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- using System;
- using System.ComponentModel;
- using System.Runtime.InteropServices;
- using UnityEngine.InputSystem.Controls;
- using UnityEngine.InputSystem.Haptics;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
- using UnityEngine.Scripting;
- ////TODO: come up with consistent naming for buttons; (xxxButton? xxx?)
- ////REVIEW: should we add a gyro as a standard feature of gamepads?
- ////TODO: allow to be used for mouse simulation
- namespace UnityEngine.InputSystem.LowLevel
- {
- /// <summary>
- /// Default state layout for gamepads.
- /// </summary>
- /// <remarks>
- /// Be aware that unlike some other devices such as <see cref="Mouse"/> or <see cref="Touchscreen"/>,
- /// gamepad devices tend to have wildly varying state formats, i.e. forms in which they internally
- /// store their input data. In practice, even on the same platform gamepads will often store
- /// their data in different formats. This means that <see cref="GamepadState"/> will often <em>not</em>
- /// be the format in which a particular gamepad (such as <see cref="XInput.XInputController"/>,
- /// for example) stores its data.
- /// </remarks>
- /// <seealso cref="Gamepad"/>
- // NOTE: Must match GamepadInputState in native.
- [StructLayout(LayoutKind.Explicit, Size = 28)]
- public struct GamepadState : IInputStateTypeInfo
- {
- public static FourCC Format => new FourCC('G', 'P', 'A', 'D');
- // On consoles, we use the platform defaults as the gamepad-wide default names.
- #if UNITY_XBOX_ONE || UNITY_SWITCH
- internal const string ButtonSouthDisplayName = "A";
- internal const string ButtonNorthDisplayName = "Y";
- internal const string ButtonWestDisplayName = "B";
- internal const string ButtonEastDisplayName = "X";
- internal const string ButtonSouthShortDisplayName = "A";
- internal const string ButtonNorthShortDisplayName = "Y";
- internal const string ButtonWestShortDisplayName = "X";
- internal const string ButtonEastShortDisplayName = "B";
- #elif UNITY_PS4
- internal const string ButtonSouthDisplayName = "Cross";
- internal const string ButtonNorthDisplayName = "Triangle";
- internal const string ButtonWestDisplayName = "Square";
- internal const string ButtonEastDisplayName = "Circle";
- internal const string ButtonSouthShortDisplayName = "Cross";
- internal const string ButtonNorthShortDisplayName = "Triangle";
- internal const string ButtonWestShortDisplayName = "Square";
- internal const string ButtonEastShortDisplayName = "East";
- #else
- internal const string ButtonSouthDisplayName = "Button South";
- internal const string ButtonNorthDisplayName = "Button North";
- internal const string ButtonWestDisplayName = "Button West";
- internal const string ButtonEastDisplayName = "Button East";
- internal const string ButtonSouthShortDisplayName = "A";
- internal const string ButtonNorthShortDisplayName = "Y";
- internal const string ButtonWestShortDisplayName = "X";
- internal const string ButtonEastShortDisplayName = "B";
- #endif
- /// <summary>
- /// Button bit mask.
- /// </summary>
- /// <value>Button bit mask.</value>
- /// <seealso cref="GamepadButton"/>
- /// <seealso cref="Gamepad.buttonSouth"/>
- /// <seealso cref="Gamepad.buttonNorth"/>
- /// <seealso cref="Gamepad.buttonWest"/>
- /// <seealso cref="Gamepad.buttonSouth"/>
- /// <seealso cref="Gamepad.leftShoulder"/>
- /// <seealso cref="Gamepad.rightShoulder"/>
- /// <seealso cref="Gamepad.startButton"/>
- /// <seealso cref="Gamepad.selectButton"/>
- /// <seealso cref="Gamepad.leftStickButton"/>
- /// <seealso cref="Gamepad.rightStickButton"/>
- ////REVIEW: do we want the name to correspond to what's actually on the device?
