test
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using UnityEngine.InputSystem.Haptics;
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namespace UnityEngine.InputSystem.XInput
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{
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/// <summary>
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/// Extended dual motor gamepad rumble that adds left and right trigger motors.
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/// </summary>
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public interface IXboxOneRumble : IDualMotorRumble
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{
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void SetMotorSpeeds(float lowFrequency, float highFrequency, float leftTrigger, float rightTrigger);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3d2dbd5e535742a18f979fdaa69e3627
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timeCreated: 1517012576
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@@ -0,0 +1,192 @@
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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; protected 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; protected 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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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7ae2dc3fc1c44ea59667819ea1d2e0c5
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timeCreated: 1513463633
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@@ -0,0 +1,99 @@
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#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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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 0a3e3635b85e2124b9b3147aef1cdc32
|
||||
MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
@@ -0,0 +1,37 @@
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////TODO: add support for Windows.Gaming.Input.Gamepad (including the trigger motors)
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|
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using UnityEngine.InputSystem.Layouts;
|
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|
||||
namespace UnityEngine.InputSystem.XInput
|
||||
{
|
||||
/// <summary>
|
||||
/// Adds support for XInput controllers.
|
||||
/// </summary>
|
||||
#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
|
||||
static class XInputSupport
|
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{
|
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public static void Initialize()
|
||||
{
|
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// Base layout for Xbox-style gamepad.
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InputSystem.RegisterLayout<XInputController>();
|
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|
||||
////FIXME: layouts should always be available in the editor (mac/win/linux)
|
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#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA
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InputSystem.RegisterLayout<XInputControllerWindows>(
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matches: new InputDeviceMatcher().WithInterface("XInput"));
|
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#endif
|
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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InputSystem.RegisterLayout<XboxGamepadMacOS>(
|
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matches: new InputDeviceMatcher().WithInterface("HID")
|
||||
.WithProduct("Xbox.*Wired Controller"));
|
||||
InputSystem.RegisterLayout<XboxOneGampadMacOSWireless>(
|
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matches: new InputDeviceMatcher().WithInterface("HID")
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.WithProduct("Xbox.*Wireless Controller"));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0dd5cd31dc0a44e8979c69bd6ef78686
|
||||
timeCreated: 1511134620
|
@@ -0,0 +1,227 @@
|
||||
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || PACKAGE_DOCS_GENERATION
|
||||
using System.Runtime.InteropServices;
|
||||
using UnityEngine.InputSystem.Layouts;
|
||||
using UnityEngine.InputSystem.LowLevel;
|
||||
using UnityEngine.InputSystem.XInput.LowLevel;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
using UnityEngine.Scripting;
|
||||
|
||||
namespace UnityEngine.InputSystem.XInput.LowLevel
|
||||
{
|
||||
// Xbox one controller on OSX. State layout can be found here:
|
||||
// https://github.com/360Controller/360Controller/blob/master/360Controller/ControlStruct.h
|
||||
// struct InputReport
|
||||
// {
|
||||
// byte command;
|
||||
// byte size;
|
||||
// short buttons;
|
||||
// byte triggerLeft;
|
||||
// byte triggerRight;
|
||||
// short leftX;
|
||||
// short leftY;
|
||||
// short rightX;
|
||||
// short rightY;
|
||||
// }
|
||||
// Report size is 14 bytes. First two bytes are header information for the report.
