772 lines
33 KiB
C#
772 lines
33 KiB
C#
using System;
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using System.ComponentModel;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Haptics;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: come up with consistent naming for buttons; (xxxButton? xxx?)
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////REVIEW: should we add a gyro as a standard feature of gamepads?
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////TODO: allow to be used for mouse simulation
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Default state layout for gamepads.
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/// </summary>
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/// <remarks>
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/// Be aware that unlike some other devices such as <see cref="Mouse"/> or <see cref="Touchscreen"/>,
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/// gamepad devices tend to have wildly varying state formats, i.e. forms in which they internally
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/// store their input data. In practice, even on the same platform gamepads will often store
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/// their data in different formats. This means that <see cref="GamepadState"/> will often <em>not</em>
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/// be the format in which a particular gamepad (such as <see cref="XInput.XInputController"/>,
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/// for example) stores its data.
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///
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/// If your gamepad data is arriving in a different format, you should extend the "Gamepad" layout and customize its Controls.
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///
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/// A real-world example of this is the Xbox Controller on macOS, which is supported through HID. Its layout looks like this:
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///
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/// <example>
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/// <code>
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/// {
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/// "name" : "XboxGamepadOSX",
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/// "extend" : "Gamepad",
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/// "format" : "HID",
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/// "device" : { "interface" : "HID", "product" : "Xbox.*Controller" },
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/// "controls" : [
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/// { "name" : "leftShoulder", "offset" : 2, "bit" : 8 },
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/// { "name" : "rightShoulder", "offset" : 2, "bit" : 9 },
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/// { "name" : "leftStickPress", "offset" : 2, "bit" : 14 },
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/// { "name" : "rightStickPress", "offset" : 2, "bit" : 15 },
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/// { "name" : "buttonSouth", "offset" : 2, "bit" : 12 },
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/// { "name" : "buttonEast", "offset" : 2, "bit" : 13 },
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/// { "name" : "buttonWest", "offset" : 2, "bit" : 14 },
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/// { "name" : "buttonNorth", "offset" : 2, "bit" : 15 },
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/// { "name" : "dpad", "offset" : 2 },
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/// { "name" : "dpad/up", "offset" : 0, "bit" : 8 },
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/// { "name" : "dpad/down", "offset" : 0, "bit" : 9 },
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/// { "name" : "dpad/left", "offset" : 0, "bit" : 10 },
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/// { "name" : "dpad/right", "offset" : 0, "bit" : 11 },
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/// { "name" : "start", "offset" : 2, "bit" : 4 },
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/// { "name" : "select", "offset" : 2, "bit" : 5 },
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/// { "name" : "xbox", "offset" : 2, "bit" : 2, "layout" : "Button" },
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/// { "name" : "leftTrigger", "offset" : 4, "format" : "BYTE" },
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/// { "name" : "rightTrigger", "offset" : 5, "format" : "BYTE" },
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/// { "name" : "leftStick", "offset" : 6, "format" : "VC2S" },
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/// { "name" : "leftStick/x", "offset" : 0, "format" : "SHRT", "parameters" : "normalize,normalizeMin=-0.5,normalizeMax=0.5" },
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/// { "name" : "leftStick/y", "offset" : 2, "format" : "SHRT", "parameters" : "invert,normalize,normalizeMin=-0.5,normalizeMax=0.5" },
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/// { "name" : "rightStick", "offset" : 10, "format" : "VC2S" },
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/// { "name" : "rightStick/x", "offset" : 0, "format" : "SHRT", "parameters" : "normalize,normalizeMin=-0.5,normalizeMax=0.5" },
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/// { "name" : "rightStick/y", "offset" : 2, "format" : "SHRT", "parameters" : "invert,normalize,normalizeMin=-0.5,normalizeMax=0.5" }
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/// ]
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/// }
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/// </code>
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/// </example>
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///
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/// The same principle applies if some buttons on your Device are swapped, for example. In this case, you can remap their offsets.
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///
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///
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///
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///
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/// </remarks>
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/// <seealso cref="Gamepad"/>
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// NOTE: Must match GamepadInputState in native.
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[StructLayout(LayoutKind.Explicit, Size = 28)]
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public struct GamepadState : IInputStateTypeInfo
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{
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public static FourCC Format => new FourCC('G', 'P', 'A', 'D');
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// On Sony consoles, we use the platform defaults as the gamepad-wide short default names.
