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!
419 lines
17 KiB
C#
419 lines
17 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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#endif
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////TODO: add pressure support
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////REVIEW: extend this beyond simulating from Pointers only? theoretically, we could simulate from any means of generating positions and presses
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////REVIEW: I think this is a workable first attempt but overall, not a sufficient take on input simulation. ATM this uses InputState.Change
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//// to shove input directly into Touchscreen. Also, it uses state change notifications to set off the simulation. The latter leads
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//// to touch input potentially changing multiple times in response to a single pointer event. And the former leads to the simulated
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//// touch input not being visible at the event level -- which leaves Touch and Finger slightly unhappy, for example.
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//// I think being able to cycle simulated input fully through the event loop would result in a setup that is both simpler and more robust.
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//// Also, it would allow *disabling* the source devices as long as we don't disable them in the backend, too.
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//// Finally, the fact that we spin off input *from* events here and feed that into InputState.Change() by passing the event along
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//// means that places that make sure we process input only once (e.g. binding composites which will remember the event ID they have
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//// been triggered from) may reject the simulated input when they have already seen the non-simulated input (which may be okay
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//// behavior).
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namespace UnityEngine.InputSystem.EnhancedTouch
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{
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/// <summary>
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/// Adds a <see cref="Touchscreen"/> with input simulated from other types of <see cref="Pointer"/> devices (e.g. <see cref="Mouse"/>
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/// or <see cref="Pen"/>).
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/// </summary>
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[AddComponentMenu("Input/Debug/Touch Simulation")]
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[ExecuteInEditMode]
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[HelpURL(InputSystem.kDocUrl + "/manual/Touch.html#touch-simulation")]
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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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public class TouchSimulation : MonoBehaviour, IInputStateChangeMonitor
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{
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public Touchscreen simulatedTouchscreen { get; private set; }
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public static TouchSimulation instance => s_Instance;
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public static void Enable()
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{
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if (instance == null)
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{
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////TODO: find instance
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var hiddenGO = new GameObject();
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hiddenGO.SetActive(false);
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hiddenGO.hideFlags = HideFlags.HideAndDontSave;
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s_Instance = hiddenGO.AddComponent<TouchSimulation>();
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instance.gameObject.SetActive(true);
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}
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instance.enabled = true;
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}
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public static void Disable()
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{
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if (instance != null)
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instance.enabled = false;
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}
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public static void Destroy()
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{
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Disable();
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if (s_Instance != null)
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{
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Destroy(s_Instance.gameObject);
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s_Instance = null;
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}
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}
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protected void AddPointer(Pointer pointer)
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{
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if (pointer == null)
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throw new ArgumentNullException(nameof(pointer));
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// Ignore if already added.
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if (m_Pointers.ContainsReference(m_NumPointers, pointer))
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return;
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// Add to list.
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ArrayHelpers.AppendWithCapacity(ref m_Pointers, ref m_NumPointers, pointer);
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ArrayHelpers.Append(ref m_CurrentPositions, default(Vector2));
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ArrayHelpers.Append(ref m_CurrentDisplayIndices, default(int));
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InputSystem.DisableDevice(pointer, keepSendingEvents: true);
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}
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protected void RemovePointer(Pointer pointer)
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{
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if (pointer == null)
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throw new ArgumentNullException(nameof(pointer));
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// Ignore if not added.
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var pointerIndex = m_Pointers.IndexOfReference(pointer, m_NumPointers);
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if (pointerIndex == -1)
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return;
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// Cancel all ongoing touches from the pointer.
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for (var i = 0; i < m_Touches.Length; ++i)
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{
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var button = m_Touches[i];
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if (button != null && button.device != pointer)
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continue;
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UpdateTouch(i, pointerIndex, TouchPhase.Canceled);
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}
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// Remove from list.
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m_Pointers.EraseAtWithCapacity(ref m_NumPointers, pointerIndex);
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ArrayHelpers.EraseAt(ref m_CurrentPositions, pointerIndex);
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ArrayHelpers.EraseAt(ref m_CurrentDisplayIndices, pointerIndex);
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// Re-enable the device (only in case it's still added to the system).
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if (pointer.added)
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InputSystem.EnableDevice(pointer);
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}
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private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device)
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{
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var pointerIndex = m_Pointers.IndexOfReference(device, m_NumPointers);
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if (pointerIndex < 0)
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return;
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var eventType = eventPtr.type;
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if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
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return;
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////TODO: this can be simplified if we use events instead of InputState.Change() but doing so requires work on buffering events while processing; also
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//// needs extra handling to not lag into the next frame
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////REVIEW: should we have specialized paths for MouseState and PenState here? (probably can only use for StateEvents)
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Pointer pointer = m_Pointers[pointerIndex];
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// Read pointer position.
