Net-Game/Library/PackageCache/com.unity.inputsystem@e2c83221d2dc/InputSystem/Devices/Gamepad.cs
2025-03-28 08:33:16 -04:00

810 lines
35 KiB
C#

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.
///
/// If your gamepad data is arriving in a different format, you should extend the "Gamepad" layout and customize its Controls.
///
/// A real-world example of this is the Xbox Controller on macOS, which is supported through HID. Its layout looks like this:
///
/// <example>
/// <code>
/// {
/// "name" : "XboxGamepadOSX",
/// "extend" : "Gamepad",
/// "format" : "HID",
/// "device" : { "interface" : "HID", "product" : "Xbox.*Controller" },
/// "controls" : [
/// { "name" : "leftShoulder", "offset" : 2, "bit" : 8 },
/// { "name" : "rightShoulder", "offset" : 2, "bit" : 9 },
/// { "name" : "leftStickPress", "offset" : 2, "bit" : 14 },
/// { "name" : "rightStickPress", "offset" : 2, "bit" : 15 },
/// { "name" : "buttonSouth", "offset" : 2, "bit" : 12 },
/// { "name" : "buttonEast", "offset" : 2, "bit" : 13 },
/// { "name" : "buttonWest", "offset" : 2, "bit" : 14 },
/// { "name" : "buttonNorth", "offset" : 2, "bit" : 15 },
/// { "name" : "dpad", "offset" : 2 },
/// { "name" : "dpad/up", "offset" : 0, "bit" : 8 },
/// { "name" : "dpad/down", "offset" : 0, "bit" : 9 },
/// { "name" : "dpad/left", "offset" : 0, "bit" : 10 },
/// { "name" : "dpad/right", "offset" : 0, "bit" : 11 },
/// { "name" : "start", "offset" : 2, "bit" : 4 },
/// { "name" : "select", "offset" : 2, "bit" : 5 },
/// { "name" : "xbox", "offset" : 2, "bit" : 2, "layout" : "Button" },
/// { "name" : "leftTrigger", "offset" : 4, "format" : "BYTE" },
/// { "name" : "rightTrigger", "offset" : 5, "format" : "BYTE" },
/// { "name" : "leftStick", "offset" : 6, "format" : "VC2S" },
/// { "name" : "leftStick/x", "offset" : 0, "format" : "SHRT", "parameters" : "normalize,normalizeMin=-0.5,normalizeMax=0.5" },
/// { "name" : "leftStick/y", "offset" : 2, "format" : "SHRT", "parameters" : "invert,normalize,normalizeMin=-0.5,normalizeMax=0.5" },
/// { "name" : "rightStick", "offset" : 10, "format" : "VC2S" },
/// { "name" : "rightStick/x", "offset" : 0, "format" : "SHRT", "parameters" : "normalize,normalizeMin=-0.5,normalizeMax=0.5" },
/// { "name" : "rightStick/y", "offset" : 2, "format" : "SHRT", "parameters" : "invert,normalize,normalizeMin=-0.5,normalizeMax=0.5" }
/// ]
/// }
/// </code>
/// </example>
///
/// The same principle applies if some buttons on your Device are swapped, for example. In this case, you can remap their offsets.
///
///
///
///
/// </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 Sony consoles, we use the platform defaults as the gamepad-wide short default names.
#if UNITY_PS4 || UNITY_PS5
internal const string ButtonSouthShortDisplayName = "Cross";
internal const string ButtonNorthShortDisplayName = "Triangle";
internal const string ButtonWestShortDisplayName = "Square";
internal const string ButtonEastShortDisplayName = "Circle";
#elif UNITY_SWITCH
internal const string ButtonSouthShortDisplayName = "B";
internal const string ButtonNorthShortDisplayName = "X";
internal const string ButtonWestShortDisplayName = "Y";
internal const string ButtonEastShortDisplayName = "A";
#else
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>
/// <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 = "Button South", shortDisplayName = ButtonSouthShortDisplayName)]
[InputControl(name = "buttonWest", layout = "Button", bit = (uint)GamepadButton.West, usage = "SecondaryAction", aliases = new[] { "x", "square" }, displayName = "Button West", shortDisplayName = ButtonWestShortDisplayName)]
[InputControl(name = "buttonNorth", layout = "Button", bit = (uint)GamepadButton.North, aliases = new[] { "y", "triangle" }, displayName = "Button North", shortDisplayName = ButtonNorthShortDisplayName)]
[InputControl(name = "buttonEast", layout = "Button", bit = (uint)GamepadButton.East, usages = new[] { "Back", "Cancel" }, aliases = new[] { "b", "circle" }, displayName = "Button East", 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>
/// A 2D vector representing the current position of the left stick on a gamepad.
