Merge branch 'release_1' into pr/454

This commit is contained in:
minenice55 2023-08-15 23:52:58 -04:00
commit 8c31a63261
1680 changed files with 197114 additions and 125937 deletions

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@ -60,7 +60,9 @@ body:
id: riq
attributes:
label: RIQ file
description: If relevant, upload a RIQ file where this bug happens
description: |
If relevant, upload a RIQ file where this bug happens.
GitHub doesn't allow .riq files to be uploaded, so you'll have to put it in a .zip
placeholder: Upload a RIQ here
validations:
required: false

99
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,99 @@
name: Build Heaven Studio
on:
push:
branches: [ "master", "release_1", "actions_rework" ]
workflow_dispatch: {}
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
- StandaloneOSX
- StandaloneLinux64
steps:
- name: Free Disk Space (Ubuntu)
uses: jlumbroso/free-disk-space@main
with:
# this might remove tools that are actually needed,
# if set to "true" but frees about 6 GB
tool-cache: false
# all of these default to true, but feel free to set to
# "false" if necessary for your workflow
android: true
dotnet: false
haskell: true
large-packages: false
docker-images: false
swap-storage: false
- name: Checkout repository
uses: actions/checkout@v3
# with:
# lfs: true
# Cache reused Library files to speed up compilation
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
buildMethod: UnityBuilderAction.BuildScript.Build
targetPlatform: ${{ matrix.targetPlatform }}
# clean up stuff we no longer need
- name: Clean up
run: |
rm -rf ./Assets
rm -rf ./Packages
rm -rf ./ProjectSettings
# Required on Mac/Linux to keep executable permissions
- name: Tar files
if: matrix.targetPlatform != 'StandaloneWindows64'
run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }}
- name: Upload Artifact (Windows)
if: matrix.targetPlatform == 'StandaloneWindows64'
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/
- name: Upload Artifact (macOS / Linux)
if: matrix.targetPlatform != 'StandaloneWindows64'
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ${{ matrix.targetPlatform }}.tar
- name: debug thing
run: tree .

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@ -1,54 +0,0 @@
name: Build Linux
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneLinux64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

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@ -1,58 +0,0 @@
name: Build MacOS
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneOSX
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
- name: Tar files
run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }}
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ${{ matrix.targetPlatform }}.tar

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@ -1,54 +0,0 @@
name: Build Windows
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

12
.gitignore vendored
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@ -1,8 +1,3 @@
# TEMPORARY ------------------------------
/Assets/Test
/Assets/Resources/Music/Unconfirmed
# ----------------------------------------
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
@ -84,3 +79,10 @@ crashlytics-build.properties
# macOS
.DS_Store
# Built AssetBundles
/[Aa]ssets/[Ss]treamingAssets/*/*
/[Aa]ssets/[Ss]treamingAssets/*.manifest
/[Aa]ssets/[Ss]treamingAssets/*.meta
/[Aa]ssets/[Ss]treamingAssets/[Ss]treamingAssets
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset

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Dependencies: {}
Info_4:
Name: ntrcoin/common
Dependencies: {}
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Dependencies: {}
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Dependencies: {}
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Dependencies: {}
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Dependencies: {}
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Dependencies: {}
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Name: agbmarcher/common
Dependencies: {}
Info_11:
Name: ctrcatchy/common
Dependencies: {}
Info_12:
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Dependencies: {}
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Dependencies: {}
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Dependencies: {}

