mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +00:00
heavy rework of our input system
- implement the InputController abstract class, an adapter class for any HID interface to use common controller methods relevant to Heaven Studio - implement InputKeyboard and InputJoyshock classes, for keyboard input and controllers driven by JoyShockLibrary respectively - add Linux compile of JoyShockLibrary
This commit is contained in:
parent
6699e7d98b
commit
ecbe84074f
19 changed files with 1009 additions and 337 deletions
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@ -43,11 +43,13 @@ public static class JSL
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public const int SplitFull = 3;
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// PS5 Player maps for the DS Player Lightbar
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public const int DS5P1 = 4;
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public const int DS5P2 = 10;
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public const int DS5P3 = 21;
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public const int DS5P4 = 27;
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public const int DS5P5 = 31;
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public static readonly int[] DualSensePlayerMask = {
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4,
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10,
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21,
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27,
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31
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};
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[StructLayout(LayoutKind.Sequential)]
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public struct JOY_SHOCK_STATE
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@ -100,6 +102,8 @@ public static class JSL
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public delegate void EventCallback(int handle, JOY_SHOCK_STATE state, JOY_SHOCK_STATE lastState,
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IMU_STATE imuState, IMU_STATE lastImuState, float deltaTime);
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public delegate void TouchCallback(int handle, TOUCH_STATE state, TOUCH_STATE lastState, float deltaTime);
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[DllImport("JoyShockLibrary")]
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public static extern int JslConnectDevices();
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@ -147,7 +151,7 @@ public static class JSL
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[DllImport("JoyShockLibrary")]
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public static extern void JslSetCallback(EventCallback callback);
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[DllImport("JoyShockLibrary")]
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public static extern void JslSetTouchCallback(EventCallback callback);
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public static extern void JslSetTouchCallback(TouchCallback callback);
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[DllImport("JoyShockLibrary")]
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public static extern int JslGetControllerType(int deviceId);
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BIN
Assets/Plugins/JSL/x64/libJoyShockLibrary.so
Normal file
BIN
Assets/Plugins/JSL/x64/libJoyShockLibrary.so
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Binary file not shown.
27
Assets/Plugins/JSL/x64/libJoyShockLibrary.so.meta
Normal file
27
Assets/Plugins/JSL/x64/libJoyShockLibrary.so.meta
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@ -0,0 +1,27 @@
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fileFormatVersion: 2
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guid: c785dbfac2c67974fa1cce056df6404d
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PluginImporter:
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externalObjects: {}
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serializedVersion: 2
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iconMap: {}
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executionOrder: {}
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defineConstraints: []
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isPreloaded: 0
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isOverridable: 0
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isExplicitlyReferenced: 0
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validateReferences: 1
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platformData:
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- first:
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Any:
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second:
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enabled: 1
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settings: {}
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- first:
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Editor: Editor
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second:
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enabled: 0
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settings:
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DefaultValueInitialized: true
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -198,7 +198,7 @@ namespace HeavenStudio
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// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
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private void Update()
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{
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PlayerInput.UpdateJoyShocks();
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PlayerInput.UpdateInputControllers();
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if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
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return;
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@ -528,12 +528,5 @@ namespace HeavenStudio
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{
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HeavenStudio.GameCamera.ResetAdditionalTransforms();
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}
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void OnApplicationQuit()
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{
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Debug.Log("Disconnecting JoyShocks...");
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JSL.JslSetCallback(null);
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JSL.JslDisconnectAndDisposeAll();
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}
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}
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}
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@ -59,6 +59,7 @@ namespace HeavenStudio
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DontDestroyOnLoad(this.gameObject);
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instance = this;
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Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
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PlayerInput.InitInputControllers();
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}
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public static GameObject CreateFade()
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@ -141,5 +142,11 @@ namespace HeavenStudio
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MasterVolume = value;
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AudioListener.volume = MasterVolume;
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}
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void OnApplicationQuit()
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{
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Debug.Log("Disconnecting JoyShocks...");
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PlayerInput.DisconnectJoyshocks();
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}
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}
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}
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8
Assets/Scripts/InputSystem.meta
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8
Assets/Scripts/InputSystem.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: f0c2ca50a4b8a1b499a3efd717f1daaa
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/InputSystem/ControllerTypes.meta
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8
Assets/Scripts/InputSystem/ControllerTypes.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dc30ca18de2bbc24d984b036097fe60d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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258
Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
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258
Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
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@ -0,0 +1,258 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using static JSL;
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namespace HeavenStudio.InputSystem
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{
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public class InputJoyshock : InputController
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{
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static string[] joyShockNames =
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{
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"Unknown",
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"Joy-Con (L)",
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"Joy-Con (R)",
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"Pro Controller",
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"DualShock 4",
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"DualSense"
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};
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int[] mappings = new int[]
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{
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ButtonMaskUp,
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ButtonMaskDown,
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ButtonMaskLeft,
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ButtonMaskRight,
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ButtonMaskS,
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ButtonMaskE,
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ButtonMaskW,
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ButtonMaskN,
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ButtonMaskL,
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ButtonMaskR,
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ButtonMaskPlus,