- [InputControl(name = "dpad", layout = "Dpad", usage = "Hatswitch", displayName = "D-Pad", format = "BIT", sizeInBits = 4, bit = 0)]
- [InputControl(name = "buttonSouth", layout = "Button", bit = (uint)GamepadButton.South, usages = new[] { "PrimaryAction", "Submit" }, aliases = new[] { "a", "cross" }, displayName = ButtonSouthDisplayName, shortDisplayName = ButtonSouthShortDisplayName)]
- [InputControl(name = "buttonWest", layout = "Button", bit = (uint)GamepadButton.West, usage = "SecondaryAction", aliases = new[] { "x", "square" }, displayName = ButtonWestDisplayName, shortDisplayName = ButtonWestShortDisplayName)]
- [InputControl(name = "buttonNorth", layout = "Button", bit = (uint)GamepadButton.North, aliases = new[] { "y", "triangle" }, displayName = ButtonNorthDisplayName, shortDisplayName = ButtonNorthShortDisplayName)]
- [InputControl(name = "buttonEast", layout = "Button", bit = (uint)GamepadButton.East, usages = new[] { "Back", "Cancel" }, aliases = new[] { "b", "circle" }, displayName = ButtonEastDisplayName, shortDisplayName = ButtonEastShortDisplayName)]
- ////FIXME: 'Press' naming is inconsistent with 'Button' naming
- [InputControl(name = "leftStickPress", layout = "Button", bit = (uint)GamepadButton.LeftStick, displayName = "Left Stick Press")]
- [InputControl(name = "rightStickPress", layout = "Button", bit = (uint)GamepadButton.RightStick, displayName = "Right Stick Press")]
- [InputControl(name = "leftShoulder", layout = "Button", bit = (uint)GamepadButton.LeftShoulder, displayName = "Left Shoulder", shortDisplayName = "LB")]
- [InputControl(name = "rightShoulder", layout = "Button", bit = (uint)GamepadButton.RightShoulder, displayName = "Right Shoulder", shortDisplayName = "RB")]
- ////REVIEW: seems like these two should get less ambiguous names as well
- [InputControl(name = "start", layout = "Button", bit = (uint)GamepadButton.Start, usage = "Menu", displayName = "Start")]
- [InputControl(name = "select", layout = "Button", bit = (uint)GamepadButton.Select, displayName = "Select")]
- [FieldOffset(0)]
- public uint buttons;
- /// <summary>
- /// Left stick position. Each axis goes from -1 to 1 with
- /// 0 being center position.
- /// </summary>
- /// <value>Left stick position.</value>
- /// <seealso cref="Gamepad.leftStick"/>
- [InputControl(layout = "Stick", usage = "Primary2DMotion", processors = "stickDeadzone", displayName = "Left Stick", shortDisplayName = "LS")]
- [FieldOffset(4)]
- public Vector2 leftStick;
- /// <summary>
- /// Right stick position. Each axis from -1 to 1 with
- /// 0 being center position.
- /// </summary>
- /// <value>Right stick position.</value>
- /// <seealso cref="Gamepad.rightStick"/>
- [InputControl(layout = "Stick", usage = "Secondary2DMotion", processors = "stickDeadzone", displayName = "Right Stick", shortDisplayName = "RS")]
- [FieldOffset(12)]
- public Vector2 rightStick;
- ////REVIEW: should left and right trigger get deadzones?
- /// <summary>
- /// Position of the left trigger. Goes from 0 (not pressed) to 1 (fully pressed).
- /// </summary>
- /// <value>Position of left trigger.</value>
- /// <seealso cref="Gamepad.leftTrigger"/>
- [InputControl(layout = "Button", format = "FLT", usage = "SecondaryTrigger", displayName = "Left Trigger", shortDisplayName = "LT")]
- [FieldOffset(20)]
- public float leftTrigger;
- /// <summary>
- /// Position of the right trigger. Goes from 0 (not pressed) to 1 (fully pressed).