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#if UNITY_PS4 || UNITY_PS5
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internal const string ButtonSouthShortDisplayName = "Cross";
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internal const string ButtonNorthShortDisplayName = "Triangle";
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internal const string ButtonWestShortDisplayName = "Square";
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internal const string ButtonEastShortDisplayName = "East";
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#elif UNITY_SWITCH
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internal const string ButtonSouthShortDisplayName = "B";
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internal const string ButtonNorthShortDisplayName = "X";
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internal const string ButtonWestShortDisplayName = "Y";
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internal const string ButtonEastShortDisplayName = "A";
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#else
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internal const string ButtonSouthShortDisplayName = "A";
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internal const string ButtonNorthShortDisplayName = "Y";
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internal const string ButtonWestShortDisplayName = "X";
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internal const string ButtonEastShortDisplayName = "B";
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#endif
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/// <summary>
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/// Button bit mask.
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/// </summary>
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/// <value>Button bit mask.</value>
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/// <seealso cref="GamepadButton"/>
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/// <seealso cref="Gamepad.buttonSouth"/>
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/// <seealso cref="Gamepad.buttonNorth"/>
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/// <seealso cref="Gamepad.buttonWest"/>
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/// <seealso cref="Gamepad.buttonSouth"/>
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/// <seealso cref="Gamepad.leftShoulder"/>
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/// <seealso cref="Gamepad.rightShoulder"/>
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/// <seealso cref="Gamepad.startButton"/>
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/// <seealso cref="Gamepad.selectButton"/>
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/// <seealso cref="Gamepad.leftStickButton"/>
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/// <seealso cref="Gamepad.rightStickButton"/>
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////REVIEW: do we want the name to correspond to what's actually on the device?
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[InputControl(name = "dpad", layout = "Dpad", usage = "Hatswitch", displayName = "D-Pad", format = "BIT", sizeInBits = 4, bit = 0)]
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[InputControl(name = "buttonSouth", layout = "Button", bit = (uint)GamepadButton.South, usages = new[] { "PrimaryAction", "Submit" }, aliases = new[] { "a", "cross" }, displayName = "Button South", shortDisplayName = ButtonSouthShortDisplayName)]
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[InputControl(name = "buttonWest", layout = "Button", bit = (uint)GamepadButton.West, usage = "SecondaryAction", aliases = new[] { "x", "square" }, displayName = "Button West", shortDisplayName = ButtonWestShortDisplayName)]
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[InputControl(name = "buttonNorth", layout = "Button", bit = (uint)GamepadButton.North, aliases = new[] { "y", "triangle" }, displayName = "Button North", shortDisplayName = ButtonNorthShortDisplayName)]
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[InputControl(name = "buttonEast", layout = "Button", bit = (uint)GamepadButton.East, usages = new[] { "Back", "Cancel" }, aliases = new[] { "b", "circle" }, displayName = "Button East", shortDisplayName = ButtonEastShortDisplayName)]
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////FIXME: 'Press' naming is inconsistent with 'Button' naming
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[InputControl(name = "leftStickPress", layout = "Button", bit = (uint)GamepadButton.LeftStick, displayName = "Left Stick Press")]
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[InputControl(name = "rightStickPress", layout = "Button", bit = (uint)GamepadButton.RightStick, displayName = "Right Stick Press")]
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[InputControl(name = "leftShoulder", layout = "Button", bit = (uint)GamepadButton.LeftShoulder, displayName = "Left Shoulder", shortDisplayName = "LB")]
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[InputControl(name = "rightShoulder", layout = "Button", bit = (uint)GamepadButton.RightShoulder, displayName = "Right Shoulder", shortDisplayName = "RB")]
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////REVIEW: seems like these two should get less ambiguous names as well
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[InputControl(name = "start", layout = "Button", bit = (uint)GamepadButton.Start, usage = "Menu", displayName = "Start")]
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[InputControl(name = "select", layout = "Button", bit = (uint)GamepadButton.Select, displayName = "Select")]
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[FieldOffset(0)]
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public uint buttons;
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/// <summary>
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/// Left stick position. Each axis goes from -1 to 1 with
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/// 0 being center position.
