forked from BilalY/Rasagar
66 lines
2.6 KiB
C#
66 lines
2.6 KiB
C#
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#if UNITY_EDITOR || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
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using UnityEngine.InputSystem.iOS.LowLevel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.iOS
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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 iOSSupport
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{
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public static void Initialize()
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{
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InputSystem.RegisterLayout<iOSGameController>("iOSGameController",
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matches: new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("iOSGameController"));
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InputSystem.RegisterLayout<XboxOneGampadiOS>("XboxOneGampadiOS",
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matches: new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("iOSGameController")
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.WithProduct("Xbox Wireless Controller"));
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InputSystem.RegisterLayout<DualShock4GampadiOS>("DualShock4GampadiOS",
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matches: new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("iOSGameController")
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.WithProduct("DUALSHOCK 4 Wireless Controller"));
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InputSystem.RegisterLayout<DualSenseGampadiOS>("DualSenseGampadiOS",
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matches: new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("iOSGameController")
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.WithProduct("DualSense Wireless Controller"));
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InputSystem.RegisterLayoutMatcher("GravitySensor",
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new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("Gravity"));
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InputSystem.RegisterLayoutMatcher("AttitudeSensor",
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new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("Attitude"));
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InputSystem.RegisterLayoutMatcher("LinearAccelerationSensor",
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new InputDeviceMatcher()
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.WithInterface("iOS")
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.WithDeviceClass("LinearAcceleration"));
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#if UNITY_EDITOR || UNITY_IOS
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InputSystem.RegisterLayout<iOSStepCounter>();
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// Don't add devices for InputTestRuntime
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// TODO: Maybe there should be a better place for adding device from C#
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if (InputSystem.s_Manager.m_Runtime is NativeInputRuntime)
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{
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if (iOSStepCounter.IsAvailable())
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InputSystem.AddDevice<iOSStepCounter>();
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}
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#endif
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}
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}
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}
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#endif // UNITY_EDITOR || UNITY_IOS || UNITY_TVOS || UNITY_VISIONOS
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