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View file

@ -0,0 +1,276 @@
using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace UnityBuilderAction
{
public static class BuildScript
{
private static readonly string Eol = Environment.NewLine;
private static readonly string[] Secrets =
{"androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass"};
[MenuItem("File/Build Windows")]
public static void StartWindows()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out WINDOWS to...", "", appName, "exe");
Build( BuildTarget.StandaloneWindows, 0, path);
}
[MenuItem("File/Build Linux")]
public static void StartLinux()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out LINUX to...", "", appName, "");
Build( BuildTarget.StandaloneLinux64, 0, path);
}
[MenuItem("File/Build Mac")]
public static void StartMac()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out MAC to...", "", appName, "app");
Build( BuildTarget.StandaloneOSX, 0, path);
}
public static void Build()
{
// Gather values from args
Dictionary<string, string> options = GetValidatedOptions();
// Set version for this build
PlayerSettings.bundleVersion = options["buildVersion"];
PlayerSettings.macOS.buildNumber = options["buildVersion"];
PlayerSettings.Android.bundleVersionCode = int.Parse(options["androidVersionCode"]);
// Apply build target
var buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
switch (buildTarget)
{
case BuildTarget.Android:
{
EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
if (options.TryGetValue("androidKeystoreName", out string keystoreName) &&
!string.IsNullOrEmpty(keystoreName))
{
PlayerSettings.Android.useCustomKeystore = true;
PlayerSettings.Android.keystoreName = keystoreName;
}
if (options.TryGetValue("androidKeystorePass", out string keystorePass) &&
!string.IsNullOrEmpty(keystorePass))
PlayerSettings.Android.keystorePass = keystorePass;
if (options.TryGetValue("androidKeyaliasName", out string keyaliasName) &&
!string.IsNullOrEmpty(keyaliasName))
PlayerSettings.Android.keyaliasName = keyaliasName;
if (options.TryGetValue("androidKeyaliasPass", out string keyaliasPass) &&
!string.IsNullOrEmpty(keyaliasPass))
PlayerSettings.Android.keyaliasPass = keyaliasPass;
if (options.TryGetValue("androidTargetSdkVersion", out string androidTargetSdkVersion) &&
!string.IsNullOrEmpty(androidTargetSdkVersion))
{
var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
try
{
targetSdkVersion =
(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
}
catch
{
UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
}
PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
}
break;
}
case BuildTarget.StandaloneOSX:
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
break;
}
// Determine subtarget
int buildSubtarget = 0;
#if UNITY_2021_2_OR_NEWER
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out StandaloneBuildSubtarget buildSubtargetValue)) {
buildSubtargetValue = default;
}
buildSubtarget = (int) buildSubtargetValue;
#endif
// Custom build
Build(buildTarget, buildSubtarget, options["customBuildPath"]);
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out Dictionary<string, string> validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out string _))
{
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out string buildTarget))
{
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget ?? string.Empty))
{
Console.WriteLine($"{buildTarget} is not a defined {nameof(BuildTarget)}");
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out string _))
{
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
const string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out string customBuildName))
{
Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
else if (customBuildName == "")
{
Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
return validatedOptions;
}
private static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
{
providedArguments = new Dictionary<string, string>();
string[] args = Environment.GetCommandLineArgs();
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Parsing settings #{Eol}" +
$"###########################{Eol}" +
$"{Eol}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++)
{
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
bool secret = Secrets.Contains(flag);
string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value {displayValue}.");
providedArguments.Add(flag, value);
}
}
private static void Build(BuildTarget buildTarget, int buildSubtarget, string filePath)
{
string appName = PlayerSettings.productName;
string[] scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
string dataPath = "";
switch ( buildTarget ) {
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
dataPath = $"_Data/";
break;
case BuildTarget.StandaloneOSX:
dataPath = $".app/Contents/";
break;
case BuildTarget.StandaloneLinux64:
dataPath = $"_Data/";
break;
}
var buildPlayerOptions = new BuildPlayerOptions
{
scenes = scenes,
target = buildTarget,
// targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget),
locationPathName = filePath,
// options = UnityEditor.BuildOptions.Development
#if UNITY_2021_2_OR_NEWER
subtarget = buildSubtarget
#endif
};
string buildDirectory = filePath.Substring(0, filePath.LastIndexOf('/')) + "/";
string assetBundleDirectory = buildDirectory + appName + dataPath + "StreamingAssets";
if (!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle, buildTarget);
BuildSummary buildSummary = BuildPipeline.BuildPlayer(buildPlayerOptions).summary;
ReportSummary(buildSummary);
if (!Application.isEditor)
ExitWithResult(buildSummary.result);
}
private static void ReportSummary(BuildSummary summary)
{
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Build results #{Eol}" +
$"###########################{Eol}" +
$"{Eol}" +
$"Duration: {summary.totalTime.ToString()}{Eol}" +
$"Warnings: {summary.totalWarnings.ToString()}{Eol}" +
$"Errors: {summary.totalErrors.ToString()}{Eol}" +
$"Size: {summary.totalSize.ToString()} bytes{Eol}" +
$"{Eol}"
);
}
private static void ExitWithResult(BuildResult result)
{
switch (result)
{
case BuildResult.Succeeded:
Console.WriteLine("Build succeeded!");
EditorApplication.Exit(0);
break;
case BuildResult.Failed:
Console.WriteLine("Build failed!");
EditorApplication.Exit(101);
break;
case BuildResult.Cancelled:
Console.WriteLine("Build cancelled!");
EditorApplication.Exit(102);
break;
case BuildResult.Unknown:
default:
Console.WriteLine("Build result is unknown!");
EditorApplication.Exit(103);
break;
}
}
}
}

