forked from BilalY/Rasagar
158 lines
6.3 KiB
C#
158 lines
6.3 KiB
C#
#if UNITY_WEBGL || UNITY_EDITOR || PACKAGE_DOCS_GENERATION
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using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.WebGL.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.WebGL.LowLevel
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{
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internal unsafe struct WebGLGamepadState : IInputStateTypeInfo
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{
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public const int NumAxes = 4;
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public const int NumButtons = 16;
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private const int ButtonOffset = NumAxes * 4;
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// Stick default format is already two floats so all we need to do is move the sticks and
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// put inverts on Y.
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[InputControl(name = "leftStick", offset = 0)]
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[InputControl(name = "rightStick", offset = 8)]
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[InputControl(name = "leftStick/y", parameters = "invert")]
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[InputControl(name = "leftStick/up", parameters = "clamp=2,clampMin=0,clampMax=1,invert")]
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[InputControl(name = "leftStick/down", parameters = "clamp=2,clampMin=-1,clampMax=0,invert=false")]
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[InputControl(name = "rightStick/y", parameters = "invert")]
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[InputControl(name = "rightStick/up", parameters = "clamp=2,clampMin=0,clampMax=1,invert")]
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[InputControl(name = "rightStick/down", parameters = "clamp=2,clampMin=-1,clampMax=0,invert=false")]
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// All the buttons we need to bump from single bits to full floats and reset bit offsets.
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[InputControl(name = "buttonSouth", offset = ButtonOffset + 0 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "buttonEast", offset = ButtonOffset + 1 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "buttonWest", offset = ButtonOffset + 2 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "buttonNorth", offset = ButtonOffset + 3 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "leftShoulder", offset = ButtonOffset + 4 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "rightShoulder", offset = ButtonOffset + 5 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "leftTrigger", offset = ButtonOffset + 6 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "rightTrigger", offset = ButtonOffset + 7 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "select", offset = ButtonOffset + 8 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "start", offset = ButtonOffset + 9 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "leftStickPress", offset = ButtonOffset + 10 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "rightStickPress", offset = ButtonOffset + 11 * 4, bit = 0, format = "FLT")]
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[InputControl(name = "dpad", offset = ButtonOffset + 12 * 4, bit = 0, sizeInBits = 4 * 4 * 8)]
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[InputControl(name = "dpad/up", offset = 0, bit = 0, format = "FLT")]
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[InputControl(name = "dpad/down", offset = 4, bit = 0, format = "FLT")]
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[InputControl(name = "dpad/left", offset = 8, bit = 0, format = "FLT")]
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[InputControl(name = "dpad/right", offset = 12, bit = 0, format = "FLT")]
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public fixed float values[NumButtons + NumAxes];
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public float leftTrigger
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{
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get => GetValue(NumAxes + 6);
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set => SetValue(NumAxes + 6, value);
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}
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public float rightTrigger
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{
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get => GetValue(NumAxes + 7);
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set => SetValue(NumAxes + 7, value);
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}
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public Vector2 leftStick
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{
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get => new Vector2(GetValue(0), GetValue(1));
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set
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{
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SetValue(0, value.x);
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SetValue(1, value.y);
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}
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}
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public Vector2 rightStick
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{
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get => new Vector2(GetValue(2), GetValue(3));
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set
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{
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SetValue(2, value.x);
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SetValue(3, value.y);
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}
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}
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public FourCC format
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{
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get { return new FourCC('H', 'T', 'M', 'L'); }
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}
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public WebGLGamepadState WithButton(GamepadButton button, float value = 1)
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{
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int index;
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switch (button)
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{
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case GamepadButton.South: index = 0; break;
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case GamepadButton.East: index = 1; break;
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case GamepadButton.West: index = 2; break;
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case GamepadButton.North: index = 3; break;
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case GamepadButton.LeftShoulder: index = 4; break;
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case GamepadButton.RightShoulder: index = 5; break;
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case GamepadButton.Select: index = 8; break;
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case GamepadButton.Start: index = 9; break;
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case GamepadButton.LeftStick: index = 10; break;
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case GamepadButton.RightStick: index = 11; break;
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case GamepadButton.DpadUp: index = 12; break;
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case GamepadButton.DpadDown: index = 13; break;
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case GamepadButton.DpadLeft: index = 14; break;
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case GamepadButton.DpadRight: index = 15; break;
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default:
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throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(GamepadButton));
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}
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SetValue(NumAxes + index, value);
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return this;
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}
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private float GetValue(int index)
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{
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fixed(float* valuePtr = values)
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return valuePtr[index];
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}
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private void SetValue(int index, float value)
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{
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fixed(float* valuePtr = values)
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valuePtr[index] = value;
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}
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}
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[Serializable]
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internal struct WebGLDeviceCapabilities
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{
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public int numAxes;
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public int numButtons;
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public string mapping;
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public string ToJson()
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{
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return JsonUtility.ToJson(this);
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}
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public static WebGLDeviceCapabilities FromJson(string json)
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{
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if (string.IsNullOrEmpty(json))
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throw new ArgumentNullException(nameof(json));
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return JsonUtility.FromJson<WebGLDeviceCapabilities>(json);
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}
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}
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}
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namespace UnityEngine.InputSystem.WebGL
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{
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/// <summary>
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/// Gamepad on WebGL that uses the "standard" mapping.
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/// </summary>
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/// <seealso href="https://w3c.github.io/gamepad/#remapping"/>
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[InputControlLayout(stateType = typeof(WebGLGamepadState), displayName = "WebGL Gamepad (\"standard\" mapping)")]
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public class WebGLGamepad : Gamepad
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{
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}
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}
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#endif // UNITY_WEBGL || UNITY_EDITOR
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