// In retrospect, allowing Touchscreen to do what it does the way it does it was a mistake. It came out of thinking that // we need Touchscreen to have a large pool of TouchStates from which to dynamically allocate -- as this was what the old // input system does. This made it unfeasible/unwise to put the burden of touch allocation on platform backends and thus // led to the current setup where backends are sending TouchState events which Touchscreen dynamically incorporates. // // This shouldn't have happened. // // Ultimately, this led to IInputStateCallbackReceiver in its current form. While quite flexible in what it allows you to // do, it introduces a lot of additional complication and deviation from an otherwise very simple model based on trivially // understood chunks of input state. namespace UnityEngine.InputSystem.LowLevel { /// <summary> /// Interface for devices that implement their own state update handling. /// </summary> /// <remarks> /// The input system has built-in logic to automatically handle the state buffers that store input values for devices. This /// means that if an input event containing input state is processed, its data will be copied automatically into the state /// memory for the device. /// /// However, some devices need to apply custom logic whenever new input is received. An example of this is <see cref="Pointer.delta"/> /// which needs to accumulate deltas as they are received within a frame and then reset the delta at the beginning of a new frame. /// /// Also, devices like <see cref="Touchscreen"/> extensively customize event handling in order to implement features such as /// tap detection and primary touch handling. This is what allows the device to receive state events in <see cref="TouchState"/> /// format even though that is not the format of the device itself (which is mainly a composite of several TouchStates). /// /// This interface allows to bypass the built-in logic and instead intercept and manually handle state updates. /// </remarks> /// <seealso cref="InputDevice"/> /// <seealso cref="Pointer"/> /// <seealso cref="Touchscreen"/> public interface IInputStateCallbackReceiver { /// <summary> /// A new input update begins. This means that the current state of the device is being carried over into the next /// frame. /// </summary> /// <remarks> /// This is called without the front and back buffer for the device having been flipped. You can use <see cref="InputState.Change"/> /// to write values into the device's state (e.g. to reset a given control to its default state) which will implicitly perform /// the buffer flip. /// </remarks> void OnNextUpdate(); /// <summary> /// A new state event has been received and is being processed. /// </summary> /// <param name="eventPtr">The state event. This will be either a <see cref="StateEvent"/> or a <see cref="DeltaStateEvent"/>.</param> /// <remarks> /// Use <see cref="InputState.Change"/> to write state updates into the device state buffers. While nothing will prevent a device /// from writing directly into the memory buffers retrieved with <see cref="InputControl.currentStatePtr"/>, doing so will bypass /// the buffer flipping logic as well as change detection from change monitors (<see cref="IInputStateChangeMonitor"/>; this will /// cause <see cref="InputAction"/> to not work with the device) and thus lead to incorrect behavior. /// </remarks> /// <seealso cref="StateEvent"/> /// <seealso cref="DeltaStateEvent"/> void OnStateEvent(InputEventPtr eventPtr); /// <summary> /// Compute an offset that correlates <paramref name="control"/> with the state in <paramref name="eventPtr"/>. /// </summary> /// <param name="control">Control the state of which we want to access within <paramref name="eventPtr"/>.</param> /// <param name="eventPtr">An input event. Must be a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/></param> /// <param name="offset"></param> /// <returns>False if the correlation failed or true if <paramref name="offset"/> has been set and should be used /// as the offset for the state of <paramref name="control"/>.</returns> /// <remarks> /// This method will only be called if the given state event has a state format different than that of the device. In that case, /// the memory of the input state captured in the given state event cannot be trivially correlated with the control. /// /// The input system calls the method to know which offset (if any) in the device's state block to consider the state /// in <paramref name="eventPtr"/> relative to when accessing the state for <paramref name="control"/> as found in /// the event. /// /// An example of when this is called is for touch events. These are normally sent in <see cref="TouchState"/> format /// which, however, is not the state format of <see cref="Touchscreen"/> (which uses a composite of several TouchStates). /// When trying to access the state in <paramref name="eventPtr"/> to, for example, read out the touch position, /// </remarks> /// <seealso cref="InputControlExtensions.GetStatePtrFromStateEvent"/> bool GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset); } }