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