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/// </summary>
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/// <value>Left stick position.</value>
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/// <seealso cref="Gamepad.leftStick"/>
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[InputControl(layout = "Stick", usage = "Primary2DMotion", processors = "stickDeadzone", displayName = "Left Stick", shortDisplayName = "LS")]
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[FieldOffset(4)]
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public Vector2 leftStick;
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/// <summary>
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/// Right stick position. Each axis from -1 to 1 with
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/// 0 being center position.
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/// </summary>
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/// <value>Right stick position.</value>
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/// <seealso cref="Gamepad.rightStick"/>
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[InputControl(layout = "Stick", usage = "Secondary2DMotion", processors = "stickDeadzone", displayName = "Right Stick", shortDisplayName = "RS")]
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[FieldOffset(12)]
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public Vector2 rightStick;
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////REVIEW: should left and right trigger get deadzones?
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/// <summary>
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/// Position of the left trigger. Goes from 0 (not pressed) to 1 (fully pressed).
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/// </summary>
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/// <value>Position of left trigger.</value>
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/// <seealso cref="Gamepad.leftTrigger"/>
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[InputControl(layout = "Button", format = "FLT", usage = "SecondaryTrigger", displayName = "Left Trigger", shortDisplayName = "LT")]
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[FieldOffset(20)]
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public float leftTrigger;
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/// <summary>
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/// Position of the right trigger. Goes from 0 (not pressed) to 1 (fully pressed).
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/// </summary>
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/// <value>Position of right trigger.</value>
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/// <seealso cref="Gamepad.rightTrigger"/>
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[InputControl(layout = "Button", format = "FLT", usage = "SecondaryTrigger", displayName = "Right Trigger", shortDisplayName = "RT")]
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[FieldOffset(24)]
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public float rightTrigger;
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/// <summary>
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/// State format tag for GamepadState.
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/// </summary>
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/// <value>Returns "GPAD".</value>
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public FourCC format => Format;
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/// <summary>
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/// Create a gamepad state with the given buttons being pressed.
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/// </summary>
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/// <param name="buttons">Buttons to put into pressed state.</param>
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/// <exception cref="ArgumentNullException"><paramref name="buttons"/> is <c>null</c>.</exception>
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public GamepadState(params GamepadButton[] buttons)
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: this()
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{
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if (buttons == null)
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throw new ArgumentNullException(nameof(buttons));
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foreach (var button in buttons)
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{
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Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
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var bit = 1U << (int)button;
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this.buttons |= bit;
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}
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}
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/// <summary>
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/// Set the specific buttons to be pressed or unpressed.
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/// </summary>
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/// <param name="button">A gamepad button.</param>
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/// <param name="value">Whether to set <paramref name="button"/> to be pressed or not pressed in
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/// <see cref="buttons"/>.</param>
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/// <returns>GamepadState with a modified <see cref="buttons"/> mask.</returns>
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public GamepadState WithButton(GamepadButton button, bool value = true)
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{
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Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
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var bit = 1U << (int)button;
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if (value)
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buttons |= bit;
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else
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buttons &= ~bit;
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return this;
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}
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}
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////NOTE: The bit positions here based on the enum value are also used in native.
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/// <summary>
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/// Enum of common gamepad buttons.
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/// </summary>
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/// <remarks>
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/// Can be used as an array indexer on the <see cref="Gamepad"/> class to get individual button controls.
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/// </remarks>
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public enum GamepadButton
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{
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// Dpad buttons. Important to be first in the bitfield as we'll
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// point the DpadControl to it.
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// IMPORTANT: Order has to match what is expected by DpadControl.
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/// <summary>
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/// The up button on a gamepad's dpad.
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/// </summary>
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DpadUp = 0,
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/// <summary>
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/// The down button on a gamepad's dpad.
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/// </summary>
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DpadDown = 1,
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/// <summary>
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/// The left button on a gamepad's dpad.
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/// </summary>
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DpadLeft = 2,
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/// <summary>
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/// The right button on a gamepad's dpad.
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/// </summary>
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DpadRight = 3,
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// Face buttons. We go with a north/south/east/west naming as that
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// clearly disambiguates where we expect the respective button to be.
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/// <summary>
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/// The upper action button on a gamepad.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="Y"/> and <see cref="Triangle"/> which are the Xbox and PlayStation controller names for this button.
