783 lines
33 KiB
C#
783 lines
33 KiB
C#
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#if 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.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.InputSystem.Utilities;
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////TODO: motion data support
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////TODO: haptics support
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////TODO: ensure that no two actions have the same name even between maps
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////TODO: also need to build a layout based on SteamController that has controls representing the current set of actions
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//// (might need this in the runtime)
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////TODO: localization support (allow loading existing VDF file and preserving localization strings)
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////TODO: allow having actions that are ignored by Steam VDF export
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////TODO: support for getting displayNames/glyphs from Steam
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////TODO: polling in background
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namespace UnityEngine.InputSystem.Steam.Editor
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{
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/// <summary>
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/// Converts input actions to and from Steam IGA file format.
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/// </summary>
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/// <remarks>
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/// The idea behind this converter is to enable users to use Unity's action editor to set up actions
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/// for their game and the be able, when targeting desktops through Steam, to convert the game's actions
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/// to a Steam VDF file that allows using the Steam Controller API with the game.
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///
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/// The generated VDF file is meant to allow editing by hand in order to add localization strings or
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/// apply Steam-specific settings that cannot be inferred from Unity input actions.
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/// </remarks>
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public static class SteamIGAConverter
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{
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/// <summary>
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/// Generate C# code for an <see cref="InputDevice"/> derived class that exposes the controls
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/// for the actions found in the given Steam IGA description.
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/// </summary>
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/// <param name="vdf"></param>
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/// <param name="namespaceAndClassName"></param>
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/// <returns></returns>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1809:AvoidExcessiveLocals", Justification = "TODO: Refactor later.")]
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public static string GenerateInputDeviceFromSteamIGA(string vdf, string namespaceAndClassName)
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{
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if (string.IsNullOrEmpty(vdf))
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throw new ArgumentNullException("vdf");
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if (string.IsNullOrEmpty(namespaceAndClassName))
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throw new ArgumentNullException("namespaceAndClassName");
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// Parse VDF.
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var parsedVdf = ParseVDF(vdf);
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var actions = (Dictionary<string, object>)((Dictionary<string, object>)parsedVdf["In Game Actions"])["actions"];
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// Determine class and namespace name.
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var namespaceName = "";
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var className = "";
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var indexOfLastDot = namespaceAndClassName.LastIndexOf('.');
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if (indexOfLastDot != -1)
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{
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namespaceName = namespaceAndClassName.Substring(0, indexOfLastDot);
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className = namespaceAndClassName.Substring(indexOfLastDot + 1);
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}
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else
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{
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className = namespaceAndClassName;
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}
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var stateStructName = className + "State";
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var builder = new StringBuilder();
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builder.Append("// THIS FILE HAS BEEN AUTO-GENERATED\n");
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builder.Append("#if (UNITY_EDITOR || UNITY_STANDALONE) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT\n");
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builder.Append("using UnityEngine;\n");
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builder.Append("using UnityEngine.InputSystem;\n");
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builder.Append("using UnityEngine.InputSystem.Controls;\n");
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builder.Append("using UnityEngine.InputSystem.Layouts;\n");
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builder.Append("using UnityEngine.InputSystem.LowLevel;\n");
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builder.Append("using UnityEngine.InputSystem.Utilities;\n");
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builder.Append("using UnityEngine.InputSystem.Steam;\n");
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builder.Append("#if UNITY_EDITOR\n");
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builder.Append("using UnityEditor;\n");
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builder.Append("#endif\n");
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builder.Append("\n");
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if (!string.IsNullOrEmpty(namespaceName))
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{
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builder.Append("namespace ");
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builder.Append(namespaceName);
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builder.Append("\n{\n");
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}
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// InitializeOnLoad attribute.
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builder.Append("#if UNITY_EDITOR\n");
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builder.Append("[InitializeOnLoad]\n");
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builder.Append("#endif\n");
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// Control layout attribute.
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builder.Append("[InputControlLayout(stateType = typeof(");
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builder.Append(stateStructName);
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builder.Append("))]\n");
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// Class declaration.
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builder.Append("public class ");
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builder.Append(className);
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builder.Append(" : SteamController\n");
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builder.Append("{\n");
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// Device matcher.