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 7a62e42f4d5890e429df61d6f0af2e0d
guid: 886568923d51ab64bac132c52b554e2d
MonoImporter:
externalObjects: {}
serializedVersion: 2

View file

@ -1,6 +1,11 @@
using UnityEditor;
using UnityEngine;
using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class CreateAssetBundles
{

File diff suppressed because it is too large Load diff

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: c604fbaeb4366014db10d1915bf4533d
guid: ba4f73ad56fdd254c9406111c6702f84
PluginImporter:
externalObjects: {}
serializedVersion: 2
@ -16,43 +16,24 @@ PluginImporter:
second:
enabled: 0
settings:
Exclude Android: 1
Exclude Editor: 0
Exclude Linux64: 0
Exclude OSXUniversal: 0
Exclude Win: 0
Exclude Win64: 0
- first:
Android: Android
second:
enabled: 0
settings:
CPU: ARMv7
- first:
Any:
second:
enabled: 0
enabled: 1
settings: {}
- first:
Editor: Editor
second:
enabled: 1
settings:
CPU: x86
CPU: x86_64
DefaultValueInitialized: true
OS: Windows
- first:
Facebook: Win
second:
enabled: 0
settings:
CPU: AnyCPU
- first:
Facebook: Win64
second:
enabled: 0
settings:
CPU: None
OS: AnyOS
- first:
Standalone: Linux64
second:
@ -70,13 +51,13 @@ PluginImporter:
second:
enabled: 1
settings:
CPU: AnyCPU
CPU: None
- first:
Standalone: Win64
second:
enabled: 1
settings:
CPU: None
CPU: x86_64
userData:
assetBundleName:
assetBundleVariant:

View file

@ -53,7 +53,7 @@ PluginImporter:
second:
enabled: 1
settings:
CPU: AnyCPU
CPU: x86_64
- first:
Standalone: Win
second:

View file

@ -11,6 +11,16 @@ PluginImporter:
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
: Any
second:
enabled: 0
settings:
Exclude Editor: 0
Exclude Linux64: 0
Exclude OSXUniversal: 1
Exclude Win: 0
Exclude Win64: 0
- first:
Any:
second:
@ -19,10 +29,11 @@ PluginImporter:
- first:
Editor: Editor
second:
enabled: 0
enabled: 1
settings:
CPU: x86_64
DefaultValueInitialized: true
OS: AnyOS
- first:
Standalone: Linux64
second:
@ -34,11 +45,11 @@ PluginImporter:
second:
enabled: 0
settings:
CPU: x86_64
CPU: None
- first:
Standalone: Win
second:
enabled: 0
enabled: 1
settings:
CPU: None
- first:

View file

@ -76,28 +76,50 @@ public static class JSL
[StructLayout(LayoutKind.Sequential)]
public struct MOTION_STATE {
float quatW;
float quatX;
float quatY;
float quatZ;
float accelX;
float accelY;
float accelZ;
float gravX;
float gravY;
float gravZ;
public float quatW;
public float quatX;
public float quatY;
public float quatZ;
public float accelX;
public float accelY;
public float accelZ;
public float gravX;
public float gravY;
public float gravZ;
}
[StructLayout(LayoutKind.Sequential)]
public struct TOUCH_STATE {
int t0Id;
int t1Id;
bool t0Down;
bool t1Down;
float t0X;
float t0Y;
float t1X;
float t1Y;
public int t0Id;
public int t1Id;
public bool t0Down;
public bool t1Down;
public float t0X;
public float t0Y;
public float t1X;
public float t1Y;
}
[StructLayout(LayoutKind.Sequential)]
public struct JSL_AUTO_CALIBRATION {
public float confidence;
public bool autoCalibrationEnabled;
public bool isSteady;
}
[StructLayout(LayoutKind.Sequential)]
public struct JSL_SETTINGS {
public int gyroSpace;
public int bodyColour;
public int lGripColour;
public int rGripColour;
public int buttonColour;
public int playerNumber;
public int controllerType;
public int splitType;
public bool isCalibrating;
public bool autoCalibrationEnabled;
public bool isConnected;
}
public delegate void EventCallback(int handle, JOY_SHOCK_STATE state, JOY_SHOCK_STATE lastState,
@ -105,12 +127,17 @@ public static class JSL
public delegate void TouchCallback(int handle, TOUCH_STATE state, TOUCH_STATE lastState, float deltaTime);
public delegate void ConnectionCallback(int handle);
public delegate void DeconnectionCallback(int handle, bool isConnected);
[DllImport("JoyShockLibrary")]
public static extern int JslConnectDevices();
[DllImport("JoyShockLibrary")]
public static extern int JslGetConnectedDeviceHandles(int[] deviceHandleArray, int size);
[DllImport("JoyShockLibrary")]
public static extern void JslDisconnectAndDisposeAll();
[DllImport("JoyShockLibrary")]
public static extern bool JslStillConnected(int deviceId);
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
public static extern JOY_SHOCK_STATE JslGetSimpleState(int deviceId);
@ -121,12 +148,17 @@ public static class JSL
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
public static extern TOUCH_STATE JslGetTouchState(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern void JslSetGyroSpace(int deviceId, int gyroSpace);
[DllImport("JoyShockLibrary")]
public static extern float JslGetStickStep(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern float JslGetTriggerStep(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern float JslGetPollRate(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern float JslGetTimeSinceLastUpdate(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern float JslGetTouchId(int deviceId, bool secondTouch = false);
@ -147,12 +179,23 @@ public static class JSL
public static extern void JslGetCalibrationOffset(int deviceId, ref float xOffset, ref float yOffset, ref float zOffset);
[DllImport("JoyShockLibrary")]
public static extern void JslGetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
[DllImport("JoyShockLibrary")]
public static extern JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern void JslSetCallback(EventCallback callback);
[DllImport("JoyShockLibrary")]
public static extern void JslSetTouchCallback(TouchCallback callback);
// this function will get called for each device when it is newly connected
[DllImport("JoyShockLibrary")]
public static extern void JslSetConnectCallback(ConnectionCallback callback);
// this function will get called for each device when it is disconnected
[DllImport("JoyShockLibrary")]
public static extern void JslSetDisconnectCallback(DeconnectionCallback callback);
// super-getter for reading a whole lot of state at once
[DllImport("JoyShockLibrary")]
public static extern JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
[DllImport("JoyShockLibrary")]
public static extern int JslGetControllerType(int deviceId);
[DllImport("JoyShockLibrary")]