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};
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int joyshockHandle;
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int type;
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int splitType;
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string joyshockName;
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InputDirection hatDirectionCurrent;
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InputDirection hatDirectionLast;
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//buttons, sticks, triggers
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JOY_SHOCK_STATE joyBtStateCurrent, joyBtStateLast;
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//gyro and accelerometer
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IMU_STATE joyImuStateCurrent, joyImuStateLast;
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//touchpad
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TOUCH_STATE joyTouchStateCurrent, joyTouchStateLast;
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InputJoyshock otherHalf;
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public InputJoyshock(int handle)
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{
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joyshockHandle = handle;
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}
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public override void InitializeController()
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{
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joyBtStateCurrent = new JOY_SHOCK_STATE();
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joyBtStateLast = new JOY_SHOCK_STATE();
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joyImuStateCurrent = new IMU_STATE();
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joyImuStateLast = new IMU_STATE();
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joyTouchStateCurrent = new TOUCH_STATE();
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joyTouchStateLast = new TOUCH_STATE();
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//FUTURE: remappable controls
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type = JslGetControllerType(joyshockHandle);
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joyshockName = joyShockNames[type];
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splitType = JslGetControllerSplitType(joyshockHandle);
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}
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public override void UpdateState()
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{
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joyBtStateLast = joyBtStateCurrent;
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joyBtStateCurrent = JslGetSimpleState(joyshockHandle);
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}
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public override string GetDeviceName()
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{
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if (otherHalf != null)
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return "Joy-Con Pair";
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return joyshockName;
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}
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public override InputFeatures GetFeatures()
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{
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InputFeatures features = InputFeatures.Style_Pad | InputFeatures.Style_Baton;
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switch (type)
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{
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case TypeJoyConLeft:
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features |= InputFeatures.Readable_ShellColour | InputFeatures.Readable_ButtonColour | InputFeatures.Writable_PlayerLED | InputFeatures.Extra_SplitControllerLeft | InputFeatures.Extra_HDRumble;
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break;
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case TypeJoyConRight:
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features |= InputFeatures.Readable_ShellColour | InputFeatures.Readable_ButtonColour | InputFeatures.Writable_PlayerLED | InputFeatures.Extra_SplitControllerRight | InputFeatures.Extra_HDRumble;
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break;
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case TypeProController:
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features |= InputFeatures.Readable_ShellColour | InputFeatures.Readable_ButtonColour | InputFeatures.Readable_LeftGripColour | InputFeatures.Readable_RightGripColour | InputFeatures.Writable_PlayerLED | InputFeatures.Extra_HDRumble;
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break;
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case TypeDualShock4:
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features |= InputFeatures.Readable_AnalogueTriggers | InputFeatures.Readable_Pointer | InputFeatures.Writable_LightBar;
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break;
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case TypeDualSense:
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features |= InputFeatures.Readable_AnalogueTriggers | InputFeatures.Readable_Pointer | InputFeatures.Writable_PlayerLED | InputFeatures.Writable_LightBar;
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break;
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}
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features |= InputFeatures.Readable_MotionSensor | InputFeatures.Extra_Rumble | InputFeatures.Style_Pad | InputFeatures.Style_Baton | InputFeatures.Style_Touch;
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return features;
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}
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public override int GetLastButtonDown()
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{
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return BitwiseUtils.FirstSetBit(joyBtStateCurrent.buttons & joyBtStateLast.buttons);
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}
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public override KeyCode GetLastKeyDown()
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{
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return KeyCode.None;
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}
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public override bool GetButton(int button)
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{
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, mappings[button]);
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}
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public override bool GetButtonDown(int button)
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{
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, mappings[button]);
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}
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public override bool GetButtonUp(int button)
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{
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, mappings[button]);
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}
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public override float GetAxis(InputAxis axis)
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{
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switch (axis)
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{
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case InputAxis.AxisLTrigger:
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return joyBtStateCurrent.lTrigger;
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case InputAxis.AxisRTrigger:
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return joyBtStateCurrent.rTrigger;
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case InputAxis.AxisLStickX:
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return joyBtStateCurrent.stickLX;
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case InputAxis.AxisLStickY:
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return joyBtStateCurrent.stickLY;
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case InputAxis.AxisRStickX:
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return joyBtStateCurrent.stickRX;
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case InputAxis.AxisRStickY:
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return joyBtStateCurrent.stickRY;
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case InputAxis.TouchpadX: //isn't updated for now, so always returns 0f
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//return joyTouchStateCurrent.t0X;
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case InputAxis.TouchpadY:
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//return joyTouchStateCurrent.t0Y;
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default:
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return 0f;
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}
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}
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public override bool GetHatDirection(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskUp);
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case InputDirection.Down:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskDown);
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case InputDirection.Left:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskLeft);
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case InputDirection.Right:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskRight);
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default:
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return false;
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}
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}
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public override bool GetHatDirectionDown(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskUp);
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case InputDirection.Down:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskDown);
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case InputDirection.Left:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskLeft);
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case InputDirection.Right:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskRight);
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default:
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return false;
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}
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}
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public override bool GetHatDirectionUp(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskUp);
