b486678290
Library -Artifacts
214 lines
7.1 KiB
C#
214 lines
7.1 KiB
C#
using System;
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using System.Diagnostics;
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using UnityEngine.InputSystem.LowLevel;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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////REVIEW: this *really* should be renamed to TouchPolling or something like that
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////REVIEW: Should this auto-enable itself when the API is used? Problem with this is that it means the first touch inputs will get missed
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//// as by the time the API is polled, we're already into the first frame.
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////TODO: gesture support
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////TODO: high-frequency touch support
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////REVIEW: have TouchTap, TouchSwipe, etc. wrapper MonoBehaviours like LeanTouch?
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////TODO: as soon as we can break the API, remove the EnhancedTouchSupport class altogether and rename UnityEngine.InputSystem.EnhancedTouch to TouchPolling
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////FIXME: does not survive domain reloads
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namespace UnityEngine.InputSystem.EnhancedTouch
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{
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/// <summary>
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/// API to control enhanced touch facilities like <see cref="Touch"/> that are not
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/// enabled by default.
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/// </summary>
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/// <remarks>
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/// Enhanced touch support provides automatic finger tracking and touch history recording.
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/// It is an API designed for polling, i.e. for querying touch state directly in methods
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/// such as <c>MonoBehaviour.Update</c>. Enhanced touch support cannot be used in combination
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/// with <see cref="InputAction"/>s though both can be used side-by-side.
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///
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/// <example>
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/// <code>
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/// public class MyBehavior : MonoBehaviour
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/// {
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/// protected void OnEnable()
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/// {
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/// EnhancedTouchSupport.Enable();
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/// }
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///
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/// protected void OnDisable()
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/// {
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/// EnhancedTouchSupport.Disable();
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/// }
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///
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/// protected void Update()
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/// {
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/// var activeTouches = Touch.activeTouches;
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/// for (var i = 0; i < activeTouches.Count; ++i)
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/// Debug.Log("Active touch: " + activeTouches[i]);
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="Touch"/>
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/// <seealso cref="Finger"/>
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public static class EnhancedTouchSupport
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{
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/// <summary>
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/// Whether enhanced touch support is currently enabled.
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/// </summary>
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/// <value>True if EnhancedTouch support has been enabled.</value>
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public static bool enabled => s_Enabled > 0;
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private static int s_Enabled;
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private static InputSettings.UpdateMode s_UpdateMode;
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/// <summary>
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/// Enable enhanced touch support.
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/// </summary>
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/// <remarks>
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/// Calling this method is necessary to enable the functionality provided
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/// by <see cref="Touch"/> and <see cref="Finger"/>. These APIs add extra
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/// processing to touches and are thus disabled by default.
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///
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/// Calls to <c>Enable</c> and <see cref="Disable"/> balance each other out.
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/// If <c>Enable</c> is called repeatedly, it will take as many calls to
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/// <see cref="Disable"/> to disable the system again.
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/// </remarks>
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public static void Enable()
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{
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++s_Enabled;
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if (s_Enabled > 1)
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return;
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InputSystem.onDeviceChange += OnDeviceChange;
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InputSystem.onBeforeUpdate += Touch.BeginUpdate;
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InputSystem.onSettingsChange += OnSettingsChange;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload += OnBeforeDomainReload;
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#endif
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SetUpState();
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}
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/// <summary>
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/// Disable enhanced touch support.
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/// </summary>
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/// <remarks>
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/// This method only undoes a single call to <see cref="Enable"/>.
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/// </remarks>
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public static void Disable()
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{
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if (!enabled)
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return;
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--s_Enabled;
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if (s_Enabled > 0)
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return;
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InputSystem.onDeviceChange -= OnDeviceChange;
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InputSystem.onBeforeUpdate -= Touch.BeginUpdate;
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InputSystem.onSettingsChange -= OnSettingsChange;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeDomainReload;
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#endif
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TearDownState();
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}
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internal static void Reset()
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{
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Touch.s_GlobalState.touchscreens = default;
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Touch.s_GlobalState.playerState.Destroy();
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Touch.s_GlobalState.playerState = default;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.Destroy();
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Touch.s_GlobalState.editorState = default;
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#endif
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s_Enabled = 0;
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}
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private static void SetUpState()
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{
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Touch.s_GlobalState.playerState.updateMask = InputUpdateType.Dynamic | InputUpdateType.Manual | InputUpdateType.Fixed;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.updateMask = InputUpdateType.Editor;
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#endif
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s_UpdateMode = InputSystem.settings.updateMode;
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foreach (var device in InputSystem.devices)
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OnDeviceChange(device, InputDeviceChange.Added);
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}
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internal static void TearDownState()
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{
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foreach (var device in InputSystem.devices)
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OnDeviceChange(device, InputDeviceChange.Removed);
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Touch.s_GlobalState.playerState.Destroy();
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.Destroy();
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#endif
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Touch.s_GlobalState.playerState = default;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState = default;
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#endif
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}
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private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
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{
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switch (change)
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{
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case InputDeviceChange.Added:
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{
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if (device is Touchscreen touchscreen)
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Touch.AddTouchscreen(touchscreen);
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break;
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}
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case InputDeviceChange.Removed:
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{
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if (device is Touchscreen touchscreen)
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Touch.RemoveTouchscreen(touchscreen);
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break;
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}
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}
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}
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private static void OnSettingsChange()
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{
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var currentUpdateMode = InputSystem.settings.updateMode;
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if (s_UpdateMode == currentUpdateMode)
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return;
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TearDownState();
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SetUpState();
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}
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#if UNITY_EDITOR
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private static void OnBeforeDomainReload()
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{
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// We need to release NativeArrays we're holding before losing track of them during domain reloads.
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Touch.s_GlobalState.playerState.Destroy();
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Touch.s_GlobalState.editorState.Destroy();
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}
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#endif
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[Conditional("DEVELOPMENT_BUILD")]
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[Conditional("UNITY_EDITOR")]
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internal static void CheckEnabled()
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{
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if (!enabled)
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throw new InvalidOperationException("EnhancedTouch API is not enabled; call EnhancedTouchSupport.Enable()");
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}
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}
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}
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