mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
85706b47c7
* *don't* cause a stack overflow when polling split controller * update JSL (DualSense Edge support) add ability to update controller bindings * (temporarily) get rid of everything joy-con pair related * prepare the new controller update JSL * implementation of joycon pair * properly do the material * finish implementation
338 lines
No EOL
11 KiB
C#
338 lines
No EOL
11 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.IO;
|
|
|
|
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
|
|
{
|
|
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 version;
|
|
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 "")
|
|
{
|
|
try
|
|
{
|
|
currentBindings = JsonUtility.FromJson<ControlBindings>(json);
|
|
if (currentBindings.version != GetBindingsVersion())
|
|
{
|
|
currentBindings = UpdateBindings(currentBindings);
|
|
SaveBindings();
|
|
}
|
|
}
|
|
catch (System.Exception)
|
|
{
|
|
ResetBindings();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ResetBindings();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ResetBindings();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the controller's default mappings
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract ControlBindings GetDefaultBindings();
|
|
|
|
/// <summary>
|
|
/// Resets the controller's mappings to default
|
|
/// </summary>
|
|
public abstract void ResetBindings();
|
|
|
|
/// <summary>
|
|
/// Gets the controller's current mappings
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract ControlBindings GetCurrentBindings();
|
|
|
|
/// <summary>
|
|
/// Sets the controller's current mappings
|
|
/// </summary>
|
|
/// <param name="newBinds"></param>
|
|
public abstract void SetCurrentBindings(ControlBindings newBinds);
|
|
|
|
/// <summary>
|
|
/// updates controller bindings to new versions
|
|
/// </summary>
|
|
/// <param name="lastBinds">bindings of a previous version</param>
|
|
/// <returns></returns>
|
|
public abstract ControlBindings UpdateBindings(ControlBindings lastBinds);
|
|
|
|
/// <summary>
|
|
/// gets the current bindings version for this controller
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int GetBindingsVersion();
|
|
|
|
/// <summary>
|
|
/// Whether a given action can have be rebount
|
|
/// </summary>
|
|
/// <param name="action">action to check</param>
|
|
/// <param name="style">control style to check</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetIsActionUnbindable(int action, ControlStyles style);
|
|
|
|
/// <summary>
|
|
/// Gets the last pressed physical button
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int GetLastButtonDown(bool strict = false);
|
|
|
|
/// <summary>
|
|
/// Gets the last pressed virtual action
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int GetLastActionDown();
|
|
|
|
/// <summary>
|
|
/// True if the given action is being held
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <returns></returns>
|
|
public abstract bool GetAction(ControlStyles style, int action);
|
|
|
|
/// <summary>
|
|
/// True if the action was just pressed this Update
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetActionDown(ControlStyles style, int action, out double dt);
|
|
|
|
/// <summary>
|
|
/// True if the action was just released this Update
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetActionUp(ControlStyles style, int action, out double dt);
|
|
|
|
/// <summary>
|
|
/// Get the value of an analogue axis
|
|
/// </summary>
|
|
/// <param name="axis"></param>
|
|
/// <returns></returns>
|
|
public abstract float GetAxis(InputAxis axis);
|
|
|
|
/// <summary>
|
|
/// Get the value of a 3d vector (2d vectors have z set to 0)
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
/// <returns></returns>
|
|
public abstract Vector3 GetVector(InputVector vector);
|
|
|
|
/// <summary>
|
|
/// Get the value of a pointer mapped to world coordinates
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract Vector2 GetPointer();
|
|
public abstract bool GetPointerLeftRight();
|
|
public abstract void TogglePointerLock(bool locked);
|
|
public abstract void RecentrePointer();
|
|
|
|
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();
|
|
|
|
/// <summary>
|
|
/// Sets the player number (starts at 1, set to -1 or null for no player)
|
|
/// </summary>
|
|
/// <param name="playerNum"></param>
|
|
public abstract void SetPlayer(int? playerNum);
|
|
|
|
/// <summary>
|
|
/// Gets the player number (starts at 1, -1 or null for no player)
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int? GetPlayer();
|
|
|
|
public abstract void SetMaterialProperties(Material m);
|
|
|
|
public abstract bool GetCurrentStyleSupported();
|
|
public abstract ControlStyles GetDefaultStyle();
|
|
}
|
|
} |