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builder.Append(" private static InputDeviceMatcher deviceMatcher\n");
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builder.Append(" {\n");
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builder.Append(" get { return new InputDeviceMatcher().WithInterface(\"Steam\").WithProduct(\"");
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builder.Append(className);
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builder.Append("\"); }\n");
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builder.Append(" }\n");
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// Static constructor.
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builder.Append('\n');
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builder.Append("#if UNITY_EDITOR\n");
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builder.Append(" static ");
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builder.Append(className);
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builder.Append("()\n");
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builder.Append(" {\n");
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builder.Append(" InputSystem.RegisterLayout<");
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builder.Append(className);
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builder.Append(">(matches: deviceMatcher);\n");
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builder.Append(" }\n");
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builder.Append("#endif\n");
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// RuntimeInitializeOnLoadMethod.
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// NOTE: Not relying on static ctor here. See il2cpp bug 1014293.
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builder.Append('\n');
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builder.Append(" [RuntimeInitializeOnLoadMethod(loadType: RuntimeInitializeLoadType.BeforeSceneLoad)]\n");
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builder.Append(" private static void RuntimeInitializeOnLoad()\n");
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builder.Append(" {\n");
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builder.Append(" InputSystem.RegisterLayout<");
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builder.Append(className);
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builder.Append(">(matches: deviceMatcher);\n");
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builder.Append(" }\n");
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// Control properties.
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builder.Append('\n');
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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var entryProperties = (Dictionary<string, object>)entry.Value;
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var isStick = entryProperties.ContainsKey("input_mode") && (string)entryProperties["input_mode"] == "joystick_move";
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builder.Append(" [InputControl]\n");
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builder.Append(
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$" public {(isStick ? "StickControl" : "Vector2Control")} {CSharpCodeHelpers.MakeIdentifier(entry.Key)} {{ get; protected set; }}\n");
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}
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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foreach (var entry in buttons)
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{
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builder.Append(" [InputControl]\n");
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builder.Append(
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$" public ButtonControl {CSharpCodeHelpers.MakeIdentifier(entry.Key)} {{ get; protected set; }}\n");
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}
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// AnalogTriggers.
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var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
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foreach (var entry in analogTriggers)
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{
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builder.Append(" [InputControl]\n");
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builder.Append(
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$" public AxisControl {CSharpCodeHelpers.MakeIdentifier(entry.Key)} {{ get; protected set; }}\n");
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}
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}
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// FinishSetup method.
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builder.Append('\n');
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builder.Append(" protected override void FinishSetup()\n");
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builder.Append(" {\n");
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builder.Append(" base.FinishSetup();\n");
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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var entryProperties = (Dictionary<string, object>)entry.Value;
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var isStick = entryProperties.ContainsKey("input_mode") && (string)entryProperties["input_mode"] == "joystick_move";
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)} = GetChildControl<{(isStick ? "StickControl" : "Vector2Control")}>(\"{entry.Key}\");\n");
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}
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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foreach (var entry in buttons)
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{
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)} = GetChildControl<ButtonControl>(\"{entry.Key}\");\n");
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}
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// AnalogTriggers.
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var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
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foreach (var entry in analogTriggers)
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{
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)} = GetChildControl<AxisControl>(\"{entry.Key}\");\n");
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}
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}
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builder.Append(" }\n");
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// ResolveSteamActions method.
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builder.Append('\n');
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builder.Append(" protected override void ResolveSteamActions(ISteamControllerAPI api)\n");
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builder.Append(" {\n");
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// Set handle.
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(setEntry.Key)}SetHandle = api.GetActionSetHandle(\"{setEntry.Key}\");\n");
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle = api.GetAnalogActionHandle(\"{entry.Key}\");\n");
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}
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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foreach (var entry in buttons)
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{
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle = api.GetDigitalActionHandle(\"{entry.Key}\");\n");
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}
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// AnalogTriggers.
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var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
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foreach (var entry in analogTriggers)
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{
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builder.Append(
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$" {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle = api.GetAnalogActionHandle(\"{entry.Key}\");\n");
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}
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}
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builder.Append(" }\n");
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// Handle cache fields.
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builder.Append('\n');
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// Set handle.
