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- using System.Linq;
- using System.Runtime.InteropServices;
- using UnityEngine;
- using UnityEngine.InputSystem;
- using UnityEngine.InputSystem.Controls;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- using UnityEngine.InputSystem.Utilities;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- // The input system stores a chunk of memory for each device. What that
- // memory looks like we can determine ourselves. The easiest way is to just describe
- // it as a struct.
- //
- // Each chunk of memory is tagged with a "format" identifier in the form
- // of a "FourCC" (a 32-bit code comprised of four characters). Using
- // IInputStateTypeInfo we allow the system to get to the FourCC specific
- // to our struct.
- public struct CustomDeviceState : IInputStateTypeInfo
- {
- // We use "CUST" here as our custom format code. It can be anything really.
- // Should be sufficiently unique to identify our memory format, though.
- public FourCC format => new FourCC('C', 'U', 'S', 'T');
- // Next we just define fields that store the state for our input device.
- // The only thing really interesting here is the [InputControl] attributes.
- // These automatically attach InputControls to the various memory bits that
- // we define.
- //
- // To get started, let's say that our device has a bitfield of buttons. Each
- // bit indicates whether a certain button is pressed or not. For the sake of
- // demonstration, let's say our device has 16 possible buttons. So, we define
- // a ushort field that contains the state of each possible button on the
- // device.
- //
- // On top of that, we need to tell the input system about each button. Both
- // what to call it and where to find it. The "name" property tells the input system
- // what to call the control; the "layout" property tells it what type of control
- // to create ("Button" in our case); and the "bit" property tells it which bit
- // in the bitfield corresponds to the button.
- //
- // We also tell the input system about "display names" here. These are names
- // that get displayed in the UI and such.
- [InputControl(name = "firstButton", layout = "Button", bit = 0, displayName = "First Button")]
- [InputControl(name = "secondButton", layout = "Button", bit = 1, displayName = "Second Button")]
- [InputControl(name = "thirdButton", layout = "Button", bit = 2, displayName = "Third Button")]
- public ushort buttons;
- // Let's say our device also has a stick. However, the stick isn't stored
- // simply as two floats but as two unsigned bytes with the midpoint of each
- // axis located at value 127. We can simply define two consecutive byte
- // fields to represent the stick and annotate them like so.
- //
- // First, let's introduce stick control itself. This one is simple. We don't
- // yet worry about X and Y individually as the stick as whole will itself read the
- // component values from those controls.
- //
- // We need to set "format" here too as InputControlLayout will otherwise try to
- // infer the memory format from the field. As we put this attribute on "X", that
- // would come out as "BYTE" -- which we don't want. So we set it to "VC2B" (a Vector2
- // of bytes).
- [InputControl(name = "stick", format = "VC2B", layout = "Stick", displayName = "Main Stick")]
- // So that's what we need next. By default, both X and Y on "Stick" are floating-point
- // controls so here we need to individually configure them the way they work for our
- // stick.
- //
- // NOTE: We don't mention things as "layout" and such here. The reason is that we are
- // modifying a control already defined by "Stick". This means that we only need
- // to set the values that are different from what "Stick" stick itself already
- // configures. And since "Stick" configures both "X" and "Y" to be "Axis" controls,
- // we don't need to worry about that here.
- //
- // Using "format", we tell the controls how their data is stored. As bytes in our case
- // so we use "BYTE" (check the documentation for InputStateBlock for details on that).
- //
- // NOTE: We don't use "SBYT" (signed byte) here. Our values are not signed. They are
- // unsigned. It's just that our "resting" (i.e. mid) point is at 127 and not at 0.
- //
- // Also, we use "defaultState" to tell the system that in our case, setting the
- // memory to all zeroes will *NOT* result in a default value. Instead, if both x and y
- // are set to zero, the result will be Vector2(-1,-1).
- //
- // And then, using the various "normalize" parameters, we tell the input system how to
- // deal with the fact that our midpoint is located smack in the middle of our value range.
- // Using "normalize" (which is equivalent to "normalize=true") we instruct the control
- // to normalize values. Using "normalizeZero=0.5", we tell it that our midpoint is located
- // at 0.5 (AxisControl will convert the BYTE value to a [0..1] floating-point value with
- // 0=0 and 255=1) and that our lower limit is "normalizeMin=0" and our upper limit is
- // "normalizeMax=1". Put another way, it will map [0..1] to [-1..1].
- //
- // Finally, we also set "offset" here as this is already set by StickControl.X and
- // StickControl.Y -- which we inherit. Note that because we're looking at child controls
- // of the stick, the offset is relative to the stick, not relative to the beginning
- // of the state struct.
- [InputControl(name = "stick/x", defaultState = 127, format = "BYTE",
- offset = 0,
- parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
- public byte x;
- [InputControl(name = "stick/y", defaultState = 127, format = "BYTE",
- offset = 1,
- parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")]
- // The stick up/down/left/right buttons automatically use the state set up for X
- // and Y but they have their own parameters. Thus we need to also sync them to
- // the parameter settings we need for our BYTE setup.
