A game about forced loneliness, made by TACStudios
1#if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION
2using System;
3using System.Linq;
4using System.Runtime.InteropServices;
5using UnityEngine.InputSystem.Layouts;
6using UnityEngine.InputSystem.LowLevel;
7using UnityEngine.InputSystem.Android.LowLevel;
8using UnityEngine.InputSystem.DualShock;
9using UnityEngine.InputSystem.Utilities;
10
11namespace UnityEngine.InputSystem.Android.LowLevel
12{
13 /// <summary>
14 /// Default state layout for Android game controller.
15 /// </summary>
16 [StructLayout(LayoutKind.Sequential)]
17 public unsafe struct AndroidGameControllerState : IInputStateTypeInfo
18 {
19 public const int MaxAxes = 48;
20 public const int MaxButtons = 220;
21
22 public class Variants
23 {
24 public const string Gamepad = "Gamepad";
25 public const string Joystick = "Joystick";
26 public const string DPadAxes = "DpadAxes";
27 public const string DPadButtons = "DpadButtons";
28 }
29
30 internal const uint kAxisOffset = sizeof(uint) * (uint)((MaxButtons + 31) / 32);
31
32 public static FourCC kFormat = new FourCC('A', 'G', 'C', ' ');
33
34 [InputControl(name = "dpad", layout = "Dpad", bit = (uint)AndroidKeyCode.DpadUp, sizeInBits = 4, variants = Variants.DPadButtons)]
35 [InputControl(name = "dpad/up", bit = (uint)AndroidKeyCode.DpadUp, variants = Variants.DPadButtons)]
36 [InputControl(name = "dpad/down", bit = (uint)AndroidKeyCode.DpadDown, variants = Variants.DPadButtons)]
37 [InputControl(name = "dpad/left", bit = (uint)AndroidKeyCode.DpadLeft, variants = Variants.DPadButtons)]
38 [InputControl(name = "dpad/right", bit = (uint)AndroidKeyCode.DpadRight, variants = Variants.DPadButtons)]
39 [InputControl(name = "buttonSouth", bit = (uint)AndroidKeyCode.ButtonA, variants = Variants.Gamepad)]
40 [InputControl(name = "buttonWest", bit = (uint)AndroidKeyCode.ButtonX, variants = Variants.Gamepad)]
41 [InputControl(name = "buttonNorth", bit = (uint)AndroidKeyCode.ButtonY, variants = Variants.Gamepad)]
42 [InputControl(name = "buttonEast", bit = (uint)AndroidKeyCode.ButtonB, variants = Variants.Gamepad)]
43 [InputControl(name = "leftStickPress", bit = (uint)AndroidKeyCode.ButtonThumbl, variants = Variants.Gamepad)]
44 [InputControl(name = "rightStickPress", bit = (uint)AndroidKeyCode.ButtonThumbr, variants = Variants.Gamepad)]
45 [InputControl(name = "leftShoulder", bit = (uint)AndroidKeyCode.ButtonL1, variants = Variants.Gamepad)]
46 [InputControl(name = "rightShoulder", bit = (uint)AndroidKeyCode.ButtonR1, variants = Variants.Gamepad)]
47 [InputControl(name = "start", bit = (uint)AndroidKeyCode.ButtonStart, variants = Variants.Gamepad)]
48 [InputControl(name = "select", bit = (uint)AndroidKeyCode.ButtonSelect, variants = Variants.Gamepad)]
49 public fixed uint buttons[(MaxButtons + 31) / 32];
50
51 [InputControl(name = "dpad", layout = "Dpad", offset = (uint)AndroidAxis.HatX * sizeof(float) + kAxisOffset, format = "VEC2", sizeInBits = 64, variants = Variants.DPadAxes)]
52 [InputControl(name = "dpad/right", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
53 [InputControl(name = "dpad/left", offset = 0, bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
54 [InputControl(name = "dpad/down", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=0,clampMax=1", variants = Variants.DPadAxes)]
55 [InputControl(name = "dpad/up", offset = ((uint)AndroidAxis.HatY - (uint)AndroidAxis.HatX) * sizeof(float), bit = 0, sizeInBits = 32, format = "FLT", parameters = "clamp=3,clampConstant=0,clampMin=-1,clampMax=0,invert", variants = Variants.DPadAxes)]
