public XInputDevice(int deviceIndex, XInputDeviceManager owner)
     : base("XInput Controller")
 {
     this.owner       = owner;
     DeviceIndex      = deviceIndex;
     base.SortOrder   = deviceIndex;
     base.Meta        = "XInput Device #" + deviceIndex;
     base.DeviceClass = InputDeviceClass.Controller;
     base.DeviceStyle = InputDeviceStyle.XboxOne;
     AddControl(InputControlType.LeftStickLeft, "Left Stick Left", 0.2f, 0.9f);
     AddControl(InputControlType.LeftStickRight, "Left Stick Right", 0.2f, 0.9f);
     AddControl(InputControlType.LeftStickUp, "Left Stick Up", 0.2f, 0.9f);
     AddControl(InputControlType.LeftStickDown, "Left Stick Down", 0.2f, 0.9f);
     AddControl(InputControlType.RightStickLeft, "Right Stick Left", 0.2f, 0.9f);
     AddControl(InputControlType.RightStickRight, "Right Stick Right", 0.2f, 0.9f);
     AddControl(InputControlType.RightStickUp, "Right Stick Up", 0.2f, 0.9f);
     AddControl(InputControlType.RightStickDown, "Right Stick Down", 0.2f, 0.9f);
     AddControl(InputControlType.LeftTrigger, "Left Trigger", 0.2f, 0.9f);
     AddControl(InputControlType.RightTrigger, "Right Trigger", 0.2f, 0.9f);
     AddControl(InputControlType.DPadUp, "DPad Up", 0.2f, 0.9f);
     AddControl(InputControlType.DPadDown, "DPad Down", 0.2f, 0.9f);
     AddControl(InputControlType.DPadLeft, "DPad Left", 0.2f, 0.9f);
     AddControl(InputControlType.DPadRight, "DPad Right", 0.2f, 0.9f);
     AddControl(InputControlType.Action1, "A");
     AddControl(InputControlType.Action2, "B");
     AddControl(InputControlType.Action3, "X");
     AddControl(InputControlType.Action4, "Y");
     AddControl(InputControlType.LeftBumper, "Left Bumper");
     AddControl(InputControlType.RightBumper, "Right Bumper");
     AddControl(InputControlType.LeftStickButton, "Left Stick Button");
     AddControl(InputControlType.RightStickButton, "Right Stick Button");
     AddControl(InputControlType.Start, "Start");
     AddControl(InputControlType.Back, "Back");
 }
Exemple #2
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        public static void Setup()
        {
            if (isSetup)
            {
                return;
            }

            Platform = (SystemInfo.operatingSystem + " " + SystemInfo.deviceModel).ToUpper();

            initialTime    = 0.0f;
            currentTime    = 0.0f;
            lastUpdateTime = 0.0f;
            currentTick    = 0;

            inputDeviceManagers.Clear();
            Devices.Clear();
            activeDevice = InputDevice.Null;

            isSetup = true;

                        #if UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (enableXInput)
            {
                XInputDeviceManager.Enable();
            }
                        #endif

            AddDeviceManager(new UnityInputDeviceManager());

            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }
        }
Exemple #3
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        internal static bool SetupInternal()
        {
            if (IsSetup)
            {
                return(false);
            }

                        #if !NETFX_CORE && !UNITY_WEBPLAYER && !UNITY_EDITOR_OSX && (UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN)
            Platform = (Utility.GetWindowsVersion() + " " + SystemInfo.deviceModel).ToUpper();
                        #else
            Platform = (SystemInfo.operatingSystem + " " + SystemInfo.deviceModel).ToUpper();
                        #endif

            initialTime    = 0.0f;
            currentTime    = 0.0f;
            lastUpdateTime = 0.0f;
            currentTick    = 0;

            deviceManagers.Clear();
            deviceManagerTable.Clear();
            devices.Clear();
            Devices      = new ReadOnlyCollection <InputDevice>(devices);
            activeDevice = InputDevice.Null;

