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- #if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION
- using System;
- using System.Linq;
- using System.Runtime.InteropServices;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Android.LowLevel;
- using UnityEngine.InputSystem.DualShock;
- using UnityEngine.InputSystem.Utilities;
-
- namespace UnityEngine.InputSystem.Android.LowLevel
- {
- /// <summary>
- /// Default state layout for Android game controller.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public unsafe struct AndroidGameControllerState : IInputStateTypeInfo
- {
- public const int MaxAxes = 48;
- public const int MaxButtons = 220;
-
- public class Variants
- {
- public const string Gamepad = "Gamepad";
- public const string Joystick = "Joystick";
- public const string DPadAxes = "DpadAxes";
- public const string DPadButtons = "DpadButtons";
- }
-
- internal const uint kAxisOffset = sizeof(uint) * (uint)((MaxButtons + 31) / 32);
-
- public static FourCC kFormat = new FourCC('A', 'G', 'C', ' ');
-
- [InputControl(name = "dpad", layout = "Dpad", bit = (uint)AndroidKeyCode.DpadUp, sizeInBits = 4, variants = Variants.DPadButtons)]
- [InputControl(name = "dpad/up", bit = (uint)AndroidKeyCode.DpadUp, variants = Variants.DPadButtons)]
- [InputControl(name = "dpad/down", bit = (uint)AndroidKeyCode.DpadDown, variants = Variants.DPadButtons)]
- [InputControl(name = "dpad/left", bit = (uint)AndroidKeyCode.DpadLeft, variants = Variants.DPadButtons)]
- [InputControl(name = "dpad/right", bit = (uint)AndroidKeyCode.DpadRight, variants = Variants.DPadButtons)]
- [InputControl(name = "buttonSouth", bit = (uint)AndroidKeyCode.ButtonA, variants = Variants.Gamepad)]
- [InputControl(name = "buttonWest", bit = (uint)AndroidKeyCode.ButtonX, variants = Variants.Gamepad)]
- [InputControl(name = "buttonNorth", bit = (uint)AndroidKeyCode.ButtonY, variants = Variants.Gamepad)]
- [InputControl(name = "buttonEast", bit = (uint)AndroidKeyCode.ButtonB, variants = Variants.Gamepad)]
- [InputControl(name = "leftStickPress", bit = (uint)AndroidKeyCode.ButtonThumbl, variants = Variants.Gamepad)]
- [InputControl(name = "rightStickPress", bit = (uint)AndroidKeyCode.ButtonThumbr, variants = Variants.Gamepad)]
- [InputControl(name = "leftShoulder", bit = (uint)AndroidKeyCode.ButtonL1, variants = Variants.Gamepad)]
- [InputControl(name = "rightShoulder", bit = (uint)AndroidKeyCode.ButtonR1, variants = Variants.Gamepad)]
- [InputControl(name = "start", bit = (uint)AndroidKeyCode.ButtonStart, variants = Variants.Gamepad)]
- [InputControl(name = "select", bit = (uint)AndroidKeyCode.ButtonSelect, variants = Variants.Gamepad)]
- public fixed uint buttons[(MaxButtons + 31) / 32];
-
- [InputControl(name = "dpad", layout = "Dpad", offset = (uint)AndroidAxis.HatX * sizeof(float) + kAxisOffset, format = "VEC2", sizeInBits = 64, variants = Variants.DPadAxes)]
- [InputControl(name = "dpad/right", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
- [InputControl(name = "dpad/left", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
- [InputControl(name = "dpad/down", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
- [InputControl(name = "dpad/up", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
- [InputControl(name = "leftTrigger", offset = (uint)AndroidAxis.Brake * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
- [InputControl(name = "rightTrigger", offset = (uint)AndroidAxis.Gas * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
- [InputControl(name = "leftStick", variants = Variants.Gamepad)]
- [InputControl(name = "leftStick/y", variants = Variants.Gamepad, parameters = "invert")]
- [InputControl(name = "leftStick/up", variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
- [InputControl(name = "leftStick/down", variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
- ////FIXME: state for this control is not contiguous
