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!
1052 lines
48 KiB
C#
1052 lines
48 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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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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using UnityEngine.Profiling;
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////TODO: property that tells whether a Touchscreen is multi-touch capable
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////TODO: property that tells whether a Touchscreen supports pressure
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////TODO: add support for screen orientation
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////TODO: touch is hardwired to certain memory layouts ATM; either allow flexibility or make sure the layouts cannot be changed
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////TODO: startTimes are baked *external* times; reset touch when coming out of play mode
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////TODO: detect and diagnose touchId=0 events
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////REVIEW: where should we put handset vibration support? should that sit on the touchscreen class? be its own separate device?
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////REVIEW: Given that Touchscreen is no use for polling, should we remove Touchscreen.current?
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////REVIEW: Should Touchscreen reset individual TouchControls to default(TouchState) after a touch has ended? This would allow
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//// binding to a TouchControl as a whole and the action would correctly cancel if the touch ends
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namespace UnityEngine.InputSystem.LowLevel
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{
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1028:EnumStorageShouldBeInt32", Justification = "byte to correspond to TouchState layout.")]
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[Flags]
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internal enum TouchFlags : byte
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{
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IndirectTouch = 1 << 0,
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// NOTE: Leaving the first 3 bits for native.
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PrimaryTouch = 1 << 3,
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TapPress = 1 << 4,
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TapRelease = 1 << 5,
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// Indicates that the touch that established this primary touch has ended but that when
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// it did, there were still other touches going on. We end the primary touch when the
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// last touch leaves the screen.
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OrphanedPrimaryTouch = 1 << 6,
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// This is only used by EnhancedTouch to mark touch records that have begun in the same
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// frame as the current touch record.
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BeganInSameFrame = 1 << 7,
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}
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////REVIEW: add timestamp directly to touch?
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/// <summary>
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/// State layout for a single touch.
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/// </summary>
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/// <remarks>
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/// This is the low-level memory representation of a single touch, i.e the
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/// way touches are internally transmitted and stored in the system. To update
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/// touches on a <see cref="Touchscreen"/>, <see cref="StateEvent"/>s containing
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/// TouchStates are sent to the screen.
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/// </remarks>
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/// <seealso cref="TouchControl"/>
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/// <seealso cref="Touchscreen"/>
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// IMPORTANT: Must match TouchInputState in native code.
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[StructLayout(LayoutKind.Explicit, Size = kSizeInBytes)]
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public struct TouchState : IInputStateTypeInfo
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{
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internal const int kSizeInBytes = 56;
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/// <summary>
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/// Memory format tag for TouchState.
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/// </summary>
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/// <value>Returns "TOUC".</value>
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/// <seealso cref="InputStateBlock.format"/>
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public static FourCC Format => new FourCC('T', 'O', 'U', 'C');
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////REVIEW: this should really be a uint
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/// <summary>
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/// Numeric ID of the touch.
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/// </summary>
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/// <value>Numeric ID of the touch.</value>
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/// <remarks>
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/// While a touch is ongoing, it must have a non-zero ID different from
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/// all other ongoing touches. Starting with <see cref="TouchPhase.Began"/>
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/// and ending with <see cref="TouchPhase.Ended"/> or <see cref="TouchPhase.Canceled"/>,
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/// a touch is identified by its ID, i.e. a TouchState with the same ID
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/// belongs to the same touch.
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///
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/// After a touch has ended or been canceled, an ID can be reused.
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/// </remarks>
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/// <seealso cref="TouchControl.touchId"/>
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[InputControl(displayName = "Touch ID", layout = "Integer", synthetic = true, dontReset = true)]
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[FieldOffset(0)]
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public int touchId;
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/// <summary>
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/// Screen-space position of the touch in pixels.
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/// </summary>
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/// <value>Screen-space position of the touch.</value>
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/// <seealso cref="TouchControl.position"/>
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[InputControl(displayName = "Position", dontReset = true)]
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[FieldOffset(4)]
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public Vector2 position;
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/// <summary>
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/// Screen-space motion delta of the touch in pixels.
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/// </summary>
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/// <value>Screen-space movement delta.</value>
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/// <seealso cref="TouchControl.delta"/>
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[InputControl(displayName = "Delta", layout = "Delta")]
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[FieldOffset(12)]
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public Vector2 delta;
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/// <summary>
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/// Pressure-level of the touch against the touchscreen.
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/// </summary>
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/// <value>Pressure of touch.</value>
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/// <remarks>
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/// The core range for this value is [0..1] with 1 indicating maximum pressure. Note, however,
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/// that the actual value may go beyond 1 in practice. This is because the system will usually
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/// define "maximum pressure" to be less than the physical maximum limit the hardware is capable
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/// of reporting so that to achieve maximum pressure, one does not need to press as hard as
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/// possible.
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/// </remarks>
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/// <seealso cref="TouchControl.pressure"/>
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[InputControl(displayName = "Pressure", layout = "Axis")]
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[FieldOffset(20)]
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public float pressure;
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/// <summary>
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/// Radius of the touch print on the surface.