- /// </summary>
- /// <value>Position of right trigger.</value>
- /// <seealso cref="Gamepad.rightTrigger"/>
- [InputControl(layout = "Button", format = "FLT", usage = "SecondaryTrigger", displayName = "Right Trigger", shortDisplayName = "RT")]
- [FieldOffset(24)]
- public float rightTrigger;
- /// <summary>
- /// State format tag for GamepadState.
- /// </summary>
- /// <value>Returns "GPAD".</value>
- public FourCC format => Format;
- /// <summary>
- /// Create a gamepad state with the given buttons being pressed.
- /// </summary>
- /// <param name="buttons">Buttons to put into pressed state.</param>
- /// <exception cref="ArgumentNullException"><paramref name="buttons"/> is <c>null</c>.</exception>
- public GamepadState(params GamepadButton[] buttons)
- : this()
- {
- if (buttons == null)
- throw new ArgumentNullException(nameof(buttons));
- foreach (var button in buttons)
- {
- var bit = (uint)1 << (int)button;
- this.buttons |= bit;
- }
- }
- /// <summary>
- /// Set the specific buttons to be pressed or unpressed.
- /// </summary>
- /// <param name="button">A gamepad button.</param>
- /// <param name="value">Whether to set <paramref name="button"/> to be pressed or not pressed in
- /// <see cref="buttons"/>.</param>
- /// <returns>GamepadState with a modified <see cref="buttons"/> mask.</returns>
- public GamepadState WithButton(GamepadButton button, bool value = true)
- {
- var bit = (uint)1 << (int)button;
- if (value)
- buttons |= bit;
- else
- buttons &= ~bit;
- return this;
- }
- }
- ////NOTE: The bit positions here based on the enum value are also used in native.
- /// <summary>
- /// Enum of common gamepad buttons.
- /// </summary>
- /// <remarks>
- /// Can be used as an array indexer on the <see cref="Gamepad"/> class to get individual button controls.
- /// </remarks>
- public enum GamepadButton
- {
- // Dpad buttons. Important to be first in the bitfield as we'll
- // point the DpadControl to it.
- // IMPORTANT: Order has to match what is expected by DpadControl.
- /// <summary>
- /// The up button on a gamepad's dpad.
- /// </summary>
- DpadUp = 0,
- /// <summary>
- /// The down button on a gamepad's dpad.
- /// </summary>
- DpadDown = 1,
- /// <summary>
- /// The left button on a gamepad's dpad.
- /// </summary>
- DpadLeft = 2,
- /// <summary>
- /// The right button on a gamepad's dpad.
- /// </summary>
- DpadRight = 3,
- // Face buttons. We go with a north/south/east/west naming as that
- // clearly disambiguates where we expect the respective button to be.
- /// <summary>
- /// The upper action button on a gamepad.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="Y"/> and <see cref="Triangle"/> which are the Xbox and PlayStation controller names for this button.
- /// </remarks>
- North = 4,
- /// <summary>
- /// The right action button on a gamepad.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="B"/> and <see cref="Circle"/> which are the Xbox and PlayStation controller names for this button.
- /// </remarks>
- East = 5,
- /// <summary>
- /// The lower action button on a gamepad.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="A"/> and <see cref="Cross"/> which are the Xbox and PlayStation controller names for this button.
- /// </remarks>
- South = 6,
- /// <summary>
- /// The left action button on a gamepad.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="X"/> and <see cref="Square"/> which are the Xbox and PlayStation controller names for this button.
- /// </remarks>
- West = 7,
- /// <summary>
- /// The button pressed by pressing down the left stick on a gamepad.
- /// </summary>
- LeftStick = 8,
- /// <summary>
- /// The button pressed by pressing down the right stick on a gamepad.
- /// </summary>
- RightStick = 9,
- /// <summary>
- /// The left shoulder button on a gamepad.