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builder.Append(
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$" public SteamHandle<InputActionMap> {CSharpCodeHelpers.MakeIdentifier(setEntry.Key)}SetHandle {{ get; private set; }}\n");
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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builder.Append(
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$" public SteamHandle<InputAction> {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle {{ get; private set; }}\n");
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}
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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foreach (var entry in buttons)
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{
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builder.Append(
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$" public SteamHandle<InputAction> {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle {{ get; private set; }}\n");
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}
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// AnalogTriggers.
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var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
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foreach (var entry in analogTriggers)
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{
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builder.Append(
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$" public SteamHandle<InputAction> {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle {{ get; private set; }}\n");
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}
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}
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// steamActionSets property.
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builder.Append('\n');
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builder.Append(" private SteamActionSetInfo[] m_ActionSets;\n");
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builder.Append(" public override ReadOnlyArray<SteamActionSetInfo> steamActionSets\n");
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builder.Append(" {\n");
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builder.Append(" get\n");
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builder.Append(" {\n");
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builder.Append(" if (m_ActionSets == null)\n");
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builder.Append(" m_ActionSets = new[]\n");
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builder.Append(" {\n");
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foreach (var setEntry in actions)
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{
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builder.Append(string.Format(
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" new SteamActionSetInfo {{ name = \"{0}\", handle = {1}SetHandle }},\n",
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setEntry.Key,
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CSharpCodeHelpers.MakeIdentifier(setEntry.Key)));
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}
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builder.Append(" };\n");
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builder.Append(" return new ReadOnlyArray<SteamActionSetInfo>(m_ActionSets);\n");
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builder.Append(" }\n");
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builder.Append(" }\n");
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// Update method.
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builder.Append('\n');
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builder.Append(" protected override unsafe void Update(ISteamControllerAPI api)\n");
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builder.Append(" {\n");
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builder.Append($" {stateStructName} state;\n");
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var currentButtonBit = 0;
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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builder.Append(string.Format(" state.{0} = api.GetAnalogActionData(steamControllerHandle, {0}Handle).position;\n",
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CSharpCodeHelpers.MakeIdentifier(entry.Key)));
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}
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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foreach (var entry in buttons)
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{
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builder.Append(
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$" if (api.GetDigitalActionData(steamControllerHandle, {CSharpCodeHelpers.MakeIdentifier(entry.Key)}Handle).pressed)\n");
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builder.Append($" state.buttons[{currentButtonBit / 8}] |= {currentButtonBit % 8};\n");
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++currentButtonBit;
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}
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// AnalogTriggers.
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var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
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foreach (var entry in analogTriggers)
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{
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builder.Append(string.Format(" state.{0} = api.GetAnalogActionData(steamControllerHandle, {0}Handle).position.x;\n",
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CSharpCodeHelpers.MakeIdentifier(entry.Key)));
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}
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}
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builder.Append(" InputSystem.QueueStateEvent(this, state);\n");
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builder.Append(" }\n");
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builder.Append("}\n");
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if (!string.IsNullOrEmpty(namespaceName))
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builder.Append("}\n");
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// State struct.
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builder.Append("public unsafe struct ");
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builder.Append(stateStructName);
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builder.Append(" : IInputStateTypeInfo\n");
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builder.Append("{\n");
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builder.Append(" public FourCC format\n");
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builder.Append(" {\n");
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builder.Append(" get {\n");
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////TODO: handle class names that are shorter than 4 characters
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////TODO: uppercase characters
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builder.Append(
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$" return new FourCC('{className[0]}', '{className[1]}', '{className[2]}', '{className[3]}');\n");
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builder.Append(" }\n");
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builder.Append(" }\n");
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builder.Append("\n");
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var totalButtonCount = 0;
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// Buttons.
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var buttons = (Dictionary<string, object>)setEntryProperties["Button"];
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var buttonCount = buttons.Count;
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if (buttonCount > 0)
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{
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foreach (var entry in buttons)
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{
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builder.Append(
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$" [InputControl(name = \"{entry.Key}\", layout = \"Button\", bit = {totalButtonCount})]\n");
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++totalButtonCount;
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}
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}
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}
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if (totalButtonCount > 0)
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{
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var byteCount = (totalButtonCount + 7) / 8;
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builder.Append(" public fixed byte buttons[");
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builder.Append(byteCount.ToString());
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builder.Append("];\n");
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}
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foreach (var setEntry in actions)
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{
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var setEntryProperties = (Dictionary<string, object>)setEntry.Value;
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// StickPadGyros.