/// </summary>
/// <remarks>Each axis of the 2D vector's range goes from -1 to 1. 0 represents the stick in its center position, and -1 or 1 represents the the stick pushed to its extent in each direction along the axis.</remarks>
/// <seealso cref="Gamepad.leftStick"/>
[InputControl(layout = "Stick", usage = "Primary2DMotion", processors = "stickDeadzone", displayName = "Left Stick", shortDisplayName = "LS")]
[FieldOffset(4)]
public Vector2 leftStick;
/// <summary>
/// A 2D vector representing the current position of the right stick on a gamepad.
/// </summary>
/// <remarks>Each axis of the 2D vector's range goes from -1 to 1.
/// 0 represents the stick in its center position.
/// -1 or 1 represents the stick pushed to its extent in each direction along the axis.</remarks>
/// <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>
/// The current position of the left trigger on a gamepad.
/// </summary>
/// <remarks>The value's range goes from 0 to 1.
/// 0 represents the trigger in its neutral position.
/// 1 represents the trigger in its fully pressed position.</remarks>
/// <seealso cref="Gamepad.leftTrigger"/>
[InputControl(layout = "Button", format = "FLT", usage = "SecondaryTrigger", displayName = "Left Trigger", shortDisplayName = "LT")]
[FieldOffset(20)]
public float leftTrigger;
/// <summary>
/// The current position of the right trigger on a gamepad.
/// </summary>
/// <remarks>The value's range goes from 0 to 1.
/// 0 represents the trigger in its neutral position.
/// 1 represents the trigger in its fully pressed position.</remarks>
/// <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>
/// <remarks> Holds the format tag for GamepadState ("GPAD")</remarks>
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)
{
Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
var bit = 1U << (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)
{
Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask");
var bit = 1U << (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.
/// </remarks>
/// <example>
/// <code source="../../DocCodeSamples.Tests/GamepadExample.cs" />
/// </example>
/// <seealso cref="all"/>
/// <seealso cref="current"/>
/// <seealso cref="GamepadState"/>
/// <seealso cref="InputDevice"/>
/// <seealso cref="SetMotorSpeeds"/>
/// <seealso cref="ButtonControl.wasPressedThisFrame"/>
[InputControlLayout(stateType = typeof(GamepadState), isGenericTypeOfDevice = true)]
public class Gamepad : InputDevice, IDualMotorRumble
{
/// <summary>
/// The left face button of the gamepad.
/// </summary>
/// <remarks>
/// Control representing the X/Square face button.
/// On an Xbox controller, this is the <see cref="xButton"/> and on the PS4 controller, this is the
/// <see cref="squareButton"/>.
/// </remarks>
public ButtonControl buttonWest { get; protected set; }
/// <summary>
/// The top face button of the gamepad.
/// </summary>
/// <remarks>
/// Control representing the Y/Triangle face button.
/// On an Xbox controller, this is the <see cref="yButton"/> and on the PS4 controller, this is the
/// <see cref="triangleButton"/>.
/// </remarks>
public ButtonControl buttonNorth { get; protected set; }
/// <summary>
/// The bottom face button of the gamepad.
/// </summary>
/// <remarks>
/// Control representing the A/Cross face button.
/// On an Xbox controller, this is the <see cref="aButton"/> and on the PS4 controller, this is the
/// <see cref="crossButton"/>.
/// </remarks>
public ButtonControl buttonSouth { get; protected set; }
/// <summary>
/// The right face button of the gamepad.
/// </summary>
/// <remarks>
/// Control representing the B/Circle face button.
/// On an Xbox controller, this is the <see cref="bButton"/> and on the PS4 controller, this is the
/// <see cref="circleButton"/>.