View file

@ -70,58 +70,79 @@
#define JSOFFSET_SR 19
// PS5 Player maps for the DS Player Lightbar
#define DS5_PLAYER_1 = 4
#define DS5_PLAYER_2 = 10
#define DS5_PLAYER_3 = 21
#define DS5_PLAYER_4 = 27
#define DS5_PLAYER_5 = 31
#define DS5_PLAYER_1 4
#define DS5_PLAYER_2 10
#define DS5_PLAYER_3 21
#define DS5_PLAYER_4 27
#define DS5_PLAYER_5 31
typedef struct JOY_SHOCK_STATE {
int buttons;
float lTrigger;
float rTrigger;
float stickLX;
float stickLY;
float stickRX;
float stickRY;
int buttons = 0;
float lTrigger = 0.f;
float rTrigger = 0.f;
float stickLX = 0.f;
float stickLY = 0.f;
float stickRX = 0.f;
float stickRY = 0.f;
} JOY_SHOCK_STATE;
typedef struct IMU_STATE {
float accelX;
float accelY;
float accelZ;
float gyroX;
float gyroY;
float gyroZ;
float accelX = 0.f;
float accelY = 0.f;
float accelZ = 0.f;
float gyroX = 0.f;
float gyroY = 0.f;
float gyroZ = 0.f;
} IMU_STATE;
typedef struct MOTION_STATE {
float quatW;
float quatX;
float quatY;
float quatZ;
float accelX;
float accelY;
float accelZ;
float gravX;
float gravY;
float gravZ;
float quatW = 0.f;
float quatX = 0.f;
float quatY = 0.f;
float quatZ = 0.f;
float accelX = 0.f;
float accelY = 0.f;
float accelZ = 0.f;
float gravX = 0.f;
float gravY = 0.f;
float gravZ = 0.f;
} MOTION_STATE;
typedef struct TOUCH_STATE {
int t0Id;
int t1Id;
bool t0Down;
bool t1Down;
float t0X;
float t0Y;
float t1X;
float t1Y;
int t0Id = 0;
int t1Id = 0;
bool t0Down = false;
bool t1Down = false;
float t0X = 0.f;
float t0Y = 0.f;
float t1X = 0.f;
float t1Y = 0.f;
} TOUCH_STATE;
typedef struct JSL_AUTO_CALIBRATION {
float confidence = 0.f;
bool autoCalibrationEnabled = false;
bool isSteady = false;
} JSL_AUTO_CALIBRATION;
typedef struct JSL_SETTINGS {
int gyroSpace = 0;
int bodyColour = 0;
int lGripColour = 0;
int rGripColour = 0;
int buttonColour = 0;
int playerNumber = 0;
int controllerType = 0;
int splitType = 0;
bool isCalibrating = false;
bool autoCalibrationEnabled = false;
bool isConnected = false;
} JSL_SETTINGS;
extern "C" JOY_SHOCK_API int JslConnectDevices();
extern "C" JOY_SHOCK_API int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size);
extern "C" JOY_SHOCK_API void JslDisconnectAndDisposeAll();
extern "C" JOY_SHOCK_API bool JslStillConnected(int deviceId);
// get buttons as bits in the following order, using North South East West to name face buttons to avoid ambiguity between Xbox and Nintendo layouts:
// 0x00001: up
@ -169,6 +190,15 @@ extern "C" JOY_SHOCK_API float JslGetGyroX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetGyroY(int deviceId);
extern "C" JOY_SHOCK_API float JslGetGyroZ(int deviceId);
// get accumulated average gyro since this function was last called or last flushed values
extern "C" JOY_SHOCK_API void JslGetAndFlushAccumulatedGyro(int deviceId, float& gyroX, float& gyroY, float& gyroZ);
// set gyro space. JslGetGyro*, JslGetAndFlushAccumulatedGyro, JslGetIMUState, and the IMU_STATEs reported in the callback functions will use one of 3 transformations:
// 0 = local space -> no transformation is done on gyro input
// 1 = world space -> gyro input is transformed based on the calculated gravity direction to account for the player's preferred controller orientation
// 2 = player space -> a simple combination of local and world space that is as adaptive as world space but is as robust as local space
extern "C" JOY_SHOCK_API void JslSetGyroSpace(int deviceId, int gyroSpace);
// get accelerometor
extern "C" JOY_SHOCK_API float JslGetAccelX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetAccelY(int deviceId);
@ -185,6 +215,7 @@ extern "C" JOY_SHOCK_API float JslGetTouchY(int deviceId, bool secondTouch = fal
extern "C" JOY_SHOCK_API float JslGetStickStep(int deviceId);
extern "C" JOY_SHOCK_API float JslGetTriggerStep(int deviceId);
extern "C" JOY_SHOCK_API float JslGetPollRate(int deviceId);
extern "C" JOY_SHOCK_API float JslGetTimeSinceLastUpdate(int deviceId);
// calibration
extern "C" JOY_SHOCK_API void JslResetContinuousCalibration(int deviceId);
@ -193,12 +224,19 @@ extern "C" JOY_SHOCK_API void JslPauseContinuousCalibration(int deviceId);
extern "C" JOY_SHOCK_API void JslSetAutomaticCalibration(int deviceId, bool enabled);
extern "C" JOY_SHOCK_API void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset);
extern "C" JOY_SHOCK_API void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
extern "C" JOY_SHOCK_API JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
// this function will get called for each input event from each controller
extern "C" JOY_SHOCK_API void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float));
// this function will get called for each input event, even if touch data didn't update
extern "C" JOY_SHOCK_API void JslSetTouchCallback(void(*callback)(int, TOUCH_STATE, TOUCH_STATE, float));
// this function will get called for each device when it is newly connected
extern "C" JOY_SHOCK_API void JslSetConnectCallback(void(*callback)(int));
// this function will get called for each device when it is disconnected
extern "C" JOY_SHOCK_API void JslSetDisconnectCallback(void(*callback)(int, bool));
// super-getter for reading a whole lot of state at once
extern "C" JOY_SHOCK_API JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
// what kind of controller is this?
extern "C" JOY_SHOCK_API int JslGetControllerType(int deviceId);
// is this a left, right, or full controller?