- // NOTE: This is a shortcoming in the current layout system that cannot yet correctly
- // merge parameters. Will be fixed in a future version.
- [InputControl(name = "stick/up", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=0,clampMax=1")]
- [InputControl(name = "stick/down", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=-1,clampMax=0,invert")]
- [InputControl(name = "stick/left", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=-1,clampMax=0,invert")]
- [InputControl(name = "stick/right", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=2,clampMin=0,clampMax=1")]
- public byte y;
- }
- // Now that we have the state struct all sorted out, we have a way to lay out the memory
- // for our device and we have a way to map InputControls to pieces of that memory. What
- // we're still missing, however, is a way to represent our device as a whole within the
- // input system.
- //
- // For that, we start with a class derived from InputDevice. We could also base this
- // on something like Mouse or Gamepad in case our device is an instance of one of those
- // specific types but for this demonstration, let's assume our device is nothing like
- // those devices (if we base our devices on those layouts, we have to correctly map the
- // controls we inherit from those devices).
- //
- // Other than deriving from InputDevice, there are two other noteworthy things here.
- //
- // For one, we want to ensure that the call to InputSystem.RegisterLayout happens as
- // part of startup. Doing so ensures that the layout is known to the input system and
- // thus appears in the control picker. So we use [InitializeOnLoad] and [RuntimeInitializeOnLoadMethod]
- // here to ensure initialization in both the editor and the player.
- //
- // Also, we use the [InputControlLayout] attribute here. This attribute is optional on
- // types that are used as layouts in the input system. In our case, we have to use it
- // to tell the input system about the state struct we are using to define the memory
- // layout we are using and the controls tied to it.
- #if UNITY_EDITOR
- [InitializeOnLoad] // Call static class constructor in editor.
- #endif
- [InputControlLayout(stateType = typeof(CustomDeviceState))]
- public class CustomDevice : InputDevice, IInputUpdateCallbackReceiver
- {
- // [InitializeOnLoad] will ensure this gets called on every domain (re)load
- // in the editor.
- #if UNITY_EDITOR
- static CustomDevice()
- {
- // Trigger our RegisterLayout code in the editor.
- Initialize();
- }
- #endif
- // In the player, [RuntimeInitializeOnLoadMethod] will make sure our
- // initialization code gets called during startup.
- [RuntimeInitializeOnLoadMethod]
- private static void Initialize()
- {
- // Register our device with the input system. We also register
- // a "device matcher" here. These are used when a device is discovered
- // by the input system. Each device is described by an InputDeviceDescription
- // and an InputDeviceMatcher can be used to match specific properties of such
- // a description. See the documentation of InputDeviceMatcher for more
- // details.
- //
- // NOTE: In case your device is more dynamic in nature and cannot have a single
- // static layout, there is also the possibility to build layouts on the fly.
- // Check out the API documentation for InputSystem.onFindLayoutForDevice and
- // for InputSystem.RegisterLayoutBuilder.
- InputSystem.RegisterLayout<CustomDevice>(
- matches: new InputDeviceMatcher()
- .WithInterface("Custom"));
- }
- // While our device is fully functional at this point, we can refine the API
- // for it a little bit. One thing we can do is expose the controls for our
- // device directly. While anyone can look up our controls using strings, exposing
- // the controls as properties makes it simpler to work with the device in script.
- public ButtonControl firstButton { get; private set; }
- public ButtonControl secondButton { get; private set; }
- public ButtonControl thirdButton { get; private set; }
- public StickControl stick { get; private set; }
- // FinishSetup is where our device setup is finalized. Here we can look up
- // the controls that have been created.
- protected override void FinishSetup()
- {
- base.FinishSetup();
- firstButton = GetChildControl<ButtonControl>("firstButton");
- secondButton = GetChildControl<ButtonControl>("secondButton");
- thirdButton = GetChildControl<ButtonControl>("thirdButton");
- stick = GetChildControl<StickControl>("stick");
- }
- // We can also expose a '.current' getter equivalent to 'Gamepad.current'.
- // Whenever our device receives input, MakeCurrent() is called. So we can
- // simply update a '.current' getter based on that.
- public static CustomDevice current { get; private set; }
- public override void MakeCurrent()
- {
- base.MakeCurrent();
- current = this;
- }
- // When one of our custom devices is removed, we want to make sure that if
- // it is the '.current' device, we null out '.current'.
- protected override void OnRemoved()
- {
- base.OnRemoved();
- if (current == this)
- current = null;
- }
- // So, this is all great and nice. But we have one problem. No one is actually
- // creating an instance of our device yet. Which means that while we can bind
- // to controls on the device from actions all we want, at runtime we will never
- // actually receive input from our custom device. For that to happen, we need
- // to make sure that an instance of the device is created at some point.
