supported by the application and are internally bound to specific controls
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/// on a controller inside the Steam runtime. The bindings are set up in the Steam client
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/// through its own binding UI.
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///
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/// Note that as the Steam controller API supports PS4 and Xbox controllers as well,
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/// the actual hardware device behind a SteamController instance may not be a
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/// Steam Controller. The <see cref="steamControllerType"/> property can be used what kind
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/// of controller the Steam runtime is talking to internally.
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///
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/// This class is abstract. Specific Steam controller interfaces can either be implemented
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/// manually based on this class or generated automatically from Steam IGA files using
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/// <see cref="SteamIGAConverter"/>. This can be done in the editor by right-clicking
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/// a .VDF file containing the actions and then selecting "Steam >> Generate Unity Input Device...".
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/// The result is a newly generated device layout that will automatically register itself
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/// with the input system and will represent a Steam controller with the specific action
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/// sets and actions found in the .VDF file. The Steam handles for sets and actions will
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/// automatically be exposed from the device and controls will be set up that correspond
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/// to each action defined in the .VDF file.
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///
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/// Devices based on SteamController can be used in one of two ways.
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///
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/// The first method is by manually managing active action sets on a controller. This is done by
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/// calling the various APIs (such as <see cref="ActivateSteamActionSet"/>) that correspond
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/// to the methods in the <see cref="ISteamControllerAPI">Steam controller API</see>. The
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/// controller handle is implicit in this case and corresponds to the <see cref="steamControllerHandle"/>
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/// of the controller the methods are called on.
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///
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/// The second method is by using
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///
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///
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///
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///
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///
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/// By default, Steam controllers will automatically activate action set layers in
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/// response to action maps being enabled and disabled. The correlation between Unity
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/// actions and action maps and Steam actions and action sets happens entirely by name.
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/// E.g. a Unity action map called "gameplay" will be looked up as a Steam action set
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/// using the same name "gameplay".
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/// </remarks>
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public abstract class SteamController : InputDevice
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{
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internal const string kSteamInterface = "Steam";
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/// <summary>
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/// Handle in the <see cref="ISteamControllerAPI">Steam API</see> for the controller.
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/// </summary>
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public SteamHandle<SteamController> steamControllerHandle { get; internal set; }
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/*
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* TODO
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public SteamControllerType steamControllerType
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{
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get { throw new NotImplementedException(); }
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}*/
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/// <summary>
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/// The list of Steam action sets supported by this controller.
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/// </summary>
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/// <remarks>
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/// Steam action sets are implicitly supplied to the Steam runtime rather than explicitly configured
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/// by the application. ...
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/// </remarks>
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public abstract ReadOnlyArray<SteamActionSetInfo> steamActionSets { get; }
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/// <summary>
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/// Determine whether the controller automatically activates and deactivates action set
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/// layers in response to <see cref="InputActionMap">input action map</see> being enabled
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/// and disabled.
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/// </summary>
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/// <remarks>
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/// This is on by default.
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///
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/// When on, if an <see cref="InputActionMap">action map</see> has bindings to a SteamController
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/// and is enabled or disabled, the SteamController will automatically enable or disable
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/// the correspondingly named Steam action set.
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/// </remarks>
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public bool autoActivateSets { get; set; }
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protected SteamController()
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{
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autoActivateSets = true;
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}
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public void ActivateSteamActionSet(SteamHandle<InputActionMap> actionSet)
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{
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SteamSupport.GetAPIAndRequireItToBeSet().ActivateActionSet(steamControllerHandle, actionSet);
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}
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public SteamHandle<InputActionMap> currentSteamActionSet
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{
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get { return SteamSupport.GetAPIAndRequireItToBeSet().GetCurrentActionSet(steamControllerHandle); }
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}
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protected abstract void ResolveSteamActions(ISteamControllerAPI api);
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protected abstract void Update(ISteamControllerAPI api);
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// These methods avoid having an 'internal' modifier that every override needs to carry along.
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internal void InvokeResolveSteamActions()
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{
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ResolveSteamActions(SteamSupport.GetAPIAndRequireItToBeSet());
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}
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internal void InvokeUpdate()
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{
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Update(SteamSupport.GetAPIAndRequireItToBeSet());
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}
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public struct SteamActionSetInfo
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{
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public string name { get; set; }
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public SteamHandle<InputActionMap> handle { get; set; }
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}
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}
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}
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#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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@@ -0,0 +1,15 @@
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namespace UnityEngine.InputSystem.Steam
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{
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/*
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TODO
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public enum SteamControllerType
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{
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Unknown,
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SteamController,
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Xbox360,
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XboxOne,
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GenericXInput,
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PS4
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}
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*/
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}
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@@ -0,0 +1,59 @@
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#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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using System;
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// A handle for a Steam controller API object typed <typeparamref name="TObject"/>.
