#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA using System.Runtime.InteropServices; using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.XInput.LowLevel; using UnityEngine.InputSystem.Utilities; using UnityEngine.Scripting; namespace UnityEngine.InputSystem.XInput.LowLevel { // IMPORTANT: State layout is XINPUT_GAMEPAD [StructLayout(LayoutKind.Explicit, Size = 4)] internal struct XInputControllerWindowsState : IInputStateTypeInfo { public FourCC format => new FourCC('X', 'I', 'N', 'P'); [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1027:MarkEnumsWithFlags", Justification = "False positive")] public enum Button { DPadUp = 0, DPadDown = 1, DPadLeft = 2, DPadRight = 3, Start = 4, Select = 5, LeftThumbstickPress = 6, RightThumbstickPress = 7, LeftShoulder = 8, RightShoulder = 9, A = 12, B = 13, X = 14, Y = 15, } [InputControl(name = "dpad", layout = "Dpad", sizeInBits = 4, bit = 0)] [InputControl(name = "dpad/up", bit = (uint)Button.DPadUp)] [InputControl(name = "dpad/down", bit = (uint)Button.DPadDown)] [InputControl(name = "dpad/left", bit = (uint)Button.DPadLeft)] [InputControl(name = "dpad/right", bit = (uint)Button.DPadRight)] [InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")] [InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")] [InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)] [InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)] [InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)] [InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)] [InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")] [InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")] [InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")] [InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")] [FieldOffset(0)] public ushort buttons; [InputControl(name = "leftTrigger", format = "BYTE")] [FieldOffset(2)] public byte leftTrigger; [InputControl(name = "rightTrigger", format = "BYTE")] [FieldOffset(3)] public byte rightTrigger; [InputControl(name = "leftStick", layout = "Stick", format = "VC2S")] [InputControl(name = "leftStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")] [InputControl(name = "leftStick/left", offset = 0, format = "SHRT")] [InputControl(name = "leftStick/right", offset = 0, format = "SHRT")] [InputControl(name = "leftStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")] [InputControl(name = "leftStick/up", offset = 2, format = "SHRT")] [InputControl(name = "leftStick/down", offset = 2, format = "SHRT")] [FieldOffset(4)] public short leftStickX; [FieldOffset(6)] public short leftStickY; [InputControl(name = "rightStick", layout = "Stick", format = "VC2S")] [InputControl(name = "rightStick/x", offset = 0, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")] [InputControl(name = "rightStick/left", offset = 0, format = "SHRT")] [InputControl(name = "rightStick/right", offset = 0, format = "SHRT")] [InputControl(name = "rightStick/y", offset = 2, format = "SHRT", parameters = "clamp=false,invert=false,normalize=false")] [InputControl(name = "rightStick/up", offset = 2, format = "SHRT")] [InputControl(name = "rightStick/down", offset = 2, format = "SHRT")] [FieldOffset(8)] public short rightStickX; [FieldOffset(10)] public short rightStickY; public XInputControllerWindowsState WithButton(Button button) { buttons |= (ushort)((uint)1 << (int)button); return this; } } } namespace UnityEngine.InputSystem.XInput { /// /// An compatible game controller connected to a Windows desktop machine. /// [InputControlLayout(stateType = typeof(XInputControllerWindowsState), hideInUI = true)] [Preserve] public class XInputControllerWindows : XInputController { } } #endif // UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_WSA