- //
- // This one's a bit tricky. Because it really depends on how the device is
- // actually discovered in practice. In most real-world scenarios, there will be
- // some external API that notifies us when a device under its domain is added or
- // removed. In response, we would report a device being added (using
- // InputSystem.AddDevice(new InputDeviceDescription { ... }) or removed
- // (using DeviceRemoveEvent).
- //
- // In this demonstration, we don't have an external API to query. And we don't
- // really have another criteria by which to determine when a device of our custom
- // type should be added.
- //
- // So, let's fake it here. First, to create the device, we simply add a menu entry
- // in the editor. Means that in the player, this device will never be functional
- // but this serves as a demonstration only anyway.
- //
- // NOTE: Nothing of the following is necessary if you have a device that is
- // detected and sent input for by the Unity runtime itself, i.e. that is
- // picked up from the underlying platform APIs by Unity itself. In this
- // case, when your device is connected, Unity will automatically report an
- // InputDeviceDescription and all you have to do is make sure that the
- // InputDeviceMatcher you supply to RegisterLayout matches that description.
- //
- // Also, IInputUpdateCallbackReceiver and any other manual queuing of input
- // is unnecessary in that case as Unity will queue input for the device.
- #if UNITY_EDITOR
- [MenuItem("Tools/Custom Device Sample/Create Device")]
- private static void CreateDevice()
- {
- // This is the code that you would normally run at the point where
- // you discover devices of your custom type.
- InputSystem.AddDevice(new InputDeviceDescription
- {
- interfaceName = "Custom",
- product = "Sample Product"
- });
- }
- // For completeness sake, let's also add code to remove one instance of our
- // custom device. Note that you can also manually remove the device from
- // the input debugger by right-clicking in and selecting "Remove Device".
- [MenuItem("Tools/Custom Device Sample/Remove Device")]
- private static void RemoveDevice()
- {
- var customDevice = InputSystem.devices.FirstOrDefault(x => x is CustomDevice);
- if (customDevice != null)
- InputSystem.RemoveDevice(customDevice);
- }
- #endif
- // So the other part we need is to actually feed input for the device. Notice
- // that we already have the IInputUpdateCallbackReceiver interface on our class.
- // What this does is to add an OnUpdate method that will automatically be called
- // by the input system whenever it updates (actually, it will be called *before*
- // it updates, i.e. from the same point that InputSystem.onBeforeUpdate triggers).
- //
- // Here, we can feed input to our devices.
- //
- // NOTE: We don't have to do this here. InputSystem.QueueEvent can be called from
- // anywhere, including from threads. So if, for example, you have a background
- // thread polling input from your device, that's where you can also queue
- // its input events.
- //
- // Again, we don't have actual input to read here. So we just make up some stuff
- // here for the sake of demonstration. We just poll the keyboard
- //
- // NOTE: We poll the keyboard here as part of our OnUpdate. Remember, however,
- // that we run our OnUpdate from onBeforeUpdate, i.e. from where keyboard
- // input has not yet been processed. This means that our input will always
- // be one frame late. Plus, because we are polling the keyboard state here
- // on a frame-to-frame basis, we may miss inputs on the keyboard.
- //
- // NOTE: One thing we could instead is to actually use OnScreenControls that
- // represent the controls of our device and then use that to generate
- // input from actual human interaction.
- public void OnUpdate()
- {
- var keyboard = Keyboard.current;
- if (keyboard == null)
- return;
- var state = new CustomDeviceState();
- state.x = 127;
- state.y = 127;
- // WARNING: It may be tempting to simply store some state related to updates
- // directly on the device. For example, let's say we want scale the
- // vector from WASD to a certain length which can be adjusted with
- // the scroll wheel of the mouse. It seems natural to just store the
- // current strength as a private field on CustomDevice.
- //
- // This will *NOT* work correctly. *All* input state must be stored
- // under the domain of the input system. InputDevices themselves
- // cannot private store their own separate state.
- //
- // What you *can* do however, is simply add fields your state struct
- // (CustomDeviceState in our case) that contain the state you want
- // to keep. It is not necessary to expose these as InputControls if
- // you don't want to.
- // Map WASD to stick.
- var wPressed = keyboard.wKey.isPressed;
- var aPressed = keyboard.aKey.isPressed;
- var sPressed = keyboard.sKey.isPressed;
- var dPressed = keyboard.dKey.isPressed;
- if (aPressed)
- state.x -= 127;
- if (dPressed)
- state.x += 127;
- if (wPressed)
- state.y += 127;
- if (sPressed)
- state.y -= 127;
- // Map buttons to 1, 2, and 3.
- if (keyboard.digit1Key.isPressed)
- state.buttons |= 1 << 0;
- if (keyboard.digit2Key.isPressed)
- state.buttons |= 1 << 1;
- if (keyboard.digit3Key.isPressed)
- state.buttons |= 1 << 2;
- // Finally, queue the event.
- // NOTE: We are replacing the current device state wholesale here. An alternative
- // would be to use QueueDeltaStateEvent to replace only select memory contents.
- InputSystem.QueueStateEvent(this, state);
- }
- }
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