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/// </summary>
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/// <value>Touch extents horizontally and vertically.</value>
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/// <remarks>
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/// The touch radius is given in screen-space pixel coordinates along X and Y centered in the middle
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/// of the touch. Note that not all screens and systems support radius detection on touches so this
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/// value may be at <c>default</c> for an otherwise perfectly valid touch.
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/// </remarks>
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/// <seealso cref="TouchControl.radius"/>
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[InputControl(displayName = "Radius")]
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[FieldOffset(24)]
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public Vector2 radius;
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/// <summary>
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/// <see cref="TouchPhase"/> value of the touch.
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/// </summary>
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/// <value>Current <see cref="TouchPhase"/>.</value>
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/// <seealso cref="phase"/>
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[InputControl(name = "phase", displayName = "Touch Phase", layout = "TouchPhase", synthetic = true)]
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[InputControl(name = "press", displayName = "Touch Contact?", layout = "TouchPress", useStateFrom = "phase")]
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[FieldOffset(32)]
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public byte phaseId;
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[InputControl(name = "tapCount", displayName = "Tap Count", layout = "Integer")]
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[FieldOffset(33)]
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public byte tapCount;
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/// <summary>
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/// The index of the display that was touched.
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/// </summary>
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[InputControl(name = "displayIndex", displayName = "Display Index", layout = "Integer")]
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[FieldOffset(34)]
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public byte displayIndex;
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[InputControl(name = "indirectTouch", displayName = "Indirect Touch?", layout = "Button", bit = 0, synthetic = true)]
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[InputControl(name = "tap", displayName = "Tap", layout = "Button", bit = 4)]
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[FieldOffset(35)]
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public byte flags;
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// Need four bytes of alignment here for the startTime double. Using that for storing updateStepCounts.
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// They aren't needed directly by Touchscreen but are used by EnhancedTouch and since we have the four
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// bytes, may just as well use them instead of wasting them on padding.
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[FieldOffset(36)]
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internal uint updateStepCount;
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// NOTE: The following data is NOT sent by native but rather data we add on the managed side to each touch.
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/// <summary>
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/// Time that the touch was started. Relative to <c>Time.realTimeSinceStartup</c>.
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/// </summary>
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/// <value>Time that the touch was started.</value>
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/// <remarks>
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/// This is set automatically by <see cref="Touchscreen"/> and does not need to be provided
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/// by events sent to the touchscreen.
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/// </remarks>
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/// <seealso cref="InputEvent.time"/>
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/// <seealso cref="TouchControl.startTime"/>
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[InputControl(displayName = "Start Time", layout = "Double", synthetic = true)]
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[FieldOffset(40)]
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public double startTime; // In *external* time, i.e. currentTimeOffsetToRealtimeSinceStartup baked in.
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/// <summary>
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/// The position where the touch started.
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/// </summary>
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/// <value>Screen-space start position of the touch.</value>
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/// <remarks>
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/// This is set automatically by <see cref="Touchscreen"/> and does not need to be provided
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/// by events sent to the touchscreen.
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/// </remarks>
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/// <seealso cref="TouchControl.startPosition"/>
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[InputControl(displayName = "Start Position", synthetic = true)]
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[FieldOffset(48)]
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public Vector2 startPosition;
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/// <summary>
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/// Get or set the phase of the touch.
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/// </summary>
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/// <value>Phase of the touch.</value>
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/// <seealso cref="TouchControl.phase"/>
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public TouchPhase phase
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{
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get => (TouchPhase)phaseId;
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set => phaseId = (byte)value;
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}
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public bool isNoneEndedOrCanceled => phase == TouchPhase.None || phase == TouchPhase.Ended ||
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phase == TouchPhase.Canceled;
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public bool isInProgress => phase == TouchPhase.Began || phase == TouchPhase.Moved ||
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phase == TouchPhase.Stationary;
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/// <summary>
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/// Whether, after not having any touch contacts, this is part of the first touch contact that started.
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/// </summary>
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/// <remarks>
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/// This flag will be set internally by <see cref="Touchscreen"/>. Generally, it is
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/// not necessary to set this bit manually when feeding data to Touchscreens.