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case InputDirection.Down:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskDown);
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case InputDirection.Left:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskLeft);
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case InputDirection.Right:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskRight);
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default:
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return false;
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}
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}
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public override void SetPlayer(int playerNum)
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{
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if (playerNum == -1)
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{
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this.playerNum = null;
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JslSetPlayerNumber(joyshockHandle, 0);
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return;
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}
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if (type == TypeDualSense)
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{
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if (playerNum <= 4)
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{
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playerNum = DualSensePlayerMask[playerNum];
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}
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}
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JslSetPlayerNumber(joyshockHandle, playerNum);
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this.playerNum = playerNum;
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}
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public override int? GetPlayer()
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{
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return this.playerNum;
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}
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public int GetHandle()
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{
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return joyshockHandle;
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}
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public void DisconnectJoyshock()
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{
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if (otherHalf != null)
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{
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otherHalf = null;
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}
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JslSetRumble(joyshockHandle, 0, 0);
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JslSetLightColour(joyshockHandle, 0);
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JslSetPlayerNumber(joyshockHandle, 0);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: abe9a6a60f8629440a3cae605aca60a3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
154
Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
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154
Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static JSL;
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namespace HeavenStudio.InputSystem
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{
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public class InputKeyboard : InputController
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{
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static KeyCode[] keyCodes = (KeyCode[]) System.Enum.GetValues(typeof(UnityEngine.KeyCode));
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//FUTURE: remappable controls
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//KeyCode[] mappings = new KeyCode[Enum.GetNames(typeof(ButtonsPad)).Length];
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KeyCode[] mappings = new KeyCode[]
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{
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KeyCode.UpArrow,
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KeyCode.DownArrow,
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KeyCode.LeftArrow,
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KeyCode.RightArrow,
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KeyCode.X,
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KeyCode.Z,
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KeyCode.C,
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KeyCode.V,
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KeyCode.S,
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KeyCode.D,
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KeyCode.Return,
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};
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InputDirection hatDirectionCurrent;
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InputDirection hatDirectionLast;
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public override void InitializeController()
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{
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//FUTURE: remappable controls
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}
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public override void UpdateState()
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{
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// Update the state of the controller
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}
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public override string GetDeviceName()
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{
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return "Keyboard";
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}
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public override InputFeatures GetFeatures()
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{
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return InputFeatures.Readable_StringInput | InputFeatures.Style_Pad | InputFeatures.Style_Baton;
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}
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public override int GetLastButtonDown()
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{
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return 0;
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}
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public override KeyCode GetLastKeyDown()
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{
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for(KeyCode i = keyCodes[1]; i <= KeyCode.Menu; i++) {
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if (Input.GetKeyDown(i))
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return i;
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}
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return KeyCode.None;
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}
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public override bool GetButton(int button)
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{
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return Input.GetKey(mappings[button]);
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}
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public override bool GetButtonDown(int button)
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{
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return Input.GetKeyDown(mappings[button]);
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}
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public override bool GetButtonUp(int button)
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{
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return Input.GetKeyUp(mappings[button]);
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}
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public override float GetAxis(InputAxis axis)
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{
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return 0;
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}
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//todo: directionals
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public override bool GetHatDirection(InputDirection direction)
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{
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switch (direction)
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{
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case InputDirection.Up:
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return Input.GetKey(KeyCode.UpArrow);
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case InputDirection.Down:
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return Input.GetKey(KeyCode.DownArrow);
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case InputDirection.Left:
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return Input.GetKey(KeyCode.LeftArrow);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKey(KeyCode.RightArrow);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionDown(InputDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
return Input.GetKeyDown(KeyCode.UpArrow);
|
||||
case InputDirection.Down:
|
||||
return Input.GetKeyDown(KeyCode.DownArrow);
|
||||
case InputDirection.Left:
|
||||
return Input.GetKeyDown(KeyCode.LeftArrow);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKeyDown(KeyCode.RightArrow);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionUp(InputDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
return Input.GetKeyUp(KeyCode.UpArrow);
|
||||
case InputDirection.Down:
|
||||
return Input.GetKeyUp(KeyCode.DownArrow);
|
||||
case InputDirection.Left:
|
||||
return Input.GetKeyUp(KeyCode.LeftArrow);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKeyUp(KeyCode.RightArrow);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetPlayer(int playerNum)
|
||||
{
|
||||
if (playerNum == -1)
|
||||
{
|
||||
this.playerNum = null;
|
||||
return;
|
||||
}
|
||||
this.playerNum = playerNum;
|
||||
}
|
||||
|
||||
public override int? GetPlayer()
|
||||
{
|
||||
return playerNum;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 19bccc8eebf390943a5c6d8bc59f4c7f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
168
Assets/Scripts/InputSystem/InputController.cs
Normal file
168
Assets/Scripts/InputSystem/InputController.cs
Normal file
|
@ -0,0 +1,168 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.InputSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Generic class to allow adapting any type and combination of HIDs to a universal controller format.
|
||||
/// Specifically designed for Heaven Studio, but can be adapted to any use.