/// </remarks>
public ButtonControl buttonEast { get; protected set; }
/// <summary>
/// The button that gets triggered when <see cref="leftStick"/> is pressed down.
/// </summary>
/// <remarks>Control representing a click with the left stick.</remarks>
public ButtonControl leftStickButton { get; protected set; }
/// <summary>
/// The button that gets triggered when <see cref="rightStick"/> is pressed down.
/// </summary>
/// <remarks>Control representing a click with the right stick.</remarks>
public ButtonControl rightStickButton { get; protected set; }
/// <summary>
/// The right button in the middle section of the gamepad (called "menu" on Xbox
/// controllers and "options" on PS4 controllers).
/// </summary>
/// <remarks>Control representing the right button in midsection.</remarks>
public ButtonControl startButton { get; protected set; }
/// <summary>
/// The left button in the middle section of the gamepad (called "view" on Xbox
/// controllers and "share" on PS4 controllers).
/// </summary>
/// <remarks>Control representing the left button in midsection.</remarks>
public ButtonControl selectButton { get; protected set; }
/// <summary>
/// The 4-way directional pad on the gamepad.
/// </summary>
/// <remarks>Control representing the d-pad.</remarks>
public DpadControl dpad { get; protected set; }
/// <summary>
/// The left shoulder/bumper button that sits on top of <see cref="leftTrigger"/>.
/// </summary>
/// <remarks>
/// Control representing the left shoulder button.
/// 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; protected set; }
/// <summary>
/// The right shoulder/bumper button that sits on top of <see cref="rightTrigger"/>.
/// </summary>
/// <remarks>
/// Control representing the right shoulder button.
/// 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; protected set; }
/// <summary>
/// The left thumbstick on the gamepad.
/// </summary>
/// <remarks>Control representing the left thumbstick.</remarks>
public StickControl leftStick { get; protected set; }
/// <summary>
/// The right thumbstick on the gamepad.
/// </summary>
/// <remarks>Control representing the right thumbstick.</remarks>
public StickControl rightStick { get; protected set; }
/// <summary>
/// The left trigger button sitting below <see cref="leftShoulder"/>.
/// </summary>
/// <remarks>Control representing the left trigger button.
/// On PS4 controllers, this button is referred to as "L2".
/// </remarks>
public ButtonControl leftTrigger { get; protected set; }
/// <summary>
/// The right trigger button sitting below <see cref="rightShoulder"/>.
/// </summary>
/// <remarks>Control representing the right trigger button.
/// On PS4 controllers, this button is referred to as "R2".
/// </remarks>
public ButtonControl rightTrigger { get; protected set; }
/// <summary>
/// Same as <see cref="buttonSouth"/>. Xbox-style alias.
/// </summary>
public ButtonControl aButton => buttonSouth;
/// <summary>
/// Same as <see cref="buttonEast"/>. Xbox-style alias.
/// </summary>
public ButtonControl bButton => buttonEast;
/// <summary>
/// Same as <see cref="buttonWest"/> Xbox-style alias.
/// </summary>
public ButtonControl xButton => buttonWest;
/// <summary>
/// Same as <see cref="buttonNorth"/>. Xbox-style alias.
/// </summary>
public ButtonControl yButton => buttonNorth;
/// <summary>
/// Same as <see cref="buttonNorth"/>. PS4-style alias.
/// </summary>
public ButtonControl triangleButton => buttonNorth;
/// <summary>
/// Same as <see cref="buttonWest"/>. PS4-style alias.
/// </summary>
public ButtonControl squareButton => buttonWest;
/// <summary>
/// Same as <see cref="buttonEast"/>. PS4-style alias.
/// </summary>
public ButtonControl circleButton => buttonEast;
/// <summary>
/// Same as <see cref="buttonSouth"/>. PS4-style alias.
/// </summary>
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="ArgumentException"><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>
/// <remarks>
/// When added, a device is automatically made current (see <see cref="InputDevice.MakeCurrent"/>), so
/// when connecting a gamepad, it will also become current. After that, it will only become current again
/// when input change on non-noisy controls (see <see cref="InputControl.noisy"/>) is received. It will also
/// be available once <see cref="all"/> is queried.
