forked from BilalY/Rasagar
138 lines
5.9 KiB
C#
138 lines
5.9 KiB
C#
#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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using System;
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using System.Collections.Generic;
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using System.Security.Cryptography.X509Certificates;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Steam.Editor;
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#endif
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////TODO: support action set layers
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// Base class for controllers made available through the Steam controller API.
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/// </summary>
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/// <remarks>
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/// Unlike other controllers, the Steam controller is somewhat of an amorphous input
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/// device which gains specific shape only in combination with an "In-Game Action File"
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/// in VDF format installed alongside the application. These files specify the actions
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/// that are supported by the application and are internally bound to specific controls
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/// on a controller inside the Steam runtime. The bindings are set up in the Steam client
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/// through its own binding UI.
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///
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/// Note that as the Steam controller API supports PS4 and Xbox controllers as well,
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/// the actual hardware device behind a SteamController instance may not be a
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/// Steam Controller. The <see cref="steamControllerType"/> property can be used what kind
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/// of controller the Steam runtime is talking to internally.
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///
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/// This class is abstract. Specific Steam controller interfaces can either be implemented
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/// manually based on this class or generated automatically from Steam IGA files using
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/// <see cref="SteamIGAConverter"/>. This can be done in the editor by right-clicking
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/// a .VDF file containing the actions and then selecting "Steam >> Generate Unity Input Device...".
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/// The result is a newly generated device layout that will automatically register itself
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/// with the input system and will represent a Steam controller with the specific action
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/// sets and actions found in the .VDF file. The Steam handles for sets and actions will
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/// automatically be exposed from the device and controls will be set up that correspond
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/// to each action defined in the .VDF file.
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///
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/// Devices based on SteamController can be used in one of two ways.
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///
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/// The first method is by manually managing active action sets on a controller. This is done by
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/// calling the various APIs (such as <see cref="ActivateSteamActionSet"/>) that correspond
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/// to the methods in the <see cref="ISteamControllerAPI">Steam controller API</see>. The
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/// controller handle is implicit in this case and corresponds to the <see cref="steamControllerHandle"/>
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/// of the controller the methods are called on.
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///
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/// The second method is by using
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///
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///
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///
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///
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///
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/// By default, Steam controllers will automatically activate action set layers in
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/// response to action maps being enabled and disabled. The correlation between Unity
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/// actions and action maps and Steam actions and action sets happens entirely by name.
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/// E.g. a Unity action map called "gameplay" will be looked up as a Steam action set
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/// using the same name "gameplay".
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/// </remarks>
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public abstract class SteamController : InputDevice
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{
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internal const string kSteamInterface = "Steam";
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/// <summary>
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/// Handle in the <see cref="ISteamControllerAPI">Steam API</see> for the controller.
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/// </summary>
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public SteamHandle<SteamController> steamControllerHandle { get; internal set; }
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/*
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* TODO
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public SteamControllerType steamControllerType
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{
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get { throw new NotImplementedException(); }
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}*/
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/// <summary>
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/// The list of Steam action sets supported by this controller.
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/// </summary>
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/// <remarks>
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/// Steam action sets are implicitly supplied to the Steam runtime rather than explicitly configured
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/// by the application. ...
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/// </remarks>
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public abstract ReadOnlyArray<SteamActionSetInfo> steamActionSets { get; }
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/// <summary>
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/// Determine whether the controller automatically activates and deactivates action set
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/// layers in response to <see cref="InputActionMap">input action map</see> being enabled
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/// and disabled.
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/// </summary>
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/// <remarks>
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/// This is on by default.
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///
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/// When on, if an <see cref="InputActionMap">action map</see> has bindings to a SteamController
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/// and is enabled or disabled, the SteamController will automatically enable or disable
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/// the correspondingly named Steam action set.
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/// </remarks>
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public bool autoActivateSets { get; set; }
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protected SteamController()
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{
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autoActivateSets = true;
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}
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public void ActivateSteamActionSet(SteamHandle<InputActionMap> actionSet)
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{
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SteamSupport.GetAPIAndRequireItToBeSet().ActivateActionSet(steamControllerHandle, actionSet);
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}
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public SteamHandle<InputActionMap> currentSteamActionSet
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{
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get { return SteamSupport.GetAPIAndRequireItToBeSet().GetCurrentActionSet(steamControllerHandle); }
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}
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protected abstract void ResolveSteamActions(ISteamControllerAPI api);
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protected abstract void Update(ISteamControllerAPI api);
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// These methods avoid having an 'internal' modifier that every override needs to carry along.
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internal void InvokeResolveSteamActions()
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{
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ResolveSteamActions(SteamSupport.GetAPIAndRequireItToBeSet());
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}
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internal void InvokeUpdate()
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{
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Update(SteamSupport.GetAPIAndRequireItToBeSet());
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}
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public struct SteamActionSetInfo
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{
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public string name { get; set; }
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public SteamHandle<InputActionMap> handle { get; set; }
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}
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}
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}
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#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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