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!
870 lines
41 KiB
C#
870 lines
41 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Utilities;
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////TODO: recorded times are baked *external* times; reset touch when coming out of play mode
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////REVIEW: record velocity on touches? or add method to very easily get the data?
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////REVIEW: do we need to keep old touches around on activeTouches like the old UnityEngine touch API?
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namespace UnityEngine.InputSystem.EnhancedTouch
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{
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/// <summary>
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/// A high-level representation of a touch which automatically keeps track of a touch
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/// over time.
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/// </summary>
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/// <remarks>
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/// This API obsoletes the need for manually keeping tracking of touch IDs (<see cref="TouchControl.touchId"/>)
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/// and touch phases (<see cref="TouchControl.phase"/>) in order to tell one touch apart from another.
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///
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/// Also, this class protects against losing touches. If a touch is shorter-lived than a single input update,
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/// <see cref="Touchscreen"/> may overwrite it with a new touch coming in in the same update whereas this class
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/// will retain all changes that happened on the touchscreen in any particular update.
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///
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/// The API makes a distinction between "fingers" and "touches". A touch refers to one contact state change event, that is, a
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/// finger beginning to touch the screen (<see cref="TouchPhase.Began"/>), moving on the screen (<see cref="TouchPhase.Moved"/>),
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/// or being lifted off the screen (<see cref="TouchPhase.Ended"/> or <see cref="TouchPhase.Canceled"/>).
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/// A finger, on the other hand, always refers to the Nth contact on the screen.
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///
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/// A Touch instance is a struct which only contains a reference to the actual data which is stored in unmanaged
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/// memory.
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/// </remarks>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1724:TypeNamesShouldNotMatchNamespaces")]
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public struct Touch : IEquatable<Touch>
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{
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// The way this works is that at the core, it simply attaches one InputStateHistory per "<Touchscreen>/touch*"
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// control and then presents a public API that crawls over the recorded touch history in various ways.
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/// <summary>
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/// Whether this touch record holds valid data.
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/// </summary>
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/// <value>If true, the data contained in the touch is valid.</value>
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/// <remarks>
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/// Touch data is stored in unmanaged memory as a circular input buffer. This means that when
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/// the buffer runs out of capacity, older touch entries will get reused. When this happens,
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/// existing <c>Touch</c> instances referring to the record become invalid.
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///
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/// This property can be used to determine whether the record held on to by the <c>Touch</c>
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/// instance is still valid.
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///
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/// This property will be <c>false</c> for default-initialized <c>Touch</c> instances.
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///
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/// Note that accessing most of the other properties on this struct when the touch is
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/// invalid will trigger <c>InvalidOperationException</c>.
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/// </remarks>
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public bool valid => m_TouchRecord.valid;
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/// <summary>
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/// The finger used for the touch contact. Null only for default-initialized
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/// instances of the struct.
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/// </summary>
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/// <value>Finger used for the touch contact.</value>
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/// <seealso cref="activeFingers"/>
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public Finger finger => m_Finger;
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/// <summary>
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/// Current phase of the touch.
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/// </summary>
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/// <value>Current phase of the touch.</value>
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/// <remarks>
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/// Every touch goes through a predefined cycle that starts with <see cref="TouchPhase.Began"/>,
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/// then potentially <see cref="TouchPhase.Moved"/> and/or <see cref="TouchPhase.Stationary"/>,
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/// and finally concludes with either <see cref="TouchPhase.Ended"/> or <see cref="TouchPhase.Canceled"/>.
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///
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/// This property indicates where in the cycle the touch is.
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/// </remarks>
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/// <seealso cref="isInProgress"/>
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/// <seealso cref="TouchControl.phase"/>
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public TouchPhase phase => state.phase;
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/// <summary>
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/// Whether the touch has begun this frame, i.e. whether <see cref="phase"/> is <see cref="TouchPhase.Began"/>.
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/// </summary>
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/// <seealso cref="phase"/>
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/// <seealso cref="ended"/>
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/// <seealso cref="inProgress"/>
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public bool began => phase == TouchPhase.Began;
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/// <summary>
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/// Whether the touch is currently in progress, i.e. whether <see cref="phase"/> is either
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/// <see cref="TouchPhase.Moved"/>, <see cref="TouchPhase.Stationary"/>, or <see cref="TouchPhase.Began"/>.
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/// </summary>
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/// <seealso cref="phase"/>
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/// <seealso cref="began"/>
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/// <seealso cref="ended"/>
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public bool inProgress => phase == TouchPhase.Moved || phase == TouchPhase.Stationary || phase == TouchPhase.Began;
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/// <summary>
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/// Whether the touch has ended this frame, i.e. whether <see cref="phase"/> is either
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/// <see cref="TouchPhase.Ended"/> or <see cref="TouchPhase.Canceled"/>.
