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- 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>
- [InputControlLayout(stateType = typeof(TouchState))]
- [Preserve]
- 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; private 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; private 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; private 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 Vector2Control delta { get; private 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; private 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; private 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; private 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; private 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; private 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; private 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; private 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; private 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.ReadValue())
- {
- 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");
- touchId = GetChildControl<IntegerControl>("touchId");
- position = GetChildControl<Vector2Control>("position");
- delta = GetChildControl<Vector2Control>("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>());
- }
- }
- }
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