File size: 48,876 Bytes
18a519f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
using System;
using System.Runtime.InteropServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Profiling;

////TODO: property that tells whether a Touchscreen is multi-touch capable

////TODO: property that tells whether a Touchscreen supports pressure

////TODO: add support for screen orientation

////TODO: touch is hardwired to certain memory layouts ATM; either allow flexibility or make sure the layouts cannot be changed

////TODO: startTimes are baked *external* times; reset touch when coming out of play mode

////TODO: detect and diagnose touchId=0 events

////REVIEW: where should we put handset vibration support? should that sit on the touchscreen class? be its own separate device?

////REVIEW: Given that Touchscreen is no use for polling, should we remove Touchscreen.current?

////REVIEW: Should Touchscreen reset individual TouchControls to default(TouchState) after a touch has ended? This would allow
////        binding to a TouchControl as a whole and the action would correctly cancel if the touch ends

namespace UnityEngine.InputSystem.LowLevel
{
    [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1028:EnumStorageShouldBeInt32", Justification = "byte to correspond to TouchState layout.")]
    [Flags]
    internal enum TouchFlags : byte
    {
        IndirectTouch = 1 << 0,

        // NOTE: Leaving the first 3 bits for native.

        PrimaryTouch = 1 << 3,
        TapPress = 1 << 4,
        TapRelease = 1 << 5,

        // Indicates that the touch that established this primary touch has ended but that when
        // it did, there were still other touches going on. We end the primary touch when the
        // last touch leaves the screen.
        OrphanedPrimaryTouch = 1 << 6,

        // This is only used by EnhancedTouch to mark touch records that have begun in the same
        // frame as the current touch record.
        BeganInSameFrame = 1 << 7,
    }

    ////REVIEW: add timestamp directly to touch?
    /// <summary>
    /// State layout for a single touch.
    /// </summary>
    /// <remarks>
    /// This is the low-level memory representation of a single touch, i.e the
    /// way touches are internally transmitted and stored in the system. To update
    /// touches on a <see cref="Touchscreen"/>, <see cref="StateEvent"/>s containing
    /// TouchStates are sent to the screen.
    /// </remarks>
    /// <seealso cref="TouchControl"/>
    /// <seealso cref="Touchscreen"/>
    // IMPORTANT: Must match TouchInputState in native code.
    [StructLayout(LayoutKind.Explicit, Size = kSizeInBytes)]
    public struct TouchState : IInputStateTypeInfo
    {
        internal const int kSizeInBytes = 56;

        /// <summary>
        /// Memory format tag for TouchState.
        /// </summary>
        /// <value>Returns "TOUC".</value>
        /// <seealso cref="InputStateBlock.format"/>
        public static FourCC Format => new FourCC('T', 'O', 'U', 'C');

        ////REVIEW: this should really be a uint
        /// <summary>
        /// Numeric ID of the touch.
        /// </summary>
        /// <value>Numeric ID of the touch.</value>
        /// <remarks>
        /// While a touch is ongoing, it must have a non-zero ID different from
        /// all other ongoing touches. Starting with <see cref="TouchPhase.Began"/>
        /// and ending with <see cref="TouchPhase.Ended"/> or <see cref="TouchPhase.Canceled"/>,
        /// a touch is identified by its ID, i.e. a TouchState with the same ID
        /// belongs to the same touch.
        ///
        /// After a touch has ended or been canceled, an ID can be reused.
        /// </remarks>
        /// <seealso cref="TouchControl.touchId"/>
        [InputControl(displayName = "Touch ID", layout = "Integer", synthetic = true, dontReset = true)]
        [FieldOffset(0)]
        public int touchId;

        /// <summary>
        /// Screen-space position of the touch in pixels.
        /// </summary>
        /// <value>Screen-space position of the touch.</value>
        /// <seealso cref="TouchControl.position"/>
        [InputControl(displayName = "Position", dontReset = true)]
        [FieldOffset(4)]
        public Vector2 position;

        /// <summary>
        /// Screen-space motion delta of the touch in pixels.
        /// </summary>
        /// <value>Screen-space movement delta.</value>
        /// <seealso cref="TouchControl.delta"/>
        [InputControl(displayName = "Delta", layout = "Delta")]
        [FieldOffset(12)]
        public Vector2 delta;

        /// <summary>
        /// Pressure-level of the touch against the touchscreen.
        /// </summary>
        /// <value>Pressure of touch.</value>
        /// <remarks>
        /// The core range for this value is [0..1] with 1 indicating maximum pressure. Note, however,
        /// that the actual value may go beyond 1 in practice. This is because the system will usually
        /// define "maximum pressure" to be less than the physical maximum limit the hardware is capable
        /// of reporting so that to achieve maximum pressure, one does not need to press as hard as
        /// possible.
        /// </remarks>
        /// <seealso cref="TouchControl.pressure"/>
        [InputControl(displayName = "Pressure", layout = "Axis")]
        [FieldOffset(20)]
        public float pressure;

