A game about forced loneliness, made by TACStudios
1using System.Linq;
2using System.Runtime.InteropServices;
3using UnityEngine;
4using UnityEngine.InputSystem;
5using UnityEngine.InputSystem.Controls;
6using UnityEngine.InputSystem.Layouts;
7using UnityEngine.InputSystem.LowLevel;
8using UnityEngine.InputSystem.Utilities;
9#if UNITY_EDITOR
10using UnityEditor;
11#endif
12
13// The input system stores a chunk of memory for each device. What that
14// memory looks like we can determine ourselves. The easiest way is to just describe
15// it as a struct.
16//
17// Each chunk of memory is tagged with a "format" identifier in the form
18// of a "FourCC" (a 32-bit code comprised of four characters). Using
19// IInputStateTypeInfo we allow the system to get to the FourCC specific
20// to our struct.
21public struct CustomDeviceState : IInputStateTypeInfo
22{
23 // We use "CUST" here as our custom format code. It can be anything really.
24 // Should be sufficiently unique to identify our memory format, though.
25 public FourCC format => new FourCC('C', 'U', 'S', 'T');
26
27 // Next we just define fields that store the state for our input device.
28 // The only thing really interesting here is the [InputControl] attributes.
29 // These automatically attach InputControls to the various memory bits that
30 // we define.
31 //
32 // To get started, let's say that our device has a bitfield of buttons. Each
33 // bit indicates whether a certain button is pressed or not. For the sake of
34 // demonstration, let's say our device has 16 possible buttons. So, we define
35 // a ushort field that contains the state of each possible button on the
36 // device.
37 //
38 // On top of that, we need to tell the input system about each button. Both
39 // what to call it and where to find it. The "name" property tells the input system
40 // what to call the control; the "layout" property tells it what type of control
41 // to create ("Button" in our case); and the "bit" property tells it which bit
42 // in the bitfield corresponds to the button.
43 //
44 // We also tell the input system about "display names" here. These are names
45 // that get displayed in the UI and such.
46 [InputControl(name = "firstButton", layout = "Button", bit = 0, displayName = "First Button")]
47 [InputControl(name = "secondButton", layout = "Button", bit = 1, displayName = "Second Button")]
48 [InputControl(name = "thirdButton", layout = "Button", bit = 2, displayName = "Third Button")]
49 public ushort buttons;
50
51 // Let's say our device also has a stick. However, the stick isn't stored
52 // simply as two floats but as two unsigned bytes with the midpoint of each
53 // axis located at value 127. We can simply define two consecutive byte
54 // fields to represent the stick and annotate them like so.
55 //
56 // First, let's introduce stick control itself. This one is simple. We don't
57 // yet worry about X and Y individually as the stick as whole will itself read the
58 // component values from those controls.
59 //
60 // We need to set "format" here too as InputControlLayout will otherwise try to
61 // infer the memory format from the field. As we put this attribute on "X", that
62 // would come out as "BYTE" -- which we don't want. So we set it to "VC2B" (a Vector2
63 // of bytes).
64 [InputControl(name = "stick", format = "VC2B", layout = "Stick", displayName = "Main Stick")]
65 // So that's what we need next. By default, both X and Y on "Stick" are floating-point
66 // controls so here we need to individually configure them the way they work for our
67 // stick.
68 //
69 // NOTE: We don't mention things as "layout" and such here. The reason is that we are
70 // modifying a control already defined by "Stick". This means that we only need
71 // to set the values that are different from what "Stick" stick itself already
72 // configures. And since "Stick" configures both "X" and "Y" to be "Axis" controls,
73 // we don't need to worry about that here.
74 //
75 // Using "format", we tell the controls how their data is stored. As bytes in our case
76 // so we use "BYTE" (check the documentation for InputStateBlock for details on that).
77 //
78 // NOTE: We don't use "SBYT" (signed byte) here. Our values are not signed. They are
79 // unsigned. It's just that our "resting" (i.e. mid) point is at 127 and not at 0.