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var stickPadGyros = (Dictionary<string, object>)setEntryProperties["StickPadGyro"];
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foreach (var entry in stickPadGyros)
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{
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var entryProperties = (Dictionary<string, object>)entry.Value;
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var isStick = entryProperties.ContainsKey("input_mode") && (string)entryProperties["input_mode"] == "joystick_move";
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builder.Append(
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||
|
$" [InputControl(name = \"{entry.Key}\", layout = \"{(isStick ? "Stick" : "Vector2")}\")]\n");
|
||
|
builder.Append($" public Vector2 {CSharpCodeHelpers.MakeIdentifier(entry.Key)};\n");
|
||
|
}
|
||
|
|
||
|
// AnalogTriggers.
|
||
|
var analogTriggers = (Dictionary<string, object>)setEntryProperties["AnalogTrigger"];
|
||
|
foreach (var entry in analogTriggers)
|
||
|
{
|
||
|
builder.Append($" [InputControl(name = \"{entry.Key}\", layout = \"Axis\")]\n");
|
||
|
builder.Append($" public float {CSharpCodeHelpers.MakeIdentifier(entry.Key)};\n");
|
||
|
}
|
||
|
}
|
||
|
builder.Append("}\n");
|
||
|
|
||
|
builder.Append("#endif\n");
|
||
|
|
||
|
return builder.ToString();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Convert an .inputactions asset to Steam VDF format.
|
||
|
/// </summary>
|
||
|
/// <param name="asset"></param>
|
||
|
/// <param name="locale"></param>
|
||
|
/// <returns>A string in Steam VDF format describing "In Game Actions" corresponding to the actions in
|
||
|
/// <paramref name="asset"/>.</returns>
|
||
|
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is null.</exception>
|
||
|
public static string ConvertInputActionsToSteamIGA(InputActionAsset asset, string locale = "english")
|
||
|
{
|
||
|
if (asset == null)
|
||
|
throw new ArgumentNullException("asset");
|
||
|
return ConvertInputActionsToSteamIGA(asset.actionMaps, locale: locale);
|
||
|
}
|
||
|
|
||
|
public static string ConvertInputActionsToSteamIGA(IEnumerable<InputActionMap> actionMaps, string locale = "english")
|
||
|
{
|
||
|
if (actionMaps == null)
|
||
|
throw new ArgumentNullException("actionMaps");
|
||
|
|
||
|
var localizationStrings = new Dictionary<string, string>();
|
||
|
|
||
|
var builder = new StringBuilder();
|
||
|
builder.Append("\"In Game Actions\"\n");
|
||
|
builder.Append("{\n");
|
||
|
|
||
|
// Add actions.
|
||
|
builder.Append("\t\"actions\"\n");
|
||
|
builder.Append("\t{\n");
|
||
|
|
||
|
// Add each action map.
|
||
|
foreach (var actionMap in actionMaps)
|
||
|
{
|
||
|
var actionMapName = actionMap.name;
|
||
|
var actionMapIdentifier = CSharpCodeHelpers.MakeIdentifier(actionMapName);
|
||
|
|
||
|
builder.Append("\t\t\"");
|
||
|
builder.Append(actionMapName);
|
||
|
builder.Append("\"\n");
|
||
|
builder.Append("\t\t{\n");
|
||
|
|
||
|
// Title.
|
||
|
builder.Append("\t\t\t\"title\"\t\"#Set_");
|
||
|
builder.Append(actionMapIdentifier);
|
||
|
builder.Append("\"\n");
|
||
|
localizationStrings["Set_" + actionMapIdentifier] = actionMapName;
|
||
|
|
||
|
// StickPadGyro actions.
|
||
|
builder.Append("\t\t\t\"StickPadGyro\"\n");
|
||
|
builder.Append("\t\t\t{\n");
|
||
|
foreach (var action in actionMap.actions.Where(x => GetSteamControllerInputType(x) == "StickPadGyro"))
|
||
|
ConvertInputActionToVDF(action, builder, localizationStrings);
|
||
|
builder.Append("\t\t\t}\n");
|
||
|
|
||
|
// AnalogTrigger actions.