|
||||
/// </summary>
|
||||
public abstract class InputController
|
||||
{
|
||||
//Buttons and Axis used by most controllers
|
||||
public enum InputButtons : int
|
||||
{
|
||||
ButtonPadUp = 0,
|
||||
ButtonPadDown = 1,
|
||||
ButtonPadLeft = 2,
|
||||
ButtonPadRight = 3,
|
||||
ButtonPlus = 4,
|
||||
ButtonOptions = 4,
|
||||
ButtonMinus = 5,
|
||||
ButtonShare = 5,
|
||||
ButtonLClick = 6,
|
||||
ButtonRClick = 7,
|
||||
ButtonL = 8,
|
||||
ButtonR = 9,
|
||||
ButtonZL = 10,
|
||||
ButtonZR = 11,
|
||||
ButtonFaceS = 12,
|
||||
ButtonFaceE = 13,
|
||||
ButtonFaceW = 14,
|
||||
ButtonFaceN = 15,
|
||||
ButtonHome = 16,
|
||||
ButtonPS = 16,
|
||||
ButtonCapture = 17,
|
||||
ButtonTouchpadClick = 17,
|
||||
ButtonSL = 18,
|
||||
ButtonSR = 19,
|
||||
}
|
||||
public enum InputAxis : int
|
||||
{
|
||||
AxisLTrigger = 4,
|
||||
AxisRTrigger = 5,
|
||||
AxisLStickX = 0,
|
||||
AxisLStickY = 1,
|
||||
AxisRStickX = 2,
|
||||
AxisRStickY = 3,
|
||||
TouchpadX = 6,
|
||||
TouchpadY = 7
|
||||
}
|
||||
|
||||
//D-Pad directions, usable to adapt analogue sticks to cardinal directions
|
||||
public enum InputDirection : int
|
||||
{
|
||||
Up = 0,
|
||||
Right = 1,
|
||||
Down = 2,
|
||||
Left = 3,
|
||||
}
|
||||
|
||||
//Common specific controller features
|
||||
[System.Flags]
|
||||
public enum InputFeatures
|
||||
{
|
||||
//readable properties
|
||||
Readable_ShellColour,
|
||||
Readable_ButtonColour,
|
||||
Readable_LeftGripColour,
|
||||
Readable_RightGripColour,
|
||||
Readable_AnalogueTriggers,
|
||||
Readable_StringInput,
|
||||
Readable_Pointer,
|
||||
Readable_MotionSensor,
|
||||
|
||||
//writable properties
|
||||
Writable_PlayerLED,
|
||||
Writable_LightBar,
|
||||
Writable_Chroma,
|
||||
Writable_Speaker,
|
||||
|
||||
//other / "special" properties
|
||||
Extra_SplitControllerLeft,
|
||||
Extra_SplitControllerRight,
|
||||
Extra_Rumble,
|
||||
Extra_HDRumble,
|
||||
|
||||
//supported control styles
|
||||
Style_Pad,
|
||||
Style_Baton,
|
||||
Style_Touch
|
||||
};
|
||||
|
||||
//Following enums are specific to Heaven Studio, can be removed in other applications
|
||||
//Control styles in Heaven Studio
|
||||
public enum ControlStyles
|
||||
{
|
||||
Pad,
|
||||
Baton,
|
||||
Touch
|
||||
}
|
||||
|
||||
//buttons used in Heaven Studio gameplay (Pad Style)
|
||||
public enum ButtonsPad : int
|
||||
{
|
||||
PadUp = 0,
|
||||
PadDown = 1,
|
||||
PadLeft = 2,
|
||||
PadRight = 3,
|
||||
PadS = 4,
|
||||
PadE = 5,
|
||||
PadW = 6,
|
||||
PadN = 7,
|
||||
PadL = 8,
|
||||
PadR = 9,
|
||||
PadPause = 10,
|
||||
}
|
||||
|
||||
//FUTURE: buttons used in Heaven Studio gameplay ("Form Baton" / WiiMote Style)
|
||||
public enum ButtonsBaton : int
|
||||
{
|
||||
BatonS = 0, //-- all these...
|
||||
BatonE = 1, // |
|
||||
BatonW = 2, // |
|
||||
BatonN = 3, //--
|
||||
BatonA = 4, // < ...map to this, but are directional
|
||||
BatonB = 5, // should never be used alone
|
||||
Baton1 = 6,
|
||||
Baton2 = 7,
|
||||
BatonPause = 8,
|
||||
}
|
||||
|
||||
//FUTURE: buttons used in Heaven Studio gameplay (Touch Style)
|
||||
public enum ButtonsTouch : int
|
||||
{
|
||||
TouchL = 0,
|
||||
TouchR = 1,
|
||||
TouchTap = 2,
|
||||
TouchFlick = 3,
|
||||
TouchButtonL = 4,
|
||||
TouchButtonR = 4,
|
||||
}
|
||||
|
||||
protected int? playerNum;
|
||||
|
||||
public abstract void InitializeController();
|
||||
public abstract void UpdateState(); // Update the state of the controller
|
||||
|
||||
public abstract string GetDeviceName(); // Get the name of the controller
|
||||
public abstract InputFeatures GetFeatures(); // Get the features of the controller
|
||||
|
||||
public abstract int GetLastButtonDown(); // Get the last button down
|
||||
public abstract KeyCode GetLastKeyDown(); // Get the last key down (used for keyboards and other devices that use Keycode)
|
||||
public abstract bool GetButton(int button); // is button currently pressed?
|
||||
public abstract bool GetButtonDown(int button); // is button just pressed?
|
||||
public abstract bool GetButtonUp(int button); // is button just released?
|
||||
public abstract float GetAxis(InputAxis axis); // Get the value of an axis
|
||||
public abstract bool GetHatDirection(InputDirection direction); // is direction active?
|
||||
public abstract bool GetHatDirectionDown(InputDirection direction); // direction just became active?