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/// </summary>
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/// <seealso cref="phase"/>
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/// <seealso cref="began"/>
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/// <seealso cref="isInProgress"/>
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public bool ended => phase == TouchPhase.Ended || phase == TouchPhase.Canceled;
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/// <summary>
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/// Unique ID of the touch as (usually) assigned by the platform.
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/// </summary>
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/// <value>Unique, non-zero ID of the touch.</value>
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/// <remarks>
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/// Each touch contact that is made with the screen receives its own unique ID which is
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/// normally assigned by the underlying platform.
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///
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/// Note a platform may reuse touch IDs after their respective touches have finished.
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/// This means that the guarantee of uniqueness is only made with respect to <see cref="activeTouches"/>.
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///
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/// In particular, all touches in <see cref="history"/> will have the same ID whereas
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/// touches in the a finger's <see cref="Finger.touchHistory"/> may end up having the same
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/// touch ID even though constituting different physical touch contacts.
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/// </remarks>
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/// <seealso cref="TouchControl.touchId"/>
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public int touchId => state.touchId;
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/// <summary>
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/// Normalized pressure of the touch against the touch surface.
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/// </summary>
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/// <value>Pressure level of the touch.</value>
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/// <remarks>
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/// Not all touchscreens are pressure-sensitive. If unsupported, this property will
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/// always return 0.
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///
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/// In general, touch pressure is supported on mobile platforms only.
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///
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/// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is
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/// that calibration on the system can put the maximum pressure point below the physically supported maximum value.
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/// </remarks>
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/// <seealso cref="TouchControl.pressure"/>
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public float pressure => state.pressure;
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/// <summary>
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/// Screen-space radius of the touch.
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/// </summary>
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/// <value>Horizontal and vertical extents of the touch contact.</value>
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/// <remarks>
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/// If supported by the underlying device, this reports the size of the touch contact based on its
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/// <see cref="screenPosition"/> center point. If not supported, this will be <c>default(Vector2)</c>.
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/// </remarks>
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/// <seealso cref="TouchControl.radius"/>
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public Vector2 radius => state.radius;
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/// <summary>
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/// Time in seconds on the same timeline as <c>Time.realTimeSinceStartup</c> when the touch began.
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/// </summary>
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/// <value>Start time of the touch.</value>
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/// <remarks>
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/// This is the value of <see cref="InputEvent.time"/> when the touch started with
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/// <see cref="phase"/> <see cref="TouchPhase.Began"/>.
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/// </remarks>
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/// <seealso cref="TouchControl.startTime"/>
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public double startTime => state.startTime;
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/// <summary>
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/// Time in seconds on the same timeline as <c>Time.realTimeSinceStartup</c> when the touch record was
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/// reported.
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/// </summary>
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/// <value>Time the touch record was reported.</value>
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/// <remarks>
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/// This is the value <see cref="InputEvent.time"/> of the event that signaled the current state
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/// change for the touch.
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/// </remarks>
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public double time => m_TouchRecord.time;
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/// <summary>
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/// The touchscreen on which the touch occurred.
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/// </summary>
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/// <value>Touchscreen associated with the touch.</value>
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public Touchscreen screen => finger.screen;
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/// <summary>
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/// Screen-space position of the touch.
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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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public Vector2 screenPosition => state.position;
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/// <summary>
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/// Screen-space position where the touch started.
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/// </summary>
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/// <value>Start position of the touch.</value>
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/// <seealso cref="TouchControl.startPosition"/>
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public Vector2 startScreenPosition => state.startPosition;
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/// <summary>
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/// Screen-space motion delta of the touch.
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/// </summary>
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/// <value>Screen-space motion delta of the touch.</value>
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/// <remarks>
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/// Note that deltas have behaviors attached to them different from most other
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/// controls. See <see cref="Pointer.delta"/> for details.
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/// </remarks>
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/// <seealso cref="TouchControl.delta"/>
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public Vector2 delta => state.delta;
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/// <summary>
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/// Number of times that the touch has been tapped in succession.
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/// </summary>
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/// <value>Indicates how many taps have been performed one after the other.</value>
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/// <remarks>
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/// Successive taps have to come within <see cref="InputSettings.multiTapDelayTime"/> for them
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/// to increase the tap count. I.e. if a new tap finishes within that time after <see cref="startTime"/>
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/// of the previous touch, the tap count is increased by one. If more than <see cref="InputSettings.multiTapDelayTime"/>
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/// passes after a tap with no successive tap, the tap count is reset to zero.