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/// </remarks>
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public bool isPrimaryTouch
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{
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get => (flags & (byte)TouchFlags.PrimaryTouch) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.PrimaryTouch;
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else
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flags &= (byte)~TouchFlags.PrimaryTouch;
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}
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}
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internal bool isOrphanedPrimaryTouch
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{
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get => (flags & (byte)TouchFlags.OrphanedPrimaryTouch) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.OrphanedPrimaryTouch;
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else
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flags &= (byte)~TouchFlags.OrphanedPrimaryTouch;
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}
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}
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public bool isIndirectTouch
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{
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get => (flags & (byte)TouchFlags.IndirectTouch) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.IndirectTouch;
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else
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flags &= (byte)~TouchFlags.IndirectTouch;
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}
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}
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public bool isTap
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{
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get => isTapPress;
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set => isTapPress = value;
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}
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internal bool isTapPress
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{
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get => (flags & (byte)TouchFlags.TapPress) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.TapPress;
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else
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flags &= (byte)~TouchFlags.TapPress;
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}
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}
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internal bool isTapRelease
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{
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get => (flags & (byte)TouchFlags.TapRelease) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.TapRelease;
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else
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flags &= (byte)~TouchFlags.TapRelease;
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}
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}
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internal bool beganInSameFrame
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{
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get => (flags & (byte)TouchFlags.BeganInSameFrame) != 0;
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set
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{
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if (value)
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flags |= (byte)TouchFlags.BeganInSameFrame;
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else
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flags &= (byte)~TouchFlags.BeganInSameFrame;
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}
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}
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/// <inheritdoc/>
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public FourCC format => Format;
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/// <summary>
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/// Return a string representation of the state useful for debugging.
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/// </summary>
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/// <returns>A string representation of the touch state.</returns>
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public override string ToString()
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{
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return $"{{ id={touchId} phase={phase} pos={position} delta={delta} pressure={pressure} radius={radius} primary={isPrimaryTouch} }}";
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}
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}
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/// <summary>
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/// Default state layout for touch devices.
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/// </summary>
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/// <remarks>
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/// Combines multiple pointers each corresponding to a single contact.
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///
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/// Normally, TODO (sending state events)
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///
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/// All touches combine to quite a bit of state; ideally send delta events that update
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/// only specific fingers.
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///
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/// This is NOT used by native. Instead, the native runtime always sends individual touches (<see cref="TouchState"/>)
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/// and leaves state management for a touchscreen as a whole to the managed part of the system.
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/// </remarks>
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[StructLayout(LayoutKind.Explicit, Size = MaxTouches * TouchState.kSizeInBytes)]
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internal unsafe struct TouchscreenState : IInputStateTypeInfo
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{
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/// <summary>
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/// Memory format tag for TouchscreenState.
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/// </summary>
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/// <value>Returns "TSCR".</value>
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/// <seealso cref="InputStateBlock.format"/>
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public static FourCC Format => new FourCC('T', 'S', 'C', 'R');
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/// <summary>
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/// Maximum number of touches that can be tracked at the same time.
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/// </summary>
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/// <value>Maximum number of concurrent touches.</value>
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public const int MaxTouches = 10;
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/// <summary>
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/// Data for the touch that is deemed the "primary" touch at the moment.
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/// </summary>
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/// <remarks>
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/// This touch duplicates touch data from whichever touch is deemed the primary touch at the moment.
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/// When going from no fingers down to any finger down, the first finger to touch the screen is
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/// deemed the "primary touch". It stays the primary touch until released. At that point, if any other
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/// finger is still down, the next finger in <see cref="touchData"/> is
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///
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/// Having this touch be its own separate state and own separate control allows actions to track the
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/// state of the primary touch even if the touch moves from one finger to another in <see cref="touchData"/>.
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/// </remarks>
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[InputControl(name = "primaryTouch", displayName = "Primary Touch", layout = "Touch", synthetic = true)]
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[InputControl(name = "primaryTouch/tap", usage = "PrimaryAction")]
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// Add controls compatible with what Pointer expects and redirect their
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// state to the state of touch0 so that this essentially becomes our
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// pointer control.
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// NOTE: Some controls from Pointer don't make sense for touch and we "park"
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// them by assigning them invalid offsets (thus having automatic state
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// layout put them at the end of our fixed state).
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[InputControl(name = "position", useStateFrom = "primaryTouch/position")]
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[InputControl(name = "delta", useStateFrom = "primaryTouch/delta", layout = "Delta")]
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[InputControl(name = "pressure", useStateFrom = "primaryTouch/pressure")]
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[InputControl(name = "radius", useStateFrom = "primaryTouch/radius")]
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[InputControl(name = "press", useStateFrom = "primaryTouch/phase", layout = "TouchPress", synthetic = true, usages = new string[0])]
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[FieldOffset(0)]
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public fixed byte primaryTouchData[TouchState.kSizeInBytes];
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internal const int kTouchDataOffset = TouchState.kSizeInBytes;
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[InputControl(layout = "Touch", name = "touch", displayName = "Touch", arraySize = MaxTouches)]
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[FieldOffset(kTouchDataOffset)]
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public fixed byte touchData[MaxTouches * TouchState.kSizeInBytes];
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public TouchState* primaryTouch
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{
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get
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{
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fixed(byte* ptr = primaryTouchData)
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return (TouchState*)ptr;
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}
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}
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public TouchState* touches
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{
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get
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{
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fixed(byte* ptr = touchData)
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return (TouchState*)ptr;
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}
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}
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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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/// Indicates where in its lifecycle a given touch is.
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/// </summary>
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public enum TouchPhase
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{
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////REVIEW: Why have a separate None instead of just making this equivalent to either Ended or Canceled?
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/// <summary>
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/// No activity has been registered on the touch yet.