///
/// For local multiplayer scenarios (or whenever there are multiple gamepads that need to be usable
/// in a concurrent fashion), it is not recommended to rely on this property. Instead, it is recommended
/// to use <see cref="PlayerInput"/> or <see cref="Users.InputUser"/>.
/// </remarks>
public static Gamepad current { get; private set; }
/// <summary>
/// A list of gamepads currently connected to the system.
/// </summary>
/// <remarks>
/// Returns all currently connected gamepads.
///
/// 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.
///
/// Alternately, for querying a single gamepad, you can use <see cref="current"/> for example.
/// </remarks>
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.
///
/// More remarks are available in <see cref="InputDevice.MakeCurrent()"/> when it comes to devices with
/// <see cref="InputControl.noisy"/> controls.
/// </remarks>
/// <example>
/// <code>
/// using System;
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class MakeCurrentGamepadExample : MonoBehaviour
/// {
/// void Update()
/// {
/// /// Make the first Gamepad always the current one
/// if (Gamepad.all.Count > 0)
/// {
/// Gamepad.all[0].MakeCurrent();
/// }
/// }
/// }
/// </code>
/// </example>
public override void MakeCurrent()
{
base.MakeCurrent();
current = this;
}
/// <inheritdoc cref="InputDevice.OnAdded"/>
/// <summary>
/// Called when a gamepad is added to the system.
/// </summary>
/// <remarks>
/// Override this method if you want to do additional processing when a gamepad becomes connected. After this method is called, the gamepad is automatically added to the list of <see cref="all"/> gamepads.
/// </remarks>
protected override void OnAdded()
{
ArrayHelpers.AppendWithCapacity(ref s_Gamepads, ref s_GamepadCount, this);
}
/// <inheritdoc cref="InputDevice.OnRemoved"/>
/// <summary>
/// Called when the gamepad is removed from the system.
/// </summary>
/// <remarks>
/// Override this method if you want to do additional processing when a gamepad becomes disconnected. After this method is called, the gamepad is automatically removed from the list of <see cref="all"/> gamepads.
/// </remarks>
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.
/// </summary>
/// <remarks>
/// It will pause rumble effects and save the current motor speeds.
/// Resume from those speeds with <see cref="ResumeHaptics"/>.
/// Some devices such as <see cref="DualShock.DualSenseGamepadHID"/> and
/// <see cref="DualShock.DualShock4GamepadHID"/> can also set the LED color when this method is called.
/// </remarks>
/// <seealso cref="IDualMotorRumble"/>
/// <example>
/// <code source="../../DocCodeSamples.Tests/GamepadHapticsExample.cs"/>
/// </example>
public virtual void PauseHaptics()
{
m_Rumble.PauseHaptics(this);
}
/// <summary>
/// Resume rumble effects on the gamepad.
/// </summary>
/// <remarks>
/// It will resume rumble effects from the previously set motor speeds, such as motor speeds saved when
/// calling <see cref="PauseHaptics"/>.
/// Some devices such as <see cref="DualShock.DualSenseGamepadHID"/> and
/// <see cref="DualShock.DualShock4GamepadHID"/> can also set the LED color when this method is called.
/// </remarks>
/// <seealso cref="IDualMotorRumble"/>
/// <example>
/// <code source="../../DocCodeSamples.Tests/GamepadHapticsExample.cs"/>
/// </example>
public virtual void ResumeHaptics()
{
m_Rumble.ResumeHaptics(this);
}
/// <summary>
/// Resets rumble effects on the gamepad by setting motor speeds to 0.
/// </summary>
/// <remarks>
/// Some devices such as <see cref="DualShock.DualSenseGamepadHID"/> and
/// <see cref="DualShock.DualShock4GamepadHID"/> can also set the LED color when this method is called.
/// </remarks>
/// <seealso cref="IDualMotorRumble"/>
/// <example>
/// <code source="../../DocCodeSamples.Tests/GamepadHapticsExample.cs"/>
/// </example>
public virtual void ResetHaptics()
{
m_Rumble.ResetHaptics(this);
}
/// <inheritdoc />
/// <example>
/// <code source="../../DocCodeSamples.Tests/GamepadHapticsExample.cs"/>
/// </example>
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;
}
}