- [InputControl(name = "rightStick", offset = (uint)AndroidAxis.Z * sizeof(float) + kAxisOffset, sizeInBits = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z + 1) * sizeof(float) * 8, variants = Variants.Gamepad)]
- [InputControl(name = "rightStick/x", variants = Variants.Gamepad)]
- [InputControl(name = "rightStick/y", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert")]
- [InputControl(name = "rightStick/up", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
- [InputControl(name = "rightStick/down", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
- public fixed float axis[MaxAxes];
-
- public FourCC format
- {
- get { return kFormat; }
- }
-
- public AndroidGameControllerState WithButton(AndroidKeyCode code, bool value = true)
- {
- fixed(uint* buttonsPtr = buttons)
- {
- if (value)
- buttonsPtr[(int)code / 32] |= 1U << ((int)code % 32);
- else
- buttonsPtr[(int)code / 32] &= ~(1U << ((int)code % 32));
- }
- return this;
- }
-
- public AndroidGameControllerState WithAxis(AndroidAxis axis, float value)
- {
- fixed(float* axisPtr = this.axis)
- {
- axisPtr[(int)axis] = value;
- }
- return this;
- }
- }
-
- // See https://developer.android.com/reference/android/view/InputDevice.html for input source values
- internal enum AndroidInputSource
- {
- Keyboard = 257,
- Dpad = 513,
- Gamepad = 1025,
- Touchscreen = 4098,
- Mouse = 8194,
- Stylus = 16386,
- Trackball = 65540,
- Touchpad = 1048584,
- Joystick = 16777232
- }
-
- [Serializable]
- internal struct AndroidDeviceCapabilities
- {
- public string deviceDescriptor;
- public int productId;
- public int vendorId;
- public bool isVirtual;
- public AndroidAxis[] motionAxes;
- public AndroidInputSource inputSources;
-
- public string ToJson()
- {
- return JsonUtility.ToJson(this);
- }
-
- public static AndroidDeviceCapabilities FromJson(string json)
- {
- if (json == null)
- throw new ArgumentNullException(nameof(json));
- return JsonUtility.FromJson<AndroidDeviceCapabilities>(json);
- }
-
- public override string ToString()
- {
- return
- $"deviceDescriptor = {deviceDescriptor}, productId = {productId}, vendorId = {vendorId}, isVirtual = {isVirtual}, motionAxes = {(motionAxes == null ? "<null>" : String.Join(",", motionAxes.Select(i => i.ToString()).ToArray()))}, inputSources = {inputSources}";
- }
- }
- }
-
- namespace UnityEngine.InputSystem.Android
- {
- ////FIXME: This is messy! Clean up!
- /// <summary>
- /// Gamepad on Android. Comprises all types of gamepads supported on Android.
- /// </summary>
- /// <remarks>
- /// Most of the gamepads:
- /// - ELAN PLAYSTATION(R)3 Controller
- /// - My-Power CO.,LTD. PS(R) Controller Adaptor
- /// (Following tested and work with: Nvidia Shield TV (OS 9); Galaxy Note 20 Ultra (OS 11); Galaxy S9+ (OS 10.0))
- /// - Sony Interactive Entertainment Wireless (PS4 DualShock) (Also tested and DOES NOT WORK with Galaxy S9 (OS 8.0); Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
- /// - Xbox Wireless Controller (Xbox One) (Also tested and works on Samsung Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
- /// - NVIDIA Controller v01.03/v01.04
- /// - (Add more)
- /// map buttons in the following way:
- /// Left Stick -> AXIS_X(0) / AXIS_Y(1)
- /// Right Stick -> AXIS_Z (11) / AXIS_RZ(14)
- /// Right Thumb -> KEYCODE_BUTTON_THUMBR(107)
- /// Left Thumb -> KEYCODE_BUTTON_THUMBL(106)
- /// L1 (Left shoulder) -> KEYCODE_BUTTON_L1(102)
- /// R1 (Right shoulder) -> KEYCODE_BUTTON_R1(103)
- /// L2 (Left trigger) -> AXIS_BRAKE(23)
- /// R2 (Right trigger) -> AXIS_GAS(22)
- /// X -> KEYCODE_BUTTON_X(99)
- /// Y -> KEYCODE_BUTTON_Y(100)
- /// B -> KEYCODE_BUTTON_B(97)
- /// A -> KEYCODE_BUTTON_A(96)
- /// DPAD -> AXIS_HAT_X(15),AXIS_HAT_Y(16) or KEYCODE_DPAD_LEFT(21), KEYCODE_DPAD_RIGHT(22), KEYCODE_DPAD_UP(19), KEYCODE_DPAD_DOWN(20),
- /// Note: On Nvidia Shield Console, L2/R2 additionally invoke key events for AXIS_LTRIGGER, AXIS_RTRIGGER (in addition to AXIS_BRAKE, AXIS_GAS)
- /// If you connect gamepad to a phone for L2/R2 only AXIS_BRAKE/AXIS_GAS come. AXIS_LTRIGGER, AXIS_RTRIGGER are not invoked.