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
internal struct XInputControllerOSXState : IInputStateTypeInfo
|
||||
{
|
||||
public static FourCC kFormat => new FourCC('H', 'I', 'D');
|
||||
|
||||
public enum Button
|
||||
{
|
||||
DPadUp = 0,
|
||||
DPadDown = 1,
|
||||
DPadLeft = 2,
|
||||
DPadRight = 3,
|
||||
Start = 4,
|
||||
Select = 5,
|
||||
LeftThumbstickPress = 6,
|
||||
RightThumbstickPress = 7,
|
||||
LeftShoulder = 8,
|
||||
RightShoulder = 9,
|
||||
A = 12,
|
||||
B = 13,
|
||||
X = 14,
|
||||
Y = 15,
|
||||
}
|
||||
|
||||
[FieldOffset(0)]
|
||||
private ushort padding;
|
||||
|
||||
[InputControl(name = "dpad", layout = "Dpad", sizeInBits = 4, bit = 0)]
|
||||
[InputControl(name = "dpad/up", bit = (uint)Button.DPadUp)]
|
||||
[InputControl(name = "dpad/down", bit = (uint)Button.DPadDown)]
|
||||
[InputControl(name = "dpad/left", bit = (uint)Button.DPadLeft)]
|
||||
[InputControl(name = "dpad/right", bit = (uint)Button.DPadRight)]
|
||||
[InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")]
|
||||
[InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")]
|
||||
[InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)]
|
||||
[InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)]
|
||||
[InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)]
|
||||
[InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)]
|
||||
[InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")]
|
||||
[InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")]
|
||||
[InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")]
|
||||
[InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")]
|
||||
|
||||
[FieldOffset(2)]
|
||||
public ushort buttons;
|
||||
|
||||
[InputControl(name = "leftTrigger", format = "BYTE")]
|
||||
[FieldOffset(4)] public byte leftTrigger;
|
||||
[InputControl(name = "rightTrigger", format = "BYTE")]
|
||||
[FieldOffset(5)] public byte rightTrigger;
|
||||
|
||||
[InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
|
||||
[InputControl(name = "leftStick/x", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "leftStick/left", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "leftStick/right", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "leftStick/y", offset = 2, format = "SHRT", parameters = "invert")]
|
||||
[InputControl(name = "leftStick/up", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert=true")]
|
||||
[InputControl(name = "leftStick/down", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=0,clampMax=1,invert=false")]
|
||||
[FieldOffset(6)] public short leftStickX;
|
||||
[FieldOffset(8)] public short leftStickY;
|
||||
|
||||
[InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
|
||||
[InputControl(name = "rightStick/x", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "rightStick/left", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "rightStick/right", offset = 0, format = "SHRT", parameters = "")]
|
||||
[InputControl(name = "rightStick/y", offset = 2, format = "SHRT", parameters = "invert")]
|
||||
[InputControl(name = "rightStick/up", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert=true")]
|
||||
[InputControl(name = "rightStick/down", offset = 2, format = "SHRT", parameters = "clamp=1,clampMin=0,clampMax=1,invert=false")]
|
||||
[FieldOffset(10)] public short rightStickX;
|
||||
[FieldOffset(12)] public short rightStickY;
|
||||
|
||||
public FourCC format => kFormat;
|
||||
|
||||
public XInputControllerOSXState WithButton(Button button)
|
||||
{
|
||||
Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
|
||||
buttons |= (ushort)(1U << (int)button);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
internal struct XInputControllerWirelessOSXState : IInputStateTypeInfo
|
||||
{
|
||||
public static FourCC kFormat => new FourCC('H', 'I', 'D');
|
||||
|
||||
public enum Button
|
||||
{
|
||||
Start = 11,
|
||||
Select = 10,
|
||||
LeftThumbstickPress = 13,
|
||||
RightThumbstickPress = 14,
|
||||
LeftShoulder = 6,
|
||||
RightShoulder = 7,
|
||||
A = 0,
|
||||
B = 1,
|
||||
X = 3,
|
||||
Y = 4,
|
||||
}
|
||||
[FieldOffset(0)]
|
||||
private byte padding;
|
||||
|
||||
[InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
|
||||
[InputControl(name = "leftStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
|
||||
[InputControl(name = "leftStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
|
||||
[InputControl(name = "leftStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")]
|
||||
[InputControl(name = "leftStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
|
||||
[InputControl(name = "leftStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
|
||||
[InputControl(name = "leftStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")]
|
||||
[FieldOffset(1)] public ushort leftStickX;
