155 lines
6.1 KiB
C#
155 lines
6.1 KiB
C#
#if UNITY_WEBGL || UNITY_EDITOR
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.WebGL.LowLevel;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using System;
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namespace UnityEngine.InputSystem.WebGL
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{
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#if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
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public
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#else
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internal
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#endif
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static class WebGLSupport
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{
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private const string InterfaceName = "WebGL";
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public static void Initialize()
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{
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// We only turn gamepads with the "standard" mapping into actual Gamepads.
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InputSystem.RegisterLayout<WebGLGamepad>(
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matches: new InputDeviceMatcher()
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.WithInterface(InterfaceName)
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.WithDeviceClass("Gamepad")
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.WithCapability("mapping", "standard"));
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InputSystem.onFindLayoutForDevice += OnFindLayoutForDevice;
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}
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internal static string OnFindLayoutForDevice(ref InputDeviceDescription description,
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string matchedLayout, InputDeviceExecuteCommandDelegate executeCommandDelegate)
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{
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// If the device isn't a WebGL device, we're not interested.
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if (string.Compare(description.interfaceName, InterfaceName, StringComparison.InvariantCultureIgnoreCase) != 0)
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return null;
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// If it was matched by the standard mapping, we don't need to fall back to generating a layout.
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if (!string.IsNullOrEmpty(matchedLayout) && matchedLayout != "Gamepad")
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return null;
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var deviceMatcher = InputDeviceMatcher.FromDeviceDescription(description);
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var layout = new WebGLLayoutBuilder {capabilities = WebGLDeviceCapabilities.FromJson(description.capabilities)};
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InputSystem.RegisterLayoutBuilder(() => layout.Build(),
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description.product, "Joystick", deviceMatcher);
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return description.product;
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}
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[Serializable]
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private class WebGLLayoutBuilder
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{
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public WebGLDeviceCapabilities capabilities;
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public InputControlLayout Build()
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{
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var builder = new InputControlLayout.Builder
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{
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type = typeof(WebGLJoystick),
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extendsLayout = "Joystick",
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stateFormat = new FourCC('H', 'T', 'M', 'L')
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};
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// Best guess: Treat first two axes as stick
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uint offset = 0;
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if (capabilities.numAxes >= 2)
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{
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var stickName = "Stick";
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builder.AddControl(stickName)
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.WithLayout("Stick")
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.WithByteOffset(offset)
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.WithSizeInBits(64)
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.WithFormat(InputStateBlock.FormatFloat);
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builder.AddControl(stickName + "/x")
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.WithLayout("Axis")
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.WithByteOffset(offset)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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builder.AddControl(stickName + "/y")
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.WithLayout("Axis")
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.WithByteOffset(offset + 4)
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.WithParameters("invert")
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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//Need to handle Up/Down/Left/Right
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builder.AddControl(stickName + "/up")
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.WithLayout("Button")
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.WithParameters("clamp=1,clampMin=-1,clampMax=0,invert")
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.WithByteOffset(offset + 4)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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builder.AddControl(stickName + "/down")
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.WithLayout("Button")
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.WithParameters("clamp=1,clampMin=0,clampMax=1")
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.WithByteOffset(offset + 4)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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builder.AddControl(stickName + "/left")
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.WithLayout("Button")
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.WithParameters("clamp=1,clampMin=-1,clampMax=0,invert")
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.WithByteOffset(offset)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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builder.AddControl(stickName + "/right")
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.WithLayout("Button")
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.WithParameters("clamp=1,clampMin=0,clampMax=1")
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.WithByteOffset(offset)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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offset += 8;
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}
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for (var axis = 2; axis < capabilities.numAxes; axis++)
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{
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builder.AddControl($"Axis {axis - 1}")
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.WithLayout("Axis")
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.WithByteOffset(offset)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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offset += 4;
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}
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var buttonStartOffset = offset;
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for (var button = 0; button < capabilities.numButtons; button++)
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{
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builder.AddControl($"Button {button + 1}")
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.WithLayout("Button")
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.WithByteOffset(offset)
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.WithSizeInBits(32)
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.WithFormat(InputStateBlock.FormatFloat);
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offset += 4;
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}
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builder.AddControl("Trigger")
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.WithLayout("AnyKey")
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.WithByteOffset(buttonStartOffset)
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.IsSynthetic(true)
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.WithSizeInBits((uint)(32 * capabilities.numButtons))
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.WithFormat(InputStateBlock.FormatBit);
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return builder.Build();
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}
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}
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}
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}
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#endif // UNITY_WEBGL || UNITY_EDITOR
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