9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
386 lines
16 KiB
C#
386 lines
16 KiB
C#
using System;
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using System.ComponentModel;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: expose whether pen actually has eraser and which barrel buttons it has
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////TODO: hook up pointerId in backend to allow identifying different pens
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////REVIEW: have surface distance property to detect how far pen is when hovering?
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////REVIEW: does it make sense to have orientation support for pen, too?
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Default state layout for pen devices.
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/// </summary>
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// IMPORTANT: Must match with PenInputState in native.
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[StructLayout(LayoutKind.Explicit, Size = 36)]
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public struct PenState : IInputStateTypeInfo
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{
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/// <summary>
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/// Format code for PenState.
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/// </summary>
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/// <value>Returns "PEN ".</value>
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/// <seealso cref="InputStateBlock.format"/>
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public static FourCC Format => new FourCC('P', 'E', 'N');
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/// <summary>
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/// Current screen-space position of the pen.
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/// </summary>
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/// <value>Screen-space position.</value>
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/// <seealso cref="Pointer.position"/>
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[InputControl(usage = "Point", dontReset = true)]
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[FieldOffset(0)]
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public Vector2 position;
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/// <summary>
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/// Screen-space motion delta.
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/// </summary>
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/// <value>Screen-space motion delta.</value>
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/// <seealso cref="Pointer.delta"/>
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[InputControl(usage = "Secondary2DMotion", layout = "Delta")]
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[FieldOffset(8)]
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public Vector2 delta;
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/// <summary>
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/// The way the pen is leaned over perpendicular to the tablet surface. X goes [-1..1] left to right
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/// (with -1 and 1 being completely flush to the surface) and Y goes [-1..1] bottom to top.
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/// </summary>
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/// <value>Amount pen is leaning over.</value>
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/// <seealso cref="Pen.tilt"/>
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[InputControl(layout = "Vector2", displayName = "Tilt", usage = "Tilt")]
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[FieldOffset(16)]
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public Vector2 tilt;
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/// <summary>
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/// Pressure with which the pen is pressed against the surface. 0 is none, 1 is full pressure.
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/// </summary>
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/// <value>Pressure with which the pen is pressed.</value>
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/// <remarks>
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/// May go beyond 1 depending on pressure calibration on the system. The maximum pressure point
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/// may be set to less than the physical maximum pressure point determined by the hardware.
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/// </remarks>
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/// <seealso cref="Pointer.pressure"/>
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[InputControl(layout = "Analog", usage = "Pressure", defaultState = 0.0f)]
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[FieldOffset(24)]
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public float pressure;
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/// <summary>
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/// Amount by which the pen is rotated around itself.
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/// </summary>
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/// <value>Rotation of the pen around itself.</value>
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/// <seealso cref="Pen.twist"/>
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[InputControl(layout = "Axis", displayName = "Twist", usage = "Twist")]
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[FieldOffset(28)]
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public float twist;
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/// <summary>
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/// Button mask for which buttons on the pen are active.
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/// </summary>
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/// <value>Bitmask for buttons on the pen.</value>
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[InputControl(name = "tip", displayName = "Tip", layout = "Button", bit = (int)PenButton.Tip, usage = "PrimaryAction")]
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[InputControl(name = "press", useStateFrom = "tip", synthetic = true, usages = new string[0])]
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[InputControl(name = "eraser", displayName = "Eraser", layout = "Button", bit = (int)PenButton.Eraser)]
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[InputControl(name = "inRange", displayName = "In Range?", layout = "Button", bit = (int)PenButton.InRange, synthetic = true)]
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[InputControl(name = "barrel1", displayName = "Barrel Button #1", layout = "Button", bit = (int)PenButton.BarrelFirst, alias = "barrelFirst", usage = "SecondaryAction")]
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[InputControl(name = "barrel2", displayName = "Barrel Button #2", layout = "Button", bit = (int)PenButton.BarrelSecond, alias = "barrelSecond")]
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[InputControl(name = "barrel3", displayName = "Barrel Button #3", layout = "Button", bit = (int)PenButton.BarrelThird, alias = "barrelThird")]
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[InputControl(name = "barrel4", displayName = "Barrel Button #4", layout = "Button", bit = (int)PenButton.BarrelFourth, alias = "barrelFourth")]
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// "Park" unused controls.
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[InputControl(name = "radius", layout = "Vector2", format = "VEC2", sizeInBits = 64, usage = "Radius", offset = InputStateBlock.AutomaticOffset)]
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[InputControl(name = "pointerId", layout = "Digital", format = "UINT", sizeInBits = 32, offset = InputStateBlock.AutomaticOffset)] ////TODO: this should be used
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[FieldOffset(32)]
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public ushort buttons;
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// Not currently used, but still needed in this struct for padding,
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// as il2cpp does not implement FieldOffset.