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/// </summary>
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/// <remarks>
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/// A given touch state will generally not go back to None once there has been input for it. Meaning that
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/// it generally indicates a default-initialized touch record.
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/// </remarks>
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None,
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/// <summary>
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/// A touch has just begun, i.e. a finger has touched the screen.. Only the first touch input in any given touch will have this phase.
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/// </summary>
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Began,
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/// <summary>
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/// An ongoing touch has changed position.
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/// </summary>
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Moved,
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/// <summary>
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/// An ongoing touch has just ended, i.e. the respective finger has been lifted off of the screen. Only the last touch input in a
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/// given touch will have this phase.
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/// </summary>
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Ended,
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/// <summary>
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/// An ongoing touch has been cancelled, i.e. ended in a way other than through user interaction. This happens, for example, if
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/// focus is moved away from the application while the touch is ongoing.
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/// </summary>
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Canceled,
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/// <summary>
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/// An ongoing touch has not been moved (not received any input) in a frame.
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/// </summary>
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/// <remarks>
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/// This phase is not used by <see cref="Touchscreen"/>. This means that <see cref="TouchControl"/> will not generally
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/// return this value for <see cref="TouchControl.phase"/>. It is, however, used by <see cref="UnityEngine.InputSystem.EnhancedTouch.Touch"/>.
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/// </remarks>
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Stationary,
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}
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/// <summary>
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/// A multi-touch surface.
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/// </summary>
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/// <remarks>
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/// Touchscreen is somewhat different from most other device implementations in that it does not usually
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/// consume input in the form of a full device snapshot but rather consumes input sent to it in the form
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/// of events containing a <see cref="TouchState"/> each. This is unusual as <see cref="TouchState"/>
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/// uses a memory format different from <see cref="TouchState.Format"/>. However, when a <c>Touchscreen</c>
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/// sees an event containing a <see cref="TouchState"/>, it will handle that event on a special code path.
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///
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/// This allows <c>Touchscreen</c> to decide on its own which control in <see cref="touches"/> to store
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/// a touch at and to perform things such as tap detection (see <see cref="TouchControl.tap"/> and
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/// <see cref="TouchControl.tapCount"/>) and primary touch handling (see <see cref="primaryTouch"/>).
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///
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/// <example>
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/// <code>
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/// // Create a touchscreen device.
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/// var touchscreen = InputSystem.AddDevice<Touchscreen>();
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///
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/// // Send a touch to the device.
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/// InputSystem.QueueStateEvent(touchscreen,
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/// new TouchState
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/// {
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/// phase = TouchPhase.Began,
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/// // Must have a valid, non-zero touch ID. Touchscreen will not operate
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/// // correctly if we don't set IDs properly.
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/// touchId = 1,
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/// position = new Vector2(123, 234),
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/// // Delta will be computed by Touchscreen automatically.
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/// });
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/// </code>
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/// </example>
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///
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/// Note that this class presents a fairly low-level touch API. When working with touch from script code,
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/// it is recommended to use the higher-level <see cref="EnhancedTouch.Touch"/> API instead.
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/// </remarks>
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[InputControlLayout(stateType = typeof(TouchscreenState), isGenericTypeOfDevice = true)]
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public class Touchscreen : Pointer, IInputStateCallbackReceiver, IEventMerger, ICustomDeviceReset
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{
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/// <summary>
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/// Synthetic control that has the data for the touch that is deemed the "primary" touch at the moment.
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/// </summary>
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/// <value>Control tracking the screen's primary touch.</value>
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/// <remarks>
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/// This touch duplicates touch data from whichever touch is deemed the primary touch at the moment.
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/// When going from no fingers down to any finger down, the first finger to touch the screen is
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/// deemed the "primary touch". It stays the primary touch until the last finger is released.
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///
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/// Note that unlike the touch from which it originates, the primary touch will be kept ongoing for
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/// as long as there is still a finger on the screen. Put another way, <see cref="TouchControl.phase"/>
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/// of <c>primaryTouch</c> will only transition to <see cref="TouchPhase.Ended"/> once the last finger
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/// has been lifted off the screen.
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/// </remarks>
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public TouchControl primaryTouch { get; protected set; }
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/// <summary>
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/// Array of all <see cref="TouchControl"/>s on the device.
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/// </summary>
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/// <value>All <see cref="TouchControl"/>s on the screen.</value>
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/// <remarks>
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/// By default, a touchscreen will allocate 10 touch controls. This can be changed
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/// by modifying the "Touchscreen" layout itself or by derived layouts. In practice,
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/// this means that this array will usually have a fixed length of 10 entries but
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/// it may deviate from that.
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/// </remarks>
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public ReadOnlyArray<TouchControl> touches { get; protected set; }
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protected TouchControl[] touchControlArray
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{
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get => touches.m_Array;
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set => touches = new ReadOnlyArray<TouchControl>(value);
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}
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/// <summary>
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/// The touchscreen that was added or updated last or null if there is no
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/// touchscreen connected to the system.
