| using UnityEngine.InputSystem.Utilities; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| using UnityEngine.InputSystem.Layouts; | |
| using UnityEngine.InputSystem.LowLevel; | |
| using UnityEngine.Scripting; | |
| ////TODO: enforce memory layout of TouchControl to be that of TouchState (build that into the layout system? "freeze"/final layout?) | |
| namespace UnityEngine.InputSystem.Controls | |
| { | |
| /// <summary> | |
| /// A control representing a touch contact. | |
| /// </summary> | |
| /// <remarks> | |
| /// Note that unlike most other control types, <c>TouchControls</c> do not have | |
| /// a flexible memory layout. They are hardwired to <see cref="TouchState"/> and | |
| /// will not work correctly with a different memory layouts. Additional fields may | |
| /// be appended to the struct but what's there in the struct has to be located | |
| /// at exactly those memory addresses. | |
| /// </remarks> | |
| [] | |
| public class TouchControl : InputControl<TouchState> | |
| { | |
| /// <summary> | |
| /// Button that indicates whether there is currently an ongoing touch | |
| /// contact on the control. When touch is ongoing, button will be 1, | |
| /// otherwise button will be 0. | |
| /// </summary> | |
| /// <value>Control representing an ongoing touch contact.</value> | |
| /// <remarks> | |
| /// This control simply monitors <see cref="phase"/> and will read as 1 whenever | |
| /// the phase is <see cref="TouchPhase.Began"/>, <see cref="TouchPhase.Moved"/>, | |
| /// or <see cref="TouchPhase.Stationary"/>. | |
| /// </remarks> | |
| /// <seealso cref="phase"/> | |
| public TouchPressControl press { get; set; } | |
| /// <summary> | |
| /// Gets the index of the display that was touched. | |
| /// <see href="https://docs.unity3d.com/ScriptReference/Display.html"/> | |
| /// </summary> | |
| public IntegerControl displayIndex { get; set; } | |
| /// <summary> | |
| /// The ID of the touch contact as reported by the underlying system. | |
| /// </summary> | |
| /// <value>Control reading out the ID of the touch.</value> | |
| /// <remarks> | |
| /// Each touch contact that is made with the screen receives its own unique ID which is | |
| /// normally assigned by the underlying platform. | |
| /// | |
| /// Note a platform may reuse touch IDs after their respective touches have finished. | |
| /// This means that the guarantee of uniqueness is only made with respect to currently | |
| /// ongoing touches. | |
| /// </remarks> | |
| /// <seealso cref="TouchState.touchId"/> | |
| public IntegerControl touchId { get; set; } | |
| /// <summary> | |
| /// Absolute screen-space position on the touch surface. | |
| /// </summary> | |
| /// <value>Control representing the screen-space of the touch.</value> | |
| /// <seealso cref="TouchState.position"/> | |
| public Vector2Control position { get; set; } | |
| /// <summary> | |
| /// Screen-space motion delta of the touch. | |
| /// </summary> | |
| /// <value>Control representing the screen-space motion delta of the touch.</value> | |
| /// <remarks> | |
| /// This is either supplied directly by the underlying platform or computed on the | |
| /// fly by <see cref="Touchscreen"/> from the last known position of the touch. | |
| /// | |
| /// Note that deltas have behaviors attached to them different from most other | |
| /// controls. See <see cref="Pointer.delta"/> for details. | |
| /// </remarks> | |
| /// <seealso cref="TouchState.delta"/> | |
| public DeltaControl delta { get; set; } | |
| /// <summary> | |
| /// Normalized pressure of the touch against the touch surface. | |
| /// </summary> | |
| /// <value>Control representing the pressure level of the touch.</value> | |
| /// <remarks> | |
| /// Not all touchscreens are pressure-sensitive. If unsupported, this control will remain | |
| /// at default value. | |
| /// | |
| /// In general, touch pressure is supported on mobile platforms only. | |
| /// | |
| /// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is | |
| /// that calibration on the system can put the maximum pressure point below the physically supported maximum value. | |
| /// </remarks> | |
| /// <seealso cref="TouchState.pressure"/> | |
| /// <seealso cref="Pointer.pressure"/> | |
| public AxisControl pressure { get; set; } | |
| /// <summary> | |
| /// Screen-space radius of the touch. | |
| /// </summary> | |
| /// <value>Control representing the horizontal and vertical extents of the touch contact.</value> | |
| /// <remarks> | |
| /// If supported by the device, this reports the size of the touch contact based on its | |
| /// <see cref="position"/> center point. If not supported, this will be <c>default(Vector2)</c>. | |
| /// </remarks> | |
| /// <seealso cref="Pointer.radius"/> | |
| public Vector2Control radius { get; set; } | |
| /// <summary> | |
| /// Current phase of the touch. | |
| /// </summary> | |
| /// <value>Control representing the current phase of the touch.</value> | |
| /// <remarks> | |
| /// This will be <see cref="TouchPhase.None"/> if no touch has been registered on the control | |
| /// yet or if the control has been reset to its default state. | |
| /// </remarks> | |
| /// <seealso cref="isInProgress"/> | |