|
||||
public abstract bool GetHatDirectionUp(InputDirection direction); // direction just became inactive?
|
||||
|
||||
public abstract void SetPlayer(int playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
|
||||
public abstract int? GetPlayer(); // Get the player number (null if no player)
|
||||
|
||||
//public abstract Sprite GetDisplayIcon(); //"big icon" for the controller in the settings menu
|
||||
//public abstract Sprite GetPlaybackIcon(); //"small icon" for the controller during playback
|
||||
}
|
||||
}
|
11
Assets/Scripts/InputSystem/InputController.cs.meta
Normal file
11
Assets/Scripts/InputSystem/InputController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f940937684f598749af06c1297727c4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
227
Assets/Scripts/InputSystem/PlayerInput.cs
Normal file
227
Assets/Scripts/InputSystem/PlayerInput.cs
Normal file
|
@ -0,0 +1,227 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class PlayerInput
|
||||
{
|
||||
//Clockwise
|
||||
public const int UP = 0;
|
||||
public const int RIGHT = 1;
|
||||
public const int DOWN = 2;
|
||||
public const int LEFT = 3;
|
||||
|
||||
///////////////////////////////
|
||||
////TEMPORARY JSL FUNCTIONS////
|
||||
///////////////////////////////
|
||||
|
||||
static int jslDevicesFound = 0;
|
||||
static int jslDevicesConnected = 0;
|
||||
static int[] jslDeviceHandles;
|
||||
|
||||
static List<InputController> inputDevices;
|
||||
|
||||
public static int InitInputControllers()
|
||||
{
|
||||
inputDevices = new List<InputController>();
|
||||
//Keyboard setup
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
//end Keyboard setup
|
||||
|
||||
//JoyShock setup
|
||||
Debug.Log("Flushing possible JoyShocks...");
|
||||
DisconnectJoyshocks();
|
||||
|
||||
jslDevicesFound = JslConnectDevices();
|
||||
if (jslDevicesFound > 0)
|
||||
{
|
||||
jslDeviceHandles = new int[jslDevicesFound];
|
||||
jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
|
||||
if (jslDevicesConnected < jslDevicesFound)
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks, but only " + jslDevicesConnected + " are connected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
||||
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
||||
}
|
||||
|
||||
foreach (int i in jslDeviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
InputJoyshock joyshock = new InputJoyshock(i);
|
||||
joyshock.InitializeController();
|
||||
joyshock.SetPlayer(inputDevices.Count + 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No JoyShocks found.");
|
||||
}
|
||||
//end JoyShock setup
|
||||
|
||||
//TODO: XInput setup (boo)
|
||||
//end XInput setup
|
||||
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
public static int GetNumControllersConnected()
|
||||
{
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
public static List<InputController> GetInputControllers()
|
||||
{
|
||||
return inputDevices;
|
||||
}
|
||||
|
||||
public static InputController GetInputController(int player)
|
||||
{
|
||||
//select input controller that has player field set to player
|
||||
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
|
||||
//so such controllers should have a reference to the other controller in the pair
|
||||
foreach (InputController i in inputDevices)
|
||||
{
|
||||
if (i.GetPlayer() == player)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public static void UpdateInputControllers()
|
||||
{
|
||||
foreach (InputController i in inputDevices)
|
||||
{
|
||||
i.UpdateState();
|
||||
}
|
||||
}
|
||||
|
||||
public static void DisconnectJoyshocks()
|
||||
{
|
||||
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
|
||||
{
|
||||
foreach (InputController i in inputDevices)
|
||||
{
|
||||
if (typeof(InputJoyshock) == i.GetType())
|
||||
{
|
||||
InputJoyshock joy = (InputJoyshock)i;
|
||||
joy.DisconnectJoyshock();
|
||||
}
|
||||
}
|
||||
}
|
||||
JslDisconnectAndDisposeAll();
|
||||
jslDevicesFound = 0;
|
||||
jslDevicesConnected = 0;
|
||||
}
|
||||
|
||||
// The autoplay isn't activated AND
|
||||
// The song is actually playing AND
|
||||
// The GameManager allows you to Input
|
||||
public static bool playerHasControl()
|
||||
{
|
||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
/*--------------------*/
|
||||
/* MAIN INPUT METHODS */
|
||||
/*--------------------*/
|
||||
|
||||
// BUTTONS
|
||||
//TODO: refactor for controller and custom binds, currently uses temporary button checks
|
||||
|
||||
public static bool Pressed(bool includeDPad = false)
|
||||
{
|
||||
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
||||
}
|
||||
|
||||
public static bool PressedUp(bool includeDPad = false)
|
||||
{
|
||||
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
|
||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool Pressing(bool includeDPad = false)
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
|
||||
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
public static bool AltPressed()
|
||||
{
|
||||
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
|
||||
return down && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressedUp()
