IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/WebGL/WebGLGamepad.cs

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2024-10-11 10:12:15 +08:00
#if UNITY_WEBGL || UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
using System.ComponentModel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.WebGL.LowLevel;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.WebGL.LowLevel
{
internal unsafe struct WebGLGamepadState : IInputStateTypeInfo
{
public const int NumAxes = 4;
public const int NumButtons = 16;
private const int ButtonOffset = NumAxes * 4;
// Stick default format is already two floats so all we need to do is move the sticks and
// put inverts on Y.
[InputControl(name = "leftStick", offset = 0)]
[InputControl(name = "rightStick", offset = 8)]
[InputControl(name = "leftStick/y", parameters = "invert")]
[InputControl(name = "leftStick/up", parameters = "clamp=2,clampMin=0,clampMax=1,invert")]
[InputControl(name = "leftStick/down", parameters = "clamp=2,clampMin=-1,clampMax=0,invert=false")]
[InputControl(name = "rightStick/y", parameters = "invert")]
[InputControl(name = "rightStick/up", parameters = "clamp=2,clampMin=0,clampMax=1,invert")]
[InputControl(name = "rightStick/down", parameters = "clamp=2,clampMin=-1,clampMax=0,invert=false")]
// All the buttons we need to bump from single bits to full floats and reset bit offsets.
[InputControl(name = "buttonSouth", offset = ButtonOffset + 0 * 4, bit = 0, format = "FLT")]
[InputControl(name = "buttonEast", offset = ButtonOffset + 1 * 4, bit = 0, format = "FLT")]
[InputControl(name = "buttonWest", offset = ButtonOffset + 2 * 4, bit = 0, format = "FLT")]
[InputControl(name = "buttonNorth", offset = ButtonOffset + 3 * 4, bit = 0, format = "FLT")]
[InputControl(name = "leftShoulder", offset = ButtonOffset + 4 * 4, bit = 0, format = "FLT")]
[InputControl(name = "rightShoulder", offset = ButtonOffset + 5 * 4, bit = 0, format = "FLT")]
[InputControl(name = "leftTrigger", offset = ButtonOffset + 6 * 4, bit = 0, format = "FLT")]
[InputControl(name = "rightTrigger", offset = ButtonOffset + 7 * 4, bit = 0, format = "FLT")]
[InputControl(name = "select", offset = ButtonOffset + 8 * 4, bit = 0, format = "FLT")]
[InputControl(name = "start", offset = ButtonOffset + 9 * 4, bit = 0, format = "FLT")]
[InputControl(name = "leftStickPress", offset = ButtonOffset + 10 * 4, bit = 0, format = "FLT")]
[InputControl(name = "rightStickPress", offset = ButtonOffset + 11 * 4, bit = 0, format = "FLT")]
[InputControl(name = "dpad", offset = ButtonOffset + 12 * 4, bit = 0, sizeInBits = 4 * 4 * 8)]
[InputControl(name = "dpad/up", offset = 0, bit = 0, format = "FLT")]
[InputControl(name = "dpad/down", offset = 4, bit = 0, format = "FLT")]
[InputControl(name = "dpad/left", offset = 8, bit = 0, format = "FLT")]
[InputControl(name = "dpad/right", offset = 12, bit = 0, format = "FLT")]
public fixed float values[NumButtons + NumAxes];
public float leftTrigger
{
get => GetValue(NumAxes + 6);
set => SetValue(NumAxes + 6, value);
}
public float rightTrigger
{
get => GetValue(NumAxes + 7);
set => SetValue(NumAxes + 7, value);
}
public Vector2 leftStick
{
get => new Vector2(GetValue(0), GetValue(1));
set
{
SetValue(0, value.x);
SetValue(1, value.y);
}
}
public Vector2 rightStick
{
get => new Vector2(GetValue(2), GetValue(3));
set
{
SetValue(2, value.x);
SetValue(3, value.y);
}
}
public FourCC format
{
get { return new FourCC('H', 'T', 'M', 'L'); }
}
public WebGLGamepadState WithButton(GamepadButton button, float value = 1)
{
int index;
switch (button)
{
case GamepadButton.South: index = 0; break;
case GamepadButton.East: index = 1; break;
case GamepadButton.West: index = 2; break;
case GamepadButton.North: index = 3; break;
case GamepadButton.LeftShoulder: index = 4; break;
case GamepadButton.RightShoulder: index = 5; break;
case GamepadButton.Select: index = 8; break;
case GamepadButton.Start: index = 9; break;
case GamepadButton.LeftStick: index = 10; break;
case GamepadButton.RightStick: index = 11; break;
case GamepadButton.DpadUp: index = 12; break;
case GamepadButton.DpadDown: index = 13; break;
case GamepadButton.DpadLeft: index = 14; break;
case GamepadButton.DpadRight: index = 15; break;
default:
throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(GamepadButton));
}
SetValue(NumAxes + index, value);
return this;
}
private float GetValue(int index)
{
fixed(float* valuePtr = values)
return valuePtr[index];
}
private void SetValue(int index, float value)
{
fixed(float* valuePtr = values)
valuePtr[index] = value;
}
}
[Serializable]
internal struct WebGLDeviceCapabilities
{
public int numAxes;
public int numButtons;
public string mapping;
public string ToJson()
{
return JsonUtility.ToJson(this);
}
public static WebGLDeviceCapabilities FromJson(string json)
{
if (string.IsNullOrEmpty(json))
throw new ArgumentNullException(nameof(json));
return JsonUtility.FromJson<WebGLDeviceCapabilities>(json);
}
}
}
namespace UnityEngine.InputSystem.WebGL
{
/// <summary>
/// Gamepad on WebGL that uses the "standard" mapping.
/// </summary>
/// <seealso href="https://w3c.github.io/gamepad/#remapping"/>
[InputControlLayout(stateType = typeof(WebGLGamepadState), displayName = "WebGL Gamepad (\"standard\" mapping)")]
public class WebGLGamepad : Gamepad
{
}
}
#endif // UNITY_WEBGL || UNITY_EDITOR