        /// <summary>
        /// Radius of the touch print on the surface.
        /// </summary>
        /// <value>Touch extents horizontally and vertically.</value>
        /// <remarks>
        /// The touch radius is given in screen-space pixel coordinates along X and Y centered in the middle
        /// of the touch. Note that not all screens and systems support radius detection on touches so this
        /// value may be at <c>default</c> for an otherwise perfectly valid touch.
        /// </remarks>
        /// <seealso cref="TouchControl.radius"/>
        [InputControl(displayName = "Radius")]
        [FieldOffset(24)]
        public Vector2 radius;

        /// <summary>
        /// <see cref="TouchPhase"/> value of the touch.
        /// </summary>
        /// <value>Current <see cref="TouchPhase"/>.</value>
        /// <seealso cref="phase"/>
        [InputControl(name = "phase", displayName = "Touch Phase", layout = "TouchPhase", synthetic = true)]
        [InputControl(name = "press", displayName = "Touch Contact?", layout = "TouchPress", useStateFrom = "phase")]
        [FieldOffset(32)]
        public byte phaseId;

        [InputControl(name = "tapCount", displayName = "Tap Count", layout = "Integer")]
        [FieldOffset(33)]
        public byte tapCount;

        /// <summary>
        /// The index of the display that was touched.
        /// </summary>
        [InputControl(name = "displayIndex", displayName = "Display Index", layout = "Integer")]
        [FieldOffset(34)]
        public byte displayIndex;

        [InputControl(name = "indirectTouch", displayName = "Indirect Touch?", layout = "Button", bit = 0, synthetic = true)]
        [InputControl(name = "tap", displayName = "Tap", layout = "Button", bit = 4)]
        [FieldOffset(35)]
        public byte flags;

        // Need four bytes of alignment here for the startTime double. Using that for storing updateStepCounts.
        // They aren't needed directly by Touchscreen but are used by EnhancedTouch and since we have the four
        // bytes, may just as well use them instead of wasting them on padding.
        [FieldOffset(36)]
        internal uint updateStepCount;

        // NOTE: The following data is NOT sent by native but rather data we add on the managed side to each touch.

        /// <summary>
        /// Time that the touch was started. Relative to <c>Time.realTimeSinceStartup</c>.
        /// </summary>
        /// <value>Time that the touch was started.</value>
        /// <remarks>
        /// This is set automatically by <see cref="Touchscreen"/> and does not need to be provided
        /// by events sent to the touchscreen.
        /// </remarks>
        /// <seealso cref="InputEvent.time"/>
        /// <seealso cref="TouchControl.startTime"/>
        [InputControl(displayName = "Start Time", layout  = "Double", synthetic = true)]
        [FieldOffset(40)]
        public double startTime; // In *external* time, i.e. currentTimeOffsetToRealtimeSinceStartup baked in.

        /// <summary>
        /// The position where the touch started.
        /// </summary>
        /// <value>Screen-space start position of the touch.</value>
        /// <remarks>
        /// This is set automatically by <see cref="Touchscreen"/> and does not need to be provided
        /// by events sent to the touchscreen.
        /// </remarks>
        /// <seealso cref="TouchControl.startPosition"/>
        [InputControl(displayName = "Start Position", synthetic = true)]
        [FieldOffset(48)]
        public Vector2 startPosition;

        /// <summary>
        /// Get or set the phase of the touch.
        /// </summary>
        /// <value>Phase of the touch.</value>
        /// <seealso cref="TouchControl.phase"/>
        public TouchPhase phase
        {
            get => (TouchPhase)phaseId;
            set => phaseId = (byte)value;
        }

        public bool isNoneEndedOrCanceled => phase == TouchPhase.None || phase == TouchPhase.Ended ||
        phase == TouchPhase.Canceled;
        public bool isInProgress => phase == TouchPhase.Began || phase == TouchPhase.Moved ||
        phase == TouchPhase.Stationary;

        /// <summary>
        /// Whether, after not having any touch contacts, this is part of the first touch contact that started.
        /// </summary>
        /// <remarks>
        /// This flag will be set internally by <see cref="Touchscreen"/>. Generally, it is
        /// not necessary to set this bit manually when feeding data to Touchscreens.
        /// </remarks>
        public bool isPrimaryTouch
        {
            get => (flags & (byte)TouchFlags.PrimaryTouch) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.PrimaryTouch;
                else
                    flags &= (byte)~TouchFlags.PrimaryTouch;
            }
        }

        internal bool isOrphanedPrimaryTouch
        {
            get => (flags & (byte)TouchFlags.OrphanedPrimaryTouch) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.OrphanedPrimaryTouch;
                else
                    flags &= (byte)~TouchFlags.OrphanedPrimaryTouch;
            }
        }

        public bool isIndirectTouch
        {
            get => (flags & (byte)TouchFlags.IndirectTouch) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.IndirectTouch;
                else
                    flags &= (byte)~TouchFlags.IndirectTouch;
            }
        }

        public bool isTap
        {
            get => isTapPress;
            set => isTapPress = value;
        }

        internal bool isTapPress
        {
            get => (flags & (byte)TouchFlags.TapPress) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.TapPress;
                else
                    flags &= (byte)~TouchFlags.TapPress;
            }
        }

        internal bool isTapRelease
        {
            get => (flags & (byte)TouchFlags.TapRelease) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.TapRelease;
                else
                    flags &= (byte)~TouchFlags.TapRelease;
            }
        }

        internal bool beganInSameFrame
        {
            get => (flags & (byte)TouchFlags.BeganInSameFrame) != 0;
            set
            {
                if (value)
                    flags |= (byte)TouchFlags.BeganInSameFrame;
                else
                    flags &= (byte)~TouchFlags.BeganInSameFrame;
            }
        }