|
||
|
builder.Append("\t\t\t\"AnalogTrigger\"\n");
|
||
|
builder.Append("\t\t\t{\n");
|
||
|
foreach (var action in actionMap.actions.Where(x => GetSteamControllerInputType(x) == "AnalogTrigger"))
|
||
|
ConvertInputActionToVDF(action, builder, localizationStrings);
|
||
|
builder.Append("\t\t\t}\n");
|
||
|
|
||
|
// Button actions.
|
||
|
builder.Append("\t\t\t\"Button\"\n");
|
||
|
builder.Append("\t\t\t{\n");
|
||
|
foreach (var action in actionMap.actions.Where(x => GetSteamControllerInputType(x) == "Button"))
|
||
|
ConvertInputActionToVDF(action, builder, localizationStrings);
|
||
|
builder.Append("\t\t\t}\n");
|
||
|
|
||
|
builder.Append("\t\t}\n");
|
||
|
}
|
||
|
|
||
|
builder.Append("\t}\n");
|
||
|
|
||
|
// Add localizations.
|
||
|
builder.Append("\t\"localization\"\n");
|
||
|
builder.Append("\t{\n");
|
||
|
builder.Append("\t\t\"");
|
||
|
builder.Append(locale);
|
||
|
builder.Append("\"\n");
|
||
|
builder.Append("\t\t{\n");
|
||
|
foreach (var entry in localizationStrings)
|
||
|
{
|
||
|
builder.Append("\t\t\t\"");
|
||
|
builder.Append(entry.Key);
|
||
|
builder.Append("\"\t\"");
|
||
|
builder.Append(entry.Value);
|
||
|
builder.Append("\"\n");
|
||
|
}
|
||
|
builder.Append("\t\t}\n");
|
||
|
builder.Append("\t}\n");
|
||
|
|
||
|
builder.Append("}\n");
|
||
|
|
||
|
return builder.ToString();
|
||
|
}
|
||
|
|
||
|
private static void ConvertInputActionToVDF(InputAction action, StringBuilder builder, Dictionary<string, string> localizationStrings)
|
||
|
{
|
||
|
builder.Append("\t\t\t\t\"");
|
||
|
builder.Append(action.name);
|
||
|
|
||
|
var mapIdentifier = CSharpCodeHelpers.MakeIdentifier(action.actionMap.name);
|
||
|
var actionIdentifier = CSharpCodeHelpers.MakeIdentifier(action.name);
|
||
|
var titleId = "Action_" + mapIdentifier + "_" + actionIdentifier;
|
||
|
localizationStrings[titleId] = action.name;
|
||
|
|
||
|
// StickPadGyros are objects. Everything else is just strings.
|
||
|
var inputType = GetSteamControllerInputType(action);
|
||
|
if (inputType == "StickPadGyro")
|
||
|
{
|
||
|
builder.Append("\"\n");
|
||
|
builder.Append("\t\t\t\t{\n");
|
||
|
|
||
|
// Title.
|
||
|
builder.Append("\t\t\t\t\t\"title\"\t\"#");
|
||
|
builder.Append(titleId);
|
||
|
builder.Append("\"\n");
|
||
|
|
||
|
// Decide on "input_mode". Assume "absolute_mouse" by default and take
|
||
|
// anything built on StickControl as "joystick_move".
|
||
|
var inputMode = "absolute_mouse";
|
||
|
var controlType = EditorInputControlLayoutCache.TryGetLayout(action.expectedControlType).type;
|
||
|
if (typeof(StickControl).IsAssignableFrom(controlType))
|
||
|
inputMode = "joystick_move";
|
||
|
builder.Append("\t\t\t\t\t\"input_mode\"\t\"");
|
||
|
builder.Append(inputMode);
|
||
|
builder.Append("\"\n");
|
||
|
|
||
|
builder.Append("\t\t\t\t}\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
builder.Append("\"\t\"");
|
||
|
builder.Append(titleId);
|
||
|
builder.Append("\"\n");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static string GetSteamControllerInputType(InputAction action)
|
||
|
{
|
||
|
if (action == null)
|
||
|
throw new ArgumentNullException("action");
|
||
|
|
||
|
// Make sure we have an expected control layout.