80 //
81 // Also, we use "defaultState" to tell the system that in our case, setting the
82 // memory to all zeroes will *NOT* result in a default value. Instead, if both x and y
83 // are set to zero, the result will be Vector2(-1,-1).
84 //
85 // And then, using the various "normalize" parameters, we tell the input system how to
86 // deal with the fact that our midpoint is located smack in the middle of our value range.
87 // Using "normalize" (which is equivalent to "normalize=true") we instruct the control
88 // to normalize values. Using "normalizeZero=0.5", we tell it that our midpoint is located
89 // at 0.5 (AxisControl will convert the BYTE value to a [0..1] floating-point value with
90 // 0=0 and 255=1) and that our lower limit is "normalizeMin=0" and our upper limit is
91 // "normalizeMax=1". Put another way, it will map [0..1] to [-1..1].
92 //
93 // Finally, we also set "offset" here as this is already set by StickControl.X and
94 // StickControl.Y -- which we inherit. Note that because we're looking at child controls
95 // of the stick, the offset is relative to the stick, not relative to the beginning
96 // of the state struct.
97 [InputControl(name = "stick/x", defaultState = 127, format = "BYTE",
98 offset = 0,
99 parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
100 public byte x;
101 [InputControl(name = "stick/y", defaultState = 127, format = "BYTE",
102 offset = 1,
103 parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
104 // The stick up/down/left/right buttons automatically use the state set up for X
105 // and Y but they have their own parameters. Thus we need to also sync them to
106 // the parameter settings we need for our BYTE setup.
107 // NOTE: This is a shortcoming in the current layout system that cannot yet correctly
108 // merge parameters. Will be fixed in a future version.
109 [InputControl(name = "stick/up", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=0,clampMax=1")]
110 [InputControl(name = "stick/down", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=-1,clampMax=0,invert")]
111 [InputControl(name = "stick/left", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=-1,clampMax=0,invert")]
112 [InputControl(name = "stick/right", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=0,clampMax=1")]
113 public byte y;
114}
115
116// Now that we have the state struct all sorted out, we have a way to lay out the memory
117// for our device and we have a way to map InputControls to pieces of that memory. What
118// we're still missing, however, is a way to represent our device as a whole within the
119// input system.
120//
121// For that, we start with a class derived from InputDevice. We could also base this
122// on something like Mouse or Gamepad in case our device is an instance of one of those
123// specific types but for this demonstration, let's assume our device is nothing like
124// those devices (if we base our devices on those layouts, we have to correctly map the
125// controls we inherit from those devices).
126//
127// Other than deriving from InputDevice, there are two other noteworthy things here.
128//
129// For one, we want to ensure that the call to InputSystem.RegisterLayout happens as
130// part of startup. Doing so ensures that the layout is known to the input system and
131// thus appears in the control picker. So we use [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod]
132// here to ensure initialization in both the editor and the player.
133//
134// Also, we use the [InputControlLayout] attribute here. This attribute is optional on
135// types that are used as layouts in the input system. In our case, we have to use it
136// to tell the input system about the state struct we are using to define the memory
137// layout we are using and the controls tied to it.
138#if UNITY_EDITOR
139[InitializeOnLoad] // Call static class constructor in editor.
140#endif
141[InputControlLayout(stateType = typeof(CustomDeviceState))]
142public class CustomDevice : InputDevice, IInputUpdateCallbackReceiver
143{
144 // [InitializeOnLoad] will ensure this gets called on every domain (re)load
145 // in the editor.
146 #if UNITY_EDITOR
147 static CustomDevice()
148 {
149 // Trigger our RegisterLayout code in the editor.
150 Initialize();
151 }
152
153 #endif
154
155 // In the player, [RuntimeInitializeOnLoadMethod] will make sure our
156 // initialization code gets called during startup.
