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