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/// </remarks>
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North = 4,
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/// <summary>
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/// The right action button on a gamepad.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="B"/> and <see cref="Circle"/> which are the Xbox and PlayStation controller names for this button.
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/// </remarks>
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East = 5,
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/// <summary>
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/// The lower action button on a gamepad.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="A"/> and <see cref="Cross"/> which are the Xbox and PlayStation controller names for this button.
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/// </remarks>
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South = 6,
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/// <summary>
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/// The left action button on a gamepad.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="X"/> and <see cref="Square"/> which are the Xbox and PlayStation controller names for this button.
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/// </remarks>
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West = 7,
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/// <summary>
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/// The button pressed by pressing down the left stick on a gamepad.
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/// </summary>
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LeftStick = 8,
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/// <summary>
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/// The button pressed by pressing down the right stick on a gamepad.
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/// </summary>
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RightStick = 9,
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/// <summary>
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/// The left shoulder button on a gamepad.
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/// </summary>
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LeftShoulder = 10,
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/// <summary>
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/// The right shoulder button on a gamepad.
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/// </summary>
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RightShoulder = 11,
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/// <summary>
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/// The start button.
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/// </summary>
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Start = 12,
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/// <summary>
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/// The select button.
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/// </summary>
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Select = 13,
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// For values that are not part of the buttons bitmask in GamepadState, assign large values that are outside
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// the 32bit bit range.
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/// <summary>
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/// The left trigger button on a gamepad.
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/// </summary>
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LeftTrigger = 32,
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/// <summary>
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/// The right trigger button on a gamepad.
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/// </summary>
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RightTrigger = 33,
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/// <summary>
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/// The X button on an Xbox controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="West"/>, which is the generic name of this button.
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/// </remarks>
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X = West,
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/// <summary>
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/// The Y button on an Xbox controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="North"/>, which is the generic name of this button.
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/// </remarks>
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Y = North,
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/// <summary>
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/// The A button on an Xbox controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="South"/>, which is the generic name of this button.
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/// </remarks>
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A = South,
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/// <summary>
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/// The B button on an Xbox controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="East"/>, which is the generic name of this button.
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/// </remarks>
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B = East,
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/// <summary>
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/// The cross button on a PlayStation controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="South"/>, which is the generic name of this button.
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/// </remarks>
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Cross = South,
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/// <summary>
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/// The square button on a PlayStation controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="West"/>, which is the generic name of this button.
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/// </remarks>
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Square = West,
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/// <summary>
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/// The triangle button on a PlayStation controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="North"/>, which is the generic name of this button.
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/// </remarks>
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Triangle = North,
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/// <summary>
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/// The circle button on a PlayStation controller.
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/// </summary>
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/// <remarks>
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/// Identical to <see cref="East"/>, which is the generic name of this button.
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/// </remarks>
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Circle = East,
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers,
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/// two shoulder buttons, and two menu buttons that usually sit in the midsection of the gamepad.
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/// </summary>
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/// <remarks>
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/// The Gamepad layout provides a standardized layouts for gamepads. Generally, if a specific
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/// device is represented as a Gamepad, the controls, such as the face buttons, are guaranteed
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/// to be mapped correctly and consistently. If, based on the set of supported devices available
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/// to the input system, this cannot be guaranteed, a given device is usually represented as a
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/// generic <see cref="Joystick"/> or as just a plain <see cref="HID.HID"/> instead.
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///
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/// <example>
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/// <code>
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/// // Show all gamepads in the system.
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/// Debug.Log(string.Join("\n", Gamepad.all));
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///
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/// // Check whether the X button on the current gamepad is pressed.
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/// if (Gamepad.current.xButton.wasPressedThisFrame)
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/// Debug.Log("Pressed");
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///
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/// // Rumble the left motor on the current gamepad slightly.
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/// Gamepad.current.SetMotorSpeeds(0.2f, 0.
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/// </code>
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/// </example>
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/// </remarks>
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[InputControlLayout(stateType = typeof(GamepadState), isGenericTypeOfDevice = true)]
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public class Gamepad : InputDevice, IDualMotorRumble
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{
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/// <summary>
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/// The left face button of the gamepad.