- /// That's why we map triggers only to AXIS_BRAKE/AXIS_GAS
- /// Nvidia Shield also reports KEYCODE_BACK instead of KEYCODE_BUTTON_SELECT, so Options(XboxOne Controller)/View(DualShock)/Select buttons do not work
- /// PS4 controller is officially supported from Android 10 and higher (https://playstation.com/en-us/support/hardware/ps4-pair-dualshock-4-wireless-with-sony-xperia-and-android)
- /// However, some devices with older OS have fixed PS4 controller support on their drivers this leads to following situation:
- /// Some gamepads on Android devices (with same Android number version) might have different mappings
- /// For ex., Dualshock, on NVidia Shield Console (OS 8.0) all buttons correctly map according to rules in AndroidGameControllerState
- /// when clicking left shoulder it will go to AndroidKeyCode.ButtonL1, rightShoulder -> AndroidKeyCode.ButtonR1, etc
- /// But, on Samsung Galaxy S9 (OS 8.0), the mapping is different (Same for Xiaomi Mi Note2 (OS 8.0), Samsung Galaxy S8 (OS 7.0))
- /// when clicking left shoulder it will go to AndroidKeyCode.ButtonY, rightShoulder -> AndroidKeyCode.ButtonZ, etc
- /// So even though Android version is 8.0 in both cases, Dualshock will only correctly work on NVidia Shield Console
- /// It's obvious that this depends on the driver and not Android OS, thus we can only assume Samsung in this case doesn't properly support Dualshock in their drivers
- /// While we can do custom mapping for Samsung, we can never now when will they try to update the driver for Dualshock or some other gamepad
- /// </remarks>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Gamepad)]
- public class AndroidGamepad : Gamepad
- {
- }
-
- /// <summary>
- /// Generic controller with Dpad axes
- /// </summary>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
- variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
- public class AndroidGamepadWithDpadAxes : AndroidGamepad
- {
- }
-
- /// <summary>
- /// Generic controller with Dpad buttons
- /// </summary>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
- variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadButtons)]
- public class AndroidGamepadWithDpadButtons : AndroidGamepad
- {
- }
-
- /// <summary>
- /// Joystick on Android.
- /// </summary>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Joystick)]
- public class AndroidJoystick : Joystick
- {
- }
-
- /// <summary>
- /// A PlayStation DualShock 4 controller connected to an Android device.
- /// </summary>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android DualShock 4 Gamepad",
- variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
- public class DualShock4GamepadAndroid : DualShockGamepad
- {
- }
-
- /// <summary>
- /// A PlayStation DualShock 4 controller connected to an Android device.
- /// </summary>
- [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android Xbox One Controller",
- variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
- public class XboxOneGamepadAndroid : XInput.XInputController
- {
- }
- }
- #endif // UNITY_EDITOR || UNITY_ANDROID
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