| public TouchPhaseControl phase { get; set; } | |
| /// <summary> | |
| /// Whether the touch comes from a source other than direct contact with the touch surface. | |
| /// </summary> | |
| /// <value>Control indicating whether the touch was generated indirectly.</value> | |
| /// <remarks> | |
| /// Indirect touches can be generated with a stylus, for example. | |
| /// </remarks> | |
| public ButtonControl indirectTouch { get; set; } | |
| /// <summary> | |
| /// Whether the touch has performed a tap. | |
| /// </summary> | |
| /// <value>Control that indicates whether the touch has tapped the screen.</value> | |
| /// <remarks> | |
| /// A tap is defined as a touch that begins and ends within <see cref="InputSettings.defaultTapTime"/> and | |
| /// stays within <see cref="InputSettings.tapRadius"/> of its <see cref="startPosition"/>. If this | |
| /// is the case for a touch, this button is set to 1 at the time the touch goes to <see cref="phase"/> | |
| /// <see cref="TouchPhase.Ended"/>. | |
| /// | |
| /// The button resets to 0 only when another touch is started on the control or when the control | |
| /// is reset. | |
| /// </remarks> | |
| /// <seealso cref="tapCount"/> | |
| /// <seealso cref="InputSettings.defaultTapTime"/> | |
| public ButtonControl tap { get; set; } | |
| /// <summary> | |
| /// Number of times that the touch has been tapped in succession. | |
| /// </summary> | |
| /// <value>Control that indicates how many taps have been performed one after the other.</value> | |
| /// <remarks> | |
| /// Successive taps have to come within <see cref="InputSettings.multiTapDelayTime"/> for them | |
| /// to increase the tap count. I.e. if a new tap finishes within that time after <see cref="startTime"/> | |
| /// of the previous touch, the tap count is increased by one. If more than <see cref="InputSettings.multiTapDelayTime"/> | |
| /// passes after a tap with no successive tap, the tap count is reset to zero. | |
| /// </remarks> | |
| public IntegerControl tapCount { get; set; } | |
| /// <summary> | |
| /// Time in seconds on the same timeline as <c>Time.realTimeSinceStartup</c> when the touch began. | |
| /// </summary> | |
| /// <value>Control representing the start time of the touch.</value> | |
| /// <remarks> | |
| /// This is the value of <see cref="InputEvent.time"/> when the touch starts with | |
| /// <see cref="phase"/> <see cref="TouchPhase.Began"/>. | |
| /// </remarks> | |
| /// <seealso cref="InputEvent.time"/> | |
| public DoubleControl startTime { get; set; } | |
| /// <summary> | |
| /// Screen-space position where the touch started. | |
| /// </summary> | |
| /// <value>Control representing the start position of the touch.</value> | |
| /// <seealso cref="position"/> | |
| public Vector2Control startPosition { get; set; } | |
| /// <summary> | |
| /// Whether a touch on the control is currently is progress. | |
| /// </summary> | |
| /// <value>If true, a touch is in progress, i.e. has a <see cref="phase"/> of | |
| /// <see cref="TouchPhase.Began"/>, <see cref="TouchPhase.Moved"/>, or <see | |
| /// cref="TouchPhase.Canceled"/>.</value> | |
| public bool isInProgress | |
| { | |
| get | |
| { | |
| switch (phase.value) | |
| { | |
| case TouchPhase.Began: | |
| case TouchPhase.Moved: | |
| case TouchPhase.Stationary: | |
| return true; | |
| } | |
| return false; | |
| } | |
| } | |
| /// <summary> | |
| /// Default-initialize the touch control. | |
| /// </summary> | |
| /// <remarks> | |
| /// Sets the <see cref="InputStateBlock.format"/> to <c>"TOUC"</c>. | |
| /// </remarks> | |
| public TouchControl() | |
| { | |
| m_StateBlock.format = new FourCC('T', 'O', 'U', 'C'); | |
| } | |
| /// <inheritdoc /> | |
| protected override void FinishSetup() | |
| { | |
| press = GetChildControl<TouchPressControl>("press"); | |
| displayIndex = GetChildControl<IntegerControl>("displayIndex"); | |
| touchId = GetChildControl<IntegerControl>("touchId"); | |
| position = GetChildControl<Vector2Control>("position"); | |
| delta = GetChildControl<DeltaControl>("delta"); | |
| pressure = GetChildControl<AxisControl>("pressure"); | |
| radius = GetChildControl<Vector2Control>("radius"); | |
| phase = GetChildControl<TouchPhaseControl>("phase"); | |
| indirectTouch = GetChildControl<ButtonControl>("indirectTouch"); | |
| tap = GetChildControl<ButtonControl>("tap"); | |
| tapCount = GetChildControl<IntegerControl>("tapCount"); | |
| startTime = GetChildControl<DoubleControl>("startTime"); | |
| startPosition = GetChildControl<Vector2Control>("startPosition"); | |
| ////TODO: throw if state layouts of the controls doesn't match TouchState | |
| base.FinishSetup(); | |
| } | |
| /// <inheritdoc /> | |
| public override unsafe TouchState ReadUnprocessedValueFromState(void* statePtr) | |
| { | |
| var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset); | |
| return *valuePtr; | |
| } | |
| /// <inheritdoc /> | |
| public override unsafe void WriteValueIntoState(TouchState value, void* statePtr) | |
| { | |
| var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset); | |
| UnsafeUtility.MemCpy(valuePtr, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf<TouchState>()); | |
| } | |
| } | |
| } | |