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/// </summary>
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/// <value>Control representing the X/Square face button.</value>
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/// <remarks>
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/// On an Xbox controller, this is the X button and on the PS4 controller, this is the
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/// square button.
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/// </remarks>
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/// <seealso cref="xButton"/>
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/// <seealso cref="squareButton"/>
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public ButtonControl buttonWest { get; protected set; }
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/// <summary>
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/// The top face button of the gamepad.
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/// </summary>
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/// <value>Control representing the Y/Triangle face button.</value>
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/// <remarks>
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/// On an Xbox controller, this is the Y button and on the PS4 controller, this is the
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/// triangle button.
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/// </remarks>
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/// <seealso cref="yButton"/>
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/// <seealso cref="triangleButton"/>
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public ButtonControl buttonNorth { get; protected set; }
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/// <summary>
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/// The bottom face button of the gamepad.
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/// </summary>
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/// <value>Control representing the A/Cross face button.</value>
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/// <remarks>
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/// On an Xbox controller, this is the A button and on the PS4 controller, this is the
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/// cross button.
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/// </remarks>
|
|
/// <seealso cref="aButton"/>
|
|
/// <seealso cref="crossButton"/>
|
|
public ButtonControl buttonSouth { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The right face button of the gamepad.
|
|
/// </summary>
|
|
/// <value>Control representing the B/Circle face button.</value>
|
|
/// <remarks>
|
|
/// On an Xbox controller, this is the B button and on the PS4 controller, this is the
|
|
/// circle button.
|
|
/// </remarks>
|
|
/// <seealso cref="bButton"/>
|
|
/// <seealso cref="circleButton"/>
|
|
public ButtonControl buttonEast { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The button that gets triggered when <see cref="leftStick"/> is pressed down.
|
|
/// </summary>
|
|
/// <value>Control representing a click with the left stick.</value>
|
|
public ButtonControl leftStickButton { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The button that gets triggered when <see cref="rightStick"/> is pressed down.
|
|
/// </summary>
|
|
/// <value>Control representing a click with the right stick.</value>
|
|
public ButtonControl rightStickButton { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The right button in the middle section of the gamepad (called "menu" on Xbox
|
|
/// controllers and "options" on PS4 controllers).
|
|
/// </summary>
|
|
/// <value>Control representing the right button in midsection.</value>
|
|
public ButtonControl startButton { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The left button in the middle section of the gamepad (called "view" on Xbox
|
|
/// controllers and "share" on PS4 controllers).
|
|
/// </summary>
|
|
/// <value>Control representing the left button in midsection.</value>
|
|
public ButtonControl selectButton { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The 4-way directional pad on the gamepad.
|
|
/// </summary>
|
|
/// <value>Control representing the d-pad.</value>
|
|
public DpadControl dpad { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The left shoulder/bumper button that sits on top of <see cref="leftTrigger"/>.
|
|
/// </summary>
|
|
/// <value>Control representing the left shoulder button.</value>
|
|
/// <remarks>
|
|
/// On Xbox controllers, this is usually called "left bumper" whereas on PS4
|
|
/// controllers, this button is referred to as "L1".
|
|
/// </remarks>
|
|
public ButtonControl leftShoulder { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The right shoulder/bumper button that sits on top of <see cref="rightTrigger"/>.
|
|
/// </summary>
|
|
/// <value>Control representing the right shoulder button.</value>
|
|
/// <remarks>
|
|
/// On Xbox controllers, this is usually called "right bumper" whereas on PS4
|
|
/// controllers, this button is referred to as "R1".
|
|
/// </remarks>
|
|
public ButtonControl rightShoulder { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The left thumbstick on the gamepad.
|
|
/// </summary>
|
|
/// <value>Control representing the left thumbstick.</value>
|
|
public StickControl leftStick { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The right thumbstick on the gamepad.
|
|
/// </summary>
|
|
/// <value>Control representing the right thumbstick.</value>
|
|
public StickControl rightStick { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The left trigger button sitting below <see cref="leftShoulder"/>.
|
|
/// </summary>
|
|
/// <value>Control representing the left trigger button.</value>
|
|
/// <remarks>
|
|
/// On PS4 controllers, this button is referred to as "L2".
|
|
/// </remarks>
|
|
public ButtonControl leftTrigger { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The right trigger button sitting below <see cref="rightShoulder"/>.
