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

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2024-10-11 10:12:15 +08:00
#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