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[FieldOffset(34)]
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ushort displayIndex;
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/// <summary>
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/// Set or unset the bit in <see cref="buttons"/> for the given <paramref name="button"/>.
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/// </summary>
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/// <param name="button">Button whose state to set.</param>
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/// <param name="state">Whether the button is on or off.</param>
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/// <returns>Same PenState with an updated <see cref="buttons"/> mask.</returns>
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public PenState WithButton(PenButton button, bool state = true)
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{
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Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
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var bit = 1U << (int)button;
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if (state)
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buttons |= (ushort)bit;
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else
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buttons &= (ushort)~bit;
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return this;
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}
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/// <inheritdoc />
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public FourCC format => Format;
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Enumeration of buttons on a <see cref="Pen"/>.
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/// </summary>
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public enum PenButton
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{
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/// <summary>
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/// Button at the tip of a pen.
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/// </summary>
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/// <seealso cref="Pen.tip"/>
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Tip,
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/// <summary>
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/// Button located end of pen opposite to <see cref="Tip"/>.
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/// </summary>
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/// <remarks>
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/// Pens do not necessarily have an eraser. If a pen doesn't, the respective button
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/// does nothing and will always be unpressed.
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/// </remarks>
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/// <seealso cref="Pen.eraser"/>
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Eraser,
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/// <summary>
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/// First button on the side of the pen.
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/// </summary>
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/// <see cref="Pen.firstBarrelButton"/>
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BarrelFirst,
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/// <summary>
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/// Second button on the side of the pen.
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/// </summary>
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/// <seealso cref="Pen.secondBarrelButton"/>
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BarrelSecond,
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/// <summary>
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/// Artificial button that indicates whether the pen is in detection range or not.
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/// </summary>
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/// <remarks>
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/// Range detection may not be supported by a pen/tablet.
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/// </remarks>
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/// <seealso cref="Pen.inRange"/>
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InRange,
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/// <summary>
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/// Third button on the side of the pen.
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/// </summary>
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/// <seealso cref="Pen.thirdBarrelButton"/>
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BarrelThird,
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/// <summary>
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/// Fourth button on the side of the pen.
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/// </summary>
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/// <see cref="Pen.fourthBarrelButton"/>
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BarrelFourth,
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/// <summary>
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/// Synonym for <see cref="BarrelFirst"/>.
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/// </summary>
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Barrel1 = BarrelFirst,
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/// <summary>
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/// Synonym for <see cref="BarrelSecond"/>.
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/// </summary>
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Barrel2 = BarrelSecond,
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/// <summary>
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/// Synonym for <see cref="BarrelThird"/>.
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/// </summary>
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Barrel3 = BarrelThird,
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/// <summary>
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/// Synonym for <see cref="BarrelFourth"/>.
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/// </summary>
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Barrel4 = BarrelFourth,
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}
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/// <summary>
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/// Represents a pen/stylus input device.
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/// </summary>
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/// <remarks>
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/// Unlike mice but like touch, pens are absolute pointing devices moving across a fixed
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/// surface area.
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///
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/// The <see cref="tip"/> acts as a button that is considered pressed as long as the pen is in contact with the
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/// tablet surface.
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/// </remarks>
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[InputControlLayout(stateType = typeof(PenState), isGenericTypeOfDevice = true)]
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public class Pen : Pointer
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{
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////TODO: give the tip and eraser a very low press point
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/// <summary>
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/// The tip button of the pen.
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/// </summary>
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/// <value>Control representing the tip button.</value>
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/// <seealso cref="PenButton.Tip"/>
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public ButtonControl tip { get; protected set; }
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/// <summary>
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/// The eraser button of the pen, i.e. the button on the end opposite to the tip.
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/// </summary>
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/// <value>Control representing the eraser button.</value>
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/// <remarks>
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/// If the pen does not have an eraser button, this control will still be present
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/// but will not trigger.
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/// </remarks>
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/// <seealso cref="PenButton.Eraser"/>
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public ButtonControl eraser { get; protected set; }
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/// <summary>
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/// The button on the side of the pen barrel and located closer to the tip of the pen.
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/// </summary>
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/// <value>Control representing the first side button.</value>
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/// <remarks>
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/// If the pen does not have barrel buttons, this control will still be present
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/// but will not trigger.
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/// </remarks>
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/// <seealso cref="PenButton.BarrelFirst"/>
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public ButtonControl firstBarrelButton { get; protected set; }
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/// <summary>
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/// The button on the side of the pen barrel and located closer to the eraser end of the pen.