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/// </remarks>
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/// <seealso cref="TouchControl.tapCount"/>
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public int tapCount => state.tapCount;
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/// <summary>
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/// Whether the touch has performed a tap.
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/// </summary>
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/// <value>Indicates whether the touch has tapped the screen.</value>
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/// <remarks>
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/// A tap is defined as a touch that begins and ends within <see cref="InputSettings.defaultTapTime"/> and
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/// stays within <see cref="InputSettings.tapRadius"/> of its <see cref="startScreenPosition"/>. If this
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/// is the case for a touch, this button is set to 1 at the time the touch goes to <see cref="phase"/>
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/// <see cref="TouchPhase.Ended"/>.
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///
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/// Resets to 0 only when another touch is started on the control or when the control is reset.
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/// </remarks>
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/// <seealso cref="tapCount"/>
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/// <seealso cref="InputSettings.defaultTapTime"/>
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/// <seealso cref="TouchControl.tap"/>
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public bool isTap => state.isTap;
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/// <summary>
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/// Whether the touch is currently in progress, i.e. has a <see cref="phase"/> of
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/// <see cref="TouchPhase.Began"/>, <see cref="TouchPhase.Moved"/>, or <see cref="TouchPhase.Stationary"/>.
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/// </summary>
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/// <value>Whether the touch is currently ongoing.</value>
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public bool isInProgress
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{
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get
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{
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switch (phase)
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{
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case TouchPhase.Began:
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case TouchPhase.Moved:
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case TouchPhase.Stationary:
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return true;
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}
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return false;
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}
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}
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internal uint updateStepCount => state.updateStepCount;
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internal uint uniqueId => extraData.uniqueId;
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private unsafe ref TouchState state => ref *(TouchState*)m_TouchRecord.GetUnsafeMemoryPtr();
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private unsafe ref ExtraDataPerTouchState extraData =>
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ref *(ExtraDataPerTouchState*)m_TouchRecord.GetUnsafeExtraMemoryPtr();
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/// <summary>
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/// History for this specific touch.
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/// </summary>
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/// <remarks>
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/// Unlike <see cref="Finger.touchHistory"/>, this gives the history of this touch only.
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/// </remarks>
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public TouchHistory history
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{
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get
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{
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if (!valid)
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throw new InvalidOperationException("Touch is invalid");
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return finger.GetTouchHistory(this);
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}
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}
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/// <summary>
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/// All touches that are either on-going as of the current frame or have ended in the current frame.
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/// </summary>
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/// <remarks>
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/// A touch that begins in a frame will always have its phase set to <see cref="TouchPhase.Began"/> even
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/// if there was also movement (or even an end/cancellation) for the touch in the same frame.
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///
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/// A touch that begins and ends in the same frame will have its <see cref="TouchPhase.Began"/> surface
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/// in that frame and then another entry with <see cref="TouchPhase.Ended"/> surface in the
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/// <em>next</em> frame. This logic implies that there can be more active touches than concurrent touches
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/// supported by the hardware/platform.
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///
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/// A touch that begins and moves in the same frame will have its <see cref="TouchPhase.Began"/> surface
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/// in that frame and then another entry with <see cref="TouchPhase.Moved"/> and the screen motion
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/// surface in the <em>next</em> frame <em>except</em> if the touch also ended in the frame (in which
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/// case <see cref="phase"/> will be <see cref="TouchPhase.Ended"/> instead of <see cref="TouchPhase.Moved"/>).
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///
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/// Note that the touches reported by this API do <em>not</em> necessarily have to match the contents of
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/// <see href="https://docs.unity3d.com/ScriptReference/Input-touches.html">UnityEngine.Input.touches</see>.
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/// The reason for this is that the <c>UnityEngine.Input</c> API and the Input System API flush their input
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/// queues at different points in time and may thus have a different view on available input. In particular,
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/// the Input System event queue is flushed <em>later</em> in the frame than inputs for <c>UnityEngine.Input</c>
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/// and may thus have newer inputs available. On Android, for example, touch input is gathered from a separate
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/// UI thread and fed into the input system via a "background" event queue that can gather input asynchronously.
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/// Due to this setup, touch events that will reach <c>UnityEngine.Input</c> only in the next frame may have
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/// already reached the Input System.
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///
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/// <example>
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/// <code>
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/// void Awake()
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/// {
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/// // Enable EnhancedTouch.
