IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/XInput/XInputController.cs

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2024-10-11 10:12:15 +08:00
using System;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
////TODO: expose user index
////TODO: set displayNames of the controls according to Xbox controller standards
namespace UnityEngine.InputSystem.XInput
{
/// <summary>
/// An XInput-compatible game controller.
/// </summary>
/// <remarks>
/// Note that on non-Microsoft platforms, XInput controllers will not actually use the XInput interface
/// but will rather be interfaced with through different APIs -- on OSX, for example, HID is used to
/// interface with Xbox controlllers. In those cases, XInput-specific functionality (like <see cref="Capabilities"/>)
/// will not be available.
///
/// On Windows, XInput controllers will be reported with <see cref="InputDeviceDescription.interfaceName"/>
/// set to <c>"XInput"</c> and with a JSON representation of <a
/// href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">XINPUT_CAPABILITIES</a>
/// available in <see cref="InputDeviceDescription.capabilities"/>. This means that you match on those
/// <c>subType</c> and/or <c>flags</c> for example.
///
/// <example>
/// <code>
/// // Create an XInput-specific guitar layout subtype.
/// // NOTE: Works only on Windows.
/// InputSystem.RegisterLayout(@"
/// {
/// ""name"" : ""XInputGuitar"",
/// ""displayName"" : ""Guitar"",
/// ""extend"" : ""XInputController"",
/// ""device"" : {
/// ""interface"" : ""XInput"",
/// ""capabilities"" : [
/// { ""path"" : ""subType"", ""value"" : ""6"" }
/// ]
/// }
/// }
/// ");
/// </code>
/// </example>
///
/// Now, when an XInput controller is connected and reports itself with the
/// subtype "Guitar", it is turned into an "XInputGuitar" instead of an
/// "XInputController".
/// </remarks>
[InputControlLayout(displayName = "Xbox Controller")]
public class XInputController : Gamepad
{
/// <summary>
/// Same as <see cref="Gamepad.startButton"/>.
/// </summary>
/// <value>Same control as <see cref="Gamepad.startButton"/>.</value>
// Change the display names for the buttons to conform to Xbox conventions.
[InputControl(name = "buttonSouth", displayName = "A")]
[InputControl(name = "buttonEast", displayName = "B")]
[InputControl(name = "buttonWest", displayName = "X")]
[InputControl(name = "buttonNorth", displayName = "Y")]
[InputControl(name = "leftShoulder", displayName = "Left Bumper", shortDisplayName = "LB")]
[InputControl(name = "rightShoulder", displayName = "Right Bumper", shortDisplayName = "RB")]
[InputControl(name = "leftTrigger", shortDisplayName = "LT")]
[InputControl(name = "rightTrigger", shortDisplayName = "RT")]
// This follows Xbox One conventions; on Xbox 360, this is start=start and select=back.
[InputControl(name = "start", displayName = "Menu", alias = "menu")]
[InputControl(name = "select", displayName = "View", alias = "view")]
public ButtonControl menu { get; protected set; }
/// <summary>
/// Same as <see cref="Gamepad.selectButton"/>
/// </summary>
/// <value>Same control as <see cref="Gamepad.selectButton"/>.</value>
public ButtonControl view { get; protected set; }
/// <summary>
/// What specific kind of XInput controller this is.
/// </summary>
/// <value>XInput device subtype.</value>
/// <remarks>
/// When the controller is picked up through interfaces other than XInput or through old versions of
/// XInput, this will always be <see cref="DeviceSubType.Unknown"/>. Put another way, this value is
/// meaningful only on recent Microsoft platforms.
/// </remarks>
/// <seealso href="https://docs.microsoft.com/en-us/windows/win32/xinput/xinput-and-controller-subtypes"/>
public DeviceSubType subType
{
get
{
if (!m_HaveParsedCapabilities)
ParseCapabilities();
return m_SubType;
}
}
/// <summary>
/// Return the device flags as reported by XInput.
/// </summary>
/// <value>XInput device flags.</value>
/// <seealso href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities"/>
public DeviceFlags flags
{
get
{
if (!m_HaveParsedCapabilities)
ParseCapabilities();
return m_Flags;
}
}
/// <inheritdoc />
protected override void FinishSetup()
{
base.FinishSetup();
menu = startButton;
view = selectButton;
}
private bool m_HaveParsedCapabilities;
private DeviceSubType m_SubType;
private DeviceFlags m_Flags;
private void ParseCapabilities()
{
if (!string.IsNullOrEmpty(description.capabilities))
{
var capabilities = JsonUtility.FromJson<Capabilities>(description.capabilities);
m_SubType = capabilities.subType;
m_Flags = capabilities.flags;
}
m_HaveParsedCapabilities = true;
}
/// <summary>
/// Controller type enumeration in <c>Type</c> field of <c>XINPUT_CAPABILITIES</c>.
/// </summary>
/// <remarks>
/// See <a href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">MSDN</a>.
/// </remarks>
internal enum DeviceType
{
Gamepad = 0x00
}
/// <summary>
/// Controller subtype enumeration in <c>SubType</c> field of <c>XINPUT_CAPABILITIES</c>.
/// </summary>
/// <remarks>
/// See <a href="https://docs.microsoft.com/en-us/windows/win32/xinput/xinput-and-controller-subtypes">MSDN</a>.
/// </remarks>
public enum DeviceSubType
{
Unknown = 0x00,
Gamepad = 0x01,
Wheel = 0x02,
ArcadeStick = 0x03,
FlightStick = 0x04,
DancePad = 0x05,
Guitar = 0x06,
GuitarAlternate = 0x07,
DrumKit = 0x08,
GuitarBass = 0x0B,
ArcadePad = 0x13
}
/// <summary>
/// Controller flags in <c>Flags</c> field of <c>XINPUT_CAPABILITIES</c>.
/// </summary>
/// <remarks>
/// See <a href="https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_capabilities">MSDN</a>.
/// </remarks>
[Flags]
public new enum DeviceFlags
{
ForceFeedbackSupported = 0x01,
Wireless = 0x02,
VoiceSupported = 0x04,
PluginModulesSupported = 0x08,
NoNavigation = 0x10,
}
[Serializable]
internal struct Capabilities
{
public DeviceType type;
public DeviceSubType subType;
public DeviceFlags flags;
}
}
}