FittsLaw/Assets/GoogleVR/Scripts/Controller/Internal/ControllerProviderFactory.cs

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2018-10-08 23:54:11 -04:00
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
/// @cond
namespace Gvr.Internal {
/// Factory that provides a concrete implementation of IControllerProvider for the
/// current platform.
static class ControllerProviderFactory {
/// Provides a concrete implementation of IControllerProvider appropriate for the current
/// platform. This method never returns null. In the worst case, it might return a dummy
/// provider if the platform is not supported. For demo purposes the emulator controller
/// is returned in the editor and in Standalone buids, for use inside the desktop player.
static internal IControllerProvider CreateControllerProvider(GvrControllerInput owner) {
// Use emualtor in editor, and in Standalone builds (for demo purposes).
#if UNITY_EDITOR
// Use the Editor controller provider that supports the controller emulator and the mouse.
return new EditorControllerProvider(owner.emulatorConnectionMode);
#elif UNITY_ANDROID
// Use the GVR C API.
return new AndroidNativeControllerProvider();
#else
// Platform not supported.
Debug.LogWarning("No controller support on this platform.");
return new DummyControllerProvider();
#endif // UNITY_EDITOR || UNITY_ANDROID
}
}
}
/// @endcond