56 [InputControl(name = "leftTrigger", offset = (uint)AndroidAxis.Brake * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
57 [InputControl(name = "rightTrigger", offset = (uint)AndroidAxis.Gas * sizeof(float) + kAxisOffset, parameters = "clamp=1,clampMin=0,clampMax=1.0", variants = Variants.Gamepad)]
58 [InputControl(name = "leftStick", variants = Variants.Gamepad)]
59 [InputControl(name = "leftStick/y", variants = Variants.Gamepad, parameters = "invert")]
60 [InputControl(name = "leftStick/up", variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
61 [InputControl(name = "leftStick/down", variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
62 ////FIXME: state for this control is not contiguous
63 [InputControl(name = "rightStick", offset = (uint)AndroidAxis.Z * sizeof(float) + kAxisOffset, sizeInBits = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z + 1) * sizeof(float) * 8, variants = Variants.Gamepad)]
64 [InputControl(name = "rightStick/x", variants = Variants.Gamepad)]
65 [InputControl(name = "rightStick/y", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert")]
66 [InputControl(name = "rightStick/up", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert,clamp=1,clampMin=-1.0,clampMax=0.0")]
67 [InputControl(name = "rightStick/down", offset = ((uint)AndroidAxis.Rz - (uint)AndroidAxis.Z) * sizeof(float), variants = Variants.Gamepad, parameters = "invert=false,clamp=1,clampMin=0,clampMax=1.0")]
68 public fixed float axis[MaxAxes];
69
70 public FourCC format
71 {
72 get { return kFormat; }
73 }
74
75 public AndroidGameControllerState WithButton(AndroidKeyCode code, bool value = true)
76 {
77 fixed(uint* buttonsPtr = buttons)
78 {
79 if (value)
80 buttonsPtr[(int)code / 32] |= 1U << ((int)code % 32);
81 else
82 buttonsPtr[(int)code / 32] &= ~(1U << ((int)code % 32));
83 }
84 return this;
85 }
86
87 public AndroidGameControllerState WithAxis(AndroidAxis axis, float value)
88 {
89 fixed(float* axisPtr = this.axis)
90 {
91 axisPtr[(int)axis] = value;
92 }
93 return this;
94 }
95 }
96
97 // See https://developer.android.com/reference/android/view/InputDevice.html for input source values
98 internal enum AndroidInputSource
99 {
100 Keyboard = 257,
101 Dpad = 513,
102 Gamepad = 1025,
103 Touchscreen = 4098,
104 Mouse = 8194,
105 Stylus = 16386,
106 Trackball = 65540,
107 Touchpad = 1048584,
108 Joystick = 16777232
109 }
110
111 [Serializable]
112 internal struct AndroidDeviceCapabilities
113 {
114 public string deviceDescriptor;
115 public int productId;
116 public int vendorId;
117 public bool isVirtual;
118 public AndroidAxis[] motionAxes;
119 public AndroidInputSource inputSources;
120
121 public string ToJson()
122 {
123 return JsonUtility.ToJson(this);
124 }
125
126 public static AndroidDeviceCapabilities FromJson(string json)
127 {
128 if (json == null)
129 throw new ArgumentNullException(nameof(json));
130 return JsonUtility.FromJson<AndroidDeviceCapabilities>(json);
131 }
132
133 public override string ToString()
134 {
135 return
136 $"deviceDescriptor = {deviceDescriptor}, productId = {productId}, vendorId = {vendorId}, isVirtual = {isVirtual}, motionAxes = {(motionAxes == null ? "<null>" : String.Join(",", motionAxes.Select(i => i.ToString()).ToArray()))}, inputSources = {inputSources}";
137 }
138 }
139}
140
141namespace UnityEngine.InputSystem.Android
142{
143 ////FIXME: This is messy! Clean up!
144 /// <summary>
145 /// Gamepad on Android. Comprises all types of gamepads supported on Android.