|
||
|
var expectedControlLayout = action.expectedControlType;
|
||
|
if (string.IsNullOrEmpty(expectedControlLayout))
|
||
|
throw new ArgumentException($"Cannot determine Steam input type for action '{action}' that has no associated expected control layout",
|
||
|
nameof(action));
|
||
|
|
||
|
// Try to fetch the layout.
|
||
|
var layout = EditorInputControlLayoutCache.TryGetLayout(expectedControlLayout);
|
||
|
if (layout == null)
|
||
|
throw new ArgumentException($"Cannot determine Steam input type for action '{action}'; cannot find layout '{expectedControlLayout}'", nameof(action));
|
||
|
|
||
|
// Map our supported control types.
|
||
|
var controlType = layout.type;
|
||
|
if (typeof(ButtonControl).IsAssignableFrom(controlType))
|
||
|
return "Button";
|
||
|
if (typeof(InputControl<float>).IsAssignableFrom(controlType))
|
||
|
return "AnalogTrigger";
|
||
|
if (typeof(Vector2Control).IsAssignableFrom(controlType))
|
||
|
return "StickPadGyro";
|
||
|
|
||
|
// Everything else throws.
|
||
|
throw new ArgumentException($"Cannot determine Steam input type for action '{action}'; layout '{expectedControlLayout}' with control type '{ controlType.Name}' has no known representation in the Steam controller API", nameof(action));
|
||
|
}
|
||
|
|
||
|
public static Dictionary<string, object> ParseVDF(string vdf)
|
||
|
{
|
||
|
var parser = new VDFParser(vdf);
|
||
|
return parser.Parse();
|
||
|
}
|
||
|
|
||
|
private struct VDFParser
|
||
|
{
|
||
|
public string vdf;
|
||
|
public int length;
|
||
|
public int position;
|
||
|
|
||
|
public VDFParser(string vdf)
|
||
|
{
|
||
|
this.vdf = vdf;
|
||
|
length = vdf.Length;
|
||
|
position = 0;
|
||
|
}
|
||
|
|
||
|
public Dictionary<string, object> Parse()
|
||
|
{
|
||
|
var result = new Dictionary<string, object>();
|
||
|
ParseKeyValuePair(result);
|
||
|
SkipWhitespace();
|
||
|
if (position < length)
|
||
|
throw new InvalidOperationException($"Parse error at {position} in '{vdf}'; not expecting any more input");
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private bool ParseKeyValuePair(Dictionary<string, object> result)
|
||
|
{
|
||
|
var key = ParseString();
|
||
|
if (key.isEmpty)
|
||
|
return false;
|
||
|
|
||
|
SkipWhitespace();
|
||
|
if (position == length)
|
||
|
throw new InvalidOperationException($"Expecting value or object at position {position} in '{vdf}'");
|
||
|
|
||
|
var nextChar = vdf[position];
|
||
|
if (nextChar == '"')
|
||
|
{
|
||
|
var value = ParseString();
|
||
|
result[key.ToString()] = value.ToString();
|
||
|
}
|
||
|
else if (nextChar == '{')
|
||
|
{
|
||
|
var value = ParseObject();
|
||
|
result[key.ToString()] = value;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
throw new InvalidOperationException($"Expecting value or object at position {position} in '{vdf}'");
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private Substring ParseString()
|
||
|
{
|
||
|
SkipWhitespace();
|
||
|
if (position == length || vdf[position] != '"')
|
||
|
return new Substring();
|
||
|
|
||
|
++position;
|
||
|
var startPos = position;
|
||
|
while (position < length && vdf[position] != '"')
|
||
|
++position;
|
||
|
var endPos = position;
|
||
|
|
||
|
if (position < length)
|
||
|
++position;
|
||
|
|
||
|
return new Substring(vdf, startPos, endPos - startPos);
|
||
|
}
|
||
|
|
||
|
private Dictionary<string, object> ParseObject()
|
||
|
{
|
||
|
SkipWhitespace();
|
||
|
if (position == length || vdf[position] != '{')
|
||
|
return null;
|
||
|
|
||
|
var result = new Dictionary<string, object>();
|
||
|
|
||
|
++position;
|
||
|
while (position < length)
|
||
|
{
|
||
|
if (!ParseKeyValuePair(result))
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
SkipWhitespace();
|
||
|
if (position == length || vdf[position] != '}')
|
||
|
throw new InvalidOperationException($"Expecting '}}' at position {position} in '{vdf}'");
|
||
|
++position;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private void SkipWhitespace()
|
||
|
{
|
||
|
while (position < length && char.IsWhiteSpace(vdf[position]))
|
||
|
++position;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MenuItem("Assets/Steam/Export to Steam In-Game Actions File...", true)]
|
||
|
private static bool IsExportContextMenuItemEnabled()
|
||
|
{
|
||
|
return Selection.activeObject is InputActionAsset;
|
||
|
}
|
||
|
|
||
|
[MenuItem("Assets/Steam/Export to Steam In-Game Actions File...")]