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var positionControl = pointer.position;
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var positionStatePtr = positionControl.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
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if (positionStatePtr != null)
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m_CurrentPositions[pointerIndex] = positionControl.ReadValueFromState(positionStatePtr);
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// Read display index.
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var displayIndexControl = pointer.displayIndex;
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var displayIndexStatePtr = displayIndexControl.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
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if (displayIndexStatePtr != null)
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m_CurrentDisplayIndices[pointerIndex] = displayIndexControl.ReadValueFromState(displayIndexStatePtr);
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// End touches for which buttons are no longer pressed.
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////REVIEW: There must be a better way to do this
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for (var i = 0; i < m_Touches.Length; ++i)
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{
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var button = m_Touches[i];
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if (button == null || button.device != device)
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continue;
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var buttonStatePtr = button.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
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if (buttonStatePtr == null)
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{
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// Button is not contained in event. If we do have a position update, issue
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// a move on the button's corresponding touch. This makes us deal with delta
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// events that only update pointer positions.
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if (positionStatePtr != null)
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UpdateTouch(i, pointerIndex, TouchPhase.Moved, eventPtr);
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}
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else if (button.ReadValueFromState(buttonStatePtr) < (ButtonControl.s_GlobalDefaultButtonPressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold))
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UpdateTouch(i, pointerIndex, TouchPhase.Ended, eventPtr);
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}
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// Add/update touches for buttons that are pressed.
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foreach (var control in eventPtr.EnumerateControls(InputControlExtensions.Enumerate.IgnoreControlsInDefaultState, device))
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{
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if (!control.isButton)
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continue;
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// Check if it's pressed.
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var buttonStatePtr = control.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
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Debug.Assert(buttonStatePtr != null, "Button returned from EnumerateControls() must be found in event");
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var value = 0f;
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control.ReadValueFromStateIntoBuffer(buttonStatePtr, UnsafeUtility.AddressOf(ref value), 4);
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if (value <= ButtonControl.s_GlobalDefaultButtonPressPoint)
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continue; // Not in default state but also not pressed.
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// See if we have an ongoing touch for the button.
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var touchIndex = m_Touches.IndexOfReference(control);
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if (touchIndex < 0)
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{
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// No, so add it.
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touchIndex = m_Touches.IndexOfReference((ButtonControl)null);
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if (touchIndex >= 0) // If negative, we're at max touch count and can't add more.
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{
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m_Touches[touchIndex] = (ButtonControl)control;
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UpdateTouch(touchIndex, pointerIndex, TouchPhase.Began, eventPtr);
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}
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}
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else
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{
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// Yes, so update it.
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UpdateTouch(touchIndex, pointerIndex, TouchPhase.Moved, eventPtr);
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}
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}
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eventPtr.handled = true;
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}
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private void OnDeviceChange(InputDevice device, InputDeviceChange change)
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{
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// If someone removed our simulated touchscreen, disable touch simulation.
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if (device == simulatedTouchscreen && change == InputDeviceChange.Removed)
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{
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Disable();
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return;
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}
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switch (change)
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{
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case InputDeviceChange.Added:
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{
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if (device is Pointer pointer)
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{
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if (device is Touchscreen)
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return; ////TODO: decide what to do
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AddPointer(pointer);
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}
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break;
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}
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case InputDeviceChange.Removed:
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{
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if (device is Pointer pointer)
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RemovePointer(pointer);
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break;
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}
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}
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}
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protected void OnEnable()
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{
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if (simulatedTouchscreen != null)
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{
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if (!simulatedTouchscreen.added)
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InputSystem.AddDevice(simulatedTouchscreen);
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}
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else
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{
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simulatedTouchscreen = InputSystem.GetDevice("Simulated Touchscreen") as Touchscreen;
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if (simulatedTouchscreen == null)
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simulatedTouchscreen = InputSystem.AddDevice<Touchscreen>("Simulated Touchscreen");
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}
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if (m_Touches == null)
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m_Touches = new ButtonControl[simulatedTouchscreen.touches.Count];
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foreach (var device in InputSystem.devices)
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OnDeviceChange(device, InputDeviceChange.Added);
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if (m_OnDeviceChange == null)
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m_OnDeviceChange = OnDeviceChange;
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if (m_OnEvent == null)
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m_OnEvent = OnEvent;
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InputSystem.onDeviceChange += m_OnDeviceChange;
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InputSystem.onEvent += m_OnEvent;
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}
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protected void OnDisable()
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{
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if (simulatedTouchscreen != null && simulatedTouchscreen.added)
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InputSystem.RemoveDevice(simulatedTouchscreen);
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// Re-enable all pointers we disabled.