        /// <inheritdoc/>
        public FourCC format => Format;

        /// <summary>
        /// Return a string representation of the state useful for debugging.
        /// </summary>
        /// <returns>A string representation of the touch state.</returns>
        public override string ToString()
        {
            return $"{{ id={touchId} phase={phase} pos={position} delta={delta} pressure={pressure} radius={radius} primary={isPrimaryTouch} }}";
        }
    }

    /// <summary>
    /// Default state layout for touch devices.
    /// </summary>
    /// <remarks>
    /// Combines multiple pointers each corresponding to a single contact.
    ///
    /// Normally, TODO (sending state events)
    ///
    /// All touches combine to quite a bit of state; ideally send delta events that update
    /// only specific fingers.
    ///
    /// This is NOT used by native. Instead, the native runtime always sends individual touches (<see cref="TouchState"/>)
    /// and leaves state management for a touchscreen as a whole to the managed part of the system.
    /// </remarks>
    [StructLayout(LayoutKind.Explicit, Size = MaxTouches * TouchState.kSizeInBytes)]
    internal unsafe struct TouchscreenState : IInputStateTypeInfo
    {
        /// <summary>
        /// Memory format tag for TouchscreenState.
        /// </summary>
        /// <value>Returns "TSCR".</value>
        /// <seealso cref="InputStateBlock.format"/>
        public static FourCC Format => new FourCC('T', 'S', 'C', 'R');

        /// <summary>
        /// Maximum number of touches that can be tracked at the same time.
        /// </summary>
        /// <value>Maximum number of concurrent touches.</value>
        public const int MaxTouches = 10;

        /// <summary>
        /// Data for the touch that is deemed the "primary" touch at the moment.
        /// </summary>
        /// <remarks>
        /// This touch duplicates touch data from whichever touch is deemed the primary touch at the moment.
        /// When going from no fingers down to any finger down, the first finger to touch the screen is
        /// deemed the "primary touch". It stays the primary touch until released. At that point, if any other
        /// finger is still down, the next finger in <see cref="touchData"/> is
        ///
        /// Having this touch be its own separate state and own separate control allows actions to track the
        /// state of the primary touch even if the touch moves from one finger to another in <see cref="touchData"/>.
        /// </remarks>
        [InputControl(name = "primaryTouch", displayName = "Primary Touch", layout = "Touch", synthetic = true)]
        [InputControl(name = "primaryTouch/tap", usage = "PrimaryAction")]

        // Add controls compatible with what Pointer expects and redirect their
        // state to the state of touch0 so that this essentially becomes our
        // pointer control.
        // NOTE: Some controls from Pointer don't make sense for touch and we "park"
        //       them by assigning them invalid offsets (thus having automatic state
        //       layout put them at the end of our fixed state).
        [InputControl(name = "position", useStateFrom = "primaryTouch/position")]
        [InputControl(name = "delta", useStateFrom = "primaryTouch/delta", layout = "Delta")]
        [InputControl(name = "pressure", useStateFrom = "primaryTouch/pressure")]
        [InputControl(name = "radius", useStateFrom = "primaryTouch/radius")]
        [InputControl(name = "press", useStateFrom = "primaryTouch/phase", layout = "TouchPress", synthetic = true, usages = new string[0])]
        [FieldOffset(0)]
        public fixed byte primaryTouchData[TouchState.kSizeInBytes];

        internal const int kTouchDataOffset = TouchState.kSizeInBytes;

        [InputControl(layout = "Touch", name = "touch", displayName = "Touch", arraySize = MaxTouches)]
        [FieldOffset(kTouchDataOffset)]
        public fixed byte touchData[MaxTouches * TouchState.kSizeInBytes];

        public TouchState* primaryTouch
        {
            get
            {
                fixed(byte* ptr = primaryTouchData)
                return (TouchState*)ptr;
            }
        }

        public TouchState* touches
        {
            get
            {
                fixed(byte* ptr = touchData)
                return (TouchState*)ptr;
            }
        }

        public FourCC format => Format;
    }
}

namespace UnityEngine.InputSystem
{
    /// <summary>
    /// Indicates where in its lifecycle a given touch is.
    /// </summary>
    public enum TouchPhase
    {
        ////REVIEW: Why have a separate None instead of just making this equivalent to either Ended or Canceled?
        /// <summary>
        /// No activity has been registered on the touch yet.
        /// </summary>
        /// <remarks>
        /// A given touch state will generally not go back to None once there has been input for it. Meaning that
        /// it generally indicates a default-initialized touch record.
        /// </remarks>
        None,