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/// </summary>
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/// <value>Current touch screen.</value>
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public new static Touchscreen current { get; internal set; }
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/// <inheritdoc />
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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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/// <inheritdoc />
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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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base.FinishSetup();
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primaryTouch = GetChildControl<TouchControl>("primaryTouch");
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displayIndex = primaryTouch.displayIndex;
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// Find out how many touch controls we have.
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var touchControlCount = 0;
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foreach (var child in children)
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if (child is TouchControl)
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++touchControlCount;
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// Keep primaryTouch out of array.
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Debug.Assert(touchControlCount >= 1, "Should have found at least primaryTouch control");
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if (touchControlCount >= 1)
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--touchControlCount;
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// Gather touch controls into array.
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var touchArray = new TouchControl[touchControlCount];
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var touchIndex = 0;
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foreach (var child in children)
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{
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if (child == primaryTouch)
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continue;
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if (child is TouchControl control)
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touchArray[touchIndex++] = control;
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}
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touches = new ReadOnlyArray<TouchControl>(touchArray);
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}
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// Touch has more involved state handling than most other devices. To not put touch allocation logic
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// in all the various platform backends (i.e. see a touch with a certain ID coming in from the system
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// and then having to decide *where* to store that inside of Touchscreen's state), we have backends
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// send us individual touches ('TOUC') instead of whole Touchscreen snapshots ('TSRC'). Using
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// IInputStateCallbackReceiver, Touchscreen then dynamically decides where to store the touch.
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//
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// Also, Touchscreen has bits of logic to automatically synthesize the state of controls it inherits
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// from Pointer (such as "<Pointer>/press").
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//
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// NOTE: We do *NOT* make a effort here to prevent us from losing short-lived touches. This is different
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// from the old input system where individual touches were not reused until the next frame. This meant
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// that additional touches potentially had to be allocated in order to accommodate new touches coming
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// in from the system.
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//
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// The rationale for *NOT* doing this is that:
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//
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// a) Actions don't need it. They observe every single state change and thus will not lose data
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// even if it is short-lived (i.e. changes more than once in the same update).
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// b) The higher-level Touch (EnhancedTouchSupport) API is provided to
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// not only handle this scenario but also give a generally more flexible and useful touch API
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// than writing code directly against Touchscreen.
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protected new unsafe void OnNextUpdate()
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{
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Profiler.BeginSample("Touchscreen.OnNextUpdate");
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////TODO: early out and skip crawling through touches if we didn't change state in the last update
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//// (also obsoletes the need for the if() check below)
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var statePtr = currentStatePtr;
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var touchStatePtr = (TouchState*)((byte*)statePtr + stateBlock.byteOffset + TouchscreenState.kTouchDataOffset);
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for (var i = 0; i < touches.Count; ++i, ++touchStatePtr)
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{
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// Reset delta.
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if (touchStatePtr->delta != default)
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InputState.Change(touches[i].delta, Vector2.zero);
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// Reset tap count.
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// NOTE: We are basing this on startTime rather than adding on end time of the last touch. The reason is
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// that to do so we would have to add another record to keep track of timestamps for each touch. And
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// since we know the maximum time that a tap can take, we have a reasonable estimate for when a prior
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// tap must have ended.
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if (touchStatePtr->tapCount > 0 && InputState.currentTime >= touchStatePtr->startTime + s_TapTime + s_TapDelayTime)
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InputState.Change(touches[i].tapCount, (byte)0);
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}
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var primaryTouchState = (TouchState*)((byte*)statePtr + stateBlock.byteOffset);
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if (primaryTouchState->delta != default)
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InputState.Change(primaryTouch.delta, Vector2.zero);
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if (primaryTouchState->tapCount > 0 && InputState.currentTime >= primaryTouchState->startTime + s_TapTime + s_TapDelayTime)
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InputState.Change(primaryTouch.tapCount, (byte)0);
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Profiler.EndSample();
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}
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/// <summary>
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/// Called whenever a new state event is received.
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/// </summary>
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/// <param name="eventPtr"></param>
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protected new unsafe void OnStateEvent(InputEventPtr eventPtr)
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{
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var eventType = eventPtr.type;
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// We don't allow partial updates for TouchStates.
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if (eventType == DeltaStateEvent.Type)
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return;
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// If it's not a single touch, just take the event state as is (will have to be TouchscreenState).
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var stateEventPtr = StateEvent.FromUnchecked(eventPtr);
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if (stateEventPtr->stateFormat != TouchState.Format)
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{
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InputState.Change(this, eventPtr);
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return;
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}
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Profiler.BeginSample("TouchAllocate");
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// For performance reasons, we read memory here directly rather than going through
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// ReadValue() of the individual TouchControl children. This means that Touchscreen,
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// unlike other devices, is hardwired to a single memory layout only.
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var statePtr = currentStatePtr;
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var currentTouchState = (TouchState*)((byte*)statePtr + touches[0].stateBlock.byteOffset);
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var primaryTouchState = (TouchState*)((byte*)statePtr + primaryTouch.stateBlock.byteOffset);
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var touchControlCount = touches.Count;
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// Native does not send a full TouchState as we define it here. We have added some fields
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// that we store internally. Make sure we don't read invalid memory here and copy only what
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// we got.