|
||||
{
|
||||
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
|
||||
return up && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressing()
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
|
||||
return pressing && playerHasControl();
|
||||
}
|
||||
|
||||
//Directions
|
||||
|
||||
public static bool GetAnyDirectionDown()
|
||||
{
|
||||
return (GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadUp)
|
||||
|| GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadDown)
|
||||
|| GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadLeft)
|
||||
|| GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionUp()
|
||||
{
|
||||
return (GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadUp)
|
||||
|| GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadDown)
|
||||
|| GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadLeft)
|
||||
|| GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirection()
|
||||
{
|
||||
return (GetInputController(1).GetButton((int) InputController.ButtonsPad.PadUp)
|
||||
|| GetInputController(1).GetButton((int) InputController.ButtonsPad.PadDown)
|
||||
|| GetInputController(1).GetButton((int) InputController.ButtonsPad.PadLeft)
|
||||
|| GetInputController(1).GetButton((int) InputController.ButtonsPad.PadRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirection(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionDown(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionUp(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9503627b14bba414cae0fbc5da9e4120
|
||||
guid: ff41ce113a3b89f4892e362c8ef3d773
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
|
@ -1,8 +1,12 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
using HeavenStudio;
|
||||
using HeavenStudio.InputSystem;
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
|
@ -11,13 +15,52 @@ namespace HeavenStudio.Editor
|
|||
{
|
||||
[SerializeField] private TMP_Text numConnectedLabel;
|
||||
[SerializeField] private TMP_Text currentControllerLabel;
|
||||
[SerializeField] private TMP_Dropdown controllersDropdown;
|
||||
[SerializeField] private TMP_Dropdown splitControllersDropdown;
|
||||
|
||||
private void Start() {
|
||||
numConnectedLabel.text = "Connected: " + PlayerInput.GetNumControllersConnected();
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
|
||||
}
|
||||
|
||||
public void SearchAndConnectControllers()
|
||||
{
|
||||
int connected = PlayerInput.InitJoyShocks();
|
||||
int connected = PlayerInput.InitInputControllers();
|
||||
numConnectedLabel.text = "Connected: " + connected;
|
||||
//do this better
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetJoyShockName(0);
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
|
||||
}
|
||||
|
||||
public void populateControllersDropdown()
|
||||
{
|
||||
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
|
||||
var vals = PlayerInput.GetInputControllers();
|
||||
for (int i = 0; i < vals.Count; i++)
|
||||
{
|
||||
TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData();
|
||||
optionData.text = vals[i].GetDeviceName();
|
||||
dropDownData.Add(optionData);
|
||||
}
|
||||
controllersDropdown.AddOptions(dropDownData);
|
||||
controllersDropdown.value = 0;
|
||||
}
|
||||
|
||||
public void populateSplitControllersDropdown()
|
||||
{
|
||||
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
|
||||
var vals = PlayerInput.GetInputControllers();
|
||||
InputController.InputFeatures features;
|
||||
for (int i = 0; i < vals.Count; i++)
|
||||
{
|
||||
features = vals[i].GetFeatures();
|
||||
if (features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft) || features.HasFlag(InputController.InputFeatures.Extra_SplitControllerRight))
|
||||
{
|
||||
TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData();
|
||||
optionData.text = vals[i].GetDeviceName();
|
||||
dropDownData.Add(optionData);
|
||||
}
|
||||
}
|
||||
splitControllersDropdown.AddOptions(dropDownData);
|
||||
splitControllersDropdown.value = 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,319 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class PlayerInput
|
||||
{
|
||||
///////////////////////////////
|
||||
////TEMPORARY JSL FUNCTIONS////
|
||||
///////////////////////////////
|
||||
static string[] joyShockNames =
|
||||
{
|
||||
"Unknown",
|
||||
"Joy-Con (L)",
|
||||
"Joy-Con (R)",
|
||||
"Pro Controller",
|
||||
"DualShock 4",
|
||||
"DualSense"
|
||||
};
|
||||
|
||||
static int numDevicesFound = 0;
|
||||
static int numDevicesConnected = 0;
|
||||
static int[] deviceHandles;
|
||||
|
||||
static Dictionary<int, JOY_SHOCK_STATE> joyBtStateCurrent;
|
||||
static Dictionary<int, JOY_SHOCK_STATE> joyBtStateLast;
|
||||
|
||||
static Dictionary<int, IMU_STATE> joyImuStateCurrent;
|
||||
static Dictionary<int, IMU_STATE> joyImuStateLast;
|
||||
|
||||
public static int InitJoyShocks()
|
||||
{
|
||||
//flush old joyshocks
|
||||
Debug.Log("Flushing possible JoyShocks...");
|
||||
JslDisconnectAndDisposeAll();
|
||||
|
||||
numDevicesFound = 0;
|
||||
numDevicesConnected = 0;
|
||||
|
||||
numDevicesFound = JslConnectDevices();
|