146 /// </summary>
147 /// <remarks>
148 /// Most of the gamepads:
149 /// - ELAN PLAYSTATION(R)3 Controller
150 /// - My-Power CO.,LTD. PS(R) Controller Adaptor
151 /// (Following tested and work with: Nvidia Shield TV (OS 9); Galaxy Note 20 Ultra (OS 11); Galaxy S9+ (OS 10.0))
152 /// - Sony Interactive Entertainment Wireless (PS4 DualShock) (Also tested and DOES NOT WORK with Galaxy S9 (OS 8.0); Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
153 /// - Xbox Wireless Controller (Xbox One) (Also tested and works on Samsung Galaxy S8 (OS 7.0); Xiaomi Mi Note2 (OS 8.0))
154 /// - NVIDIA Controller v01.03/v01.04
155 /// - (Add more)
156 /// map buttons in the following way:
157 /// Left Stick -> AXIS_X(0) / AXIS_Y(1)
158 /// Right Stick -> AXIS_Z (11) / AXIS_RZ(14)
159 /// Right Thumb -> KEYCODE_BUTTON_THUMBR(107)
160 /// Left Thumb -> KEYCODE_BUTTON_THUMBL(106)
161 /// L1 (Left shoulder) -> KEYCODE_BUTTON_L1(102)
162 /// R1 (Right shoulder) -> KEYCODE_BUTTON_R1(103)
163 /// L2 (Left trigger) -> AXIS_BRAKE(23)
164 /// R2 (Right trigger) -> AXIS_GAS(22)
165 /// X -> KEYCODE_BUTTON_X(99)
166 /// Y -> KEYCODE_BUTTON_Y(100)
167 /// B -> KEYCODE_BUTTON_B(97)
168 /// A -> KEYCODE_BUTTON_A(96)
169 /// DPAD -> AXIS_HAT_X(15),AXIS_HAT_Y(16) or KEYCODE_DPAD_LEFT(21), KEYCODE_DPAD_RIGHT(22), KEYCODE_DPAD_UP(19), KEYCODE_DPAD_DOWN(20),
170 /// Note: On Nvidia Shield Console, L2/R2 additionally invoke key events for AXIS_LTRIGGER, AXIS_RTRIGGER (in addition to AXIS_BRAKE, AXIS_GAS)
171 /// If you connect gamepad to a phone for L2/R2 only AXIS_BRAKE/AXIS_GAS come. AXIS_LTRIGGER, AXIS_RTRIGGER are not invoked.
172 /// That's why we map triggers only to AXIS_BRAKE/AXIS_GAS
173 /// Nvidia Shield also reports KEYCODE_BACK instead of KEYCODE_BUTTON_SELECT, so Options(XboxOne Controller)/View(DualShock)/Select buttons do not work
174 /// PS4 controller is officially supported from Android 10 and higher (https://playstation.com/en-us/support/hardware/ps4-pair-dualshock-4-wireless-with-sony-xperia-and-android)
175 /// However, some devices with older OS have fixed PS4 controller support on their drivers this leads to following situation:
176 /// Some gamepads on Android devices (with same Android number version) might have different mappings
177 /// For ex., Dualshock, on NVidia Shield Console (OS 8.0) all buttons correctly map according to rules in AndroidGameControllerState
178 /// when clicking left shoulder it will go to AndroidKeyCode.ButtonL1, rightShoulder -> AndroidKeyCode.ButtonR1, etc
179 /// But, on Samsung Galaxy S9 (OS 8.0), the mapping is different (Same for Xiaomi Mi Note2 (OS 8.0), Samsung Galaxy S8 (OS 7.0))
180 /// when clicking left shoulder it will go to AndroidKeyCode.ButtonY, rightShoulder -> AndroidKeyCode.ButtonZ, etc
181 /// So even though Android version is 8.0 in both cases, Dualshock will only correctly work on NVidia Shield Console
182 /// It's obvious that this depends on the driver and not Android OS, thus we can only assume Samsung in this case doesn't properly support Dualshock in their drivers
183 /// While we can do custom mapping for Samsung, we can never now when will they try to update the driver for Dualshock or some other gamepad
184 /// </remarks>
185 [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Gamepad)]
186 public class AndroidGamepad : Gamepad
187 {
188 }
189
190 /// <summary>
191 /// Generic controller with Dpad axes
192 /// </summary>
193 [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
194 variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
195 public class AndroidGamepadWithDpadAxes : AndroidGamepad
196 {
197 }
198
199 /// <summary>
200 /// Generic controller with Dpad buttons
201 /// </summary>
202 [InputControlLayout(stateType = typeof(AndroidGameControllerState), hideInUI = true,
203 variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadButtons)]
204 public class AndroidGamepadWithDpadButtons : AndroidGamepad
205 {
206 }
207
208 /// <summary>
209 /// Joystick on Android.
210 /// </summary>
211 [InputControlLayout(stateType = typeof(AndroidGameControllerState), variants = AndroidGameControllerState.Variants.Joystick)]
212 public class AndroidJoystick : Joystick
213 {
214 }
215
216 /// <summary>
217 /// A PlayStation DualShock 4 controller connected to an Android device.
218 /// </summary>
219 [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android DualShock 4 Gamepad",
220 variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
221 public class DualShock4GamepadAndroid : DualShockGamepad
222 {
223 }
224
225 /// <summary>
226 /// A PlayStation DualShock 4 controller connected to an Android device.
227 /// </summary>
228 [InputControlLayout(stateType = typeof(AndroidGameControllerState), displayName = "Android Xbox One Controller",
229 variants = AndroidGameControllerState.Variants.Gamepad + InputControlLayout.VariantSeparator + AndroidGameControllerState.Variants.DPadAxes)]
230 public class XboxOneGamepadAndroid : XInput.XInputController
231 {
232 }
233}
234#endif // UNITY_EDITOR || UNITY_ANDROID