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/// EnhancedTouchSupport.Enable();
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/// }
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///
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/// void Update()
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/// {
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/// foreach (var touch in Touch.activeTouches)
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/// if (touch.began)
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/// Debug.Log($"Touch {touch} started this frame");
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/// else if (touch.ended)
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/// Debug.Log($"Touch {touch} ended this frame");
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="activeFingers"/>
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public static ReadOnlyArray<Touch> activeTouches
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{
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get
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{
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EnhancedTouchSupport.CheckEnabled();
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// We lazily construct the array of active touches.
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s_GlobalState.playerState.UpdateActiveTouches();
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return new ReadOnlyArray<Touch>(s_GlobalState.playerState.activeTouches, 0, s_GlobalState.playerState.activeTouchCount);
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}
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}
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/// <summary>
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/// An array of all possible concurrent touch contacts, i.e. all concurrent touch contacts regardless of whether
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/// they are currently active or not.
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/// </summary>
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/// <remarks>
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/// For querying only active fingers, use <see cref="activeFingers"/>.
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///
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/// The length of this array will always correspond to the maximum number of concurrent touches supported by the system.
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/// Note that the actual number of physically supported concurrent touches as determined by the current hardware and
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/// operating system may be lower than this number.
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/// </remarks>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="activeTouches"/>
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/// <seealso cref="activeFingers"/>
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public static ReadOnlyArray<Finger> fingers
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{
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get
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{
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EnhancedTouchSupport.CheckEnabled();
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return new ReadOnlyArray<Finger>(s_GlobalState.playerState.fingers, 0, s_GlobalState.playerState.totalFingerCount);
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}
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}
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/// <summary>
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/// Set of currently active fingers, i.e. touch contacts that currently have an active touch (as defined by <see cref="activeTouches"/>).
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/// </summary>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="activeTouches"/>
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/// <seealso cref="fingers"/>
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public static ReadOnlyArray<Finger> activeFingers
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{
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get
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{
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EnhancedTouchSupport.CheckEnabled();
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// We lazily construct the array of active fingers.
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s_GlobalState.playerState.UpdateActiveFingers();
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return new ReadOnlyArray<Finger>(s_GlobalState.playerState.activeFingers, 0, s_GlobalState.playerState.activeFingerCount);
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}
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}
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/// <summary>
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/// Return the set of <see cref="Touchscreen"/>s on which touch input is monitored.
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/// </summary>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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public static IEnumerable<Touchscreen> screens
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{
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get
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{
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EnhancedTouchSupport.CheckEnabled();
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return s_GlobalState.touchscreens;
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}
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}
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/// <summary>
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/// Event that is invoked when a finger touches a <see cref="Touchscreen"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="onFingerUp"/>
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/// <seealso cref="onFingerMove"/>
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public static event Action<Finger> onFingerDown
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{
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add
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{
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EnhancedTouchSupport.CheckEnabled();
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onFingerDown.AddCallback(value);
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}
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remove
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{
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EnhancedTouchSupport.CheckEnabled();
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onFingerDown.RemoveCallback(value);
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}
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}
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/// <summary>
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/// Event that is invoked when a finger stops touching a <see cref="Touchscreen"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="onFingerDown"/>
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/// <seealso cref="onFingerMove"/>
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public static event Action<Finger> onFingerUp
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{
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add
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{
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EnhancedTouchSupport.CheckEnabled();
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onFingerUp.AddCallback(value);
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}
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remove
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{
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EnhancedTouchSupport.CheckEnabled();
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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s_GlobalState.onFingerUp.RemoveCallback(value);
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}
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}
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/// <summary>
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/// Event that is invoked when a finger that is in contact with a <see cref="Touchscreen"/> moves
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/// on the screen.
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/// </summary>
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/// <exception cref="InvalidOperationException"><c>EnhancedTouch</c> has not been enabled via <see cref="EnhancedTouchSupport.Enable"/>.</exception>
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/// <seealso cref="onFingerUp"/>
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/// <seealso cref="onFingerDown"/>
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public static event Action<Finger> onFingerMove
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{
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add
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{
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EnhancedTouchSupport.CheckEnabled();
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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|
s_GlobalState.onFingerMove.AddCallback(value);
|
|
}
|
|
remove
|
|
{
|
|
EnhancedTouchSupport.CheckEnabled();
|
|
if (value == null)
|
|
throw new ArgumentNullException(nameof(value));
|
|
s_GlobalState.onFingerMove.RemoveCallback(value);
|
|
}
|
|
}
|
|
|
|
/*
|
|
public static Action<Finger> onFingerTap
|
|
{
|
|
get { throw new NotImplementedException(); }
|
|
set { throw new NotImplementedException(); }
|
|
}
|
|
*/
|
|
|
|
/// <summary>
|
|
/// The amount of history kept for each single touch.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// By default, this is zero meaning that no history information is kept for
|
|
/// touches. Setting this to <c>Int32.maxValue</c> will cause all history from
|
|
/// the beginning to the end of a touch being kept.
