#if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION using System; using System.Linq; using System.Runtime.InteropServices; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Android.LowLevel; using UnityEngine.InputSystem.DualShock; using UnityEngine.InputSystem.Utilities; namespace UnityEngine.InputSystem.Android.LowLevel { /// /// Default state layout for Android game controller. /// [StructLayout(LayoutKind.Sequential)] public unsafe struct AndroidGameControllerState : IInputStateTypeInfo { public const int MaxAxes = 48; public const int MaxButtons = 220; public class Variants { public const string Gamepad = "Gamepad"; public const string Joystick = "Joystick"; public const string DPadAxes = "DpadAxes"; public const string DPadButtons = "DpadButtons"; } internal const uint kAxisOffset = sizeof(uint) * (uint)((MaxButtons + 31) / 32); public static FourCC kFormat = new FourCC('A', 'G', 'C', ' '); [InputControl(name = "dpad", layout = "Dpad", bit = (uint)AndroidKeyCode.DpadUp, sizeInBits = 4, variants = Variants.DPadButtons)] [InputControl(name = "dpad/up", bit = (uint)AndroidKeyCode.DpadUp, variants = Variants.DPadButtons)] [InputControl(name = "dpad/down", bit = (uint)AndroidKeyCode.DpadDown, variants = Variants.DPadButtons)] [InputControl(name = "dpad/left", bit = (uint)AndroidKeyCode.DpadLeft, variants = Variants.DPadButtons)] [InputControl(name = "dpad/right", bit = (uint)AndroidKeyCode.DpadRight, variants = Variants.DPadButtons)] [InputControl(name = "buttonSouth", bit = (uint)AndroidKeyCode.ButtonA, variants = Variants.Gamepad)] [InputControl(name = "buttonWest", bit = (uint)AndroidKeyCode.ButtonX, variants = Variants.Gamepad)] [InputControl(name = "buttonNorth", bit = (uint)AndroidKeyCode.ButtonY, variants = Variants.Gamepad)] [InputControl(name = "buttonEast", bit = (uint)AndroidKeyCode.ButtonB, variants = Variants.Gamepad)] [InputControl(name = "leftStickPress", bit = (uint)AndroidKeyCode.ButtonThumbl, variants = Variants.Gamepad)] [InputControl(name = "rightStickPress", bit = (uint)AndroidKeyCode.ButtonThumbr, variants = Variants.Gamepad)] [InputControl(name = "leftShoulder", bit = (uint)AndroidKeyCode.ButtonL1, variants = Variants.Gamepad)] [InputControl(name = "rightShoulder", bit = (uint)AndroidKeyCode.ButtonR1, variants = Variants.Gamepad)] [InputControl(name = "start", bit = (uint)AndroidKeyCode.ButtonStart, variants = Variants.Gamepad)] [InputControl(name = "select", bit = (uint)AndroidKeyCode.ButtonSelect, variants = Variants.Gamepad)] public fixed uint buttons[(MaxButtons + 31) / 32]; [InputControl(name = "dpad", layout = "Dpad", offset = (uint)AndroidAxis.HatX * sizeof(float) + kAxisOffset, format = "VEC2", sizeInBits = 64, variants = Variants.DPadAxes)] [InputControl(name = "dpad/right", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)] [InputControl(name = "dpad/left", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)] [InputControl(name = "dpad/down", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)] [InputControl(name = "dpad/up", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)] [InputControl(name = "leftTrigger", offset = (uint)AndroidAxis.Brake * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)] [InputControl(name = "rightTrigger", offset = (uint)AndroidAxis.Gas * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)] [InputControl(name = "leftStick", variants = Variants.Gamepad)] [InputControl(name = "leftStick/y", variants = Variants.Gamepad, parameters = "invert")] [InputControl(name = "leftStick/up", variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")] [InputControl(name = "leftStick/down", variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")] ////FIXME: state for this control is not contiguous [InputControl(name = "rightStick", offset = (uint)AndroidAxis.Z * sizeof(float) + kAxisOffset, sizeInBits = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z + 1) * sizeof(float) * 8, variants = Variants.Gamepad)] [InputControl(name = "rightStick/x", variants = Variants.Gamepad)] [InputControl(name = "rightStick/y", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert")] [InputControl(name = "rightStick/up", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")] [InputControl(name = "rightStick/down", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")] public fixed float axis[MaxAxes]; public FourCC format { get { return kFormat; } } public AndroidGameControllerState WithButton(AndroidKeyCode code, bool value = true) { fixed(uint* buttonsPtr = buttons) { if (value) buttonsPtr[(int)code / 32] |= 1U << ((int)code % 32); else buttonsPtr[(int)code / 32] &= ~(1U << ((int)code % 32)); } return this; } public AndroidGameControllerState WithAxis(AndroidAxis axis, float value) { fixed(float* axisPtr = this.axis) { axisPtr[(int)axis] = value; } return this; } } // See https://developer.android.com/reference/android/view/InputDevice.html for input source values internal enum AndroidInputSource { Keyboard = 257, Dpad = 513, Gamepad = 1025, Touchscreen = 4098, Mouse = 8194, Stylus = 16386, Trackball = 65540, Touchpad = 1048584, Joystick = 16777232 } [Serializable] internal struct AndroidDeviceCapabilities { public string deviceDescriptor; public