||||
if (numDevicesFound > 0)
|
||||
{
|
||||
deviceHandles = new int[numDevicesFound];
|
||||
numDevicesConnected = JslGetConnectedDeviceHandles(deviceHandles, numDevicesFound);
|
||||
joyBtStateCurrent = new Dictionary<int, JOY_SHOCK_STATE>();
|
||||
joyBtStateLast = new Dictionary<int, JOY_SHOCK_STATE>();
|
||||
if (numDevicesConnected < numDevicesFound)
|
||||
{
|
||||
Debug.Log("Found " + numDevicesFound + " JoyShocks, but only " + numDevicesConnected + " are connected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Found " + numDevicesFound + " JoyShocks.");
|
||||
Debug.Log("Connected " + numDevicesConnected + " JoyShocks.");
|
||||
}
|
||||
|
||||
foreach (int i in deviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: " + joyShockNames[JslGetControllerType(i)] + " ( Player " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
}
|
||||
return numDevicesConnected;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No JoyShocks found.");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
public static string GetJoyShockName(int playerNum)
|
||||
{
|
||||
return joyShockNames[JslGetControllerType(deviceHandles[playerNum])];
|
||||
}
|
||||
|
||||
public static void UpdateJoyShocks()
|
||||
{
|
||||
if (deviceHandles == null || numDevicesConnected == 0) return;
|
||||
foreach (var id in deviceHandles)
|
||||
{
|
||||
if (joyBtStateCurrent.ContainsKey(id))
|
||||
{
|
||||
joyBtStateLast[id] = joyBtStateCurrent[id];
|
||||
}
|
||||
else
|
||||
{
|
||||
joyBtStateLast[id] = new JOY_SHOCK_STATE();
|
||||
}
|
||||
joyBtStateCurrent[id] = JslGetSimpleState(id);
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: refactor to allow controller selection (and for split controllers, multiple controllers)
|
||||
static bool GetJoyBtDown(int bt)
|
||||
{
|
||||
if (deviceHandles == null || numDevicesConnected <= 0) // <= player number in the future
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bt = 1 << bt;
|
||||
int p1Id = deviceHandles[0];
|
||||
try
|
||||
{
|
||||
int curBt = joyBtStateCurrent[p1Id].buttons;
|
||||
int oldBt = joyBtStateLast[p1Id].buttons;
|
||||
return ((curBt & bt) == bt) && ((oldBt & bt) != bt);
|
||||
}
|
||||
catch (System.Exception)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
static bool GetJoyBt(int bt)
|
||||
{
|
||||
if (deviceHandles == null || numDevicesConnected <= 0) // <= player number in the future
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bt = 1 << bt;
|
||||
int p1Id = deviceHandles[0];
|
||||
try
|
||||
{
|
||||
int curBt = joyBtStateCurrent[p1Id].buttons;
|
||||
return (curBt & bt) == bt;
|
||||
}
|
||||
catch (System.Exception)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static bool GetJoyBtUp(int bt)
|
||||
{
|
||||
if (deviceHandles == null || numDevicesConnected <= 0) // <= player number in the future
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bt = 1 << bt;
|
||||
int p1Id = deviceHandles[0];
|
||||
try
|
||||
{
|
||||
int curBt = joyBtStateCurrent[p1Id].buttons;
|
||||
int oldBt = joyBtStateLast[p1Id].buttons;
|
||||
return ((curBt & bt) != bt) && ((oldBt & bt) == bt);
|
||||
}
|
||||
catch (System.Exception)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
////END TEMPORARY JSL FUNCTIONS
|
||||
///////////////////////////////
|
||||
|
||||
//Clockwise
|
||||
public const int UP = 0;
|
||||
public const int RIGHT = 1;
|
||||
public const int DOWN = 2;
|
||||
public const int LEFT = 3;
|
||||
|
||||
// The autoplay isn't activated AND
|
||||
// The song is actually playing AND
|
||||
// The GameManager allows you to Input
|
||||
public static bool playerHasControl()
|
||||
{
|
||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
/*--------------------*/
|
||||
/* MAIN INPUT METHODS */
|
||||
/*--------------------*/
|
||||
|
||||
// BUTTONS
|
||||
//TODO: refactor for controller and custom binds, currently uses temporary button checks
|
||||
|
||||
public static bool Pressed(bool includeDPad = false)
|
||||
{
|
||||
bool keyDown = Input.GetKeyDown(KeyCode.Z) || GetJoyBtDown(ButtonMaskE) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
||||
}
|
||||
|
||||
public static bool PressedUp(bool includeDPad = false)
|
||||
{
|
||||
bool keyUp = Input.GetKeyUp(KeyCode.Z) || GetJoyBtUp(ButtonMaskE) || (includeDPad && GetAnyDirectionUp());
|
||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool Pressing(bool includeDPad = false)
|
||||
{
|
||||
bool pressing = Input.GetKey(KeyCode.Z) || GetJoyBt(ButtonMaskE) || (includeDPad && GetAnyDirection());
|
||||
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
public static bool AltPressed()
|
||||
{
|
||||
bool down = Input.GetKeyDown(KeyCode.X) || GetJoyBtDown(ButtonMaskS);
|
||||
return down && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressedUp()
|
||||
{
|
||||
bool up = Input.GetKeyUp(KeyCode.X) || GetJoyBtUp(ButtonMaskS);
|
||||
return up && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressing()
|
||||
{
|
||||
bool pressing = Input.GetKey(KeyCode.X) || GetJoyBt(ButtonMaskS);
|
||||
return pressing && playerHasControl();
|
||||
}
|
||||
|
||||
//Directions
|
||||
|
||||