157 [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
158 private static void Initialize()
159 {
160 // Register our device with the input system. We also register
161 // a "device matcher" here. These are used when a device is discovered
162 // by the input system. Each device is described by an InputDeviceDescription
163 // and an InputDeviceMatcher can be used to match specific properties of such
164 // a description. See the documentation of InputDeviceMatcher for more
165 // details.
166 //
167 // NOTE: In case your device is more dynamic in nature and cannot have a single
168 // static layout, there is also the possibility to build layouts on the fly.
169 // Check out the API documentation for InputSystem.onFindLayoutForDevice and
170 // for InputSystem.RegisterLayoutBuilder.
171 InputSystem.RegisterLayout<CustomDevice>(
172 matches: new InputDeviceMatcher()
173 .WithInterface("Custom"));
174 }
175
176 // While our device is fully functional at this point, we can refine the API
177 // for it a little bit. One thing we can do is expose the controls for our
178 // device directly. While anyone can look up our controls using strings, exposing
179 // the controls as properties makes it simpler to work with the device in script.
180 public ButtonControl firstButton { get; protected set; }
181 public ButtonControl secondButton { get; protected set; }
182 public ButtonControl thirdButton { get; protected set; }
183 public StickControl stick { get; protected set; }
184
185 // FinishSetup is where our device setup is finalized. Here we can look up
186 // the controls that have been created.
187 protected override void FinishSetup()
188 {
189 base.FinishSetup();
190
191 firstButton = GetChildControl<ButtonControl>("firstButton");
192 secondButton = GetChildControl<ButtonControl>("secondButton");
193 thirdButton = GetChildControl<ButtonControl>("thirdButton");
194 stick = GetChildControl<StickControl>("stick");
195 }
196
197 // We can also expose a '.current' getter equivalent to 'Gamepad.current'.
198 // Whenever our device receives input, MakeCurrent() is called. So we can
199 // simply update a '.current' getter based on that.
200 public static CustomDevice current { get; private set; }
201 public override void MakeCurrent()
202 {
203 base.MakeCurrent();
204 current = this;
205 }
206
207 // When one of our custom devices is removed, we want to make sure that if
208 // it is the '.current' device, we null out '.current'.
209 protected override void OnRemoved()
210 {
211 base.OnRemoved();
212 if (current == this)
213 current = null;
214 }
215
216 // So, this is all great and nice. But we have one problem. No one is actually
217 // creating an instance of our device yet. Which means that while we can bind
218 // to controls on the device from actions all we want, at runtime we will never
219 // actually receive input from our custom device. For that to happen, we need
220 // to make sure that an instance of the device is created at some point.
221 //
222 // This one's a bit tricky. Because it really depends on how the device is
223 // actually discovered in practice. In most real-world scenarios, there will be
224 // some external API that notifies us when a device under its domain is added or
225 // removed. In response, we would report a device being added (using
226 // InputSystem.AddDevice(new InputDeviceDescription { ... }) or removed
227 // (using DeviceRemoveEvent).
228 //
229 // In this demonstration, we don't have an external API to query. And we don't
230 // really have another criteria by which to determine when a device of our custom
231 // type should be added.
232 //
233 // So, let's fake it here. First, to create the device, we simply add a menu entry
234 // in the editor. Means that in the player, this device will never be functional
235 // but this serves as a demonstration only anyway.
236 //
237 // NOTE: Nothing of the following is necessary if you have a device that is
238 // detected and sent input for by the Unity runtime itself, i.e. that is
239 // picked up from the underlying platform APIs by Unity itself. In this
240 // case, when your device is connected, Unity will automatically report an
241 // InputDeviceDescription and all you have to do is make sure that the
242 // InputDeviceMatcher you supply to RegisterLayout matches that description.
243 //
244 // Also, IInputUpdateCallbackReceiver and any other manual queuing of input
245 // is unnecessary in that case as Unity will queue input for the device.
246
247 #if UNITY_EDITOR
248 [MenuItem("Tools/Custom Device Sample/Create Device")]
249 private static void CreateDevice()
250 {
251 // This is the code that you would normally run at the point where
252 // you discover devices of your custom type.
