NEW: Add Hinge Angle sensor for Android (#1979)

* NEW: Added support for Android's Hinge angle sensor.

* FIX: Updated documentation.

* Bump minor version to 1.11.0.

---------

Co-authored-by: Håkan Sidenvall <hakan.sidenvall@unity3d.com>
This commit is contained in:
Tomas Dirvanauskas 2024-08-13 18:40:33 +03:00 коммит произвёл GitHub
Родитель d8a9756b02
Коммит 445db665db
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using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class HingeAngleTest : MonoBehaviour
{
[Serializable]
class SensorCapabilities
{
public int sensorType;
public float resolution;
public int minDelay;
}
public Text info;
SensorCapabilities caps;
void Start()
{
if (HingeAngle.current != null)
{
InputSystem.EnableDevice(HingeAngle.current);
caps = JsonUtility.FromJson<SensorCapabilities>(HingeAngle.current.description.capabilities);
}
}
// Update is called once per frame
void Update()
{
if (HingeAngle.current != null)
{
info.text = $"Capabilities: resolution = {caps.resolution}, minDelay = {caps.minDelay}\n" +
$"Angle: {HingeAngle.current.angle.ReadValue()}";
}
}
}

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dda14ab167baf6b4984989e50d339bf7
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.10.1
// version 1.11.0
// from Assets/Samples/InGameHints/InGameHintsActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.10.1
// version 1.11.0
// from Assets/Samples/SimpleDemo/SimpleControls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.10.1
// version 1.11.0
// from Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -502,6 +502,7 @@ internal class AndroidTests : CoreTestsFixture
[TestCase(typeof(AndroidAmbientTemperature))]
[TestCase(typeof(AndroidGameRotationVector))]
[TestCase(typeof(AndroidStepCounter))]
[TestCase(typeof(AndroidHingeAngle))]
public void Devices_CanCreateAndroidSensors(Type type)
{
var device = InputSystem.AddDevice(type.Name);
@ -518,6 +519,7 @@ internal class AndroidTests : CoreTestsFixture
[TestCase("AndroidProximity", "distance")]
[TestCase("AndroidRelativeHumidity", "relativeHumidity")]
[TestCase("AndroidAmbientTemperature", "ambientTemperature")]
[TestCase("AndroidHingeAngle", "angle")]
public void Devices_SupportSensorsWithAxisControl(string layoutName, string controlName)
{
var device = InputSystem.AddDevice(layoutName);

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@ -14,6 +14,9 @@ however, it has to be formatted properly to pass verification tests.
- Fixed memory allocation on every frame when using UIDocument without EventSystem. [ISXB-953](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-953)
- Fixed Action Maps name edition which could be inconsistent in Input Action Editor UI.
### Added
- Added Hinge Angle sensor support for foldable devices.
### Changed
- Use `ProfilerMarker` instead of `Profiler.BeginSample` and `Profiler.EndSample` when appropriate to enable recording of profiling data.

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@ -16,6 +16,7 @@ uid: input-system-sensors
- [`HumiditySensor`](#humiditysensor)
- [`AmbientTemperatureSensor`](#ambienttemperaturesensor)
- [`StepCounter`](#stepcounter)
- [`HingeAngle`](#hingeangle)
Sensors are [`InputDevices`](Devices.md) that measure environmental characteristics of the device that the content is running on. Unity currently supports sensors on iOS and Android. Android supports a wider range of sensors than iOS.
@ -64,6 +65,7 @@ Each sensor Device implements a single Control which represents the data read by
|[`HumiditySensor`](#humiditysensor)|Yes|No|No|[`relativeHumidity`](../api/UnityEngine.InputSystem.HumiditySensor.html#UnityEngine_InputSystem_HumiditySensor_relativeHumidity)|[`AxisControl`](../api/UnityEngine.InputSystem.Controls.AxisControl.html)|
|[`AmbientTemperatureSensor`](#ambienttemperaturesensor)|Yes|No|No|[`ambientTemperature`](../api/UnityEngine.InputSystem.AmbientTemperatureSensor.html#UnityEngine_InputSystem_AmbientTemperatureSensor_ambientTemperature)|[`AxisControl`](../api/UnityEngine.InputSystem.Controls.AxisControl.html)|
|[`StepCounter`](#stepcounter)|Yes|Yes|No|[`stepCounter`](../api/UnityEngine.InputSystem.StepCounter.html#UnityEngine_InputSystem_StepCounter_stepCounter)|[`IntegerControl`](../api/UnityEngine.InputSystem.Controls.IntegerControl.html)|
|[`HingeAngle`](#hingeangle)|Yes|No|No|[`angle`](../api/UnityEngine.InputSystem.HingeAngle.html#UnityEngine_InputSystem_HingeAngle_angle)|[`AxisControl`](../api/UnityEngine.InputSystem.Controls.AxisControl.html)|
>__Notes__:
>1. Sensor support for WebGL on Android and iOS devices is available in Unity 2021.2
@ -168,3 +170,33 @@ This Input Device represents the ambient air temperature measured by the device
This Input Device represents the user's footstep count as measured by the device which is running the content.
>NOTE: To access the pedometer on iOS/tvOS devices, you need to enable the [__Motion Usage__ setting](Settings.md#iostvos) in the [Input Settings](Settings.md).
## <a name="hingeangle"></a>[`HingeAngle`](../api/UnityEngine.InputSystem.HingeAngle.html)
This Input Device represents hinge angle for foldable devices. For ex., Google Fold Android phone.
```CSharp
[Serializable]
class SensorCapabilities
{
public int sensorType;
public float resolution;
public int minDelay;
}
void Start()
{
if (HingeAngle.current != null)
{
InputSystem.EnableDevice(HingeAngle.current);
var caps = JsonUtility.FromJson<SensorCapabilities>(HingeAngle.current.description.capabilities);
Debug.Log($"HingeAngle Capabilities: resolution = {caps.resolution}, minDelay = {caps.minDelay}");
}
}
void Update()
{
if (HingeAngle.current != null)
Debug.Log($"HingeAngle={HingeAngle.current.angle.ReadValue()}");
}
```

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@ -16,7 +16,7 @@ namespace UnityEngine.InputSystem
// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
// "-preview" suffixes here.
internal const string kAssemblyVersion = "1.10.1";
internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.10";
internal const string kAssemblyVersion = "1.11.0";
internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11";
}
}

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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
// version 1.10.1
// version 1.11.0
// from "Keyboard" layout
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
// version 1.10.1
// version 1.11.0
// from "Mouse" layout
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
// version 1.10.1
// version 1.11.0
// from "Touchscreen" layout
//
// Changes to this file may cause incorrect behavior and will be lost if

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@ -651,4 +651,47 @@ namespace UnityEngine.InputSystem
base.FinishSetup();
}
}
/// <summary>
/// Hinge angle sensor.
/// This sensor is usually available on foldable devices.
/// Note: The step resolution for angle is device dependentent, on Android you can query the sensor resolution by querying device capabilities.
/// </summary>
[InputControlLayout(displayName = "Hinge Angle")]
public class HingeAngle : Sensor
{
/// <summary>
/// The angle in degrees on how much the device is unfolded.
/// </summary>
/// <value>0 means fully folded, 180 means fully unfolded.</value>
public AxisControl angle { get; protected set; }
/// <summary>
/// The hinge angle sensor that was last added or had activity last.
/// </summary>
/// <value>Current hinge angle sensor or <c>null</c>.</value>
public static HingeAngle current { get; private set; }
/// <inheritdoc />
public override void MakeCurrent()
{
base.MakeCurrent();
current = this;
}
/// <inheritdoc />
protected override void OnRemoved()
{
base.OnRemoved();
if (current == this)
current = null;
}
/// <inheritdoc />
protected override void FinishSetup()
{
angle = GetChildControl<AxisControl>("angle");
base.FinishSetup();
}
}
}

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@ -42,6 +42,7 @@ namespace UnityEngine.InputSystem.Android.LowLevel
HeartBeat = 31,
LowLatencyOffBodyDetect = 34,
AccelerometerUncalibrated = 35,
HingeAngle = 36
}
[Serializable]
@ -105,6 +106,7 @@ namespace UnityEngine.InputSystem.Android.LowLevel
[InputControl(name = "stepCounter", layout = "Integer", variants = "StepCounter")]
[InputControl(name = "rotation", layout = "Quaternion", processors = "AndroidCompensateRotation", variants = "GeomagneticRotationVector")]
[InputControl(name = "rate", layout = "Axis", variants = "HeartRate")]
[InputControl(name = "angle", layout = "Axis", variants = nameof(AndroidSensorType.HingeAngle))]
public fixed float data[16];
public AndroidSensorState WithData(params float[] data)
@ -276,6 +278,16 @@ namespace UnityEngine.InputSystem.Android
public class AndroidStepCounter : StepCounter
{
}
/// <summary>
/// Hinge angle sensor device on Android.
/// This sensor is usually available on foldable devices.
/// </summary>
/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_HINGE_ANGLE"/>
[InputControlLayout(stateType = typeof(AndroidSensorState), variants = nameof(AndroidSensorType.HingeAngle), hideInUI = true)]
public class AndroidHingeAngle : HingeAngle
{
}
}
#endif

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@ -105,6 +105,11 @@ namespace UnityEngine.InputSystem.Android
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.StepCounter));
InputSystem.RegisterLayout<AndroidHingeAngle>(
matches: new InputDeviceMatcher()
.WithInterface(kAndroidInterface)
.WithDeviceClass("AndroidSensor")
.WithCapability("sensorType", AndroidSensorType.HingeAngle));
InputSystem.onFindLayoutForDevice += OnFindLayoutForDevice;
}

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@ -4,7 +4,7 @@ using System.Runtime.CompilerServices;
// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
// "-preview" suffixes here.
[assembly: AssemblyVersion("1.10.1")]
[assembly: AssemblyVersion("1.11.0")]
[assembly: InternalsVisibleTo("Unity.InputSystem.Tests.Editor")]
[assembly: InternalsVisibleTo("Unity.InputSystem.Tests")]
[assembly: InternalsVisibleTo("Unity.InputSystem.IntegrationTests")]

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@ -1,7 +1,7 @@
{
"name": "com.unity.inputsystem",
"displayName": "Input System",
"version": "1.10.1",
"version": "1.11.0",
"unity": "2019.4",
"description": "A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.",
"keywords": [