- /// </summary>
- LeftShoulder = 10,
- /// <summary>
- /// The right shoulder button on a gamepad.
- /// </summary>
- RightShoulder = 11,
- /// <summary>
- /// The start button.
- /// </summary>
- Start = 12,
- /// <summary>
- /// The select button.
- /// </summary>
- Select = 13,
- // For values that are not part of the buttons bitmask in GamepadState, assign large values that are outside
- // the 32bit bit range.
- /// <summary>
- /// The left trigger button on a gamepad.
- /// </summary>
- LeftTrigger = 32,
- /// <summary>
- /// The right trigger button on a gamepad.
- /// </summary>
- RightTrigger = 33,
- /// <summary>
- /// The X button on an Xbox controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="West"/>, which is the generic name of this button.
- /// </remarks>
- X = West,
- /// <summary>
- /// The Y button on an Xbox controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="North"/>, which is the generic name of this button.
- /// </remarks>
- Y = North,
- /// <summary>
- /// The A button on an Xbox controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="South"/>, which is the generic name of this button.
- /// </remarks>
- A = South,
- /// <summary>
- /// The B button on an Xbox controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="East"/>, which is the generic name of this button.
- /// </remarks>
- B = East,
- /// <summary>
- /// The cross button on a PlayStation controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="South"/>, which is the generic name of this button.
- /// </remarks>
- Cross = South,
- /// <summary>
- /// The square button on a PlayStation controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="West"/>, which is the generic name of this button.
- /// </remarks>
- Square = West,
- /// <summary>
- /// The triangle button on a PlayStation controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="North"/>, which is the generic name of this button.
- /// </remarks>
- Triangle = North,
- /// <summary>
- /// The circle button on a PlayStation controller.
- /// </summary>
- /// <remarks>
- /// Identical to <see cref="East"/>, which is the generic name of this button.
- /// </remarks>
- Circle = East,
- }
- }
- namespace UnityEngine.InputSystem
- {
- /// <summary>
- /// An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers,
- /// two shoulder buttons, and two menu buttons that usually sit in the midsection of the gamepad.
- /// </summary>
- /// <remarks>
- /// The Gamepad layout provides a standardized layouts for gamepads. Generally, if a specific
- /// device is represented as a Gamepad, the controls, such as the face buttons, are guaranteed
- /// to be mapped correctly and consistently. If, based on the set of supported devices available
- /// to the input system, this cannot be guaranteed, a given device is usually represented as a
- /// generic <see cref="Joystick"/> or as just a plain <see cref="HID.HID"/> instead.
- ///
- /// <example>
- /// <code>
- /// // Show all gamepads in the system.
- /// Debug.Log(string.Join("\n", Gamepad.all));
- ///
- /// // Check whether the X button on the current gamepad is pressed.
- /// if (Gamepad.current.xButton.wasPressedThisFrame)
- /// Debug.Log("Pressed");
- ///
- /// // Rumble the left motor on the current gamepad slightly.
- /// Gamepad.current.SetMotorSpeeds(0.2f, 0.
- /// </code>
- /// </example>
- /// </remarks>
- [InputControlLayout(stateType = typeof(GamepadState), isGenericTypeOfDevice = true)]
- [Preserve]
- public class Gamepad : InputDevice, IDualMotorRumble
- {
- /// <summary>
- /// The left face button of the gamepad.
- /// </summary>
- /// <value>Control representing the X/Square face button.</value>
- /// <remarks>
- /// On an Xbox controller, this is the X button and on the PS4 controller, this is the
- /// square button.
- /// </remarks>
- /// <seealso cref="xButton"/>
- /// <seealso cref="squareButton"/>
- public ButtonControl buttonWest { get; private set; }
- /// <summary>
- /// The top face button of the gamepad.
