From 41d5a3f981dd36cfe05cadf89de2b29837854458 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jo=C3=A3o=20Freire?= Date: Fri, 20 Dec 2024 14:40:48 +0200 Subject: [PATCH 1/2] Set different Xbox button bit mapping based on PID/VID Only for macOS since Windows uses XInput. So far it only does this for a particular PID VID group and can likely be expanded and improved. --- .../Tests/InputSystem/APIVerificationTests.cs | 1 + .../Plugins/XInput/XInputSupport.cs | 11 ++ .../Plugins/XInput/XboxGamepadMacOS.cs | 111 +++++++++++++++++- 3 files changed, 122 insertions(+), 1 deletion(-) diff --git a/Assets/Tests/InputSystem/APIVerificationTests.cs b/Assets/Tests/InputSystem/APIVerificationTests.cs index 63aef7d580..c96b435404 100644 --- a/Assets/Tests/InputSystem/APIVerificationTests.cs +++ b/Assets/Tests/InputSystem/APIVerificationTests.cs @@ -183,6 +183,7 @@ internal static bool IgnoreTypeForDocsByName(string fullName) #if UNITY_EDITOR_OSX fullName == typeof(UnityEngine.InputSystem.XInput.XboxGamepadMacOS).FullName || fullName == typeof(UnityEngine.InputSystem.XInput.XboxOneGampadMacOSWireless).FullName || + fullName == typeof(UnityEngine.InputSystem.XInput.XboxGamepadMacOSWireless).FullName || #endif #if UNITY_EDITOR_WIN fullName == typeof(UnityEngine.InputSystem.XInput.XInputControllerWindows).FullName || diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XInputSupport.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XInputSupport.cs index 6e760a2393..3fd4ba959c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XInputSupport.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XInputSupport.cs @@ -28,7 +28,18 @@ public static void Initialize() InputSystem.RegisterLayout( matches: new InputDeviceMatcher().WithInterface("HID") .WithProduct("Xbox.*Wired Controller")); + + // Matching older controllers that have different View and Share buttons than the newer Xbox Series + // controllers. + // Reported inhttps://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1264 InputSystem.RegisterLayout( + matches: new InputDeviceMatcher().WithInterface("HID") + .WithCapability("vendorId", 0x045E) + .WithCapability("productId", 0x02E0)); + + // This layout is for all the other Xbox One or Series controllers that have the same View and Share buttons. + // Reported in https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-385 + InputSystem.RegisterLayout( matches: new InputDeviceMatcher().WithInterface("HID") .WithProduct("Xbox.*Wireless Controller")); #endif diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XboxGamepadMacOS.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XboxGamepadMacOS.cs index ab43ddbaec..e83aa099e1 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XboxGamepadMacOS.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/XInput/XboxGamepadMacOS.cs @@ -111,7 +111,7 @@ internal struct XInputControllerWirelessOSXState : IInputStateTypeInfo public enum Button { Start = 11, - Select = 10, + Select = 16, LeftThumbstickPress = 13, RightThumbstickPress = 14, LeftShoulder = 6, @@ -194,6 +194,98 @@ public XInputControllerWirelessOSXState WithDpad(byte value) leftStickY = 32767 }; } + + [StructLayout(LayoutKind.Explicit)] + internal struct XInputControllerWirelessOSXStateV2 : IInputStateTypeInfo + { + public static FourCC kFormat => new FourCC('H', 'I', 'D'); + + public enum Button + { + Start = 11, + Select = 10, + LeftThumbstickPress = 13, + RightThumbstickPress = 14, + LeftShoulder = 6, + RightShoulder = 7, + A = 0, + B = 1, + X = 3, + Y = 4, + } + [FieldOffset(0)] + private byte padding; + + [InputControl(name = "leftStick", layout = "Stick", format = "VC2S")] + [InputControl(name = "leftStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")] + [InputControl(name = "leftStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")] + [InputControl(name = "leftStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")] + [InputControl(name = "leftStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")] + [InputControl(name = "leftStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")] + [InputControl(name = "leftStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")] + [FieldOffset(1)] public ushort leftStickX; + [FieldOffset(3)] public ushort leftStickY; + + [InputControl(name = "rightStick", layout = "Stick", format = "VC2S")] + [InputControl(name = "rightStick/x", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")] + [InputControl(name = "rightStick/left", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")] + [InputControl(name = "rightStick/right", offset = 0, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1")] + [InputControl(name = "rightStick/y", offset = 2, format = "USHT", parameters = "invert,normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5")] + [InputControl(name = "rightStick/up", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0,clampMax=0.5,invert")] + [InputControl(name = "rightStick/down", offset = 2, format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=1,normalizeZero=0.5,clamp=1,clampMin=0.5,clampMax=1,invert=false")] + [FieldOffset(5)] public ushort rightStickX; + [FieldOffset(7)] public ushort rightStickY; + + [InputControl(name = "leftTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")] + [FieldOffset(9)] public ushort leftTrigger; + [InputControl(name = "rightTrigger", format = "USHT", parameters = "normalize,normalizeMin=0,normalizeMax=0.01560998")] + [FieldOffset(11)] public ushort rightTrigger; + + [InputControl(name = "dpad", format = "BIT", layout = "Dpad", sizeInBits = 4, defaultState = 8)] + [InputControl(name = "dpad/up", format = "BIT", layout = "DiscreteButton", parameters = "minValue=8,maxValue=2,nullValue=0,wrapAtValue=9", bit = 0, sizeInBits = 4)] + [InputControl(name = "dpad/right", format = "BIT", layout = "DiscreteButton", parameters = "minValue=2,maxValue=4", bit = 0, sizeInBits = 4)] + [InputControl(name = "dpad/down", format = "BIT", layout = "DiscreteButton", parameters = "minValue=4,maxValue=6", bit = 0, sizeInBits = 4)] + [InputControl(name = "dpad/left", format = "BIT", layout = "DiscreteButton", parameters = "minValue=6, maxValue=8", bit = 0, sizeInBits = 4)] + [FieldOffset(13)] + public byte dpad; + + [InputControl(name = "start", bit = (uint)Button.Start, displayName = "Start")] + [InputControl(name = "select", bit = (uint)Button.Select, displayName = "Select")] + [InputControl(name = "leftStickPress", bit = (uint)Button.LeftThumbstickPress)] + [InputControl(name = "rightStickPress", bit = (uint)Button.RightThumbstickPress)] + [InputControl(name = "leftShoulder", bit = (uint)Button.LeftShoulder)] + [InputControl(name = "rightShoulder", bit = (uint)Button.RightShoulder)] + [InputControl(name = "buttonSouth", bit = (uint)Button.A, displayName = "A")] + [InputControl(name = "buttonEast", bit = (uint)Button.B, displayName = "B")] + [InputControl(name = "buttonWest", bit = (uint)Button.X, displayName = "X")] + [InputControl(name = "buttonNorth", bit = (uint)Button.Y, displayName = "Y")] + + [FieldOffset(14)] + public uint buttons; + + public FourCC format => kFormat; + + public XInputControllerWirelessOSXStateV2 WithButton(Button button) + { + Debug.Assert((int)button < 32, $"Expected button < 32, so we fit into the 32 bit wide bitmask"); + buttons |= 1U << (int)button; + return this; + } + + public XInputControllerWirelessOSXStateV2 WithDpad(byte value) + { + dpad = value; + return this; + } + + public static XInputControllerWirelessOSXStateV2 defaultState => new XInputControllerWirelessOSXStateV2 + { + rightStickX = 32767, + rightStickY = 32767, + leftStickX = 32767, + leftStickY = 32767 + }; + } } namespace UnityEngine.InputSystem.XInput { @@ -223,5 +315,22 @@ public class XboxGamepadMacOS : XInputController public class XboxOneGampadMacOSWireless : XInputController { } + + /// + /// A wireless Xbox One or Xbox Series Gamepad