View file

@ -1,17 +1,18 @@
fileFormatVersion: 2
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timeCreated: 1538230728
licenseType: Free
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View file

@ -3,7 +3,7 @@
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<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
@ -31,16 +31,20 @@
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
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<string>14C18</string>
<key>DTPlatformName</key>
<string>macosx</string>
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<string>13.1</string>
<key>DTSDKBuild</key>
<string>18A384</string>
<string>22C55</string>
<key>DTSDKName</key>
<string>macosx10.14</string>
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<string>13.1</string>
</dict>
</plist>

View file

@ -0,0 +1,14 @@
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folderAsset: yes
DefaultImporter:
========
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View file

@ -0,0 +1,115 @@
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<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
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View file

@ -1,5 +1,5 @@
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View file

@ -5,11 +5,14 @@ PluginImporter:
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@ -61,7 +64,7 @@ PluginImporter:
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View file

@ -1,145 +1,130 @@
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{
"name": "VorbisPluginImpl",
"rootNamespace": "OggVorbis",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System.Runtime.InteropServices;
namespace OggVorbis
{
internal static class NativeBridge
{
#if UNITY_IOS && !UNITY_EDITOR
private const string PLUGIN_NAME = "__Internal";
#else
private const string PLUGIN_NAME = "VorbisPlugin";
#endif
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "write_all_pcm_data_to_file")]
internal static extern int WriteAllPcmDataToFile(
string filePath,
float[] samples,
int samplesLength,
short channels,
int frequency,
float base_quality,
int samplesToRead);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "write_all_pcm_data_to_memory")]
internal static extern int WriteAllPcmDataToMemory(
out System.IntPtr bytesPtr,
out int bytesLength,
float[] samples,
int samplesLength,
short channels,
int frequency,
float base_quality,
int samplesToRead);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "free_memory_array_for_write_all_pcm_data")]
internal static extern int FreeMemoryArrayForWriteAllPcmData(
System.IntPtr bytesNativeArray);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "read_all_pcm_data_from_file")]
internal static extern int ReadAllPcmDataFromFile(
string filePath,
out System.IntPtr samples,
out int samplesLength,
out short channels,
out int frequency,
int maxSamplesToRead);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "read_all_pcm_data_from_memory")]
internal static extern int ReadAllPcmDataFromMemory(
byte[] memoryArray,
int memoryArrayLength,
out System.IntPtr samples,
out int samplesLength,
out short channels,
out int frequency,
int maxSamplesToRead);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "free_samples_array_native_memory")]
internal static extern int FreeSamplesArrayNativeMemory(
ref System.IntPtr samples);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "open_read_file_stream")]
internal static extern System.IntPtr OpenReadFileStream(
string filePath,
out short channels,
out int frequency);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "read_from_file_stream")]
internal static extern int ReadFromFileStream(
System.IntPtr state,
float[] samplesToFill,
int maxSamplesToRead);
[DllImport(PLUGIN_NAME,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "close_file_stream")]
internal static extern int CloseFileStream(
System.IntPtr state);
}
}

