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