|
||||
[FieldOffset(3)] public ushort leftStickY;
|
||||
|
||||
[InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
|
||||
[InputControl(name = "rightStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
|
||||
[InputControl(name = "rightStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
|
||||
[InputControl(name = "rightStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")]
|
||||
[InputControl(name = "rightStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
|
||||
[InputControl(name = "rightStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")]
|
||||
[InputControl(name = "rightStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")]
|
||||
[FieldOffset(5)] public ushort rightStickX;
|
||||
[FieldOffset(7)] public ushort rightStickY;
|
||||
|
||||
[InputControl(name = "leftTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")]
|
||||
[FieldOffset(9)] public ushort leftTrigger;
|
||||
[InputControl(name = "rightTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")]
|
||||
[FieldOffset(11)] public ushort rightTrigger;
|
||||
|
||||
[InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4, defaultState = 8)]
|
||||
[InputControl(name = "dpad/up", format = "BIT", layout = "DiscreteButton", parameters = "minValue=8,maxValue=2,nullValue=0,wrapAtValue=9", bit = 0, sizeInBits = 4)]
|
||||
[InputControl(name = "dpad/right", format = "BIT", layout = "DiscreteButton", parameters = "minValue=2,maxValue=4", bit = 0, sizeInBits = 4)]
|
||||
[InputControl(name = "dpad/down", format = "BIT", layout = "DiscreteButton", parameters = "minValue=4,maxValue=6", bit = 0, sizeInBits = 4)]
|
||||
[InputControl(name = "dpad/left", format = "BIT", layout = "DiscreteButton", parameters = "minValue=6, maxValue=8", bit = 0, sizeInBits = 4)]
|
||||
[FieldOffset(13)]
|
||||
public byte dpad;
|
||||
|
||||
[InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")]
|
||||
[InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")]
|
||||
[InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)]
|
||||
[InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)]
|
||||
[InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)]
|
||||
[InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)]
|
||||
[InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")]
|
||||
[InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")]
|
||||
[InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")]
|
||||
[InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")]
|
||||
|
||||
[FieldOffset(14)]
|
||||
public uint buttons;
|
||||
|
||||
public FourCC format => kFormat;
|
||||
|
||||
public XInputControllerWirelessOSXState WithButton(Button button)
|
||||
{
|
||||
Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
|
||||
buttons |= 1U << (int)button;
|
||||
return this;
|
||||
}
|
||||
|
||||
public XInputControllerWirelessOSXState WithDpad(byte value)
|
||||
{
|
||||
dpad = value;
|
||||
return this;
|
||||
}
|
||||
|
||||
public static XInputControllerWirelessOSXState defaultState => new XInputControllerWirelessOSXState
|
||||
{
|
||||
rightStickX = 32767,
|
||||
rightStickY = 32767,
|
||||
leftStickX = 32767,
|
||||
leftStickY = 32767
|
||||
};
|
||||
}
|
||||
}
|
||||
namespace UnityEngine.InputSystem.XInput
|
||||
{
|
||||
/// <summary>
|
||||
/// A wired Xbox Gamepad connected to a macOS computer.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// An Xbox 360 or Xbox one wired gamepad connected to a mac.
|
||||
/// These controllers don't work on a mac out of the box, but require a driver like https://github.com/360Controller/
|
||||
/// to work.
|
||||
/// </remarks>
|
||||
[InputControlLayout(displayName = "Xbox Controller", stateType = typeof(XInputControllerOSXState), hideInUI = true)]
|
||||
public class XboxGamepadMacOS : XInputController
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A wireless Xbox One Gamepad connected to a macOS computer.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// An Xbox One wireless gamepad connected to a mac using Bluetooth.
|
||||
/// Note: only the latest version of Xbox One wireless gamepads support Bluetooth. Older models only work
|
||||
/// with a proprietary Xbox wireless protocol, and cannot be used on a Mac.
|
||||
/// Unlike wired controllers, bluetooth-cabable Xbox One controllers do not need a custom driver to work on macOS.
|
||||
/// </remarks>
|
||||
[InputControlLayout(displayName = "Wireless Xbox Controller", stateType = typeof(XInputControllerWirelessOSXState), hideInUI = true)]
|
||||
public class XboxOneGampadMacOSWireless : XInputController
|
||||
{
|
||||
}
|
||||
}
|
||||
#endif // UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef73fbf6f536c4184845d789870911a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user