|
|
/// </remarks>
|
|
public static int maxHistoryLengthPerFinger
|
|
{
|
|
get => s_GlobalState.historyLengthPerFinger;
|
|
|
|
////TODO
|
|
/*set { throw new NotImplementedException(); }*/
|
|
}
|
|
|
|
internal Touch(Finger finger, InputStateHistory<TouchState>.Record touchRecord)
|
|
{
|
|
m_Finger = finger;
|
|
m_TouchRecord = touchRecord;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
if (!valid)
|
|
return "<None>";
|
|
|
|
return $"{{id={touchId} finger={finger.index} phase={phase} position={screenPosition} delta={delta} time={time}}}";
|
|
}
|
|
|
|
public bool Equals(Touch other)
|
|
{
|
|
return Equals(m_Finger, other.m_Finger) && m_TouchRecord.Equals(other.m_TouchRecord);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
return obj is Touch other && Equals(other);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
unchecked
|
|
{
|
|
return ((m_Finger != null ? m_Finger.GetHashCode() : 0) * 397) ^ m_TouchRecord.GetHashCode();
|
|
}
|
|
}
|
|
|
|
internal static void AddTouchscreen(Touchscreen screen)
|
|
{
|
|
Debug.Assert(!s_GlobalState.touchscreens.ContainsReference(screen), "Already added touchscreen");
|
|
s_GlobalState.touchscreens.AppendWithCapacity(screen, capacityIncrement: 5);
|
|
|
|
// Add finger tracking to states.
|
|
s_GlobalState.playerState.AddFingers(screen);
|
|
#if UNITY_EDITOR
|
|
s_GlobalState.editorState.AddFingers(screen);
|
|
#endif
|
|
}
|
|
|
|
internal static void RemoveTouchscreen(Touchscreen screen)
|
|
{
|
|
Debug.Assert(s_GlobalState.touchscreens.ContainsReference(screen), "Did not add touchscreen");
|
|
|
|
// Remove from list.
|
|
var index = s_GlobalState.touchscreens.IndexOfReference(screen);
|
|
s_GlobalState.touchscreens.RemoveAtWithCapacity(index);
|
|
|
|
// Remove fingers from states.
|
|
s_GlobalState.playerState.RemoveFingers(screen);
|
|
#if UNITY_EDITOR
|
|
s_GlobalState.editorState.RemoveFingers(screen);
|
|
#endif
|
|
}
|
|
|
|
////TODO: only have this hooked when we actually need it
|
|
internal static void BeginUpdate()
|
|
{
|
|
#if UNITY_EDITOR
|
|
if ((InputState.currentUpdateType == InputUpdateType.Editor && s_GlobalState.playerState.updateMask != InputUpdateType.Editor) ||
|
|
(InputState.currentUpdateType != InputUpdateType.Editor && s_GlobalState.playerState.updateMask == InputUpdateType.Editor))
|
|
{
|
|
// Either swap in editor state and retain currently active player state in s_EditorState
|
|
// or swap player state back in.
|
|
MemoryHelpers.Swap(ref s_GlobalState.playerState, ref s_GlobalState.editorState);
|
|
}
|
|
#endif
|
|
|
|
// If we have any touches in activeTouches that are ended or canceled,
|
|
// we need to clear them in the next frame.
|
|
if (s_GlobalState.playerState.haveActiveTouchesNeedingRefreshNextUpdate)
|
|
s_GlobalState.playerState.haveBuiltActiveTouches = false;
|
|
}
|
|
|
|
private readonly Finger m_Finger;
|
|
internal InputStateHistory<TouchState>.Record m_TouchRecord;
|
|
|
|
/// <summary>
|
|
/// Holds global (static) touch state.