            IsSetup = true;

                        #if UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (EnableXInput)
            {
                XInputDeviceManager.Enable();
            }
                        #endif

                        #if UNITY_IOS
            if (EnableICade)
            {
                ICadeDeviceManager.Enable();
            }
                        #endif

            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }

            var addUnityInputDeviceManager = true;

                        #if UNITY_ANDROID && INCONTROL_OUYA && !UNITY_EDITOR
            addUnityInputDeviceManager = false;
                        #endif

            if (addUnityInputDeviceManager)
            {
                AddDeviceManager <UnityInputDeviceManager>();
            }

            return(true);
        }
Exemple #4
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        internal static void SetupInternal()
        {
            if (isSetup)
            {
                return;
            }

            Platform = (SystemInfo.operatingSystem + " " + SystemInfo.deviceModel).ToUpper();

            initialTime    = 0.0f;
            currentTime    = 0.0f;
            lastUpdateTime = 0.0f;
            currentTick    = 0;

            inputDeviceManagers.Clear();
            devices.Clear();
            Devices      = new ReadOnlyCollection <InputDevice>(devices);
            activeDevice = InputDevice.Null;

            isSetup = true;

                        #if UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (enableXInput)
            {
                XInputDeviceManager.Enable();
            }
            if (enablePS4Win)
            {
                PS4WinDeviceManager.Enable();
            }
            #endif

            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }

            var addUnityInputDeviceManager = true;

                        #if UNITY_ANDROID && INCONTROL_OUYA && !UNITY_EDITOR
            addUnityInputDeviceManager = false;
                        #endif

            if (addUnityInputDeviceManager)
            {
                AddDeviceManager <UnityInputDeviceManager>();
            }
        }
Exemple #5
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        public XInputDevice(int deviceIndex, XInputDeviceManager owner)
            : base("XInput Controller")
        {
            this.owner = owner;

            DeviceIndex = deviceIndex;
            SortOrder   = deviceIndex;

            Meta = "XInput Device #" + deviceIndex;

            DeviceClass = InputDeviceClass.Controller;
            DeviceStyle = InputDeviceStyle.XboxOne;

            AddControl(InputControlType.LeftStickLeft, "Left Stick Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickRight, "Left Stick Right", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickUp, "Left Stick Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickDown, "Left Stick Down", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.RightStickLeft, "Right Stick Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickRight, "Right Stick Right", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickUp, "Right Stick Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickDown, "Right Stick Down", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.LeftTrigger, "Left Trigger", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightTrigger, "Right Trigger", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.DPadUp, "DPad Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadDown, "DPad Down", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadLeft, "DPad Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadRight, "DPad Right", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.Action1, "A");
            AddControl(InputControlType.Action2, "B");
            AddControl(InputControlType.Action3, "X");
            AddControl(InputControlType.Action4, "Y");

            AddControl(InputControlType.LeftBumper, "Left Bumper");
            AddControl(InputControlType.RightBumper, "Right Bumper");

            AddControl(InputControlType.LeftStickButton, "Left Stick Button");
            AddControl(InputControlType.RightStickButton, "Right Stick Button");

            AddControl(InputControlType.View, "View");
            AddControl(InputControlType.Menu, "Menu");
        }
Exemple #6
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        public static void Enable()
        {
            var errors = new List <string>();

            if (XInputDeviceManager.CheckPlatformSupport(errors))
            {
                InputManager.HideDevicesWithProfile(typeof(Xbox360WinProfile));
                InputManager.HideDevicesWithProfile(typeof(LogitechF710ModeXWinProfile));
                InputManager.AddDeviceManager(new XInputDeviceManager());
            }
            else
            {
                foreach (var error in errors)
                {
                    Logger.LogError(error);
                }
            }
        }
Exemple #7
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		public XInputDevice( int deviceIndex, XInputDeviceManager owner )
			: base( "XInput Controller" )
		{
			this.owner = owner;