        /// <summary>
        /// A touch has just begun, i.e. a finger has touched the screen.. Only the first touch input in any given touch will have this phase.
        /// </summary>
        Began,

        /// <summary>
        /// An ongoing touch has changed position.
        /// </summary>
        Moved,

        /// <summary>
        /// An ongoing touch has just ended, i.e. the respective finger has been lifted off of the screen. Only the last touch input in a
        /// given touch will have this phase.
        /// </summary>
        Ended,

        /// <summary>
        /// An ongoing touch has been cancelled, i.e. ended in a way other than through user interaction. This happens, for example, if
        /// focus is moved away from the application while the touch is ongoing.
        /// </summary>
        Canceled,

        /// <summary>
        /// An ongoing touch has not been moved (not received any input) in a frame.
        /// </summary>
        /// <remarks>
        /// This phase is not used by <see cref="Touchscreen"/>. This means that <see cref="TouchControl"/> will not generally
        /// return this value for <see cref="TouchControl.phase"/>. It is, however, used by <see cref="UnityEngine.InputSystem.EnhancedTouch.Touch"/>.
        /// </remarks>
        Stationary,
    }

    /// <summary>
    /// A multi-touch surface.
    /// </summary>
    /// <remarks>
    /// Touchscreen is somewhat different from most other device implementations in that it does not usually
    /// consume input in the form of a full device snapshot but rather consumes input sent to it in the form
    /// of events containing a <see cref="TouchState"/> each. This is unusual as <see cref="TouchState"/>
    /// uses a memory format different from <see cref="TouchState.Format"/>. However, when a <c>Touchscreen</c>
    /// sees an event containing a <see cref="TouchState"/>, it will handle that event on a special code path.
    ///
    /// This allows <c>Touchscreen</c> to decide on its own which control in <see cref="touches"/> to store
    /// a touch at and to perform things such as tap detection (see <see cref="TouchControl.tap"/> and
    /// <see cref="TouchControl.tapCount"/>) and primary touch handling (see <see cref="primaryTouch"/>).
    ///
    /// <example>
    /// <code>
    /// // Create a touchscreen device.
    /// var touchscreen = InputSystem.AddDevice&lt;Touchscreen&gt;();
    ///
    /// // Send a touch to the device.
    /// InputSystem.QueueStateEvent(touchscreen,
    ///     new TouchState
    ///     {
    ///         phase = TouchPhase.Began,
    ///         // Must have a valid, non-zero touch ID. Touchscreen will not operate
    ///         // correctly if we don't set IDs properly.
    ///         touchId = 1,
    ///         position = new Vector2(123, 234),
    ///         // Delta will be computed by Touchscreen automatically.
    ///     });
    /// </code>
    /// </example>
    ///
    /// Note that this class presents a fairly low-level touch API. When working with touch from script code,
    /// it is recommended to use the higher-level <see cref="EnhancedTouch.Touch"/> API instead.
    /// </remarks>
    [InputControlLayout(stateType = typeof(TouchscreenState), isGenericTypeOfDevice = true)]
    public class Touchscreen : Pointer, IInputStateCallbackReceiver, IEventMerger, ICustomDeviceReset
    {
        /// <summary>
        /// Synthetic control that has the data for the touch that is deemed the "primary" touch at the moment.
        /// </summary>
        /// <value>Control tracking the screen's primary touch.</value>
        /// <remarks>
        /// This touch duplicates touch data from whichever touch is deemed the primary touch at the moment.
        /// When going from no fingers down to any finger down, the first finger to touch the screen is
        /// deemed the "primary touch". It stays the primary touch until the last finger is released.
        ///
        /// Note that unlike the touch from which it originates, the primary touch will be kept ongoing for
        /// as long as there is still a finger on the screen. Put another way, <see cref="TouchControl.phase"/>
        /// of <c>primaryTouch</c> will only transition to <see cref="TouchPhase.Ended"/> once the last finger
        /// has been lifted off the screen.
        /// </remarks>
        public TouchControl primaryTouch { get; protected set; }

        /// <summary>
        /// Array of all <see cref="TouchControl"/>s on the device.
        /// </summary>
        /// <value>All <see cref="TouchControl"/>s on the screen.</value>
        /// <remarks>
        /// By default, a touchscreen will allocate 10 touch controls. This can be changed
        /// by modifying the "Touchscreen" layout itself or by derived layouts. In practice,
        /// this means that this array will usually have a fixed length of 10 entries but
        /// it may deviate from that.
        /// </remarks>
        public ReadOnlyArray<TouchControl> touches { get; protected set; }

        protected TouchControl[] touchControlArray
        {
            get => touches.m_Array;
            set => touches = new ReadOnlyArray<TouchControl>(value);
        }

        /// <summary>
        /// The touchscreen that was added or updated last or null if there is no
        /// touchscreen connected to the system.
        /// </summary>
        /// <value>Current touch screen.</value>
        public new static Touchscreen current { get; internal set; }