|
|
/// </summary>
|
|
internal struct GlobalState
|
|
{
|
|
internal InlinedArray<Touchscreen> touchscreens;
|
|
internal int historyLengthPerFinger;
|
|
internal CallbackArray<Action<Finger>> onFingerDown;
|
|
internal CallbackArray<Action<Finger>> onFingerMove;
|
|
internal CallbackArray<Action<Finger>> onFingerUp;
|
|
|
|
internal FingerAndTouchState playerState;
|
|
#if UNITY_EDITOR
|
|
internal FingerAndTouchState editorState;
|
|
#endif
|
|
}
|
|
|
|
private static GlobalState CreateGlobalState()
|
|
{ // Convenient method since parameterized construction is default
|
|
return new GlobalState { historyLengthPerFinger = 64 };
|
|
}
|
|
|
|
internal static GlobalState s_GlobalState = CreateGlobalState();
|
|
|
|
internal static ISavedState SaveAndResetState()
|
|
{
|
|
// Save current state
|
|
var savedState = new SavedStructState<GlobalState>(
|
|
ref s_GlobalState,
|
|
(ref GlobalState state) => s_GlobalState = state,
|
|
() => { /* currently nothing to dispose */ });
|
|
|
|
// Reset global state
|
|
s_GlobalState = CreateGlobalState();
|
|
|
|
return savedState;
|
|
}
|
|
|
|
// In scenarios where we have to support multiple different types of input updates (e.g. in editor or in
|
|
// player when both dynamic and fixed input updates are enabled), we need more than one copy of touch state.
|
|
// We encapsulate the state in this struct so that we can easily swap it.
|
|
//
|
|
// NOTE: Finger instances are per state. This means that you will actually see different Finger instances for
|
|
// the same finger in two different update types.
|
|
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1001:TypesThatOwnDisposableFieldsShouldBeDisposable",
|
|
Justification = "Managed internally")]
|
|
internal struct FingerAndTouchState
|
|
{
|
|
public InputUpdateType updateMask;
|
|
public Finger[] fingers;
|
|
public Finger[] activeFingers;
|
|
public Touch[] activeTouches;
|
|
public int activeFingerCount;
|
|
public int activeTouchCount;
|
|
public int totalFingerCount;
|
|
public uint lastId;
|
|
public bool haveBuiltActiveTouches;
|
|
public bool haveActiveTouchesNeedingRefreshNextUpdate;
|
|
|
|
// `activeTouches` adds yet another view of input state that is different from "normal" recorded
|
|
// state history. In this view, touches become stationary in the next update and deltas reset
|
|
// between updates. We solve this by storing state separately for active touches. We *only* do
|
|
// so when `activeTouches` is actually queried meaning that `activeTouches` has no overhead if
|
|
// not used.
|
|
public InputStateHistory<TouchState> activeTouchState;
|
|
|
|
public void AddFingers(Touchscreen screen)
|
|
{
|
|
var touchCount = screen.touches.Count;
|
|
ArrayHelpers.EnsureCapacity(ref fingers, totalFingerCount, touchCount);
|
|
for (var i = 0; i < touchCount; ++i)
|
|
{
|
|
var finger = new Finger(screen, i, updateMask);
|
|
ArrayHelpers.AppendWithCapacity(ref fingers, ref totalFingerCount, finger);
|
|
}
|
|
}
|
|
|
|
public void RemoveFingers(Touchscreen screen)
|
|
{
|
|
var touchCount = screen.touches.Count;
|
|
for (var i = 0; i < fingers.Length; ++i)
|
|
{
|
|
if (fingers[i].screen != screen)
|
|
continue;
|
|
|
|
// Release unmanaged memory.
|
|
for (var n = 0; n < touchCount; ++n)
|
|
fingers[i + n].m_StateHistory.Dispose();
|
|
|
|
////REVIEW: leave Fingers in place and reuse the instances?
|
|
ArrayHelpers.EraseSliceWithCapacity(ref fingers, ref totalFingerCount, i, touchCount);
|
|
break;
|
|
}
|
|
|
|
// Force rebuilding of active touches.
|
|
haveBuiltActiveTouches = false;
|
|
}
|
|
|
|
public void Destroy()
|
|
{
|
|
for (var i = 0; i < totalFingerCount; ++i)
|
|
fingers[i].m_StateHistory.Dispose();
|
|
activeTouchState?.Dispose();
|
|
activeTouchState = null;
|
|
}
|
|
|
|
public void UpdateActiveFingers()
|
|
{
|
|
////TODO: do this only once per update per activeFingers getter
|
|
|
|
activeFingerCount = 0;
|
|
for (var i = 0; i < totalFingerCount; ++i)
|
|
{
|
|
var finger = fingers[i];
|
|
var lastTouch = finger.currentTouch;
|
|
if (lastTouch.valid)
|
|
ArrayHelpers.AppendWithCapacity(ref activeFingers, ref activeFingerCount, finger);
|
|
}
|
|
}
|
|
|
|
public unsafe void UpdateActiveTouches()
|
|
{
|
|
if (haveBuiltActiveTouches)
|
|
return;
|
|
|
|
// Clear activeTouches state.