- /// </summary>
- /// <value>Control representing the Y/Triangle face button.</value>
- /// <remarks>
- /// On an Xbox controller, this is the Y button and on the PS4 controller, this is the
- /// triangle button.
- /// </remarks>
- /// <seealso cref="yButton"/>
- /// <seealso cref="triangleButton"/>
- public ButtonControl buttonNorth { get; private set; }
- /// <summary>
- /// The bottom face button of the gamepad.
- /// </summary>
- /// <value>Control representing the A/Cross face button.</value>
- /// <remarks>
- /// On an Xbox controller, this is the A button and on the PS4 controller, this is the
- /// cross button.
- /// </remarks>
- /// <seealso cref="aButton"/>
- /// <seealso cref="crossButton"/>
- public ButtonControl buttonSouth { get; private set; }
- /// <summary>
- /// The right face button of the gamepad.
- /// </summary>
- /// <value>Control representing the B/Circle face button.</value>
- /// <remarks>
- /// On an Xbox controller, this is the B button and on the PS4 controller, this is the
- /// circle button.
- /// </remarks>
- /// <seealso cref="bButton"/>
- /// <seealso cref="circleButton"/>
- public ButtonControl buttonEast { get; private set; }
- /// <summary>
- /// The button that gets triggered when <see cref="leftStick"/> is pressed down.
- /// </summary>
- /// <value>Control representing a click with the left stick.</value>
- public ButtonControl leftStickButton { get; private set; }
- /// <summary>
- /// The button that gets triggered when <see cref="rightStick"/> is pressed down.
- /// </summary>
- /// <value>Control representing a click with the right stick.</value>
- public ButtonControl rightStickButton { get; private set; }
- /// <summary>
- /// The right button in the middle section of the gamepad (called "menu" on Xbox
- /// controllers and "options" on PS4 controllers).
- /// </summary>
- /// <value>Control representing the right button in midsection.</value>
- public ButtonControl startButton { get; private set; }
- /// <summary>
- /// The left button in the middle section of the gamepad (called "view" on Xbox
- /// controllers and "share" on PS4 controllers).
- /// </summary>
- /// <value>Control representing the left button in midsection.</value>
- public ButtonControl selectButton { get; private set; }
- /// <summary>
- /// The 4-way directional pad on the gamepad.
- /// </summary>
- /// <value>Control representing the d-pad.</value>
- public DpadControl dpad { get; private set; }
- /// <summary>
- /// The left shoulder/bumper button that sits on top of <see cref="leftTrigger"/>.
- /// </summary>
- /// <value>Control representing the left shoulder button.</value>
- /// <remarks>
- /// On Xbox controllers, this is usually called "left bumper" whereas on PS4
- /// controllers, this button is referred to as "L1".
- /// </remarks>
- public ButtonControl leftShoulder { get; private set; }
- /// <summary>
- /// The right shoulder/bumper button that sits on top of <see cref="rightTrigger"/>.
- /// </summary>
- /// <value>Control representing the right shoulder button.</value>
- /// <remarks>
- /// On Xbox controllers, this is usually called "right bumper" whereas on PS4
- /// controllers, this button is referred to as "R1".
- /// </remarks>
- public ButtonControl rightShoulder { get; private set; }
- /// <summary>
- /// The left thumbstick on the gamepad.
- /// </summary>
- /// <value>Control representing the left thumbstick.</value>
- public StickControl leftStick { get; private set; }
- /// <summary>
- /// The right thumbstick on the gamepad.
- /// </summary>
- /// <value>Control representing the right thumbstick.</value>
- public StickControl rightStick { get; private set; }
- /// <summary>
- /// The left trigger button sitting below <see cref="leftShoulder"/>.
- /// </summary>
- /// <value>Control representing the left trigger button.</value>
- /// <remarks>
- /// On PS4 controllers, this button is referred to as "L2".
- /// </remarks>
- public ButtonControl leftTrigger { get; private set; }
- /// <summary>
- /// The right trigger button sitting below <see cref="rightShoulder"/>.