			DeviceIndex = deviceIndex;
			SortOrder = deviceIndex;

			Meta = "XInput Device #" + deviceIndex;

			AddControl( InputControlType.LeftStickLeft, "Left Stick Left", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.LeftStickRight, "Left Stick Right", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.LeftStickUp, "Left Stick Up", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.LeftStickDown, "Left Stick Down", LowerDeadZone, UpperDeadZone );

			AddControl( InputControlType.RightStickLeft, "Right Stick Left", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.RightStickRight, "Right Stick Right", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.RightStickUp, "Right Stick Up", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.RightStickDown, "Right Stick Down", LowerDeadZone, UpperDeadZone );

			AddControl( InputControlType.LeftTrigger, "Left Trigger", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.RightTrigger, "Right Trigger", LowerDeadZone, UpperDeadZone );

			AddControl( InputControlType.DPadUp, "DPad Up", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.DPadDown, "DPad Down", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.DPadLeft, "DPad Left", LowerDeadZone, UpperDeadZone );
			AddControl( InputControlType.DPadRight, "DPad Right", LowerDeadZone, UpperDeadZone );

			AddControl( InputControlType.Action1, "A" );
			AddControl( InputControlType.Action2, "B" );
			AddControl( InputControlType.Action3, "X" );
			AddControl( InputControlType.Action4, "Y" );

			AddControl( InputControlType.LeftBumper, "Left Bumper" );
			AddControl( InputControlType.RightBumper, "Right Bumper" );

			AddControl( InputControlType.LeftStickButton, "Left Stick Button" );
			AddControl( InputControlType.RightStickButton, "Right Stick Button" );

			AddControl( InputControlType.Start, "Start" );
			AddControl( InputControlType.Back, "Back" );
		}
        public XInputDevice(int deviceIndex, XInputDeviceManager owner)
            : base("XInput Controller")
        {
            this.owner = owner;

            DeviceIndex = deviceIndex;
            SortOrder   = deviceIndex;

            Meta = "XInput Device #" + deviceIndex;

            AddControl(InputControlType.LeftStickLeft, "Left Stick Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickRight, "Left Stick Right", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickUp, "Left Stick Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.LeftStickDown, "Left Stick Down", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.RightStickLeft, "Right Stick Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickRight, "Right Stick Right", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickUp, "Right Stick Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightStickDown, "Right Stick Down", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.LeftTrigger, "Left Trigger", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.RightTrigger, "Right Trigger", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.DPadUp, "DPad Up", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadDown, "DPad Down", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadLeft, "DPad Left", LowerDeadZone, UpperDeadZone);
            AddControl(InputControlType.DPadRight, "DPad Right", LowerDeadZone, UpperDeadZone);

            AddControl(InputControlType.Action1, "A");
            AddControl(InputControlType.Action2, "B");
            AddControl(InputControlType.Action3, "X");
            AddControl(InputControlType.Action4, "Y");

            AddControl(InputControlType.LeftBumper, "Left Bumper");
            AddControl(InputControlType.RightBumper, "Right Bumper");

            AddControl(InputControlType.LeftStickButton, "Left Stick Button");
            AddControl(InputControlType.RightStickButton, "Right Stick Button");

            AddControl(InputControlType.Start, "Start");
            AddControl(InputControlType.Back, "Back");
        }
        internal static bool SetupInternal()
        {
            if (IsSetup)
            {
                return(false);
            }
            Platform             = Utility.GetWindowsVersion().ToUpper();
            enabled              = true;
            initialTime          = 0f;
            currentTime          = 0f;
            lastUpdateTime       = 0f;
            currentTick          = 0uL;
            applicationIsFocused = true;
            deviceManagers.Clear();
            deviceManagerTable.Clear();
            devices.Clear();
            Devices      = new ReadOnlyCollection <InputDevice>(devices);
            activeDevice = InputDevice.Null;
            playerActionSets.Clear();
            IsSetup = true;
            bool flag = true;