View file

@ -1,20 +0,0 @@
namespace OggVorbis
{
public enum NativeErrorCode
{
ERROR_INVALID_FILEPATH_PARAMETER = -1,
ERROR_CANNOT_OPEN_FILE_FOR_WRITE = -2,
ERROR_CANNOT_OPEN_FILE_FOR_READ = -3,
ERROR_INPUT_FILESTREAM_IS_NOT_OGG_STREAM = -4,
ERROR_READING_OGG_STREAM = -5,
ERROR_INVALID_SAMPLES_PARAMETER = -10,
ERROR_INVALID_SAMPLESLENGTH_PARAMETER = -11,
ERROR_INVALID_CHANNELS_PARAMETER = -12,
ERROR_INVALID_FREQUENCY_PARAMETER = -13,
ERROR_INVALID_BASE_QUALITY_PARAMETER = -14,
ERROR_MALLOC_RETURNED_NULL = -15,
ERROR_BYTES_MEMORY_ARRAY_NULL = -16,
ERROR_INVALID_WRITE_CALLBACK_PARAMETER = -17,
}
}

View file

@ -1,27 +0,0 @@
namespace OggVorbis
{
public class NativeErrorException : System.Exception
{
public NativeErrorCode NativeErrorCode { get; }
private NativeErrorException(NativeErrorCode nativeErrorCode)
: base($"Error code: {nativeErrorCode}")
{
NativeErrorCode = nativeErrorCode;
}
public override string ToString()
{
return $"{nameof(NativeErrorException)} {Message}";
}
internal static void ThrowExceptionIfNecessary(int returnValue)
{
if (returnValue == 0)
{
return;
}
throw new NativeErrorException((NativeErrorCode)returnValue);
}
}
}

View file

@ -1,170 +0,0 @@
using System.Runtime.InteropServices;
namespace OggVorbis
{
public static class VorbisPlugin
{
public static void Save(
string filePath,
UnityEngine.AudioClip audioClip,
float quality = 0.4f,
int samplesToRead = 1024)
{
if (string.IsNullOrWhiteSpace(filePath))
{
throw new System.ArgumentException("The file path is null or white space");
}
if (audioClip == null)
{
throw new System.ArgumentNullException(nameof(audioClip));
}
if (samplesToRead <= 0)
{
throw new System.ArgumentOutOfRangeException(nameof(samplesToRead));
}
short finalChannelsCount = (short)audioClip.channels;
if (finalChannelsCount != 1 && finalChannelsCount != 2)
{
throw new System.ArgumentException($"Only one or two channels are supported, provided channels count: {finalChannelsCount}");
}
if (!filePath.EndsWith(".ogg"))
{
filePath += ".ogg";
}
float[] pcm = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(pcm, 0);
int returnCode = NativeBridge.WriteAllPcmDataToFile(filePath, pcm, pcm.Length, finalChannelsCount, audioClip.frequency, quality, samplesToRead);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
}
public static byte[] GetOggVorbis(
UnityEngine.AudioClip audioClip,
float quality = 0.4f,
int samplesToRead = 1024)
{
if (audioClip == null)
{
throw new System.ArgumentNullException(nameof(audioClip));
}
if (samplesToRead <= 0)
{
throw new System.ArgumentOutOfRangeException(nameof(samplesToRead));
}
short finalChannelsCount = (short)audioClip.channels;
if (finalChannelsCount != 1 && finalChannelsCount != 2)
{
throw new System.ArgumentException($"Only one or two channels are supported, provided channels count: {finalChannelsCount}");
}
int returnCode;
System.IntPtr bytesPtr = System.IntPtr.Zero;
byte[] bytes;
try
{
float[] pcm = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(pcm, 0);
returnCode = NativeBridge.WriteAllPcmDataToMemory(
out bytesPtr,
out int bytesLength,
pcm,
pcm.Length,
finalChannelsCount,
audioClip.frequency,
quality,
samplesToRead);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
bytes = new byte[bytesLength];
Marshal.Copy(bytesPtr, bytes, 0, bytesLength);
}
finally
{
returnCode = NativeBridge.FreeMemoryArrayForWriteAllPcmData(bytesPtr);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
}
return bytes;
}
public static UnityEngine.AudioClip Load(string filePath, int maxSamplesToRead = 1024)
{
if (string.IsNullOrWhiteSpace(filePath))
{
throw new System.ArgumentException("The file path is null or white space");
}
if (maxSamplesToRead <= 0)
{
throw new System.ArgumentOutOfRangeException(nameof(maxSamplesToRead));
}
if (!System.IO.File.Exists(filePath))
{
throw new System.IO.FileNotFoundException();
}
int returnCode;
System.IntPtr pcmPtr = System.IntPtr.Zero;
UnityEngine.AudioClip audioClip;
try
{
returnCode = NativeBridge.ReadAllPcmDataFromFile(
filePath,
out pcmPtr,
out int pcmLength,
out short channels,
out int frequency,
maxSamplesToRead);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
float[] pcm = new float[pcmLength];
Marshal.Copy(pcmPtr, pcm, 0, pcmLength);
audioClip = UnityEngine.AudioClip.Create(System.IO.Path.GetFileName(filePath), pcmLength / channels, channels, frequency, false);
audioClip.SetData(pcm, 0);
}
finally
{
returnCode = NativeBridge.FreeSamplesArrayNativeMemory(ref pcmPtr);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
}
return audioClip;
}
public static UnityEngine.AudioClip ToAudioClip(byte[] bytes, string audioClipName, int maxSamplesToRead = 1024)
{
if (bytes == null)
{
throw new System.ArgumentNullException(nameof(bytes));
}
if (bytes.Length < 10)
{
throw new System.ArgumentException(nameof(bytes));
}
if (string.IsNullOrWhiteSpace(audioClipName))
{
throw new System.ArgumentException("Please provide an audio clip name");
}
if (maxSamplesToRead <= 0)
{
throw new System.ArgumentOutOfRangeException(nameof(maxSamplesToRead));
}
int returnCode;
System.IntPtr pcmPtr = System.IntPtr.Zero;
UnityEngine.AudioClip audioClip = null;
try
{
returnCode = NativeBridge.ReadAllPcmDataFromMemory(
bytes,
bytes.Length,
out pcmPtr,
out int pcmLength,
out short channels,
out int frequency,
maxSamplesToRead);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
float[] pcm = new float[pcmLength];
Marshal.Copy(pcmPtr, pcm, 0, pcmLength);
audioClip = UnityEngine.AudioClip.Create(audioClipName, pcmLength / channels, channels, frequency, false);
audioClip.SetData(pcm, 0);
}
finally
{
returnCode = NativeBridge.FreeSamplesArrayNativeMemory(ref pcmPtr);
NativeErrorException.ThrowExceptionIfNecessary(returnCode);
}
return audioClip;
}
}
}

View file

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