|
|
/// </summary>
|
|
/// <value>Control representing the right trigger button.</value>
|
|
/// <remarks>
|
|
/// On PS4 controllers, this button is referred to as "R2".
|
|
/// </remarks>
|
|
public ButtonControl rightTrigger { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonSouth"/>. Xbox-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonSouth"/>.</value>
|
|
public ButtonControl aButton => buttonSouth;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonEast"/>. Xbox-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonEast"/>.</value>
|
|
public ButtonControl bButton => buttonEast;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonWest"/> Xbox-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonWest"/>.</value>
|
|
public ButtonControl xButton => buttonWest;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonNorth"/>. Xbox-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonNorth"/>.</value>
|
|
public ButtonControl yButton => buttonNorth;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonNorth"/>. PS4-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonNorth"/>.</value>
|
|
public ButtonControl triangleButton => buttonNorth;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonWest"/>. PS4-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonWest"/>.</value>
|
|
public ButtonControl squareButton => buttonWest;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonEast"/>. PS4-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonEast"/>.</value>
|
|
public ButtonControl circleButton => buttonEast;
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="buttonSouth"/>. PS4-style alias.
|
|
/// </summary>
|
|
/// <value>Same as <see cref="buttonSouth"/>.</value>
|
|
public ButtonControl crossButton => buttonSouth;
|
|
|
|
/// <summary>
|
|
/// Retrieve a gamepad button by its <see cref="GamepadButton"/> enumeration
|
|
/// constant.
|
|
/// </summary>
|
|
/// <param name="button">Button to retrieve.</param>
|
|
/// <exception cref="ArgumentException"><paramref name="button"/> is not a valid gamepad
|
|
/// button value.</exception>
|
|
public ButtonControl this[GamepadButton button]
|
|
{
|
|
get
|
|
{
|
|
switch (button)
|
|
{
|
|
case GamepadButton.North: return buttonNorth;
|
|
case GamepadButton.South: return buttonSouth;
|
|
case GamepadButton.East: return buttonEast;
|
|
case GamepadButton.West: return buttonWest;
|
|
case GamepadButton.Start: return startButton;
|
|
case GamepadButton.Select: return selectButton;
|
|
case GamepadButton.LeftShoulder: return leftShoulder;
|
|
case GamepadButton.RightShoulder: return rightShoulder;
|
|
case GamepadButton.LeftTrigger: return leftTrigger;
|
|
case GamepadButton.RightTrigger: return rightTrigger;
|
|
case GamepadButton.LeftStick: return leftStickButton;
|
|
case GamepadButton.RightStick: return rightStickButton;
|
|
case GamepadButton.DpadUp: return dpad.up;
|
|
case GamepadButton.DpadDown: return dpad.down;
|
|
case GamepadButton.DpadLeft: return dpad.left;
|
|
case GamepadButton.DpadRight: return dpad.right;
|
|
default:
|
|
throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(GamepadButton));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The gamepad last used/connected by the player or <c>null</c> if there is no gamepad connected
|
|
/// to the system.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When added, a device is automatically made current (see <see cref="InputDevice.MakeCurrent"/>), so
|
|
/// when connecting a gamepad, it will also become current. After that, it will only become current again
|
|
/// when input change on non-noisy controls (see <see cref="InputControl.noisy"/>) is received.
|
|
///
|
|
/// For local multiplayer scenarios (or whenever there are multiple gamepads that need to be usable
|
|
/// in a concurrent fashion), it is not recommended to rely on this property. Instead, it is recommended
|
|
/// to use <see cref="PlayerInput"/> or <see cref="Users.InputUser"/>.
|
|
/// </remarks>
|
|
/// <seealso cref="InputDevice.MakeCurrent"/>
|
|
/// <seealso cref="all"/>
|
|
public static Gamepad current { get; private set; }
|
|
|
|
/// <summary>
|
|
/// A list of gamepads currently connected to the system.
|
|
/// </summary>
|
|
/// <value>All currently connected gamepads.</value>
|
|
/// <remarks>
|
|
/// Does not cause GC allocation.
|
|
///
|
|
/// Do <em>not</em> hold on to the value returned by this getter but rather query it whenever
|
|
/// you need it. Whenever the gamepad setup changes, the value returned by this getter
|
|
/// is invalidated.
