UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Plugins/WebGL/WebGLSupport.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_WEBGL || UNITY_EDITOR
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.WebGL.LowLevel;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using System;
namespace UnityEngine.InputSystem.WebGL
{
#if UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
public
#else
internal
#endif
static class WebGLSupport
{
private const string InterfaceName = "WebGL";
public static void Initialize()
{
// We only turn gamepads with the "standard" mapping into actual Gamepads.
InputSystem.RegisterLayout<WebGLGamepad>(
matches: new InputDeviceMatcher()
.WithInterface(InterfaceName)
.WithDeviceClass("Gamepad")
.WithCapability("mapping", "standard"));
InputSystem.onFindLayoutForDevice += OnFindLayoutForDevice;
}
internal static string OnFindLayoutForDevice(ref InputDeviceDescription description,
string matchedLayout, InputDeviceExecuteCommandDelegate executeCommandDelegate)
{
// If the device isn't a WebGL device, we're not interested.
if (string.Compare(description.interfaceName, InterfaceName, StringComparison.InvariantCultureIgnoreCase) != 0)
return null;
// If it was matched by the standard mapping, we don't need to fall back to generating a layout.
if (!string.IsNullOrEmpty(matchedLayout) && matchedLayout != "Gamepad")
return null;
var deviceMatcher = InputDeviceMatcher.FromDeviceDescription(description);
var layout = new WebGLLayoutBuilder {capabilities = WebGLDeviceCapabilities.FromJson(description.capabilities)};
InputSystem.RegisterLayoutBuilder(() => layout.Build(),
description.product, "Joystick", deviceMatcher);
return description.product;
}
[Serializable]
private class WebGLLayoutBuilder
{
public WebGLDeviceCapabilities capabilities;
public InputControlLayout Build()
{
var builder = new InputControlLayout.Builder
{
type = typeof(WebGLJoystick),
extendsLayout = "Joystick",
stateFormat = new FourCC('H', 'T', 'M', 'L')
};
// Best guess: Treat first two axes as stick
uint offset = 0;
if (capabilities.numAxes >= 2)
{
var stickName = "Stick";
builder.AddControl(stickName)
.WithLayout("Stick")
.WithByteOffset(offset)
.WithSizeInBits(64)
.WithFormat(InputStateBlock.FormatFloat);
builder.AddControl(stickName + "/x")
.WithLayout("Axis")
.WithByteOffset(offset)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
builder.AddControl(stickName + "/y")
.WithLayout("Axis")
.WithByteOffset(offset + 4)
.WithParameters("invert")
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
//Need to handle Up/Down/Left/Right
builder.AddControl(stickName + "/up")
.WithLayout("Button")
.WithParameters("clamp=1,clampMin=-1,clampMax=0,invert")
.WithByteOffset(offset + 4)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
builder.AddControl(stickName + "/down")
.WithLayout("Button")
.WithParameters("clamp=1,clampMin=0,clampMax=1")
.WithByteOffset(offset + 4)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
builder.AddControl(stickName + "/left")
.WithLayout("Button")
.WithParameters("clamp=1,clampMin=-1,clampMax=0,invert")
.WithByteOffset(offset)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
builder.AddControl(stickName + "/right")
.WithLayout("Button")
.WithParameters("clamp=1,clampMin=0,clampMax=1")
.WithByteOffset(offset)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
offset += 8;
}
for (var axis = 2; axis < capabilities.numAxes; axis++)
{
builder.AddControl($"Axis {axis - 1}")
.WithLayout("Axis")
.WithByteOffset(offset)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
offset += 4;
}
var buttonStartOffset = offset;
for (var button = 0; button < capabilities.numButtons; button++)
{
builder.AddControl($"Button {button + 1}")
.WithLayout("Button")
.WithByteOffset(offset)
.WithSizeInBits(32)
.WithFormat(InputStateBlock.FormatFloat);
offset += 4;
}
builder.AddControl("Trigger")
.WithLayout("AnyKey")
.WithByteOffset(buttonStartOffset)
.IsSynthetic(true)
.WithSizeInBits((uint)(32 * capabilities.numButtons))
.WithFormat(InputStateBlock.FormatBit);
return builder.Build();
}
}
}
}
#endif // UNITY_WEBGL || UNITY_EDITOR