- /// </summary>
- /// <value>Control representing the right trigger button.</value>
- /// <remarks>
- /// On PS4 controllers, this button is referred to as "R2".
- /// </remarks>
- public ButtonControl rightTrigger { get; private set; }
- /// <summary>
- /// Same as <see cref="buttonSouth"/>. Xbox-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonSouth"/>.</value>
- public ButtonControl aButton => buttonSouth;
- /// <summary>
- /// Same as <see cref="buttonEast"/>. Xbox-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonEast"/>.</value>
- public ButtonControl bButton => buttonEast;
- /// <summary>
- /// Same as <see cref="buttonWest"/> Xbox-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonWest"/>.</value>
- public ButtonControl xButton => buttonWest;
- /// <summary>
- /// Same as <see cref="buttonNorth"/>. Xbox-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonNorth"/>.</value>
- public ButtonControl yButton => buttonNorth;
- /// <summary>
- /// Same as <see cref="buttonNorth"/>. PS4-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonNorth"/>.</value>
- public ButtonControl triangleButton => buttonNorth;
- /// <summary>
- /// Same as <see cref="buttonWest"/>. PS4-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonWest"/>.</value>
- public ButtonControl squareButton => buttonWest;
- /// <summary>
- /// Same as <see cref="buttonEast"/>. PS4-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonEast"/>.</value>
- public ButtonControl circleButton => buttonEast;
- /// <summary>
- /// Same as <see cref="buttonSouth"/>. PS4-style alias.
- /// </summary>
- /// <value>Same as <see cref="buttonSouth"/>.</value>
- public ButtonControl crossButton => buttonSouth;
- /// <summary>
- /// Retrieve a gamepad button by its <see cref="GamepadButton"/> enumeration
- /// constant.
- /// </summary>
- /// <param name="button">Button to retrieve.</param>
- /// <exception cref="InvalidEnumArgumentException"><paramref name="button"/> is not a valid gamepad
- /// button value.</exception>
- public ButtonControl this[GamepadButton button]
- {
- get
- {
- switch (button)
- {
- case GamepadButton.North: return buttonNorth;
- case GamepadButton.South: return buttonSouth;
- case GamepadButton.East: return buttonEast;
- case GamepadButton.West: return buttonWest;
- case GamepadButton.Start: return startButton;
- case GamepadButton.Select: return selectButton;
- case GamepadButton.LeftShoulder: return leftShoulder;
- case GamepadButton.RightShoulder: return rightShoulder;
- case GamepadButton.LeftTrigger: return leftTrigger;
- case GamepadButton.RightTrigger: return rightTrigger;
- case GamepadButton.LeftStick: return leftStickButton;
- case GamepadButton.RightStick: return rightStickButton;
- case GamepadButton.DpadUp: return dpad.up;
- case GamepadButton.DpadDown: return dpad.down;
- case GamepadButton.DpadLeft: return dpad.left;
- case GamepadButton.DpadRight: return dpad.right;
- default:
- throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(GamepadButton));
- }
- }
- }
- /// <summary>
- /// The gamepad last used/connected by the player or <c>null</c> if there is no gamepad connected
- /// to the system.
- /// </summary>
- /// <seealso cref="InputSettings.filterNoiseOnCurrent"/>
- /// <seealso cref="InputDevice.MakeCurrent"/>
- /// <seealso cref="all"/>
- public static Gamepad current { get; private set; }
- /// <summary>
- /// A list of gamepads currently connected to the system.
- /// </summary>
- /// <value>All currently connected gamepads.</value>
- /// <remarks>
- /// Does not cause GC allocation.
- ///
- /// Do <em>not</em> hold on to the value returned by this getter but rather query it whenever
- /// you need it. Whenever the gamepad setup changes, the value returned by this getter
- /// is invalidated.
