mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 10:35:16 +00:00
d3c3beb950
- fix controller feature flags not actually being flags
170 lines
No EOL
6 KiB
C#
170 lines
No EOL
6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.InputSystem
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{
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/// <summary>
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/// Generic class to allow adapting any type and combination of HIDs to a universal controller format.
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/// Specifically designed for Heaven Studio, but can be adapted to any use.
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/// </summary>
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public abstract class InputController
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{
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//Buttons and Axis used by most controllers
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public enum InputButtons : int
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{
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ButtonPadUp = 0,
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ButtonPadDown = 1,
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ButtonPadLeft = 2,
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ButtonPadRight = 3,
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ButtonPlus = 4,
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ButtonOptions = 4,
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ButtonMinus = 5,
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ButtonShare = 5,
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ButtonLClick = 6,
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ButtonRClick = 7,
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ButtonL = 8,
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ButtonR = 9,
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ButtonZL = 10,
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ButtonZR = 11,
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ButtonFaceS = 12,
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ButtonFaceE = 13,
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ButtonFaceW = 14,
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ButtonFaceN = 15,
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ButtonHome = 16,
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ButtonPS = 16,
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ButtonCapture = 17,
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ButtonTouchpadClick = 17,
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ButtonSL = 18,
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ButtonSR = 19,
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}
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public enum InputAxis : int
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{
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AxisLTrigger = 4,
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AxisRTrigger = 5,
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AxisLStickX = 0,
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AxisLStickY = 1,
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AxisRStickX = 2,
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AxisRStickY = 3,
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TouchpadX = 6,
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TouchpadY = 7
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}
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//D-Pad directions, usable to adapt analogue sticks to cardinal directions
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public enum InputDirection : int
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{
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Up = 0,
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Right = 1,
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Down = 2,
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Left = 3,
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}
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//Common specific controller features
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[System.Flags]
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public enum InputFeatures
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{
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//readable properties
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Readable_ShellColour = 1 << 0,
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Readable_ButtonColour = 1 << 1,
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Readable_LeftGripColour = 1 << 2,
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Readable_RightGripColour = 1 << 3,
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Readable_AnalogueTriggers = 1 << 4,
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Readable_StringInput = 1 << 5,
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Readable_Pointer = 1 << 6,
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Readable_MotionSensor = 1 << 7,
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//writable properties
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Writable_PlayerLED = 1 << 8,
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Writable_LightBar = 1 << 9,
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Writable_Chroma = 1 << 10,
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Writable_Speaker = 1 << 11,
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//other / "special" properties
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Extra_SplitControllerLeft = 1 << 12,
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Extra_SplitControllerRight = 1 << 13,
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Extra_Rumble = 1 << 14,
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Extra_HDRumble = 1 << 15,
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//supported control styles
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Style_Pad = 1 << 16,
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Style_Baton = 1 << 17,
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Style_Touch = 1 << 18,
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};
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//Following enums are specific to Heaven Studio, can be removed in other applications
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//Control styles in Heaven Studio
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public enum ControlStyles
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{
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Pad,
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Baton,
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Touch
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}
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//buttons used in Heaven Studio gameplay (Pad Style)
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public enum ButtonsPad : int
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{
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PadUp = 0,
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PadDown = 1,
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PadLeft = 2,
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PadRight = 3,
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PadS = 4,
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PadE = 5,
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PadW = 6,
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PadN = 7,
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PadL = 8,
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PadR = 9,
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PadPause = 10,
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}
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//FUTURE: buttons used in Heaven Studio gameplay ("Form Baton" / WiiMote Style)
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public enum ButtonsBaton : int
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{
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BatonS = 0, //-- all these...
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BatonE = 1, // |
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BatonW = 2, // |
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BatonN = 3, //--
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BatonA = 4, // < ...map to this, but are directional
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BatonB = 5, // should never be used alone
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Baton1 = 6,
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Baton2 = 7,
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BatonPause = 8,
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}
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//FUTURE: buttons used in Heaven Studio gameplay (Touch Style)
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public enum ButtonsTouch : int
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{
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TouchL = 0,
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TouchR = 1,
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TouchTap = 2,
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TouchFlick = 3,
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TouchButtonL = 4,
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TouchButtonR = 4,
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}
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protected int? playerNum;
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protected int directionStateCurrent = 0;
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protected int directionStateLast = 0;
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public abstract void InitializeController();
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public abstract void UpdateState(); // Update the state of the controller
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public abstract string GetDeviceName(); // Get the name of the controller
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public abstract InputFeatures GetFeatures(); // Get the features of the controller
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public abstract int GetLastButtonDown(); // Get the last button down
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public abstract KeyCode GetLastKeyDown(); // Get the last key down (used for keyboards and other devices that use Keycode)
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public abstract bool GetButton(int button); // is button currently pressed?
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public abstract bool GetButtonDown(int button); // is button just pressed?
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public abstract bool GetButtonUp(int button); // is button just released?
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public abstract float GetAxis(InputAxis axis); // Get the value of an axis
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public abstract bool GetHatDirection(InputDirection direction); // is direction active?
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public abstract bool GetHatDirectionDown(InputDirection direction); // direction just became active?
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public abstract bool GetHatDirectionUp(InputDirection direction); // direction just became inactive?
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public abstract void SetPlayer(int? playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
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public abstract int? GetPlayer(); // Get the player number (null if no player)
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//public abstract Sprite GetDisplayIcon(); //"big icon" for the controller in the settings menu
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//public abstract Sprite GetPlaybackIcon(); //"small icon" for the controller during playback
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}
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} |