|
|
if (activeTouchState == null)
|
|
{
|
|
activeTouchState = new InputStateHistory<TouchState>
|
|
{
|
|
extraMemoryPerRecord = UnsafeUtility.SizeOf<ExtraDataPerTouchState>()
|
|
};
|
|
}
|
|
else
|
|
{
|
|
activeTouchState.Clear();
|
|
activeTouchState.m_ControlCount = 0;
|
|
activeTouchState.m_Controls.Clear();
|
|
}
|
|
activeTouchCount = 0;
|
|
haveActiveTouchesNeedingRefreshNextUpdate = false;
|
|
var currentUpdateStepCount = InputUpdate.s_UpdateStepCount;
|
|
|
|
////OPTIMIZE: Handle touchscreens that have no activity more efficiently
|
|
////FIXME: This is sensitive to history size; we probably need to ensure that the Begans and Endeds/Canceleds of touches are always available to us
|
|
//// (instead of rebuild activeTouches from scratch each time, may be more useful to update it)
|
|
|
|
// Go through fingers and for each one, get the touches that were active this update.
|
|
for (var i = 0; i < totalFingerCount; ++i)
|
|
{
|
|
ref var finger = ref fingers[i];
|
|
|
|
// NOTE: Many of the operations here are inlined in order to not perform the same
|
|
// checks/computations repeatedly.
|
|
|
|
var history = finger.m_StateHistory;
|
|
var touchRecordCount = history.Count;
|
|
if (touchRecordCount == 0)
|
|
continue;
|
|
|
|
// We're walking newest-first through the touch history but want the resulting list of
|
|
// active touches to be oldest first (so that a record for an ended touch comes before
|
|
// a record of a new touch started on the same finger). To achieve that, we insert
|
|
// new touch entries for any finger always at the same index (i.e. we prepend rather
|
|
// than append).
|
|
var insertAt = activeTouchCount;
|
|
|
|
// Go back in time through the touch records on the finger and collect any touch
|
|
// active in the current frame. Note that this may yield *multiple* touches for the
|
|
// finger as there may be touches that have ended in the frame while in the same
|
|
// frame, a new touch was started.
|
|
var currentTouchId = 0;
|
|
var currentTouchState = default(TouchState*);
|
|
var touchRecordIndex = history.UserIndexToRecordIndex(touchRecordCount - 1); // Start with last record.
|
|
var touchRecordHeader = history.GetRecordUnchecked(touchRecordIndex);
|
|
var touchRecordSize = history.bytesPerRecord;
|
|
var extraMemoryOffset = touchRecordSize - history.extraMemoryPerRecord;
|
|
for (var n = 0; n < touchRecordCount; ++n)
|
|
{
|
|
if (n != 0)
|
|
{
|
|
--touchRecordIndex;
|
|
if (touchRecordIndex < 0)
|
|
{
|
|
// We're wrapping around so buffer must be full. Go to last record in buffer.
|
|
//touchRecordIndex = history.historyDepth - history.m_HeadIndex - 1;
|
|
touchRecordIndex = history.historyDepth - 1;
|
|
touchRecordHeader = history.GetRecordUnchecked(touchRecordIndex);
|
|
}
|
|
else
|
|
{
|
|
touchRecordHeader = (InputStateHistory.RecordHeader*)((byte*)touchRecordHeader - touchRecordSize);
|
|
}
|
|
}
|
|
|
|
// Skip if part of an ongoing touch we've already recorded.
|
|
var touchState = (TouchState*)touchRecordHeader->statePtrWithoutControlIndex; // History is tied to a single TouchControl.
|
|
var wasUpdatedThisFrame = touchState->updateStepCount == currentUpdateStepCount;
|
|
if (touchState->touchId == currentTouchId && !touchState->phase.IsEndedOrCanceled())
|
|
{
|
|
// If this is the Began record for the touch and that one happened in
|
|
// the current frame, we force the touch phase to Began.
|
|
if (wasUpdatedThisFrame && touchState->phase == TouchPhase.Began)
|
|
{
|
|
Debug.Assert(currentTouchState != null, "Must have current touch record at this point");
|
|
|
|
currentTouchState->phase = TouchPhase.Began;
|
|
currentTouchState->position = touchState->position;
|
|
currentTouchState->delta = default;
|
|
|
|
haveActiveTouchesNeedingRefreshNextUpdate = true;
|
|
}
|
|
|
|
// Need to continue here as there may still be Ended touches that need to
|
|
// be taken into account (as in, there may actually be multiple active touches
|
|
// for the same finger due to how the polling API works).