        /// <inheritdoc />
        public override void MakeCurrent()
        {
            base.MakeCurrent();
            current = this;
        }

        /// <inheritdoc />
        protected override void OnRemoved()
        {
            base.OnRemoved();
            if (current == this)
                current = null;
        }

        /// <inheritdoc />
        protected override void FinishSetup()
        {
            base.FinishSetup();

            primaryTouch = GetChildControl<TouchControl>("primaryTouch");
            displayIndex = primaryTouch.displayIndex;

            // Find out how many touch controls we have.
            var touchControlCount = 0;
            foreach (var child in children)
                if (child is TouchControl)
                    ++touchControlCount;

            // Keep primaryTouch out of array.
            Debug.Assert(touchControlCount >= 1, "Should have found at least primaryTouch control");
            if (touchControlCount >= 1)
                --touchControlCount;

            // Gather touch controls into array.
            var touchArray = new TouchControl[touchControlCount];
            var touchIndex = 0;
            foreach (var child in children)
            {
                if (child == primaryTouch)
                    continue;

                if (child is TouchControl control)
                    touchArray[touchIndex++] = control;
            }

            touches = new ReadOnlyArray<TouchControl>(touchArray);
        }

        // Touch has more involved state handling than most other devices. To not put touch allocation logic
        // in all the various platform backends (i.e. see a touch with a certain ID coming in from the system
        // and then having to decide *where* to store that inside of Touchscreen's state), we have backends
        // send us individual touches ('TOUC') instead of whole Touchscreen snapshots ('TSRC'). Using
        // IInputStateCallbackReceiver, Touchscreen then dynamically decides where to store the touch.
        //
        // Also, Touchscreen has bits of logic to automatically synthesize the state of controls it inherits
        // from Pointer (such as "<Pointer>/press").
        //
        // NOTE: We do *NOT* make a effort here to prevent us from losing short-lived touches. This is different
        //       from the old input system where individual touches were not reused until the next frame. This meant
        //       that additional touches potentially had to be allocated in order to accommodate new touches coming
        //       in from the system.
        //
        //       The rationale for *NOT* doing this is that:
        //
        //       a) Actions don't need it. They observe every single state change and thus will not lose data
        //          even if it is short-lived (i.e. changes more than once in the same update).
        //       b) The higher-level Touch (EnhancedTouchSupport) API is provided to
        //          not only handle this scenario but also give a generally more flexible and useful touch API
        //          than writing code directly against Touchscreen.

        protected new unsafe void OnNextUpdate()
        {
            Profiler.BeginSample("Touchscreen.OnNextUpdate");

            ////TODO: early out and skip crawling through touches if we didn't change state in the last update
            ////      (also obsoletes the need for the if() check below)
            var statePtr = currentStatePtr;
            var touchStatePtr = (TouchState*)((byte*)statePtr + stateBlock.byteOffset + TouchscreenState.kTouchDataOffset);
            for (var i = 0; i < touches.Count; ++i, ++touchStatePtr)
            {
                // Reset delta.
                if (touchStatePtr->delta != default)
                    InputState.Change(touches[i].delta, Vector2.zero);

                // Reset tap count.
                // NOTE: We are basing this on startTime rather than adding on end time of the last touch. The reason is
                //       that to do so we would have to add another record to keep track of timestamps for each touch. And
                //       since we know the maximum time that a tap can take, we have a reasonable estimate for when a prior
                //       tap must have ended.
                if (touchStatePtr->tapCount > 0 && InputState.currentTime >= touchStatePtr->startTime + s_TapTime + s_TapDelayTime)
                    InputState.Change(touches[i].tapCount, (byte)0);
            }

            var primaryTouchState = (TouchState*)((byte*)statePtr + stateBlock.byteOffset);
            if (primaryTouchState->delta != default)
                InputState.Change(primaryTouch.delta, Vector2.zero);
            if (primaryTouchState->tapCount > 0 && InputState.currentTime >= primaryTouchState->startTime + s_TapTime + s_TapDelayTime)
                InputState.Change(primaryTouch.tapCount, (byte)0);

            Profiler.EndSample();
        }

        /// <summary>
        /// Called whenever a new state event is received.
        /// </summary>
        /// <param name="eventPtr"></param>
        protected new unsafe void OnStateEvent(InputEventPtr eventPtr)
        {
            var eventType = eventPtr.type;

            // We don't allow partial updates for TouchStates.
            if (eventType == DeltaStateEvent.Type)
                return;

            // If it's not a single touch, just take the event state as is (will have to be TouchscreenState).
            var stateEventPtr = StateEvent.FromUnchecked(eventPtr);
            if (stateEventPtr->stateFormat != TouchState.Format)
            {
                InputState.Change(this, eventPtr);
                return;
            }

            Profiler.BeginSample("TouchAllocate");

            // For performance reasons, we read memory here directly rather than going through
            // ReadValue() of the individual TouchControl children. This means that Touchscreen,
            // unlike other devices, is hardwired to a single memory layout only.