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TouchState newTouchState;
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if (stateEventPtr->stateSizeInBytes == TouchState.kSizeInBytes)
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{
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newTouchState = *(TouchState*)stateEventPtr->state;
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}
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else
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{
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newTouchState = default;
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UnsafeUtility.MemCpy(UnsafeUtility.AddressOf(ref newTouchState), stateEventPtr->state, stateEventPtr->stateSizeInBytes);
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}
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// Make sure we're not getting thrown off by noise on fields that we don't want to
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// pick up from input.
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newTouchState.tapCount = 0;
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newTouchState.isTapPress = false;
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newTouchState.isTapRelease = false;
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newTouchState.updateStepCount = InputUpdate.s_UpdateStepCount;
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////REVIEW: The logic in here makes us inherently susceptible to the ordering of the touch events in the event
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//// stream. I believe we have platforms (Android?) that send us touch events finger-by-finger (or touch-by-touch?)
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//// rather than sorted by time. This will probably screw up the logic in here.
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// If it's an ongoing touch, try to find the TouchState we have allocated to the touch
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// previously.
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var phase = newTouchState.phase;
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if (phase != TouchPhase.Began)
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{
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var touchId = newTouchState.touchId;
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for (var i = 0; i < touchControlCount; ++i)
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{
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if (currentTouchState[i].touchId == touchId)
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{
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// Preserve primary touch state.
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var isPrimaryTouch = currentTouchState[i].isPrimaryTouch;
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newTouchState.isPrimaryTouch = isPrimaryTouch;
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// Compute delta if touch doesn't have one.
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if (newTouchState.delta == default)
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newTouchState.delta = newTouchState.position - currentTouchState[i].position;
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// Accumulate delta.
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newTouchState.delta += currentTouchState[i].delta;
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// Keep start time and position.
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newTouchState.startTime = currentTouchState[i].startTime;
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newTouchState.startPosition = currentTouchState[i].startPosition;
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// Detect taps.
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var isTap = newTouchState.isNoneEndedOrCanceled &&
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(eventPtr.time - newTouchState.startTime) <= s_TapTime &&
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////REVIEW: this only takes the final delta to start position into account, not the delta over the lifetime of the
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//// touch; is this robust enough or do we need to make sure that we never move more than the tap radius
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//// over the entire lifetime of the touch?
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(newTouchState.position - newTouchState.startPosition).sqrMagnitude <= s_TapRadiusSquared;
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if (isTap)
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newTouchState.tapCount = (byte)(currentTouchState[i].tapCount + 1);
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else
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newTouchState.tapCount = currentTouchState[i].tapCount; // Preserve tap count; reset in OnCarryStateForward.
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// Update primary touch.
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if (isPrimaryTouch)
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{
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if (newTouchState.isNoneEndedOrCanceled)
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{
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////REVIEW: also reset tapCounts here when tap delay time has expired on the touch?
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newTouchState.isPrimaryTouch = false;
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// Primary touch was ended. See if there are still other ongoing touches.
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var haveOngoingTouch = false;
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for (var n = 0; n < touchControlCount; ++n)
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{
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if (n == i)
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continue;
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if (currentTouchState[n].isInProgress)
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{
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haveOngoingTouch = true;
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break;
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}
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}
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if (!haveOngoingTouch)
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{
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// No, primary was the only ongoing touch. End it.
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if (isTap)
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TriggerTap(primaryTouch, ref newTouchState, eventPtr);
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else
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InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
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}
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else
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{
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// Yes, we have other touches going on. Make the primary touch an
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// orphan and wait until the other touches are released.
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var newPrimaryTouchState = newTouchState;
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newPrimaryTouchState.phase = TouchPhase.Moved;
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newPrimaryTouchState.isOrphanedPrimaryTouch = true;
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InputState.Change(primaryTouch, ref newPrimaryTouchState, eventPtr: eventPtr);
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}
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}
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else
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{
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// Primary touch was updated.
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InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
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}
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}
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else
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{
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// If it's not the primary touch but the touch has ended, see if we have an
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// orphaned primary touch. If so, end it now.
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if (newTouchState.isNoneEndedOrCanceled && primaryTouchState->isOrphanedPrimaryTouch)
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{
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var haveOngoingTouch = false;
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for (var n = 0; n < touchControlCount; ++n)
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{
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if (n == i)
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continue;
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if (currentTouchState[n].isInProgress)
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{
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haveOngoingTouch = true;
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break;
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}
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}
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if (!haveOngoingTouch)
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{
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primaryTouchState->isOrphanedPrimaryTouch = false;
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InputState.Change(primaryTouch.phase, (byte)TouchPhase.Ended);
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}
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}
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}
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if (isTap)
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{
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// Make tap button go down and up.
