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- #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA
- 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
- {
- // IMPORTANT: State layout is XINPUT_GAMEPAD
- [StructLayout(LayoutKind.Explicit, Size = 4)]
- internal struct XInputControllerWindowsState : IInputStateTypeInfo
- {
- public FourCC format => new FourCC('X', 'I', 'N', 'P');
-
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1027:MarkEnumsWithFlags", Justification = "False positive")]
- 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,
- }
-
- [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(0)]
- public ushort buttons;
-
- [InputControl(name = "leftTrigger", format = "BYTE")]
- [FieldOffset(2)] public byte leftTrigger;
- [InputControl(name = "rightTrigger", format = "BYTE")]
- [FieldOffset(3)] public byte rightTrigger;
-
- [InputControl(name = "leftStick", layout = "Stick", format = "VC2S")]
- [InputControl(name = "leftStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
- [InputControl(name = "leftStick/left", offset = 0, format = "SHRT")]
- [InputControl(name = "leftStick/right", offset = 0, format = "SHRT")]
- [InputControl(name = "leftStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
- [InputControl(name = "leftStick/up", offset = 2, format = "SHRT")]
- [InputControl(name = "leftStick/down", offset = 2, format = "SHRT")]
- [FieldOffset(4)] public short leftStickX;
- [FieldOffset(6)] public short leftStickY;
-
- [InputControl(name = "rightStick", layout = "Stick", format = "VC2S")]
- [InputControl(name = "rightStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
- [InputControl(name = "rightStick/left", offset = 0, format = "SHRT")]
- [InputControl(name = "rightStick/right", offset = 0, format = "SHRT")]
- [InputControl(name = "rightStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")]
- [InputControl(name = "rightStick/up", offset = 2, format = "SHRT")]
- [InputControl(name = "rightStick/down", offset = 2, format = "SHRT")]
- [FieldOffset(8)] public short rightStickX;
- [FieldOffset(10)] public short rightStickY;
-
- public XInputControllerWindowsState 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;
- }
- }
- }
-
- namespace UnityEngine.InputSystem.XInput
- {
- /// <summary>
- /// An <see cref="XInputController"/> compatible game controller connected to a Windows desktop machine.
- /// </summary>
- [InputControlLayout(stateType = typeof(XInputControllerWindowsState), hideInUI = true)]
- public class XInputControllerWindows : XInputController
- {
- }
- }
- #endif // UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA
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