Rasagar/Library/PackageCache/com.unity.inputsystem/InputSystem/Plugins/Android/AndroidSupport.cs

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2024-08-26 13:07:20 -07:00
#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
{
/// <summary>
/// Initializes custom android devices.
/// You can use 'adb shell dumpsys input' from terminal to output information about all input devices.
/// </summary>
#if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
public
#else
internal
#endif
class AndroidSupport
{
internal const string kAndroidInterface = "Android";
public static void Initialize()
{
InputSystem.RegisterLayout<AndroidGamepad>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidGameController"));
InputSystem.RegisterLayout<AndroidJoystick>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidGameController"));
InputSystem.RegisterLayout<DualShock4GamepadAndroid>();
InputSystem.RegisterLayout<XboxOneGamepadAndroid>();
////TODO: capability matching does not yet support bitmasking so these remain handled by OnFindLayoutForDevice for now
InputSystem.RegisterLayout<AndroidGamepadWithDpadAxes>();
InputSystem.RegisterLayout<AndroidGamepadWithDpadButtons>();
InputSystem.RegisterProcessor<AndroidCompensateDirectionProcessor>();
InputSystem.RegisterProcessor<AndroidCompensateRotationProcessor>();
// Add sensors
InputSystem.RegisterLayout<AndroidAccelerometer>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Accelerometer));
InputSystem.RegisterLayout<AndroidMagneticFieldSensor>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.MagneticField));
InputSystem.RegisterLayout<AndroidGyroscope>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Gyroscope));
InputSystem.RegisterLayout<AndroidLightSensor>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Light));
InputSystem.RegisterLayout<AndroidPressureSensor>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Pressure));
InputSystem.RegisterLayout<AndroidProximity>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Proximity));
InputSystem.RegisterLayout<AndroidGravitySensor>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.Gravity));
InputSystem.RegisterLayout<AndroidLinearAccelerationSensor>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.LinearAcceleration));
InputSystem.RegisterLayout<AndroidRotationVector>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.RotationVector));
InputSystem.RegisterLayout<AndroidRelativeHumidity>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.RelativeHumidity));
InputSystem.RegisterLayout<AndroidAmbientTemperature>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.AmbientTemperature));
InputSystem.RegisterLayout<AndroidGameRotationVector>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.GameRotationVector));
InputSystem.RegisterLayout<AndroidStepCounter>(
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