2023-03-28 13:24:16 -04:00
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using UnityEngine.InputSystem.Utilities;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.Scripting;
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////TODO: enforce memory layout of TouchControl to be that of TouchState (build that into the layout system? "freeze"/final layout?)
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A control representing a touch contact.
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/// </summary>
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/// <remarks>
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/// Note that unlike most other control types, <c>TouchControls</c> do not have
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/// a flexible memory layout. They are hardwired to <see cref="TouchState"/> and
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/// will not work correctly with a different memory layouts. Additional fields may
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/// be appended to the struct but what's there in the struct has to be located
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/// at exactly those memory addresses.
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/// </remarks>
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[InputControlLayout(stateType = typeof(TouchState))]
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public class TouchControl : InputControl<TouchState>
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{
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/// <summary>
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/// Button that indicates whether there is currently an ongoing touch
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/// contact on the control. When touch is ongoing, button will be 1,
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/// otherwise button will be 0.
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/// </summary>
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/// <value>Control representing an ongoing touch contact.</value>
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/// <remarks>
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/// This control simply monitors <see cref="phase"/> and will read as 1 whenever
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/// the phase is <see cref="TouchPhase.Began"/>, <see cref="TouchPhase.Moved"/>,
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/// or <see cref="TouchPhase.Stationary"/>.
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/// </remarks>
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/// <seealso cref="phase"/>
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public TouchPressControl press { get; set; }
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/// <summary>
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/// Gets the index of the display that was touched.
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/// <see href="https://docs.unity3d.com/ScriptReference/Display.html"/>
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/// </summary>
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public IntegerControl displayIndex { get; set; }
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/// <summary>
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/// The ID of the touch contact as reported by the underlying system.
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/// </summary>
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/// <value>Control reading out the ID of the touch.</value>
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/// <remarks>
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/// Each touch contact that is made with the screen receives its own unique ID which is
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/// normally assigned by the underlying platform.
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///
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/// Note a platform may reuse touch IDs after their respective touches have finished.
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/// This means that the guarantee of uniqueness is only made with respect to currently
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/// ongoing touches.
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/// </remarks>
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/// <seealso cref="TouchState.touchId"/>
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public IntegerControl touchId { get; set; }
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/// <summary>
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/// Absolute screen-space position on the touch surface.
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/// </summary>
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/// <value>Control representing the screen-space of the touch.</value>
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/// <seealso cref="TouchState.position"/>
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public Vector2Control position { get; set; }
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/// <summary>
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/// Screen-space motion delta of the touch.
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/// </summary>
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/// <value>Control representing the screen-space motion delta of the touch.</value>
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/// <remarks>
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/// This is either supplied directly by the underlying platform or computed on the
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/// fly by <see cref="Touchscreen"/> from the last known position of the touch.
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///
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/// Note that deltas have behaviors attached to them different from most other
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/// controls. See <see cref="Pointer.delta"/> for details.
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/// </remarks>
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/// <seealso cref="TouchState.delta"/>
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public DeltaControl delta { get; set; }
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/// <summary>
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/// Normalized pressure of the touch against the touch surface.
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/// </summary>
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/// <value>Control representing the pressure level of the touch.</value>
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/// <remarks>
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/// Not all touchscreens are pressure-sensitive. If unsupported, this control will remain
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/// at default value.
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///
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/// In general, touch pressure is supported on mobile platforms only.
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///
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/// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is
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/// that calibration on the system can put the maximum pressure point below the physically supported maximum value.
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/// </remarks>
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/// <seealso cref="TouchState.pressure"/>
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/// <seealso cref="Pointer.pressure"/>
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public AxisControl pressure { get; set; }
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/// <summary>
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/// Screen-space radius of the touch.
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/// </summary>
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/// <value>Control representing the horizontal and vertical extents of the touch contact.</value>
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/// <remarks>
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/// If supported by the device, this reports the size of the touch contact based on its
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/// <see cref="position"/> center point. If not supported, this will be <c>default(Vector2)</c>.
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/// </remarks>
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/// <seealso cref="Pointer.radius"/>
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public Vector2Control radius { get; set; }
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/// <summary>
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/// Current phase of the touch.
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/// </summary>
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/// <value>Control representing the current phase of the touch.</value>
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/// <remarks>
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/// This will be <see cref="TouchPhase.None"/> if no touch has been registered on the control
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/// yet or if the control has been reset to its default state.
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/// </remarks>
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/// <seealso cref="isInProgress"/>
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public TouchPhaseControl phase { get; set; }
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/// <summary>
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/// Whether the touch comes from a source other than direct contact with the touch surface.