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//
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// NOTE: We do this here instead of right away up there when we detect the touch so
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// that the state change notifications go together. First those for the primary
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// touch, then the ones for the touch record itself.
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TriggerTap(touches[i], ref newTouchState, eventPtr);
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}
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else
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{
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InputState.Change(touches[i], ref newTouchState, eventPtr: eventPtr);
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}
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Profiler.EndSample();
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return;
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}
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}
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// Couldn't find an entry. Either it was a touch that we previously ran out of available
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// entries for or it's an event sent out of sequence. Ignore the touch to be consistent.
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Profiler.EndSample();
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return;
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}
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// It's a new touch. Try to find an unused TouchState.
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for (var i = 0; i < touchControlCount; ++i, ++currentTouchState)
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{
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// NOTE: We're overwriting any ended touch immediately here. This means we immediately overwrite even
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// if we still have other unused slots. What this gives us is a completely predictable touch #0..#N
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// sequence (i.e. touch #N is only ever used if there are indeed #N concurrently touches). However,
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// it does mean that we overwrite state aggressively. If you are not using actions or the higher-level
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// Touch API, be aware of this!
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if (currentTouchState->isNoneEndedOrCanceled)
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{
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newTouchState.delta = Vector2.zero;
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newTouchState.startTime = eventPtr.time;
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newTouchState.startPosition = newTouchState.position;
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// Make sure we're not picking up noise sent from native.
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newTouchState.isPrimaryTouch = false;
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newTouchState.isOrphanedPrimaryTouch = false;
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newTouchState.isTap = false;
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// Tap counts are preserved from prior touches on the same finger.
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newTouchState.tapCount = currentTouchState->tapCount;
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// Make primary touch, if there's none currently.
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if (primaryTouchState->isNoneEndedOrCanceled)
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{
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newTouchState.isPrimaryTouch = true;
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InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
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}
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InputState.Change(touches[i], ref newTouchState, eventPtr: eventPtr);
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Profiler.EndSample();
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return;
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}
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}
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// We ran out of state and we don't want to stomp an existing ongoing touch.
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// Drop this touch entirely.
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// NOTE: Getting here means we're having fewer touch entries than the number of concurrent touches supported
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// by the backend (or someone is simply sending us nonsense data).
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Profiler.EndSample();
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}
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void IInputStateCallbackReceiver.OnNextUpdate()
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{
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OnNextUpdate();
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}
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void IInputStateCallbackReceiver.OnStateEvent(InputEventPtr eventPtr)
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{
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OnStateEvent(eventPtr);
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}
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unsafe bool IInputStateCallbackReceiver.GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset)
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{
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// This code goes back to the trickery we perform in OnStateEvent. We consume events in TouchState format
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// instead of in TouchscreenState format. This means that the input system does not know how the state in those
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// events correlates to the controls we have.
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//
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// This method is used to give the input system an offset based on which the input system can compute relative
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// offsets into the state of eventPtr for controls that are part of the control hierarchy rooted at 'control'.
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if (!eventPtr.IsA<StateEvent>())
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return false;
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var stateEventPtr = StateEvent.FromUnchecked(eventPtr);
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if (stateEventPtr->stateFormat != TouchState.Format)
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return false;
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// If we get a null control and a TouchState event, all the system wants to know is what
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// state offset to use to make sense of the event.
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if (control == null)
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{
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// We can't say which specific touch this would go to (if any at all) without going through
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// the same logic that we run through in OnStateEvent. For the sake of just being able to read
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// out data from a touch event, it'd be enough to return the offset of *any* TouchControl here.
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// But for the sake of being able to compare the data in an event to that in the Touchscreen,
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// this would not be enough. Thus we make an attempt here at locating a touch record which *should*
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// be receiving the event if it were to be processed by OnStateEvent.
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var currentTouchState = (TouchState*)((byte*)currentStatePtr + touches[0].stateBlock.byteOffset);
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var eventTouchState = (TouchState*)stateEventPtr->state;
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var eventTouchId = eventTouchState->touchId;
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var eventTouchPhase = eventTouchState->phase;
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var touchControlCount = touches.Count;
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for (var i = 0; i < touchControlCount; ++i)
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{
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var touch = ¤tTouchState[i];
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if (touch->touchId == eventTouchId || (!touch->isInProgress && eventTouchPhase.IsActive()))
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{
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offset = primaryTouch.m_StateBlock.byteOffset + primaryTouch.m_StateBlock.alignedSizeInBytes - m_StateBlock.byteOffset +
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(uint)(i * UnsafeUtility.SizeOf<TouchState>());
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return true;
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}
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}
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return false;
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}
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// The only controls we can read out from a TouchState event are those that are part of TouchControl
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// (and part of this Touchscreen).
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var touchControl = control.FindInParentChain<TouchControl>();
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if (touchControl == null || touchControl.parent != this)
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return false;
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// We could allow *any* of the TouchControls on the Touchscreen here. We'd simply base the
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// offset on the TouchControl of the 'control' we get as an argument.
