#if UNITY_EDITOR || UNITY_ANDROID using System.Linq; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Android.LowLevel; namespace UnityEngine.InputSystem.Android { /// /// Initializes custom android devices. /// You can use 'adb shell dumpsys input' from terminal to output information about all input devices. /// #if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION public #else internal #endif class AndroidSupport { internal const string kAndroidInterface = "Android"; public static void Initialize() { InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidGameController")); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidGameController")); InputSystem.RegisterLayout(); InputSystem.RegisterLayout(); ////TODO: capability matching does not yet support bitmasking so these remain handled by OnFindLayoutForDevice for now InputSystem.RegisterLayout(); InputSystem.RegisterLayout(); InputSystem.RegisterProcessor(); InputSystem.RegisterProcessor(); // Add sensors InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Accelerometer)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.MagneticField)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Gyroscope)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Light)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Pressure)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Proximity)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.Gravity)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.LinearAcceleration)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.RotationVector)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.RelativeHumidity)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.AmbientTemperature)); InputSystem.RegisterLayout( matches: new InputDeviceMatcher() .WithInterface(kAndroidInterface) .WithDeviceClass("AndroidSensor") .WithCapability("sensorType", AndroidSensorType.StepCounter)); InputSystem.onFindLayoutForDevice += OnFindLayoutForDevice; } internal static string OnFindLayoutForDevice(ref InputDeviceDescription description, string matchedLayout, InputDeviceExecuteCommandDelegate executeCommandDelegate) { // If we already have a matching layout, someone registered a better match. // We only want to act as a fallback. if (!string.IsNullOrEmpty(matchedLayout) && matchedLayout != "AndroidGamepad" && matchedLayout != "AndroidJoystick") return null; if (description.interfaceName != "Android" || string.IsNullOrEmpty(description.capabilities)) return null; ////TODO: these should just be Controller and Sensor; the interface is already Android switch (description.deviceClass) { case "AndroidGameController": { var caps = AndroidDeviceCapabilities.FromJson(description.capabilities); // Note: Gamepads have both AndroidInputSource.Gamepad and AndroidInputSource.Joystick in input source, while // Joysticks don't have AndroidInputSource.Gamepad in their input source if ((caps.inputSources & AndroidInputSource.Gamepad) != AndroidInputSource.Gamepad) return "AndroidJoystick"; if (caps.motionAxes == null) return "AndroidGamepadWithDpadButtons"; // Vendor Ids, Product Ids can be found here http://www.linux-usb.org/usb.ids const int kVendorMicrosoft = 0x045e; const int kVendorSony = 0x054c; // Tested with controllers: PS4 DualShock; XboxOne; Nvidia Shield // Tested on devices: Shield console Android 9; Galaxy s9+ Android 10 if (caps.motionAxes.Contains(AndroidAxis.Z) && caps.motionAxes.Contains(AndroidAxis.Rz) && caps.motionAxes.Contains(AndroidAxis.HatX) && caps.motionAxes.Contains(AndroidAxis.HatY)) { if (caps.vendorId == kVendorMicrosoft) return "XboxOneGamepadAndroid"; if (caps.vendorId == kVendorSony) return "DualShock4GamepadAndroid"; } // Fallback to generic gamepads if (caps.motionAxes.Contains(AndroidAxis.HatX) && caps.motionAxes.Contains(AndroidAxis.HatY)) return "AndroidGamepadWithDpadAxes"; return "AndroidGamepadWithDpadButtons"; } default: return null; } } } } #endif // UNITY_EDITOR || UNITY_ANDROID