            if (EnableNativeInput && NativeInputDeviceManager.Enable())
            {
                flag = false;
            }
            if (EnableXInput && flag)
            {
                XInputDeviceManager.Enable();
            }
            if (InputManager.OnSetup != null)
            {
                InputManager.OnSetup();
                InputManager.OnSetup = null;
            }
            if (flag)
            {
                AddDeviceManager <UnityInputDeviceManager>();
            }
            return(true);
        }
Exemple #10
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        internal static bool SetupInternal()
        {
            if (IsSetup)
            {
                return(false);
            }

#if !NETFX_CORE && !UNITY_WEBPLAYER && !UNITY_EDITOR_OSX && (UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN)
            Platform = Utility.GetWindowsVersion().ToUpper();
#else
            Platform = (SystemInfo.operatingSystem + " " + SystemInfo.deviceModel).ToUpper();
#endif

            enabled = true;

            initialTime          = 0.0f;
            currentTime          = 0.0f;
            lastUpdateTime       = 0.0f;
            currentTick          = 0;
            applicationIsFocused = true;

            deviceManagers.Clear();
            deviceManagerTable.Clear();

            devices.Clear();
            Devices = devices.AsReadOnly();

            activeDevice = InputDevice.Null;
            activeDevices.Clear();
            ActiveDevices = activeDevices.AsReadOnly();

            playerActionSets.Clear();

            // TO DO: Can this move further down after the UnityInputDeviceManager is added, which is more intuitive?
            // Currently it's used to verify we're in or after setup for various functions that are
            // called during manager initialization. There should be a safer way... maybe add IsReset?
            IsSetup = true;

            var enableUnityInput = true;

            var nativeInputIsEnabled = EnableNativeInput && NativeInputDeviceManager.Enable();
            if (nativeInputIsEnabled)
            {
                enableUnityInput = false;
            }

#if ENABLE_WINMD_SUPPORT && !UNITY_XBOXONE && !UNITY_EDITOR
            if (UWPDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
#endif

#if UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (EnableXInput && enableUnityInput)
            {
                XInputDeviceManager.Enable();
            }
#endif

#if UNITY_IOS || UNITY_TVOS
            if (EnableICade)
            {
                ICadeDeviceManager.Enable();
            }
#endif

#if UNITY_XBOXONE
            if (XboxOneInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
#endif

#if UNITY_SWITCH
            if (NintendoSwitchInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
#endif

            // TO DO: Can this move further down after the UnityInputDeviceManager is added, which is more intuitive?
            // Currently, it allows use of InputManager.HideDevicesWithProfile() to be called in OnSetup, which is possibly useful?
            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }

#if UNITY_ANDROID && INCONTROL_OUYA && !UNITY_EDITOR
            enableUnityInput = false;
#endif

            if (enableUnityInput)
            {
                AddDeviceManager <UnityInputDeviceManager>();
            }

            return(true);
        }
Exemple #11
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        internal static bool SetupInternal()
        {
            if (IsSetup)
            {
                return(false);
            }

#if !NETFX_CORE && !UNITY_WEBPLAYER && !UNITY_EDITOR_OSX && (UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN)
            Platform = Utility.GetWindowsVersion().ToUpper();
#else
            Platform = (SystemInfo.operatingSystem + " " + SystemInfo.deviceModel).ToUpper();
#endif

            enabled = true;

            initialTime          = 0.0f;
            currentTime          = 0.0f;
            lastUpdateTime       = 0.0f;
            currentTick          = 0;
            applicationIsFocused = true;

            deviceManagers.Clear();
            deviceManagerTable.Clear();
            devices.Clear();
            Devices      = new ReadOnlyCollection <InputDevice>(devices);
            activeDevice = InputDevice.Null;

            playerActionSets.Clear();