int productId; public int vendorId; public bool isVirtual; public AndroidAxis[] motionAxes; public AndroidInputSource inputSources; public string ToJson() { return JsonUtility.ToJson(this); } public static AndroidDeviceCapabilities FromJson(string json) { if (json == null) throw new ArgumentNullException(nameof(json)); return JsonUtility.FromJson(json); } public override string ToString() { return $"deviceDescriptor = {deviceDescriptor}, productId = {productId}, vendorId = {vendorId}, isVirtual = {isVirtual}, motionAxes = {(motionAxes == null ? "" : String.Join(",", motionAxes.Select(i => i.ToString()).ToArray()))}, inputSources = {inputSources}"; } } } namespace UnityEngine.InputSystem.Android { ////FIXME: This is messy! Clean up! /// /// Gamepad on Android. Comprises all types of gamepads supported on Android. /// /// /// Most of the gamepads: /// - ELAN PLAYSTATION(R)3 Controller /// - My-Power CO.,LTD. PS(R) Controller Adaptor /// (Following tested and work with: Nvidia Shield TV (OS 9); Galaxy Note 20 Ultra (OS 11); Galaxy S9+ (OS 10.0)) /// - Sony Interactive Entertainment Wireless (PS4 DualShock) (Also tested and DOES NOT WORK with Galaxy S9 (OS 8.0); Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0)) /// - Xbox Wireless Controller (Xbox One) (Also tested and works on Samsung Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0)) /// - NVIDIA Controller v01.03/v01.04 /// - (Add more) /// map buttons in the following way: /// Left Stick -> AXIS_X(0) / AXIS_Y(1) /// Right Stick -> AXIS_Z (11) / AXIS_RZ(14) /// Right Thumb -> KEYCODE_BUTTON_THUMBR(107) /// Left Thumb -> KEYCODE_BUTTON_THUMBL(106) /// L1 (Left shoulder) -> KEYCODE_BUTTON_L1(102) /// R1 (Right shoulder) -> KEYCODE_BUTTON_R1(103) /// L2 (Left trigger) -> AXIS_BRAKE(23) /// R2 (Right trigger) -> AXIS_GAS(22) /// X -> KEYCODE_BUTTON_X(99) /// Y -> KEYCODE_BUTTON_Y(100) /// B -> KEYCODE_BUTTON_B(97) /// A -> KEYCODE_BUTTON_A(96) /// DPAD -> AXIS_HAT_X(15),AXIS_HAT_Y(16) or KEYCODE_DPAD_LEFT(21), KEYCODE_DPAD_RIGHT(22), KEYCODE_DPAD_UP(19), KEYCODE_DPAD_DOWN(20), /// Note: On Nvidia Shield Console, L2/R2 additionally invoke key events for AXIS_LTRIGGER, AXIS_RTRIGGER (in addition to AXIS_BRAKE, AXIS_GAS) /// If you connect gamepad to a phone for L2/R2 only AXIS_BRAKE/AXIS_GAS come. AXIS_LTRIGGER, AXIS_RTRIGGER are not invoked. /// That's why we map triggers only to AXIS_BRAKE/AXIS_GAS /// Nvidia Shield also reports KEYCODE_BACK instead of KEYCODE_BUTTON_SELECT, so Options(XboxOne Controller)/View(DualShock)/Select buttons do not work /// PS4 controller is officially supported from Android 10 and higher (https://playstation.com/en-us/support/hardware/ps4-pair-dualshock-4-wireless-with-sony-xperia-and-android) /// However, some devices with older OS have fixed PS4 controller support on their drivers this leads to following situation: /// Some gamepads on Android devices (with same Android number version) might have different mappings /// For ex., Dualshock, on NVidia Shield Console (OS 8.0) all buttons correctly map according to rules in AndroidGameControllerState /// when clicking left shoulder it will go to AndroidKeyCode.ButtonL1, rightShoulder -> AndroidKeyCode.ButtonR1, etc /// But, on Samsung Galaxy S9 (OS 8.0), the mapping is different (Same for Xiaomi Mi Note2 (OS 8.0), Samsung Galaxy S8 (OS 7.0)) /// when clicking left shoulder it will go to AndroidKeyCode.ButtonY, rightShoulder -> AndroidKeyCode.ButtonZ, etc /// So even though Android version is 8.0 in both cases, Dualshock will only correctly work on NVidia Shield Console /// It's obvious that this depends on the driver and not Android OS, thus we can only assume Samsung in this case doesn't properly support Dualshock in their drivers /// While we can do custom mapping for Samsung, we can never now when will they try to update the driver for Dualshock or some other gamepad /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Gamepad)] public class AndroidGamepad : Gamepad { } /// /// Generic controller with Dpad axes /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true, variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)] public class AndroidGamepadWithDpadAxes : AndroidGamepad { } /// /// Generic controller with Dpad buttons /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true, variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadButtons)] public class AndroidGamepadWithDpadButtons : AndroidGamepad { } /// /// Joystick on Android. /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Joystick)] public class AndroidJoystick : Joystick { } /// /// A PlayStation DualShock 4 controller connected to an Android device. /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android DualShock 4 Gamepad", variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)] public class DualShock4GamepadAndroid : DualShockGamepad { } /// /// A PlayStation DualShock 4 controller connected to an Android device. /// [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android Xbox One Controller", variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)] public class XboxOneGamepadAndroid : XInput.XInputController { } } #endif // UNITY_EDITOR || UNITY_ANDROID