connected to a macOS computer. + /// + /// + /// An Xbox One/Series wireless gamepad connected to a mac using Bluetooth. + /// The reason this is different from is that some Xbox Controllers have + /// different View and Share button bit mapping. So we need to use a different layout for those controllers. It seems + /// that some Xbox One and Xbox Series controller share the same mappings so this combines them all. + /// Note: only the latest version of Xbox One wireless gamepads support Bluetooth. Older models only work + /// with a proprietary Xbox wireless protocol, and cannot be used on a Mac. + /// Unlike wired controllers, bluetooth-cabable Xbox One controllers do not need a custom driver to work on macOS. + /// + [InputControlLayout(displayName = "Wireless Xbox Controller", stateType = typeof(XInputControllerWirelessOSXStateV2), hideInUI = true)] + public class XboxGamepadMacOSWireless : XInputController + { + } } #endif // UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX From 59e6563f22708569e5ba40d881ffb18eb518e0ff Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jo=C3=A3o=20Freire?= Date: Fri, 20 Dec 2024 17:18:08 +0200 Subject: [PATCH 2/2] Add automated test to establish layout mapping --- .../Tests/InputSystem/Plugins/XInputTests.cs | 58 +++++++++++++++++++ 1 file changed, 58 insertions(+) diff --git a/Assets/Tests/InputSystem/Plugins/XInputTests.cs b/Assets/Tests/InputSystem/Plugins/XInputTests.cs index 1532f44aa6..2eef4cbd5c 100644 --- a/Assets/Tests/InputSystem/Plugins/XInputTests.cs +++ b/Assets/Tests/InputSystem/Plugins/XInputTests.cs @@ -5,6 +5,7 @@ using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.Utilities; using System.Runtime.InteropServices; +using UnityEngine.InputSystem.HID; using UnityEngine.InputSystem.Processors; #if UNITY_EDITOR_WIN || UNITY_EDITOR_OSX || UNITY_XBOXONE || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN @@ -148,6 +149,63 @@ public void Devices_SupportXboxControllerOnOSX() AssertButtonPress(gamepad, new XInputControllerOSXState().WithButton(XInputControllerOSXState.Button.Select), gamepad.selectButton); } + [TestCase(0x045e, 0x02e0, 16, 11)] // Xbox One Wireless Controller + [TestCase(0x045e, 0x02fd, 10, 11)] // Xbox Series X|S Wireless Controller + // This test is used to establish the correct button map layout based on the PID and VIDs + // If the layout is changed this test will fail and will need to be adapted either with a new device/layout or + // a new button map. + public void Devices_SupportWirelessXboxOneAndSeriesControllerOnOSX(int vendorId, int productId, int selectBit, int startBit) + { + // Fake a real Xbox Wireless Controller + var xboxGamepad = InputSystem.AddDevice(new InputDeviceDescription + { + interfaceName = "HID", + product = "Xbox Wireless Controller", + manufacturer = "Microsoft", + capabilities = new HID.HIDDeviceDescriptor + { + vendorId = vendorId, + productId = productId, + }.ToJson() + }); + + + Assert.That(xboxGamepad, Is.AssignableTo()); + + var gamepad = (XInputController)xboxGamepad; + Assert.That(gamepad.selectButton.isPressed, Is.False); + + // Check if the controller is an Xbox One from a particular type where we know the select and start buttons are + // different + if (productId == 0x02e0) + { + Assert.That(xboxGamepad, Is.AssignableTo()); + + InputSystem.QueueStateEvent(gamepad, + new XInputControllerWirelessOSXState + { + buttons = (uint)(1 << selectBit | + 1 << startBit) + }); + InputSystem.Update(); + } + else + { + Assert.That(xboxGamepad, Is.AssignableTo()); + + InputSystem.QueueStateEvent(gamepad, + new XInputControllerWirelessOSXState + { + buttons = (uint)(1 << selectBit | + 1 << startBit) + }); + InputSystem.Update(); + } + + Assert.That(gamepad.selectButton.isPressed); + Assert.That(gamepad.startButton.isPressed); + } + // Disable tests in standalone builds from 2022.1+ see UUM-19622 #if !UNITY_STANDALONE_OSX || !TEMP_DISABLE_STANDALONE_OSX_XINPUT_TEST [Test]