using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
namespace HeavenStudio.InputSystem
{
///
/// 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.
///
public abstract class InputController
{
public enum InputAxis : int
{
AxisLTrigger = 4,
AxisRTrigger = 5,
AxisLStickX = 0,
AxisLStickY = 1,
AxisRStickX = 2,
AxisRStickY = 3,
PointerX = 6,
PointerY = 7,
PointerDeltaX = 8,
PointerDeltaY = 9
}
public enum InputVector : int
{
LStick = 0,
RStick = 1,
Pointer = 2,
PointerSpeed = 3,
Gyroscope = 4,
Accelerometer = 5,
}
//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 = 1 << 0,
Readable_ButtonColour = 1 << 1,
Readable_LeftGripColour = 1 << 2,
Readable_RightGripColour = 1 << 3,
Readable_AnalogueTriggers = 1 << 4,
Readable_StringInput = 1 << 5,
Readable_Pointer = 1 << 6,
Readable_MotionSensor = 1 << 7,
//writable properties
Writable_PlayerLED = 1 << 8,
Writable_LightBar = 1 << 9,
Writable_Chroma = 1 << 10,
Writable_Speaker = 1 << 11,
//other / "special" properties
Extra_SplitControllerLeft = 1 << 12,
Extra_SplitControllerRight = 1 << 13,
Extra_Rumble = 1 << 14,
Extra_HDRumble = 1 << 15,
//supported control styles
Style_Pad = 1 << 16,
Style_Baton = 1 << 17,
Style_Touch = 1 << 18,
};
//Following enums are specific to Heaven Studio, can be removed in other applications
//Control styles in Heaven Studio
public enum ControlStyles
{
Pad,
Touch,
Baton,
// Move
}
public const int BINDS_MAX = 12; //maximum number of binds per controller
//buttons used in Heaven Studio gameplay (Pad Style)
public enum ActionsPad : int
{
Up = 0,
Down = 1,
Left = 2,
Right = 3,
South = 4,
East = 5,
West = 6,
North = 7,
ButtonL = 8,
ButtonR = 9,
Pause = 10,
}
//buttons used in Heaven Studio gameplay ("Form Baton" / WiiMote Style)
public enum ActionsBaton : int
{
North = 0, //-- all these...
South = 1, // |
West = 2, // |
East = 3, //--
Trigger = 4, // < ...are also equivalent to this, but with added directionality
Face = 5,
Down = 6, // Wiimote 1
Up = 7, // Wiimote 2
Pause = 8,
}
//buttons used in Heaven Studio gameplay (Touch Style)
public enum ActionsTouch : int
{
// flicks and swipes are handled as motions, and don't have bindings
Tap = 0,
Left = 1, // also maps to tap, but with directionality (tap the left side of the panel). internally, maps to Pointer 1
Right = 2, // also maps to tap, but with directionality (tap the right side of the panel). internally, maps to Pointer 2
ButtonL = 3,
ButtonR = 4,
PointerReset = 5,
Pause = 6,
}
//buttons used in Heaven Studio gameplay (Move Style)
public enum ActionsMove : int
{
Button = 0,
Pause = 1,
}
[System.Serializable]
public struct ControlBindings
{
public int[] Pad;
public int[] Baton;
public int[] Touch;
public int[] Move;
public float PointerSensitivity;
}
// FUTURE: Move Style needs to be implemented per-game (maybe implement checks for common actions?)
protected ControlBindings currentBindings;
protected int? playerNum;
protected int directionStateCurrent = 0;
protected int directionStateLast = 0;
public abstract void InitializeController();
public abstract void UpdateState(); // Update the state of the controller
public abstract void OnSelected();
public abstract string GetDeviceName(); // Get the name of the controller
public abstract string[] GetButtonNames(); // Get the names of the buttons on the controller
public abstract InputFeatures GetFeatures(); // Get the features of the controller
public abstract bool GetIsConnected();
public abstract bool GetIsPoorConnection();
public void SaveBindings()
{
if (!Directory.Exists($"{Application.persistentDataPath}/controls"))
Directory.CreateDirectory($"{Application.persistentDataPath}/controls");
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
string json = JsonUtility.ToJson(currentBindings);
File.WriteAllText(path, json);
}
public void LoadBindings()
{
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
if (File.Exists(path))
{
string json = File.ReadAllText(path);
if (json is not null or "")
{
currentBindings = JsonUtility.FromJson(json);
}
else
{
ResetBindings();
}
}
else
{
ResetBindings();
}
}
///
/// Gets the controller's default mappings
///
///
public abstract ControlBindings GetDefaultBindings();
///
/// Resets the controller's mappings to default
///
public abstract void ResetBindings();
///
/// Gets the controller's current mappings
///
///
public abstract ControlBindings GetCurrentBindings();
///
/// Sets the controller's current mappings
///
///
public abstract void SetCurrentBindings(ControlBindings newBinds);
///
/// Whether a given action can have be rebount
///
/// action to check
/// control style to check
///
public abstract bool GetIsActionUnbindable(int action, ControlStyles style);
///
/// Gets the last pressed physical button
///
///
public abstract int GetLastButtonDown(bool strict = false);
///
/// Gets the last pressed virtual action
///
///
public abstract int GetLastActionDown();
///
/// True if the given action is being held
///
///
///
public abstract bool GetAction(ControlStyles style, int action);
///
/// True if the action was just pressed this Update
///
///
/// time since the reported event, use to compensate for controller delays
///
public abstract bool GetActionDown(ControlStyles style, int action, out double dt);
///
/// True if the action was just released this Update
///
///
/// time since the reported event, use to compensate for controller delays
///
public abstract bool GetActionUp(ControlStyles style, int action, out double dt);
///
/// Get the value of an analogue axis
///
///
///
public abstract float GetAxis(InputAxis axis);
///
/// Get the value of a 3d vector (2d vectors have z set to 0)
///
///
///
public abstract Vector3 GetVector(InputVector vector);
///
/// Get the value of a pointer mapped to world coordinates
///
///
public abstract Vector2 GetPointer();
public abstract bool GetPointerLeftRight();
public abstract void TogglePointerLock(bool locked);
public abstract void RecentrePointer();
///
/// True if the current direction is active
///
///
///
public abstract bool GetHatDirection(InputDirection direction);
///
/// True if the current direction just became active this Update
///
///
/// time since the reported event, use to compensate for controller delays
///
public abstract bool GetHatDirectionDown(InputDirection direction, out double dt);
///
/// True if the current direction just became inactive this Update
///
///
/// time since the reported event, use to compensate for controller delays
///
public abstract bool GetHatDirectionUp(InputDirection direction, out double dt);
public abstract bool GetFlick(out double dt);
public abstract bool GetSlide(out double dt);
public abstract bool GetSqueezeDown(out double dt);
public abstract bool GetSqueezeUp(out double dt);
public abstract bool GetSqueeze();
///
/// Sets the player number (starts at 1, set to -1 or null for no player)
///
///
public abstract void SetPlayer(int? playerNum);
///
/// Gets the player number (starts at 1, -1 or null for no player)
///
///
public abstract int? GetPlayer();
public abstract void SetMaterialProperties(Material m);
public abstract bool GetCurrentStyleSupported();
public abstract ControlStyles GetDefaultStyle();
}
}