|
|
/// </remarks>
|
|
/// <seealso cref="current"/>
|
|
public new static ReadOnlyArray<Gamepad> all => new ReadOnlyArray<Gamepad>(s_Gamepads, 0, s_GamepadCount);
|
|
|
|
/// <inheritdoc />
|
|
protected override void FinishSetup()
|
|
{
|
|
////REVIEW: what's actually faster/better... storing these in properties or doing the lookup on the fly?
|
|
buttonWest = GetChildControl<ButtonControl>("buttonWest");
|
|
buttonNorth = GetChildControl<ButtonControl>("buttonNorth");
|
|
buttonSouth = GetChildControl<ButtonControl>("buttonSouth");
|
|
buttonEast = GetChildControl<ButtonControl>("buttonEast");
|
|
|
|
startButton = GetChildControl<ButtonControl>("start");
|
|
selectButton = GetChildControl<ButtonControl>("select");
|
|
|
|
leftStickButton = GetChildControl<ButtonControl>("leftStickPress");
|
|
rightStickButton = GetChildControl<ButtonControl>("rightStickPress");
|
|
|
|
dpad = GetChildControl<DpadControl>("dpad");
|
|
|
|
leftShoulder = GetChildControl<ButtonControl>("leftShoulder");
|
|
rightShoulder = GetChildControl<ButtonControl>("rightShoulder");
|
|
|
|
leftStick = GetChildControl<StickControl>("leftStick");
|
|
rightStick = GetChildControl<StickControl>("rightStick");
|
|
|
|
leftTrigger = GetChildControl<ButtonControl>("leftTrigger");
|
|
rightTrigger = GetChildControl<ButtonControl>("rightTrigger");
|
|
|
|
base.FinishSetup();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the gamepad the <see cref="current"/> gamepad.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is called automatically by the system when there is input on a gamepad.
|
|
/// </remarks>
|
|
public override void MakeCurrent()
|
|
{
|
|
base.MakeCurrent();
|
|
current = this;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when the gamepad is added to the system.
|
|
/// </summary>
|
|
protected override void OnAdded()
|
|
{
|
|
ArrayHelpers.AppendWithCapacity(ref s_Gamepads, ref s_GamepadCount, this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when the gamepad is removed from the system.
|
|
/// </summary>
|
|
protected override void OnRemoved()
|
|
{
|
|
if (current == this)
|
|
current = null;
|
|
|
|
// Remove from `all`.
|
|
var index = ArrayHelpers.IndexOfReference(s_Gamepads, this, s_GamepadCount);
|
|
if (index != -1)
|
|
ArrayHelpers.EraseAtWithCapacity(s_Gamepads, ref s_GamepadCount, index);
|
|
else
|
|
{
|
|
Debug.Assert(false,
|
|
$"Gamepad {this} seems to not have been added but is being removed (gamepad list: {string.Join(", ", all)})"); // Put in else to not allocate on normal path.
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pause rumble effects on the gamepad. Resume with <see cref="ResumeHaptics"/>.
|
|
/// </summary>
|
|
/// <seealso cref="IDualMotorRumble"/>
|
|
public virtual void PauseHaptics()
|
|
{
|
|
m_Rumble.PauseHaptics(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resume rumble affects on the gamepad that have been paused with <see cref="PauseHaptics"/>.
|
|
/// </summary>
|
|
/// <seealso cref="IDualMotorRumble"/>
|
|
public virtual void ResumeHaptics()
|
|
{
|
|
m_Rumble.ResumeHaptics(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset rumble effects on the gamepad. Puts the gamepad rumble motors back into their
|
|
/// default state.
|
|
/// </summary>
|
|
/// <seealso cref="IDualMotorRumble"/>
|
|
public virtual void ResetHaptics()
|
|
{
|
|
m_Rumble.ResetHaptics(this);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public virtual void SetMotorSpeeds(float lowFrequency, float highFrequency)
|
|
{
|
|
m_Rumble.SetMotorSpeeds(this, lowFrequency, highFrequency);
|
|
}
|
|
|
|
private DualMotorRumble m_Rumble;
|
|
|
|
private static int s_GamepadCount;
|
|
private static Gamepad[] s_Gamepads;
|
|
}
|
|
}
|