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/// </summary>
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/// <typeparam name="TObject">A type used to type the Steam handle. The type itself isn't used other than
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/// for providing type safety to the Steam handle.</typeparam>
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public struct SteamHandle<TObject> : IEquatable<SteamHandle<TObject>>
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{
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private ulong m_Handle;
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public SteamHandle(ulong handle)
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{
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m_Handle = handle;
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}
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public override string ToString()
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{
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return string.Format("Steam({0}): {1}", typeof(TObject).Name, m_Handle);
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}
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public bool Equals(SteamHandle<TObject> other)
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{
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return m_Handle == other.m_Handle;
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj))
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return false;
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return obj is SteamHandle<TObject> && Equals((SteamHandle<TObject>)obj);
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}
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public override int GetHashCode()
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{
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return m_Handle.GetHashCode();
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}
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public static bool operator==(SteamHandle<TObject> a, SteamHandle<TObject> b)
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{
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return a.m_Handle == b.m_Handle;
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}
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public static bool operator!=(SteamHandle<TObject> a, SteamHandle<TObject> b)
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{
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return !(a == b);
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}
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public static explicit operator ulong(SteamHandle<TObject> handle)
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{
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return handle.m_Handle;
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}
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}
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}
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#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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@@ -0,0 +1,219 @@
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#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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using System;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// Adds support for Steam controllers.
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/// </summary>
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#if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
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public
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#else
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internal
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#endif
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static class SteamSupport
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{
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/// <summary>
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/// Wrapper around the Steam controller API.
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/// </summary>
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/// <remarks>
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/// This must be set by user code for Steam controller support to become functional.
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/// </remarks>
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public static ISteamControllerAPI api
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{
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get { return s_API; }
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set
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{
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s_API = value;
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InstallHooks(s_API != null);
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}
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}
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internal static ISteamControllerAPI GetAPIAndRequireItToBeSet()
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{
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if (s_API == null)
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throw new InvalidOperationException("ISteamControllerAPI implementation has not been set on SteamSupport");
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return s_API;
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}
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internal static SteamHandle<SteamController>[] s_ConnectedControllers;
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internal static SteamController[] s_InputDevices;
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internal static int s_InputDeviceCount;
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internal static bool s_HooksInstalled;
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internal static ISteamControllerAPI s_API;
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private const int STEAM_CONTROLLER_MAX_COUNT = 16;
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/// <summary>
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/// Enable support for the Steam controller API.
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/// </summary>
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public static void Initialize()
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{
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// We use this as a base layout.
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InputSystem.RegisterLayout<SteamController>();
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if (api != null)
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InstallHooks(true);
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}
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private static void InstallHooks(bool state)
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{
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Debug.Assert(api != null);
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if (state && !s_HooksInstalled)
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{
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InputSystem.onBeforeUpdate += OnUpdate;
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InputSystem.onActionChange += OnActionChange;
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}
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else if (!state && s_HooksInstalled)
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{
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InputSystem.onBeforeUpdate -= OnUpdate;
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InputSystem.onActionChange -= OnActionChange;
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}
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||||
}
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private static void OnActionChange(object mapOrAction, InputActionChange change)
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{
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// We only care about action map activations. Steam has no support for enabling or disabling
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// individual actions and also has no support disabling sets once enabled (can only switch
|
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// to different set).
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if (change != InputActionChange.ActionMapEnabled)
|
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return;
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// See if the map has any bindings to SteamControllers.
|
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// NOTE: We only support a single SteamController on any action map here. The first SteamController
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// we find is the one we're doing all the work on.
|
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var actionMap = (InputActionMap)mapOrAction;
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foreach (var action in actionMap.actions)
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{
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foreach (var control in action.controls)
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{
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var steamController = control.device as SteamController;
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if (steamController == null)
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continue;
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||||
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||||
// Yes, there's active bindings to a SteamController on the map. Look through the Steam action
|
||||
// sets on the controller for a name match on the action map. If we have one, sync the enable/
|
||||
// disable status of the set.
|
||||
var actionMapName = actionMap.name;
|
||||
foreach (var set in steamController.steamActionSets)
|
||||
{
|
||||
if (string.Compare(set.name, actionMapName, StringComparison.InvariantCultureIgnoreCase) != 0)
|
||||
continue;
|
||||
|
||||
// Nothing to do if the Steam controller has auto-syncing disabled.
|
||||
if (!steamController.autoActivateSets)
|
||||
return;
|
||||
|
||||
// Sync status.
|
||||
steamController.ActivateSteamActionSet(set.handle);
|
||||
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||||
// Done.