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for (var i = 0; i < m_NumPointers; ++i)
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InputSystem.EnableDevice(m_Pointers[i]);
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m_Pointers.Clear(m_NumPointers);
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m_Touches.Clear();
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m_NumPointers = 0;
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m_LastTouchId = 0;
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m_PrimaryTouchIndex = -1;
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InputSystem.onDeviceChange -= m_OnDeviceChange;
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InputSystem.onEvent -= m_OnEvent;
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}
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private unsafe void UpdateTouch(int touchIndex, int pointerIndex, TouchPhase phase, InputEventPtr eventPtr = default)
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{
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Vector2 position = m_CurrentPositions[pointerIndex];
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Debug.Assert(m_CurrentDisplayIndices[pointerIndex] <= byte.MaxValue, "Display index was larger than expected");
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byte displayIndex = (byte)m_CurrentDisplayIndices[pointerIndex];
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var touch = new TouchState
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{
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phase = phase,
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position = position,
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displayIndex = displayIndex
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};
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var time = eventPtr.valid ? eventPtr.time : InputState.currentTime;
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var oldTouchState = (TouchState*)((byte*)simulatedTouchscreen.currentStatePtr +
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simulatedTouchscreen.touches[touchIndex].stateBlock.byteOffset);
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if (phase == TouchPhase.Began)
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{
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touch.isPrimaryTouch = m_PrimaryTouchIndex < 0;
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touch.startTime = time;
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touch.startPosition = position;
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touch.touchId = ++m_LastTouchId;
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touch.tapCount = oldTouchState->tapCount; // Get reset automatically by Touchscreen.
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if (touch.isPrimaryTouch)
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m_PrimaryTouchIndex = touchIndex;
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}
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else
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{
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touch.touchId = oldTouchState->touchId;
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touch.isPrimaryTouch = m_PrimaryTouchIndex == touchIndex;
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touch.delta = position - oldTouchState->position;
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touch.startPosition = oldTouchState->startPosition;
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touch.startTime = oldTouchState->startTime;
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touch.tapCount = oldTouchState->tapCount;
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if (phase == TouchPhase.Ended)
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{
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touch.isTap = time - oldTouchState->startTime <= Touchscreen.s_TapTime &&
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(position - oldTouchState->startPosition).sqrMagnitude <= Touchscreen.s_TapRadiusSquared;
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if (touch.isTap)
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++touch.tapCount;
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}
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}
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if (touch.isPrimaryTouch)
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InputState.Change(simulatedTouchscreen.primaryTouch, touch, eventPtr: eventPtr);
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InputState.Change(simulatedTouchscreen.touches[touchIndex], touch, eventPtr: eventPtr);
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if (phase.IsEndedOrCanceled())
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{
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m_Touches[touchIndex] = null;
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if (m_PrimaryTouchIndex == touchIndex)
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m_PrimaryTouchIndex = -1;
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}
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}
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[NonSerialized] private int m_NumPointers;
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[NonSerialized] private Pointer[] m_Pointers;
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[NonSerialized] private Vector2[] m_CurrentPositions;
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[NonSerialized] private int[] m_CurrentDisplayIndices;
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[NonSerialized] private ButtonControl[] m_Touches;
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[NonSerialized] private int m_LastTouchId;
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[NonSerialized] private int m_PrimaryTouchIndex = -1;
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[NonSerialized] private Action<InputDevice, InputDeviceChange> m_OnDeviceChange;
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[NonSerialized] private Action<InputEventPtr, InputDevice> m_OnEvent;
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internal static TouchSimulation s_Instance;
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#if UNITY_EDITOR
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static TouchSimulation()
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{
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// We're a MonoBehaviour so our cctor may get called as part of the MonoBehaviour being
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// created. We don't want to trigger InputSystem initialization from there so delay-execute
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// the code here.
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EditorApplication.delayCall +=
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() =>
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{
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InputSystem.onSettingsChange += OnSettingsChanged;
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InputSystem.onBeforeUpdate += ReEnableAfterDomainReload;
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};
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}
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private static void ReEnableAfterDomainReload()
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{
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OnSettingsChanged();
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InputSystem.onBeforeUpdate -= ReEnableAfterDomainReload;
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}
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private static void OnSettingsChanged()
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{
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if (InputEditorUserSettings.simulateTouch)
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Enable();
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else
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Disable();
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}
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#endif
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////TODO: Remove IInputStateChangeMonitor from this class when we can break the API
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void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
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{
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}
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void IInputStateChangeMonitor.NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
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{
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}
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// Disable warnings about unused parameters.
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#pragma warning disable CA1801
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////TODO: [Obsolete]
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protected void InstallStateChangeMonitors(int startIndex = 0)
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{
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}
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////TODO: [Obsolete]
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protected void OnSourceControlChangedValue(InputControl control, double time, InputEventPtr eventPtr,
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long sourceDeviceAndButtonIndex)
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{
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}
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////TODO: [Obsolete]
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protected void UninstallStateChangeMonitors(int startIndex = 0)
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{
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}
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}
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}
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