|
||
|
private static void ExportContextMenuItem()
|
||
|
{
|
||
|
var selectedAsset = (InputActionAsset)Selection.activeObject;
|
||
|
|
||
|
// Determine default .vdf file name.
|
||
|
var defaultVDFName = "";
|
||
|
var directory = "";
|
||
|
var assetPath = AssetDatabase.GetAssetPath(selectedAsset);
|
||
|
if (!string.IsNullOrEmpty(assetPath))
|
||
|
{
|
||
|
defaultVDFName = Path.GetFileNameWithoutExtension(assetPath) + ".vdf";
|
||
|
directory = Path.GetDirectoryName(assetPath);
|
||
|
}
|
||
|
|
||
|
// Ask for save location.
|
||
|
var fileName = EditorUtility.SaveFilePanel("Export Steam In-Game Actions File", directory, defaultVDFName, "vdf");
|
||
|
if (!string.IsNullOrEmpty(fileName))
|
||
|
{
|
||
|
var text = ConvertInputActionsToSteamIGA(selectedAsset);
|
||
|
File.WriteAllText(fileName, text);
|
||
|
AssetDatabase.Refresh();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MenuItem("Assets/Steam/Generate Unity Input Device...", true)]
|
||
|
private static bool IsGenerateContextMenuItemEnabled()
|
||
|
{
|
||
|
// VDF files have no associated importer and so come in as DefaultAssets.
|
||
|
if (!(Selection.activeObject is DefaultAsset))
|
||
|
return false;
|
||
|
|
||
|
var assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
|
||
|
if (!string.IsNullOrEmpty(assetPath) && Path.GetExtension(assetPath) == ".vdf")
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
////TODO: support setting class and namespace name
|
||
|
[MenuItem("Assets/Steam/Generate Unity Input Device...")]
|
||
|
private static void GenerateContextMenuItem()
|
||
|
{
|
||
|
var selectedAsset = Selection.activeObject;
|
||
|
var assetPath = AssetDatabase.GetAssetPath(selectedAsset);
|
||
|
if (string.IsNullOrEmpty(assetPath))
|
||
|
{
|
||
|
Debug.LogError("Cannot determine source asset path");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var defaultClassName = Path.GetFileNameWithoutExtension(assetPath);
|
||
|
var defaultFileName = defaultClassName + ".cs";
|
||
|
var defaultDirectory = Path.GetDirectoryName(assetPath);
|
||
|
|
||
|
// Ask for save location.
|
||
|
var fileName = EditorUtility.SaveFilePanel("Generate C# Input Device Class", defaultDirectory, defaultFileName, "cs");
|
||
|
if (string.IsNullOrEmpty(fileName))
|
||
|
return;
|
||
|
|
||
|
// Load VDF file text.
|
||
|
var vdf = File.ReadAllText(assetPath);
|
||
|
|
||
|
// Generate and write output.
|
||
|
var className = Path.GetFileNameWithoutExtension(fileName);
|
||
|
var text = GenerateInputDeviceFromSteamIGA(vdf, className);
|
||
|
File.WriteAllText(fileName, text);
|
||
|
AssetDatabase.Refresh();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // UNITY_EDITOR && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
|