            var statePtr = currentStatePtr;
            var currentTouchState = (TouchState*)((byte*)statePtr + touches[0].stateBlock.byteOffset);
            var primaryTouchState = (TouchState*)((byte*)statePtr + primaryTouch.stateBlock.byteOffset);
            var touchControlCount = touches.Count;

            // Native does not send a full TouchState as we define it here. We have added some fields
            // that we store internally. Make sure we don't read invalid memory here and copy only what
            // we got.
            TouchState newTouchState;
            if (stateEventPtr->stateSizeInBytes == TouchState.kSizeInBytes)
            {
                newTouchState = *(TouchState*)stateEventPtr->state;
            }
            else
            {
                newTouchState = default;
                UnsafeUtility.MemCpy(UnsafeUtility.AddressOf(ref newTouchState), stateEventPtr->state, stateEventPtr->stateSizeInBytes);
            }

            // Make sure we're not getting thrown off by noise on fields that we don't want to
            // pick up from input.
            newTouchState.tapCount = 0;
            newTouchState.isTapPress = false;
            newTouchState.isTapRelease = false;
            newTouchState.updateStepCount = InputUpdate.s_UpdateStepCount;

            ////REVIEW: The logic in here makes us inherently susceptible to the ordering of the touch events in the event
            ////        stream. I believe we have platforms (Android?) that send us touch events finger-by-finger (or touch-by-touch?)
            ////        rather than sorted by time. This will probably screw up the logic in here.

            // If it's an ongoing touch, try to find the TouchState we have allocated to the touch
            // previously.
            var phase = newTouchState.phase;
            if (phase != TouchPhase.Began)
            {
                var touchId = newTouchState.touchId;
                for (var i = 0; i < touchControlCount; ++i)
                {
                    if (currentTouchState[i].touchId == touchId)
                    {
                        // Preserve primary touch state.
                        var isPrimaryTouch = currentTouchState[i].isPrimaryTouch;
                        newTouchState.isPrimaryTouch = isPrimaryTouch;

                        // Compute delta if touch doesn't have one.
                        if (newTouchState.delta == default)
                            newTouchState.delta = newTouchState.position - currentTouchState[i].position;

                        // Accumulate delta.
                        newTouchState.delta += currentTouchState[i].delta;

                        // Keep start time and position.
                        newTouchState.startTime = currentTouchState[i].startTime;
                        newTouchState.startPosition = currentTouchState[i].startPosition;

                        // Detect taps.
                        var isTap = newTouchState.isNoneEndedOrCanceled &&
                            (eventPtr.time - newTouchState.startTime) <= s_TapTime &&
                            ////REVIEW: this only takes the final delta to start position into account, not the delta over the lifetime of the
                            ////        touch; is this robust enough or do we need to make sure that we never move more than the tap radius
                            ////        over the entire lifetime of the touch?
                            (newTouchState.position - newTouchState.startPosition).sqrMagnitude <= s_TapRadiusSquared;
                        if (isTap)
                            newTouchState.tapCount = (byte)(currentTouchState[i].tapCount + 1);
                        else
                            newTouchState.tapCount = currentTouchState[i].tapCount; // Preserve tap count; reset in OnCarryStateForward.

                        // Update primary touch.
                        if (isPrimaryTouch)
                        {
                            if (newTouchState.isNoneEndedOrCanceled)
                            {
                                ////REVIEW: also reset tapCounts here when tap delay time has expired on the touch?

                                newTouchState.isPrimaryTouch = false;

                                // Primary touch was ended. See if there are still other ongoing touches.
                                var haveOngoingTouch = false;
                                for (var n = 0; n < touchControlCount; ++n)
                                {
                                    if (n == i)
                                        continue;

                                    if (currentTouchState[n].isInProgress)
                                    {
                                        haveOngoingTouch = true;
                                        break;
                                    }
                                }

                                if (!haveOngoingTouch)
                                {
                                    // No, primary was the only ongoing touch. End it.

                                    if (isTap)
                                        TriggerTap(primaryTouch, ref newTouchState, eventPtr);
                                    else
                                        InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
                                }
                                else
                                {
                                    // Yes, we have other touches going on. Make the primary touch an
                                    // orphan and wait until the other touches are released.

                                    var newPrimaryTouchState = newTouchState;
                                    newPrimaryTouchState.phase = TouchPhase.Moved;
                                    newPrimaryTouchState.isOrphanedPrimaryTouch = true;
                                    InputState.Change(primaryTouch, ref newPrimaryTouchState, eventPtr: eventPtr);
                                }
                            }
                            else
                            {
                                // Primary touch was updated.
                                InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
                            }
                        }
                        else
                        {
                            // If it's not the primary touch but the touch has ended, see if we have an
                            // orphaned primary touch. If so, end it now.
                            if (newTouchState.isNoneEndedOrCanceled && primaryTouchState->isOrphanedPrimaryTouch)
                            {
                                var haveOngoingTouch = false;
                                for (var n = 0; n < touchControlCount; ++n)
                                {
                                    if (n == i)
                                        continue;

                                    if (currentTouchState[n].isInProgress)
                                    {
                                        haveOngoingTouch = true;
                                        break;
                                    }
                                }

                                if (!haveOngoingTouch)
                                {
                                    primaryTouchState->isOrphanedPrimaryTouch = false;
                                    InputState.Change(primaryTouch.phase, (byte)TouchPhase.Ended);
                                }
                            }
                        }

                        if (isTap)
                        {
                            // Make tap button go down and up.
                            //
                            // NOTE: We do this here instead of right away up there when we detect the touch so
                            //       that the state change notifications go together. First those for the primary
                            //       touch, then the ones for the touch record itself.
                            TriggerTap(touches[i], ref newTouchState, eventPtr);
                        }
                        else
                        {
                            InputState.Change(touches[i], ref newTouchState, eventPtr: eventPtr);
                        }

                        Profiler.EndSample();
                        return;
                    }
                }

                // Couldn't find an entry. Either it was a touch that we previously ran out of available
                // entries for or it's an event sent out of sequence. Ignore the touch to be consistent.

                Profiler.EndSample();
                return;
            }

            // It's a new touch. Try to find an unused TouchState.
            for (var i = 0; i < touchControlCount; ++i, ++currentTouchState)
            {
                // NOTE: We're overwriting any ended touch immediately here. This means we immediately overwrite even
                //       if we still have other unused slots. What this gives us is a completely predictable touch #0..#N
                //       sequence (i.e. touch #N is only ever used if there are indeed #N concurrently touches). However,
                //       it does mean that we overwrite state aggressively. If you are not using actions or the higher-level
                //       Touch API, be aware of this!
                if (currentTouchState->isNoneEndedOrCanceled)
                {
                    newTouchState.delta = Vector2.zero;
                    newTouchState.startTime = eventPtr.time;
                    newTouchState.startPosition = newTouchState.position;

                    // Make sure we're not picking up noise sent from native.
                    newTouchState.isPrimaryTouch = false;
                    newTouchState.isOrphanedPrimaryTouch = false;
                    newTouchState.isTap = false;

                    // Tap counts are preserved from prior touches on the same finger.
                    newTouchState.tapCount = currentTouchState->tapCount;

                    // Make primary touch, if there's none currently.
                    if (primaryTouchState->isNoneEndedOrCanceled)
                    {
                        newTouchState.isPrimaryTouch = true;
                        InputState.Change(primaryTouch, ref newTouchState, eventPtr: eventPtr);
                    }

                    InputState.Change(touches[i], ref newTouchState, eventPtr: eventPtr);

                    Profiler.EndSample();
                    return;
                }
            }

            // We ran out of state and we don't want to stomp an existing ongoing touch.
            // Drop this touch entirely.
            // NOTE: Getting here means we're having fewer touch entries than the number of concurrent touches supported
            //       by the backend (or someone is simply sending us nonsense data).

            Profiler.EndSample();
        }

        void IInputStateCallbackReceiver.OnNextUpdate()
        {
            OnNextUpdate();
        }

        void IInputStateCallbackReceiver.OnStateEvent(InputEventPtr eventPtr)
        {
            OnStateEvent(eventPtr);
        }

        unsafe bool IInputStateCallbackReceiver.GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset)
        {
            // This code goes back to the trickery we perform in OnStateEvent. We consume events in TouchState format
            // instead of in TouchscreenState format. This means that the input system does not know how the state in those
            // events correlates to the controls we have.
            //
            // This method is used to give the input system an offset based on which the input system can compute relative
            // offsets into the state of eventPtr for controls that are part of the control hierarchy rooted at 'control'.

            if (!eventPtr.IsA<StateEvent>())
                return false;

            var stateEventPtr = StateEvent.FromUnchecked(eventPtr);
            if (stateEventPtr->stateFormat != TouchState.Format)
                return false;

            // If we get a null control and a TouchState event, all the system wants to know is what
            // state offset to use to make sense of the event.
            if (control == null)
            {
                // We can't say which specific touch this would go to (if any at all) without going through
                // the same logic that we run through in OnStateEvent. For the sake of just being able to read
                // out data from a touch event, it'd be enough to return the offset of *any* TouchControl here.
                // But for the sake of being able to compare the data in an event to that in the Touchscreen,
                // this would not be enough. Thus we make an attempt here at locating a touch record which *should*
                // be receiving the event if it were to be processed by OnStateEvent.

                var currentTouchState = (TouchState*)((byte*)currentStatePtr + touches[0].stateBlock.byteOffset);
                var eventTouchState = (TouchState*)stateEventPtr->state;
                var eventTouchId = eventTouchState->touchId;
                var eventTouchPhase = eventTouchState->phase;

                var touchControlCount = touches.Count;
                for (var i = 0; i < touchControlCount; ++i)
                {
                    var touch = &currentTouchState[i];
                    if (touch->touchId == eventTouchId || (!touch->isInProgress && eventTouchPhase.IsActive()))
                    {
                        offset = primaryTouch.m_StateBlock.byteOffset + primaryTouch.m_StateBlock.alignedSizeInBytes - m_StateBlock.byteOffset +
                            (uint)(i * UnsafeUtility.SizeOf<TouchState>());
                        return true;
                    }
                }

                return false;
            }

            // The only controls we can read out from a TouchState event are those that are part of TouchControl
            // (and part of this Touchscreen).
            var touchControl = control.FindInParentChain<TouchControl>();
            if (touchControl == null || touchControl.parent != this)
                return false;

            // We could allow *any* of the TouchControls on the Touchscreen here. We'd simply base the
            // offset on the TouchControl of the 'control' we get as an argument.
            //
            // However, doing that would mean that all the TouchControls would map into the same input event.
            // So when a piece of code like in InputUser goes and cycles through all controls to determine ones
            // that have changed in an event, it would find that instead of a single touch position value changing,
            // all of them would be changing from the same single event.
            //
            // For this reason, we lock things down to the primaryTouch control.

            if (touchControl != primaryTouch)
                return false;

            offset = touchControl.stateBlock.byteOffset - m_StateBlock.byteOffset;
            return true;
        }

        // Implement our own custom reset so that we can cancel touches instead of just wiping them
        // with default state.
        unsafe void ICustomDeviceReset.Reset()
        {
            var statePtr = currentStatePtr;

            //// https://jira.unity3d.com/browse/ISX-930
            ////TODO: Figure out a proper way to distinguish the source / reason for a state change.
            ////      What we're doing here is constructing an event solely for the purpose of Finger.ShouldRecordTouch() not
            ////      ignoring the state change like it does for delta resets.

            using (var buffer = new NativeArray<byte>(StateEvent.GetEventSizeWithPayload<TouchState>(), Allocator.Temp))
            {
                var eventPtr = (StateEvent*)buffer.GetUnsafePtr();

                eventPtr->baseEvent = new InputEvent(StateEvent.Type, buffer.Length, deviceId);

                var primaryTouchState = (TouchState*)((byte*)statePtr + primaryTouch.stateBlock.byteOffset);
                if (primaryTouchState->phase.IsActive())
                {
                    UnsafeUtility.MemCpy(eventPtr->state, primaryTouchState, UnsafeUtility.SizeOf<TouchState>());
                    ((TouchState*)eventPtr->state)->phase = TouchPhase.Canceled;
                    InputState.Change(primaryTouch.phase, TouchPhase.Canceled, eventPtr: new InputEventPtr((InputEvent*)eventPtr));
                }

                var touchStates = (TouchState*)((byte*)statePtr + touches[0].stateBlock.byteOffset);
                var touchCount = touches.Count;
                for (var i = 0; i < touchCount; ++i)
                {
                    if (touchStates[i].phase.IsActive())
                    {
                        UnsafeUtility.MemCpy(eventPtr->state, &touchStates[i], UnsafeUtility.SizeOf<TouchState>());
                        ((TouchState*)eventPtr->state)->phase = TouchPhase.Canceled;
                        InputState.Change(touches[i].phase, TouchPhase.Canceled, eventPtr: new InputEventPtr((InputEvent*)eventPtr));
                    }
                }
            }
        }

        internal static unsafe bool MergeForward(InputEventPtr currentEventPtr, InputEventPtr nextEventPtr)
        {
            if (currentEventPtr.type != StateEvent.Type || nextEventPtr.type != StateEvent.Type)
                return false;

            var currentEvent = StateEvent.FromUnchecked(currentEventPtr);
            var nextEvent = StateEvent.FromUnchecked(nextEventPtr);

            if (currentEvent->stateFormat != TouchState.Format || nextEvent->stateFormat != TouchState.Format)
                return false;

            var currentState = (TouchState*)currentEvent->state;
            var nextState = (TouchState*)nextEvent->state;

            if (currentState->touchId != nextState->touchId || currentState->phaseId != nextState->phaseId || currentState->flags != nextState->flags)
                return false;

            nextState->delta += currentState->delta;

            return true;
        }

        bool IEventMerger.MergeForward(InputEventPtr currentEventPtr, InputEventPtr nextEventPtr)
        {
            return MergeForward(currentEventPtr, nextEventPtr);
        }

        // We can only detect taps on touch *release*. At which point it acts like a button that triggers and releases
        // in one operation.
        private static void TriggerTap(TouchControl control, ref TouchState state, InputEventPtr eventPtr)
        {
            ////REVIEW: we're updating the entire TouchControl here; we could update just the tap state using a delta event; problem
            ////        is that the tap *down* still needs a full update on the state

            // We don't increase tapCount here as we may be sending the tap from the same state to both the TouchControl
            // that got tapped and to primaryTouch.

            // Press.
            state.isTapPress = true;
            state.isTapRelease = false;
            InputState.Change(control, ref state, eventPtr: eventPtr);

            // Release.
            state.isTapPress = false;
            state.isTapRelease = true;
            InputState.Change(control, ref state, eventPtr: eventPtr);
            state.isTapRelease = false;
        }

        internal static float s_TapTime;
        internal static float s_TapDelayTime;
        internal static float s_TapRadiusSquared;
    }
}