            // TODO: Can this move further down along with the OnSetup callback?
            IsSetup = true;

            var enableUnityInput = true;

            var nativeInputIsEnabled = EnableNativeInput && NativeInputDeviceManager.Enable();
            if (nativeInputIsEnabled)
            {
                enableUnityInput = false;
            }

#if UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (EnableXInput && enableUnityInput)
            {
                XInputDeviceManager.Enable();
            }
#endif

#if UNITY_IOS
            if (EnableICade)
            {
                ICadeDeviceManager.Enable();
            }
#endif

#if UNITY_XBOXONE
            if (XboxOneInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
#endif

            // TODO: Can this move further down after the UnityInputDeviceManager is added?
            // Currently, it allows use of InputManager.HideDevicesWithProfile()
            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }

#if UNITY_ANDROID && INCONTROL_OUYA && !UNITY_EDITOR
            enableUnityInput = false;
#endif

            if (enableUnityInput)
            {
                AddDeviceManager <UnityInputDeviceManager>();
            }

            return(true);
        }
Exemple #12
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        internal static bool SetupInternal()
        {
            if (IsSetup)
            {
                return(false);
            }

            Platform = Utility.GetPlatformName();

            enabled = true;

            initialTime          = 0.0f;
            currentTime          = 0.0f;
            lastUpdateTime       = 0.0f;
            currentTick          = 0;
            applicationIsFocused = true;

            deviceManagers.Clear();
            deviceManagerTable.Clear();

            devices.Clear();
            Devices = devices.AsReadOnly();

            activeDevice = InputDevice.Null;
            activeDevices.Clear();
            ActiveDevices = activeDevices.AsReadOnly();

            playerActionSets.Clear();

            MouseProvider = new UnityMouseProvider();
            MouseProvider.Setup();

            KeyboardProvider = new UnityKeyboardProvider();
            KeyboardProvider.Setup();

            // TODO: Can this move further down after the UnityInputDeviceManager is added, which is more intuitive?
            // Currently it's used to verify we're in or after setup for various functions that are
            // called during manager initialization. There should be a safer way... maybe add IsReset?
            IsSetup = true;

            var enableUnityInput = true;

            var nativeInputIsEnabled = EnableNativeInput && NativeInputDeviceManager.Enable();

            if (nativeInputIsEnabled)
            {
                enableUnityInput = false;
            }

                        #if ENABLE_WINMD_SUPPORT && !UNITY_XBOXONE && !UNITY_EDITOR
            if (UWPDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
                        #endif

                        #if UNITY_XBOXONE
            if (XboxOneInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
                        #endif

                        #if UNITY_GAMECORE
            if (GameCoreInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
                        #endif

                        #if UNITY_SWITCH
            if (NintendoSwitchInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
                        #endif

                        #if UNITY_STADIA
            if (StadiaInputDeviceManager.Enable())
            {
                enableUnityInput = false;
            }
                        #endif

                        #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
            if (EnableXInput && enableUnityInput)
            {
                XInputDeviceManager.Enable();
            }
                        #endif

                        #if UNITY_IOS || UNITY_TVOS
            if (EnableICade)
            {
                ICadeDeviceManager.Enable();
            }
                        #endif

            // TODO: Can this move further down after the UnityInputDeviceManager is added, which is more intuitive?
            // Currently, it allows use of InputManager.HideDevicesWithProfile() to be called in OnSetup, which is possibly useful?
            if (OnSetup != null)
            {
                OnSetup.Invoke();
                OnSetup = null;
            }

                        #if UNITY_ANDROID && INCONTROL_OUYA && !UNITY_EDITOR
            enableUnityInput = false;
                        #endif

            if (enableUnityInput)
            {
                                #if INCONTROL_USE_NEW_UNITY_INPUT
                AddDeviceManager <NewUnityInputDeviceManager>();
                                #else
                AddDeviceManager <UnityInputDeviceManager>();
                                #endif
            }

            return(true);
        }