253 InputSystem.AddDevice(new InputDeviceDescription
254 {
255 interfaceName = "Custom",
256 product = "Sample Product"
257 });
258 }
259
260 // For completeness sake, let's also add code to remove one instance of our
261 // custom device. Note that you can also manually remove the device from
262 // the input debugger by right-clicking in and selecting "Remove Device".
263 [MenuItem("Tools/Custom Device Sample/Remove Device")]
264 private static void RemoveDevice()
265 {
266 var customDevice = InputSystem.devices.FirstOrDefault(x => x is CustomDevice);
267 if (customDevice != null)
268 InputSystem.RemoveDevice(customDevice);
269 }
270
271 #endif
272
273 // So the other part we need is to actually feed input for the device. Notice
274 // that we already have the IInputUpdateCallbackReceiver interface on our class.
275 // What this does is to add an OnUpdate method that will automatically be called
276 // by the input system whenever it updates (actually, it will be called *before*
277 // it updates, i.e. from the same point that InputSystem.onBeforeUpdate triggers).
278 //
279 // Here, we can feed input to our devices.
280 //
281 // NOTE: We don't have to do this here. InputSystem.QueueEvent can be called from
282 // anywhere, including from threads. So if, for example, you have a background
283 // thread polling input from your device, that's where you can also queue
284 // its input events.
285 //
286 // Again, we don't have actual input to read here. So we just make up some stuff
287 // here for the sake of demonstration. We just poll the keyboard
288 //
289 // NOTE: We poll the keyboard here as part of our OnUpdate. Remember, however,
290 // that we run our OnUpdate from onBeforeUpdate, i.e. from where keyboard
291 // input has not yet been processed. This means that our input will always
292 // be one frame late. Plus, because we are polling the keyboard state here
293 // on a frame-to-frame basis, we may miss inputs on the keyboard.
294 //
295 // NOTE: One thing we could instead is to actually use OnScreenControls that
296 // represent the controls of our device and then use that to generate
297 // input from actual human interaction.
298 public void OnUpdate()
299 {
300 var keyboard = Keyboard.current;
301 if (keyboard == null)
302 return;
303
304 var state = new CustomDeviceState();
305
306 state.x = 127;
307 state.y = 127;
308
309 // WARNING: It may be tempting to simply store some state related to updates
310 // directly on the device. For example, let's say we want scale the
311 // vector from WASD to a certain length which can be adjusted with
312 // the scroll wheel of the mouse. It seems natural to just store the
313 // current strength as a private field on CustomDevice.
314 //
315 // This will *NOT* work correctly. *All* input state must be stored
316 // under the domain of the input system. InputDevices themselves
317 // cannot private store their own separate state.
318 //
319 // What you *can* do however, is simply add fields your state struct
320 // (CustomDeviceState in our case) that contain the state you want
321 // to keep. It is not necessary to expose these as InputControls if
322 // you don't want to.
323
324 // Map WASD to stick.
325 var wPressed = keyboard.wKey.isPressed;
326 var aPressed = keyboard.aKey.isPressed;
327 var sPressed = keyboard.sKey.isPressed;
328 var dPressed = keyboard.dKey.isPressed;
329
330 if (aPressed)
331 state.x -= 127;
332 if (dPressed)
333 state.x += 127;
334 if (wPressed)
335 state.y += 127;
336 if (sPressed)
337 state.y -= 127;
338
339 // Map buttons to 1, 2, and 3.
340 if (keyboard.digit1Key.isPressed)
341 state.buttons |= 1 << 0;
342 if (keyboard.digit2Key.isPressed)
343 state.buttons |= 1 << 1;
344 if (keyboard.digit3Key.isPressed)
345 state.buttons |= 1 << 2;
346
347 // Finally, queue the event.
348 // NOTE: We are replacing the current device state wholesale here. An alternative
349 // would be to use QueueDeltaStateEvent to replace only select memory contents.
350 InputSystem.QueueStateEvent(this, state);
351 }
352}