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/// </summary>
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/// <value>Control indicating whether the touch was generated indirectly.</value>
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/// <remarks>
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/// Indirect touches can be generated with a stylus, for example.
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/// </remarks>
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public ButtonControl indirectTouch { get; set; }
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/// <summary>
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/// Whether the touch has performed a tap.
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/// </summary>
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/// <value>Control that indicates whether the touch has tapped the screen.</value>
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/// <remarks>
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/// A tap is defined as a touch that begins and ends within <see cref="InputSettings.defaultTapTime"/> and
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/// stays within <see cref="InputSettings.tapRadius"/> of its <see cref="startPosition"/>. If this
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/// is the case for a touch, this button is set to 1 at the time the touch goes to <see cref="phase"/>
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/// <see cref="TouchPhase.Ended"/>.
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///
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/// The button resets to 0 only when another touch is started on the control or when the control
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/// is reset.
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/// </remarks>
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/// <seealso cref="tapCount"/>
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/// <seealso cref="InputSettings.defaultTapTime"/>
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public ButtonControl tap { get; set; }
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/// <summary>
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/// Number of times that the touch has been tapped in succession.
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/// </summary>
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/// <value>Control that indicates how many taps have been performed one after the other.</value>
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/// <remarks>
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/// Successive taps have to come within <see cref="InputSettings.multiTapDelayTime"/> for them
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/// to increase the tap count. I.e. if a new tap finishes within that time after <see cref="startTime"/>
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/// of the previous touch, the tap count is increased by one. If more than <see cref="InputSettings.multiTapDelayTime"/>
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/// passes after a tap with no successive tap, the tap count is reset to zero.
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/// </remarks>
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public IntegerControl tapCount { get; set; }
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/// <summary>
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/// Time in seconds on the same timeline as <c>Time.realTimeSinceStartup</c> when the touch began.
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/// </summary>
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/// <value>Control representing the start time of the touch.</value>
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/// <remarks>
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/// This is the value of <see cref="InputEvent.time"/> when the touch starts with
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/// <see cref="phase"/> <see cref="TouchPhase.Began"/>.
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/// </remarks>
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/// <seealso cref="InputEvent.time"/>
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public DoubleControl startTime { get; set; }
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/// <summary>
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/// Screen-space position where the touch started.
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/// </summary>
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/// <value>Control representing the start position of the touch.</value>
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/// <seealso cref="position"/>
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public Vector2Control startPosition { get; set; }
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/// <summary>
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/// Whether a touch on the control is currently is progress.
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/// </summary>
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/// <value>If true, a touch is in progress, i.e. has a <see cref="phase"/> of
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/// <see cref="TouchPhase.Began"/>, <see cref="TouchPhase.Moved"/>, or <see
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/// cref="TouchPhase.Canceled"/>.</value>
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public bool isInProgress
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{
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get
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{
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switch (phase.value)
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{
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case TouchPhase.Began:
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case TouchPhase.Moved:
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case TouchPhase.Stationary:
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return true;
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}
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return false;
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}
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}
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/// <summary>
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/// Default-initialize the touch control.
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/// </summary>
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/// <remarks>
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/// Sets the <see cref="InputStateBlock.format"/> to <c>"TOUC"</c>.
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/// </remarks>
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public TouchControl()
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{
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m_StateBlock.format = new FourCC('T', 'O', 'U', 'C');
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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press = GetChildControl<TouchPressControl>("press");
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displayIndex = GetChildControl<IntegerControl>("displayIndex");
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touchId = GetChildControl<IntegerControl>("touchId");
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position = GetChildControl<Vector2Control>("position");
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delta = GetChildControl<DeltaControl>("delta");
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pressure = GetChildControl<AxisControl>("pressure");
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radius = GetChildControl<Vector2Control>("radius");
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phase = GetChildControl<TouchPhaseControl>("phase");
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indirectTouch = GetChildControl<ButtonControl>("indirectTouch");
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tap = GetChildControl<ButtonControl>("tap");
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tapCount = GetChildControl<IntegerControl>("tapCount");
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startTime = GetChildControl<DoubleControl>("startTime");
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startPosition = GetChildControl<Vector2Control>("startPosition");
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////TODO: throw if state layouts of the controls doesn't match TouchState
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base.FinishSetup();
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}
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/// <inheritdoc />
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public override unsafe TouchState ReadUnprocessedValueFromState(void* statePtr)
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{
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var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
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return *valuePtr;
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}
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/// <inheritdoc />
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public override unsafe void WriteValueIntoState(TouchState value, void* statePtr)
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{
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var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
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UnsafeUtility.MemCpy(valuePtr, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf<TouchState>());
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}
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}
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}
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