- /// </remarks>
- /// <seealso cref="current"/>
- public new static ReadOnlyArray<Gamepad> all => new ReadOnlyArray<Gamepad>(s_Gamepads, 0, s_GamepadCount);
- /// <inheritdoc />
- protected override void FinishSetup()
- {
- ////REVIEW: what's actually faster/better... storing these in properties or doing the lookup on the fly?
- buttonWest = GetChildControl<ButtonControl>("buttonWest");
- buttonNorth = GetChildControl<ButtonControl>("buttonNorth");
- buttonSouth = GetChildControl<ButtonControl>("buttonSouth");
- buttonEast = GetChildControl<ButtonControl>("buttonEast");
- startButton = GetChildControl<ButtonControl>("start");
- selectButton = GetChildControl<ButtonControl>("select");
- leftStickButton = GetChildControl<ButtonControl>("leftStickPress");
- rightStickButton = GetChildControl<ButtonControl>("rightStickPress");
- dpad = GetChildControl<DpadControl>("dpad");
- leftShoulder = GetChildControl<ButtonControl>("leftShoulder");
- rightShoulder = GetChildControl<ButtonControl>("rightShoulder");
- leftStick = GetChildControl<StickControl>("leftStick");
- rightStick = GetChildControl<StickControl>("rightStick");
- leftTrigger = GetChildControl<ButtonControl>("leftTrigger");
- rightTrigger = GetChildControl<ButtonControl>("rightTrigger");
- base.FinishSetup();
- }
- /// <summary>
- /// Make the gamepad the <see cref="current"/> gamepad.
- /// </summary>
- /// <remarks>
- /// This is called automatically by the system when there is input on a gamepad.
- /// </remarks>
- public override void MakeCurrent()
- {
- base.MakeCurrent();
- current = this;
- }
- /// <summary>
- /// Called when the gamepad is added to the system.
- /// </summary>
- protected override void OnAdded()
- {
- ArrayHelpers.AppendWithCapacity(ref s_Gamepads, ref s_GamepadCount, this);
- }
- /// <summary>
- /// Called when the gamepad is removed from the system.
- /// </summary>
- protected override void OnRemoved()
- {
- if (current == this)
- current = null;
- // Remove from `all`.
- var index = ArrayHelpers.IndexOfReference(s_Gamepads, this, s_GamepadCount);
- if (index != -1)
- ArrayHelpers.EraseAtWithCapacity(s_Gamepads, ref s_GamepadCount, index);
- else
- {
- Debug.Assert(false,
- $"Gamepad {this} seems to not have been added but is being removed (gamepad list: {string.Join(", ", all)})"); // Put in else to not allocate on normal path.
- }
- }
- /// <summary>
- /// Pause rumble effects on the gamepad. Resume with <see cref="ResumeHaptics"/>.
- /// </summary>
- /// <seealso cref="IDualMotorRumble"/>
- public virtual void PauseHaptics()
- {
- m_Rumble.PauseHaptics(this);
- }
- /// <summary>
- /// Resume rumble affects on the gamepad that have been paused with <see cref="PauseHaptics"/>.
- /// </summary>
- /// <seealso cref="IDualMotorRumble"/>
- public virtual void ResumeHaptics()
- {
- m_Rumble.ResumeHaptics(this);
- }
- /// <summary>
- /// Reset rumble effects on the gamepad. Puts the gamepad rumble motors back into their
- /// default state.
- /// </summary>
- /// <seealso cref="IDualMotorRumble"/>
- public virtual void ResetHaptics()
- {
- m_Rumble.ResetHaptics(this);
- }
- /// <inheritdoc />
- public virtual void SetMotorSpeeds(float lowFrequency, float highFrequency)
- {
- m_Rumble.SetMotorSpeeds(this, lowFrequency, highFrequency);
- }
- private DualMotorRumble m_Rumble;
- private static int s_GamepadCount;
- private static Gamepad[] s_Gamepads;
- }
- }
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