|
|
continue;
|
|
}
|
|
|
|
// If the touch is older than the current frame and it's a touch that has
|
|
// ended, we don't need to look further back into the history as anything
|
|
// coming before that will be equally outdated.
|
|
if (touchState->phase.IsEndedOrCanceled())
|
|
{
|
|
// An exception are touches that both began *and* ended in the previous frame.
|
|
// For these, we surface the Began in the previous update and the Ended in the
|
|
// current frame.
|
|
if (!(touchState->beganInSameFrame && touchState->updateStepCount == currentUpdateStepCount - 1) &&
|
|
!wasUpdatedThisFrame)
|
|
break;
|
|
}
|
|
|
|
// Make a copy of the touch so that we can modify data like deltas and phase.
|
|
// NOTE: Again, not using AddRecord() for speed.
|
|
// NOTE: Unlike `history`, `activeTouchState` stores control indices as each active touch
|
|
// will correspond to a different TouchControl.
|
|
var touchExtraState = (ExtraDataPerTouchState*)((byte*)touchRecordHeader + extraMemoryOffset);
|
|
var newRecordHeader = activeTouchState.AllocateRecord(out var newRecordIndex);
|
|
var newRecordState = (TouchState*)newRecordHeader->statePtrWithControlIndex;
|
|
var newRecordExtraState = (ExtraDataPerTouchState*)((byte*)newRecordHeader + activeTouchState.bytesPerRecord - UnsafeUtility.SizeOf<ExtraDataPerTouchState>());
|
|
newRecordHeader->time = touchRecordHeader->time;
|
|
newRecordHeader->controlIndex = ArrayHelpers.AppendWithCapacity(ref activeTouchState.m_Controls,
|
|
ref activeTouchState.m_ControlCount, finger.m_StateHistory.controls[0]);
|
|
|
|
UnsafeUtility.MemCpy(newRecordState, touchState, UnsafeUtility.SizeOf<TouchState>());
|
|
UnsafeUtility.MemCpy(newRecordExtraState, touchExtraState, UnsafeUtility.SizeOf<ExtraDataPerTouchState>());
|
|
|
|
// If the touch hasn't moved this frame, mark it stationary.
|
|
// EXCEPT: If we are looked at a Moved touch that also began in the same frame and that
|
|
// frame is the one immediately preceding us. In that case, we want to surface the Moved
|
|
// as if it happened this frame.
|
|
var phase = touchState->phase;
|
|
if ((phase == TouchPhase.Moved || phase == TouchPhase.Began) &&
|
|
!wasUpdatedThisFrame && !(phase == TouchPhase.Moved && touchState->beganInSameFrame && touchState->updateStepCount == currentUpdateStepCount - 1))
|
|
{
|
|
newRecordState->phase = TouchPhase.Stationary;
|
|
newRecordState->delta = default;
|
|
}
|
|
// If the touch wasn't updated this frame, zero out its delta.
|
|
else if (!wasUpdatedThisFrame && !touchState->beganInSameFrame)
|
|
{
|
|
newRecordState->delta = default;
|
|
}
|
|
else
|
|
{
|
|
// We want accumulated deltas only on activeTouches.
|
|
newRecordState->delta = newRecordExtraState->accumulatedDelta;
|
|
}
|
|
|
|
var newRecord = new InputStateHistory<TouchState>.Record(activeTouchState, newRecordIndex, newRecordHeader);
|
|
var newTouch = new Touch(finger, newRecord);
|
|
|
|
ArrayHelpers.InsertAtWithCapacity(ref activeTouches, ref activeTouchCount, insertAt, newTouch);
|
|
|
|
currentTouchId = touchState->touchId;
|
|
currentTouchState = newRecordState;
|
|
|
|
// For anything but stationary touches on the activeTouches list, we need a subsequent
|
|
// update in the next frame.
|
|
if (newTouch.phase != TouchPhase.Stationary)
|
|
haveActiveTouchesNeedingRefreshNextUpdate = true;
|
|
}
|
|
}
|
|
|
|
haveBuiltActiveTouches = true;
|
|
}
|
|
}
|
|
|
|
internal struct ExtraDataPerTouchState
|
|
{
|
|
public Vector2 accumulatedDelta;
|
|
|
|
public uint uniqueId; // Unique ID for touch *record* (i.e. multiple TouchStates having the same touchId will still each have a unique ID).
|
|
|
|
////TODO
|
|
//public uint tapCount;
|
|
}
|
|
}
|
|
}
|