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!
85 lines
5.5 KiB
C#
85 lines
5.5 KiB
C#
// In retrospect, allowing Touchscreen to do what it does the way it does it was a mistake. It came out of thinking that
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// we need Touchscreen to have a large pool of TouchStates from which to dynamically allocate -- as this was what the old
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// input system does. This made it unfeasible/unwise to put the burden of touch allocation on platform backends and thus
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// led to the current setup where backends are sending TouchState events which Touchscreen dynamically incorporates.
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//
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// This shouldn't have happened.
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//
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// Ultimately, this led to IInputStateCallbackReceiver in its current form. While quite flexible in what it allows you to
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// do, it introduces a lot of additional complication and deviation from an otherwise very simple model based on trivially
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// understood chunks of input state.
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Interface for devices that implement their own state update handling.
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/// </summary>
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/// <remarks>
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/// The input system has built-in logic to automatically handle the state buffers that store input values for devices. This
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/// means that if an input event containing input state is processed, its data will be copied automatically into the state
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/// memory for the device.
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///
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/// However, some devices need to apply custom logic whenever new input is received. An example of this is <see cref="Pointer.delta"/>
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/// which needs to accumulate deltas as they are received within a frame and then reset the delta at the beginning of a new frame.
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///
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/// Also, devices like <see cref="Touchscreen"/> extensively customize event handling in order to implement features such as
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/// tap detection and primary touch handling. This is what allows the device to receive state events in <see cref="TouchState"/>
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/// format even though that is not the format of the device itself (which is mainly a composite of several TouchStates).
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///
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/// This interface allows to bypass the built-in logic and instead intercept and manually handle state updates.
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/// </remarks>
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/// <seealso cref="InputDevice"/>
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/// <seealso cref="Pointer"/>
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/// <seealso cref="Touchscreen"/>
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public interface IInputStateCallbackReceiver
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{
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/// <summary>
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/// A new input update begins. This means that the current state of the device is being carried over into the next
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/// frame.
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/// </summary>
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/// <remarks>
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/// This is called without the front and back buffer for the device having been flipped. You can use <see cref="InputState.Change"/>
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/// to write values into the device's state (e.g. to reset a given control to its default state) which will implicitly perform
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/// the buffer flip.
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/// </remarks>
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void OnNextUpdate();
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/// <summary>
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/// A new state event has been received and is being processed.
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/// </summary>
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/// <param name="eventPtr">The state event. This will be either a <see cref="StateEvent"/> or a <see cref="DeltaStateEvent"/>.</param>
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/// <remarks>
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/// Use <see cref="InputState.Change"/> to write state updates into the device state buffers. While nothing will prevent a device
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/// from writing directly into the memory buffers retrieved with <see cref="InputControl.currentStatePtr"/>, doing so will bypass
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/// the buffer flipping logic as well as change detection from change monitors (<see cref="IInputStateChangeMonitor"/>; this will
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/// cause <see cref="InputAction"/> to not work with the device) and thus lead to incorrect behavior.
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/// </remarks>
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/// <seealso cref="StateEvent"/>
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/// <seealso cref="DeltaStateEvent"/>
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void OnStateEvent(InputEventPtr eventPtr);
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/// <summary>
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/// Compute an offset that correlates <paramref name="control"/> with the state in <paramref name="eventPtr"/>.
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/// </summary>
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/// <param name="control">Control the state of which we want to access within <paramref name="eventPtr"/>.</param>
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/// <param name="eventPtr">An input event. Must be a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/></param>
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/// <param name="offset"></param>
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/// <returns>False if the correlation failed or true if <paramref name="offset"/> has been set and should be used
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/// as the offset for the state of <paramref name="control"/>.</returns>
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/// <remarks>
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/// This method will only be called if the given state event has a state format different than that of the device. In that case,
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/// the memory of the input state captured in the given state event cannot be trivially correlated with the control.
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///
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/// The input system calls the method to know which offset (if any) in the device's state block to consider the state
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/// in <paramref name="eventPtr"/> relative to when accessing the state for <paramref name="control"/> as found in
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/// the event.
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///
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/// An example of when this is called is for touch events. These are normally sent in <see cref="TouchState"/> format
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/// which, however, is not the state format of <see cref="Touchscreen"/> (which uses a composite of several TouchStates).
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/// When trying to access the state in <paramref name="eventPtr"/> to, for example, read out the touch position,
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/// </remarks>
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/// <seealso cref="InputControlExtensions.GetStatePtrFromStateEvent"/>
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bool GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset);
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}
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}
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