public static bool GetAnyDirectionDown()
|
||||
{
|
||||
return (Input.GetKeyDown(KeyCode.UpArrow)
|
||||
|| Input.GetKeyDown(KeyCode.DownArrow)
|
||||
|| Input.GetKeyDown(KeyCode.LeftArrow)
|
||||
|| Input.GetKeyDown(KeyCode.RightArrow)
|
||||
|
||||
|| GetJoyBtDown(ButtonMaskUp)
|
||||
|| GetJoyBtDown(ButtonMaskDown)
|
||||
|| GetJoyBtDown(ButtonMaskLeft)
|
||||
|| GetJoyBtDown(ButtonMaskRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionUp()
|
||||
{
|
||||
return (Input.GetKeyUp(KeyCode.UpArrow)
|
||||
|| Input.GetKeyUp(KeyCode.DownArrow)
|
||||
|| Input.GetKeyUp(KeyCode.LeftArrow)
|
||||
|| Input.GetKeyUp(KeyCode.RightArrow)
|
||||
|
||||
|| GetJoyBtUp(ButtonMaskUp)
|
||||
|| GetJoyBtUp(ButtonMaskDown)
|
||||
|| GetJoyBtUp(ButtonMaskLeft)
|
||||
|| GetJoyBtUp(ButtonMaskRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirection()
|
||||
{
|
||||
return (Input.GetKey(KeyCode.UpArrow)
|
||||
|| Input.GetKey(KeyCode.DownArrow)
|
||||
|| Input.GetKey(KeyCode.LeftArrow)
|
||||
|| Input.GetKey(KeyCode.RightArrow)
|
||||
|
||||
|| GetJoyBt(ButtonMaskUp)
|
||||
|| GetJoyBt(ButtonMaskDown)
|
||||
|| GetJoyBt(ButtonMaskLeft)
|
||||
|| GetJoyBt(ButtonMaskRight)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionDown(int direction)
|
||||
{
|
||||
KeyCode targetCode = getKeyCode(direction);
|
||||
if (targetCode == KeyCode.None) return false;
|
||||
|
||||
int targetMask = getButtonMask(direction);
|
||||
if (targetMask == 0) return false;
|
||||
return (Input.GetKeyDown(targetCode) || GetJoyBtDown(targetMask)) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionUp(int direction)
|
||||
{
|
||||
KeyCode targetCode = getKeyCode(direction);
|
||||
if (targetCode == KeyCode.None) return false;
|
||||
|
||||
int targetMask = getButtonMask(direction);
|
||||
if (targetMask == 0) return false;
|
||||
|
||||
return (Input.GetKeyUp(targetCode) || GetJoyBtUp(targetMask)) && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
private static KeyCode getKeyCode(int direction)
|
||||
{
|
||||
KeyCode targetKeyCode;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case PlayerInput.UP: targetKeyCode = KeyCode.UpArrow; break;
|
||||
case PlayerInput.DOWN: targetKeyCode = KeyCode.DownArrow; break;
|
||||
case PlayerInput.LEFT: targetKeyCode = KeyCode.LeftArrow; break;
|
||||
case PlayerInput.RIGHT: targetKeyCode = KeyCode.RightArrow; break;
|
||||
default: targetKeyCode = KeyCode.None; break;
|
||||
}
|
||||
|
||||
return targetKeyCode;
|
||||
}
|
||||
|
||||
private static int getButtonMask(int direction)
|
||||
{
|
||||
int targetKeyCode;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case PlayerInput.UP: targetKeyCode = ButtonMaskUp; break;
|
||||
case PlayerInput.DOWN: targetKeyCode = ButtonMaskDown; break;
|
||||
case PlayerInput.LEFT: targetKeyCode = ButtonMaskLeft; break;
|
||||
case PlayerInput.RIGHT: targetKeyCode = ButtonMaskRight; break;
|
||||
default: targetKeyCode = -1; break;
|
||||
}
|
||||
|
||||
return targetKeyCode;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
50
Assets/Scripts/Util/BitwiseUtils.cs
Normal file
50
Assets/Scripts/Util/BitwiseUtils.cs
Normal file
|
@ -0,0 +1,50 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace HeavenStudio.Util
|
||||
{
|
||||
public static class BitwiseUtils
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns the value of the lowest set bit in the given integer.
|
||||
/// </summary>
|
||||
/// <param name="num">The integer to check.</param>
|
||||
public static int FirstSetBit(int num)
|
||||
{
|
||||
return num & (-num);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the wanted bit is set in the given integer.
|
||||
/// </summary>
|
||||
/// <param name="num">The integer to check.</param>
|
||||
/// <param name="want">The bit(s) to check for.</param>
|
||||
public static bool WantCurrent(int num, int want)
|
||||
{
|
||||
return (num & want) == want;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the wanted bit is set in the first integer, and not in the second.
|
||||
/// </summary>
|
||||
/// <param name="num1">The first integer to check.</param>
|
||||
/// <param name="num2">The second integer to check.</param>
|
||||
/// <param name="want">The bit(s) to check for.</param>
|
||||
public static bool WantCurrentAndNotLast(int num1, int num2, int want)
|
||||
{
|
||||
return ((num1 & want) == want) && ((num2 & want) != want);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the wanted bit is not set in the first integer, but set in the second.
|
||||
/// </summary>
|
||||
/// <param name="num1">The first integer to check.</param>
|
||||
/// <param name="num2">The second integer to check.</param>
|
||||
/// <param name="want">The bit(s) to check for.</param>
|
||||
public static bool WantNotCurrentAndLast(int num1, int num2, int want)
|
||||
{
|
||||
return ((num1 & want) != want) && ((num2 & want) == want);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Util/BitwiseUtils.cs.meta
Normal file
11
Assets/Scripts/Util/BitwiseUtils.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 18f088a4c3c17b143a1985f3cee5d90a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue