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NEW: HIDAPI for Desktop Linux (#2231)
Co-authored-by: Håkan Sidenvall <hakan.sidenvall@unity3d.com>
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6 files changed

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Assets/Tests/InputSystem/Plugins/DualShockTests.cs

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@@ -1,7 +1,7 @@
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.DualShock;
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA || UNITY_STANDALONE_LINUX
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using UnityEngine.InputSystem.DualShock.LowLevel;
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#endif
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using UnityEngine.InputSystem.Processors;
@@ -18,7 +18,7 @@
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internal class DualShockTests : CoreTestsFixture
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{
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA || UNITY_STANDALONE_LINUX
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public DualShockGamepad Devices_SupportsDualShockAsHID<TDevice, TState>(TState state)
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where TDevice : DualShockGamepad
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where TState : struct, IInputStateTypeInfo

Packages/com.unity.inputsystem/InputSystem/InputSystem.cs

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@@ -3822,7 +3822,7 @@ private static void PerformDefaultPluginInitialization()
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WebGL.WebGLSupport.Initialize();
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#endif
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_WSA
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Switch.SwitchSupportHID.Initialize();
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#endif
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Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs

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@@ -1,4 +1,4 @@
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA || PACKAGE_DOCS_GENERATION
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#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_WSA || PACKAGE_DOCS_GENERATION
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;

Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockSupport.cs

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@@ -26,7 +26,7 @@ public static void Initialize()
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// or none at all. E.g. when connected via Bluetooth on OSX, the DualShock will
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// not return anything from IOHIDDevice_GetProduct() and IOHIDevice_GetManufacturer()
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// even though it will report the expected results when plugged in via USB.
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#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA || UNITY_EDITOR
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#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA || UNITY_EDITOR || UNITY_STANDALONE_LINUX
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InputSystem.RegisterLayout<DualSenseGamepadHID>(
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matches: new InputDeviceMatcher()
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.WithInterface("HID")

Packages/com.unity.inputsystem/InputSystem/Plugins/Switch/SwitchProControllerHID.cs

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@@ -1,4 +1,4 @@
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA || PACKAGE_DOCS_GENERATION
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX || UNITY_WSA || PACKAGE_DOCS_GENERATION
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace UnityEngine.InputSystem.Switch.LowLevel
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{
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX || UNITY_WSA
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/// <summary>
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/// Structure of HID input reports for Switch Pro controllers.
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/// </summary>
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namespace UnityEngine.InputSystem.Switch
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{
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA || PACKAGE_DOCS_GENERATION
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#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX || UNITY_WSA || PACKAGE_DOCS_GENERATION
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/// <summary>
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/// A Nintendo Switch Pro controller connected to a desktop mac/windows PC using the HID interface.
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/// </summary>

Packages/com.unity.inputsystem/InputSystem/Plugins/Switch/SwitchSupportHID.cs

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#if UNITY_EDITOR || UNITY_SWITCH || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WSA
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#if UNITY_EDITOR || UNITY_SWITCH || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || UNITY_WSA
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using UnityEngine.InputSystem.Layouts;
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namespace UnityEngine.InputSystem.Switch

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