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
{
///
/// An XInput-compatible game controller.
///
///
/// 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 )
/// will not be available.
///
/// On Windows, XInput controllers will be reported with
/// set to "XInput" and with a JSON representation of XINPUT_CAPABILITIES
/// available in . This means that you match on those
/// subType and/or flags for example.
///
///
///
/// // 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"" }
/// ]
/// }
/// }
/// ");
///
///
///
/// Now, when an XInput controller is connected and reports itself with the
/// subtype "Guitar", it is turned into an "XInputGuitar" instead of an
/// "XInputController".
///
[InputControlLayout(displayName = "Xbox Controller")]
public class XInputController : Gamepad
{
///
/// Same as .
///
/// Same control as .
// 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; }
///
/// Same as
///
/// Same control as .
public ButtonControl view { get; protected set; }
///
/// What specific kind of XInput controller this is.
///
/// XInput device subtype.
///
/// When the controller is picked up through interfaces other than XInput or through old versions of
/// XInput, this will always be . Put another way, this value is
/// meaningful only on recent Microsoft platforms.
///
///
public DeviceSubType subType
{
get
{
if (!m_HaveParsedCapabilities)
ParseCapabilities();
return m_SubType;
}
}
///
/// Return the device flags as reported by XInput.
///
/// XInput device flags.
///
public DeviceFlags flags
{
get
{
if (!m_HaveParsedCapabilities)
ParseCapabilities();
return m_Flags;
}
}
///
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(description.capabilities);
m_SubType = capabilities.subType;
m_Flags = capabilities.flags;
}
m_HaveParsedCapabilities = true;
}
///
/// Controller type enumeration in Type field of XINPUT_CAPABILITIES.
///
///
/// See MSDN.
///
internal enum DeviceType
{
Gamepad = 0x00
}
///
/// Controller subtype enumeration in SubType field of XINPUT_CAPABILITIES.
///
///
/// See MSDN.
///
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
}
///
/// Controller flags in Flags field of XINPUT_CAPABILITIES.
///
///
/// See MSDN.
///
[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;
}
}
}