forked from BilalY/Rasagar
110 lines
5.4 KiB
C#
110 lines
5.4 KiB
C#
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || PACKAGE_DOCS_GENERATION
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using System.Runtime.InteropServices;
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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.InputSystem.OSX.LowLevel;
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using UnityEngine.InputSystem.Controls;
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namespace UnityEngine.InputSystem.OSX.LowLevel
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{
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/// <summary>
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/// Structure of HID input reports for SteelSeries Nimbus+ controllers supported
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/// via HID on OSX.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = 8)]
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internal struct NimbusPlusHIDInputReport : IInputStateTypeInfo
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{
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/// <summary>
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/// A dummy vendor ID made available by OSX when supporting Nimbus+ via HID.
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/// This is exposed by OSX instead of the true SteelSeries vendor ID 0x1038.
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/// </summary>
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public const int OSXVendorId = 0xd;
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/// <summary>
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/// A dummy product ID made available by OSX when supporting Nimbus+ via HID.
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/// This is exposed by OSX instead of the true Nimbus+ product ID 0x1422.
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/// </summary>
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public const int OSXProductId = 0x0;
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public FourCC format => new FourCC('H', 'I', 'D');
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[InputControl(name = "leftStick", layout = "Stick", format = "VC2B")]
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[InputControl(name = "leftStick/x", offset = 0, format = "SBYT", parameters = "")]
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[InputControl(name = "leftStick/left", offset = 0, format = "SBYT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert")]
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[InputControl(name = "leftStick/right", offset = 0, format = "SBYT", parameters = "clamp=1,clampMin=0,clampMax=1")]
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[InputControl(name = "leftStick/y", offset = 1, format = "SBYT", parameters = "")]
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[InputControl(name = "leftStick/up", offset = 1, format = "SBYT", parameters = "clamp=1,clampMin=0,clampMax=1")]
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[InputControl(name = "leftStick/down", offset = 1, format = "SBYT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert")]
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[FieldOffset(0)] public sbyte leftStickX;
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[FieldOffset(1)] public sbyte leftStickY;
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[InputControl(name = "rightStick", layout = "Stick", format = "VC2B")]
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[InputControl(name = "rightStick/x", offset = 0, format = "SBYT")]
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[InputControl(name = "rightStick/left", offset = 0, format = "SBYT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert")]
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[InputControl(name = "rightStick/right", offset = 0, format = "SBYT", parameters = "clamp=1,clampMin=0,clampMax=1")]
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[InputControl(name = "rightStick/y", offset = 1, format = "SBYT")]
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[InputControl(name = "rightStick/up", offset = 1, format = "SBYT", parameters = "clamp=1,clampMin=0,clampMax=1")]
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[InputControl(name = "rightStick/down", offset = 1, format = "SBYT", parameters = "clamp=1,clampMin=-1,clampMax=0,invert")]
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[FieldOffset(2)] public sbyte rightStickX;
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[FieldOffset(3)] public sbyte rightStickY;
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[InputControl(name = "leftTrigger", format = "BYTE")]
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[FieldOffset(4)] public byte leftTrigger;
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[InputControl(name = "rightTrigger", format = "BYTE")]
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[FieldOffset(5)] public byte rightTrigger;
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[InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4)]
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[InputControl(name = "dpad/up", format = "BIT", bit = 0)]
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[InputControl(name = "dpad/right", format = "BIT", bit = 1)]
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[InputControl(name = "dpad/down", format = "BIT", bit = 2)]
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[InputControl(name = "dpad/left", format = "BIT", bit = 3)]
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[InputControl(name = "buttonSouth", displayName = "A", bit = 4)]
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[InputControl(name = "buttonEast", displayName = "B", bit = 5)]
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[InputControl(name = "buttonWest", displayName = "X", bit = 6)]
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[InputControl(name = "buttonNorth", displayName = "Y", bit = 7)]
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[FieldOffset(6)] public byte buttons1;
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[InputControl(name = "leftShoulder", bit = 0)]
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[InputControl(name = "rightShoulder", bit = 1)]
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[InputControl(name = "leftStickPress", bit = 2)]
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[InputControl(name = "rightStickPress", bit = 3)]
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[InputControl(name = "homeButton", layout = "Button", bit = 4)]
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[InputControl(name = "select", bit = 5)]
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[InputControl(name = "start", bit = 6)]
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[FieldOffset(7)] public byte buttons2;
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}
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}
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namespace UnityEngine.InputSystem.OSX
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{
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/// <summary>
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/// Steel Series Nimbus+ uses iOSGameController MFI when on iOS but
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/// is just a standard HID on OSX. Note that the gamepad is made available
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/// with incorrect VID/PID by OSX instead of the true VID/PID registred with
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/// USB.org for this device.
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/// </summary>
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[InputControlLayout(stateType = typeof(NimbusPlusHIDInputReport), displayName = "Nimbus+ Gamepad")]
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[Scripting.Preserve]
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public class NimbusGamepadHid : Gamepad
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{
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/// <summary>
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/// The center button in the middle section of the controller.
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/// </summary>
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/// <remarks>
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/// Note that this button is also picked up by OS.
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/// </remarks>
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[InputControl(name = "homeButton", displayName = "Home", shortDisplayName = "Home")]
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public ButtonControl homeButton { get; protected set; }
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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homeButton = GetChildControl<ButtonControl>("homeButton");
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Debug.Assert(homeButton != null);
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base.FinishSetup();
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}
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}
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}
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#endif // UNITY_EDITOR || UNITY_STANDALONE_OSX
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