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/// </summary>
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/// <value>Control representing the second side button.</value>
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/// <remarks>
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/// If the pen does not have barrel buttons, this control will still be present
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/// but will not trigger.
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/// </remarks>
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/// <seealso cref="PenButton.BarrelSecond"/>
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public ButtonControl secondBarrelButton { get; protected set; }
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/// <summary>
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/// Third button the side of the pen barrel.
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/// </summary>
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/// <value>Control representing the third side button.</value>
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/// <remarks>
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/// If the pen does not have a third barrel buttons, this control will still be present
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/// but will not trigger.
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/// </remarks>
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/// <seealso cref="PenButton.BarrelThird"/>
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public ButtonControl thirdBarrelButton { get; protected set; }
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/// <summary>
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/// Fourth button the side of the pen barrel.
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/// </summary>
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/// <value>Control representing the fourth side button.</value>
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/// <remarks>
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/// If the pen does not have a fourth barrel buttons, this control will still be present
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/// but will not trigger.
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/// </remarks>
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/// <seealso cref="PenButton.BarrelFourth"/>
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public ButtonControl fourthBarrelButton { get; protected set; }
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/// <summary>
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/// Button control that indicates whether the pen is in range of the tablet surface or not.
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/// </summary>
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/// <remarks>
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/// This is a synthetic control (<see cref="InputControl.synthetic"/>).
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///
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/// If range detection is not supported by the pen, this button will always be "pressed".
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/// </remarks>
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/// <seealso cref="PenButton.InRange"/>
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public ButtonControl inRange { get; protected set; }
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/// <summary>
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/// Orientation of the pen relative to the tablet surface, i.e. the amount by which it is leaning
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/// over along the X and Y axis.
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/// </summary>
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/// <value>Control presenting the amount the pen is leaning over.</value>
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/// <remarks>
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/// X axis goes from [-1..1] left to right with -1 and 1 meaning the pen is flush with the tablet surface. Y axis
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/// goes from [-1..1] bottom to top.
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/// </remarks>
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public Vector2Control tilt { get; protected set; }
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/// <summary>
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/// Rotation of the pointer around its own axis. 0 means the pointer is facing away from the user (12 'o clock position)
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/// and ~1 means the pointer has been rotated clockwise almost one full rotation.
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/// </summary>
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/// <value>Control representing the twist of the pen around itself.</value>
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/// <remarks>
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/// Twist is generally only supported by pens and even among pens, twist support is rare. An example product that
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/// supports twist is the Wacom Art Pen.
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///
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/// The axis of rotation is the vector facing away from the pointer surface when the pointer is facing straight up
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/// (i.e. the surface normal of the pointer surface). When the pointer is tilted, the rotation axis is tilted along
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/// with it.
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/// </remarks>
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public AxisControl twist { get; protected set; }
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/// <summary>
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/// The pen that was active or connected last or <c>null</c> if there is no pen.
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/// </summary>
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public new static Pen current { get; internal set; }
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/// <summary>
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/// Return the given pen button.
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/// </summary>
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/// <param name="button">Pen button to return.</param>
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/// <exception cref="ArgumentException"><paramref name="button"/> is not a valid pen button.</exception>
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public ButtonControl this[PenButton button]
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{
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get
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{
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switch (button)
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{
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case PenButton.Tip: return tip;
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case PenButton.Eraser: return eraser;
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case PenButton.BarrelFirst: return firstBarrelButton;
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case PenButton.BarrelSecond: return secondBarrelButton;
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case PenButton.BarrelThird: return thirdBarrelButton;
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case PenButton.BarrelFourth: return fourthBarrelButton;
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case PenButton.InRange: return inRange;
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default:
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throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(PenButton));
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}
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}
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}
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/// <summary>
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/// Make this the last used pen, i.e. <see cref="current"/>.
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/// </summary>
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/// <remarks>
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/// This is called automatically by the system when a pen is added or receives
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/// input.
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/// </remarks>
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <summary>
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/// Called when the pen is removed from the system.
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/// </summary>
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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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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tip = GetChildControl<ButtonControl>("tip");
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eraser = GetChildControl<ButtonControl>("eraser");
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firstBarrelButton = GetChildControl<ButtonControl>("barrel1");
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secondBarrelButton = GetChildControl<ButtonControl>("barrel2");
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thirdBarrelButton = GetChildControl<ButtonControl>("barrel3");
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fourthBarrelButton = GetChildControl<ButtonControl>("barrel4");
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inRange = GetChildControl<ButtonControl>("inRange");
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tilt = GetChildControl<Vector2Control>("tilt");
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twist = GetChildControl<AxisControl>("twist");
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base.FinishSetup();
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}
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}
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}
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