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//
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// However, doing that would mean that all the TouchControls would map into the same input event.
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// So when a piece of code like in InputUser goes and cycles through all controls to determine ones
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// that have changed in an event, it would find that instead of a single touch position value changing,
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// all of them would be changing from the same single event.
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//
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// For this reason, we lock things down to the primaryTouch control.
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if (touchControl != primaryTouch)
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return false;
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offset = touchControl.stateBlock.byteOffset - m_StateBlock.byteOffset;
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return true;
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}
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|
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// Implement our own custom reset so that we can cancel touches instead of just wiping them
|
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// with default state.
|
|
unsafe void ICustomDeviceReset.Reset()
|
|
{
|
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var statePtr = currentStatePtr;
|
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|
|
//// https://jira.unity3d.com/browse/ISX-930
|
|
////TODO: Figure out a proper way to distinguish the source / reason for a state change.
|
|
//// What we're doing here is constructing an event solely for the purpose of Finger.ShouldRecordTouch() not
|
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//// ignoring the state change like it does for delta resets.
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|
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using (var buffer = new NativeArray<byte>(StateEvent.GetEventSizeWithPayload<TouchState>(), Allocator.Temp))
|
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{
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var eventPtr = (StateEvent*)buffer.GetUnsafePtr();
|
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|
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eventPtr->baseEvent = new InputEvent(StateEvent.Type, buffer.Length, deviceId);
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|
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var primaryTouchState = (TouchState*)((byte*)statePtr + primaryTouch.stateBlock.byteOffset);
|
|
if (primaryTouchState->phase.IsActive())
|
|
{
|
|
UnsafeUtility.MemCpy(eventPtr->state, primaryTouchState, UnsafeUtility.SizeOf<TouchState>());
|
|
((TouchState*)eventPtr->state)->phase = TouchPhase.Canceled;
|
|
InputState.Change(primaryTouch.phase, TouchPhase.Canceled, eventPtr: new InputEventPtr((InputEvent*)eventPtr));
|
|
}
|
|
|
|
var touchStates = (TouchState*)((byte*)statePtr + touches[0].stateBlock.byteOffset);
|
|
var touchCount = touches.Count;
|
|
for (var i = 0; i < touchCount; ++i)
|
|
{
|
|
if (touchStates[i].phase.IsActive())
|
|
{
|
|
UnsafeUtility.MemCpy(eventPtr->state, &touchStates[i], UnsafeUtility.SizeOf<TouchState>());
|
|
((TouchState*)eventPtr->state)->phase = TouchPhase.Canceled;
|
|
InputState.Change(touches[i].phase, TouchPhase.Canceled, eventPtr: new InputEventPtr((InputEvent*)eventPtr));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static unsafe bool MergeForward(InputEventPtr currentEventPtr, InputEventPtr nextEventPtr)
|
|
{
|
|
if (currentEventPtr.type != StateEvent.Type || nextEventPtr.type != StateEvent.Type)
|
|
return false;
|
|
|
|
var currentEvent = StateEvent.FromUnchecked(currentEventPtr);
|
|
var nextEvent = StateEvent.FromUnchecked(nextEventPtr);
|
|
|
|
if (currentEvent->stateFormat != TouchState.Format || nextEvent->stateFormat != TouchState.Format)
|
|
return false;
|
|
|
|
var currentState = (TouchState*)currentEvent->state;
|
|
var nextState = (TouchState*)nextEvent->state;
|
|
|
|
if (currentState->touchId != nextState->touchId || currentState->phaseId != nextState->phaseId || currentState->flags != nextState->flags)
|
|
return false;
|
|
|
|
nextState->delta += currentState->delta;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool IEventMerger.MergeForward(InputEventPtr currentEventPtr, InputEventPtr nextEventPtr)
|
|
{
|
|
return MergeForward(currentEventPtr, nextEventPtr);
|
|
}
|
|
|
|
// We can only detect taps on touch *release*. At which point it acts like a button that triggers and releases
|
|
// in one operation.
|
|
private static void TriggerTap(TouchControl control, ref TouchState state, InputEventPtr eventPtr)
|
|
{
|
|
////REVIEW: we're updating the entire TouchControl here; we could update just the tap state using a delta event; problem
|
|
//// is that the tap *down* still needs a full update on the state
|
|
|
|
// We don't increase tapCount here as we may be sending the tap from the same state to both the TouchControl
|
|
// that got tapped and to primaryTouch.
|
|
|
|
// Press.
|
|
state.isTapPress = true;
|
|
state.isTapRelease = false;
|
|
InputState.Change(control, ref state, eventPtr: eventPtr);
|
|
|
|
// Release.
|
|
state.isTapPress = false;
|
|
state.isTapRelease = true;
|
|
InputState.Change(control, ref state, eventPtr: eventPtr);
|
|
state.isTapRelease = false;
|
|
}
|
|
|
|
internal static float s_TapTime;
|
|
internal static float s_TapDelayTime;
|
|
internal static float s_TapRadiusSquared;
|
|
}
|
|
}
|