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnUpdate()
|
||||
{
|
||||
if (api == null)
|
||||
return;
|
||||
|
||||
// Update controller state.
|
||||
api.RunFrame();
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||||
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||||
// Check if we have any new controllers have appeared.
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if (s_ConnectedControllers == null)
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s_ConnectedControllers = new SteamHandle<SteamController>[STEAM_CONTROLLER_MAX_COUNT];
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||||
var numConnectedControllers = api.GetConnectedControllers(s_ConnectedControllers);
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||||
for (var i = 0; i < numConnectedControllers; ++i)
|
||||
{
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||||
var handle = s_ConnectedControllers[i];
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||||
|
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// See if we already have a device for this one.
|
||||
if (s_InputDevices != null)
|
||||
{
|
||||
SteamController existingDevice = null;
|
||||
for (var n = 0; n < s_InputDeviceCount; ++n)
|
||||
{
|
||||
if (s_InputDevices[n].steamControllerHandle == handle)
|
||||
{
|
||||
existingDevice = s_InputDevices[n];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Yes, we do.
|
||||
if (existingDevice != null)
|
||||
continue;
|
||||
}
|
||||
|
||||
////FIXME: this should not create garbage
|
||||
// No, so create a new device.
|
||||
var controllerLayouts = InputSystem.ListLayoutsBasedOn("SteamController");
|
||||
foreach (var layout in controllerLayouts)
|
||||
{
|
||||
// Rather than directly creating a device with the layout, let it go through
|
||||
// the usual matching process.
|
||||
var device = InputSystem.AddDevice(new InputDeviceDescription
|
||||
{
|
||||
interfaceName = SteamController.kSteamInterface,
|
||||
product = layout
|
||||
});
|
||||
|
||||
// Make sure it's a SteamController we got.
|
||||
var steamDevice = device as SteamController;
|
||||
if (steamDevice == null)
|
||||
{
|
||||
Debug.LogError(string.Format(
|
||||
"InputDevice created from layout '{0}' based on the 'SteamController' layout is not a SteamController",
|
||||
device.layout));
|
||||
continue;
|
||||
}
|
||||
|
||||
// Resolve the controller's actions.
|
||||
steamDevice.InvokeResolveSteamActions();
|
||||
|
||||
// Assign it the Steam controller handle.
|
||||
steamDevice.steamControllerHandle = handle;
|
||||
|
||||
ArrayHelpers.AppendWithCapacity(ref s_InputDevices, ref s_InputDeviceCount, steamDevice);
|
||||
}
|
||||
}
|
||||
|
||||
// Update all controllers we have.
|
||||
for (var i = 0; i < s_InputDeviceCount; ++i)
|
||||
{
|
||||
var device = s_InputDevices[i];
|
||||
var handle = device.steamControllerHandle;
|
||||
|
||||
// Check if the device still exists.
|
||||
var stillExists = false;
|
||||
for (var n = 0; n < numConnectedControllers; ++n)
|
||||
if (s_ConnectedControllers[n] == handle)
|
||||
{
|
||||
stillExists = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// If not, remove it.
|
||||
if (!stillExists)
|
||||
{
|
||||
ArrayHelpers.EraseAtByMovingTail(s_InputDevices, ref s_InputDeviceCount, i);
|
||||
////REVIEW: should this rather queue a device removal event?
|
||||
InputSystem.RemoveDevice(device);
|
||||
--i;
|
||||
continue;
|
||||
}
|
||||
|
||||
////TODO: support polling Steam controllers on an async polling thread adhering to InputSystem.pollingFrequency
|
||||
// Otherwise, update it.
|
||||
device.InvokeUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7bef150b341c4d0dbab3db81ccf2ea81
|
||||
timeCreated: 1511055624
|
Reference in New Issue
Block a user