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- using System;
- using System.Runtime.InteropServices;
- 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
- ////REVIEW: where should we put handset vibration support? should that sit on the touchscreen class? be its own separate device?
- namespace UnityEngine.InputSystem.LowLevel
- {
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1028:EnumStorageShouldBeInt32", Justification = "byte to correspond to TouchState layout.")]
- [Flags]
- internal enum TouchFlags : byte
- {
- // NOTE: Leaving the first 4 bits for native.
- IndirectTouch = 1 << 0,
- PrimaryTouch = 1 << 4,
- Tap = 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,
- }
- ////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');
- /// <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)]
- [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")]
- [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")]
- [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;
- // Not currently used, but still needed in this struct for padding,
- // as il2cpp does not implement FieldOffset.
- [FieldOffset(34)]
- byte displayIndex;
- [InputControl(name = "indirectTouch", displayName = "Indirect Touch?", layout = "Button", bit = 0, synthetic = true)]
- [InputControl(name = "tap", displayName = "Tap", layout = "Button", bit = 5)]
- [FieldOffset(35)]
- public byte flags;
- // Wasting four bytes in the name of alignment here. Need the explicit fields as il2cpp doesn't respect
- // the explicit field offsets.
- [FieldOffset(36)]
- internal int padding;
- // 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 TODO
- /// </summary>
- /// <value>Whether the touch is the first TODO</value>
- /// <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 => (flags & (byte)TouchFlags.Tap) != 0;
- set
- {
- if (value)
- flags |= (byte)TouchFlags.Tap;
- else
- flags &= (byte)~TouchFlags.Tap;
- }
- }
- /// <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")]
- [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
- {
- /// <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<Touchscreen>();
- ///
- /// // 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)]
- [Scripting.Preserve]
- public class Touchscreen : Pointer, IInputStateCallbackReceiver
- {
- /// <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; private 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; private set; }
- /// <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");
- // 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 accomodate 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)
- {
- // If it's not a single touch, just take the event state as is (will have to be TouchscreenState).
- if (eventPtr.stateFormat != TouchState.Format)
- {
- InputState.Change(this, eventPtr);
- return;
- }
- // We don't allow partial updates for TouchStates.
- if (eventPtr.IsA<DeltaStateEvent>())
- 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 stateEventPtr = StateEvent.From(eventPtr);
- 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 = new TouchState();
- 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.isTap = false;
- ////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, 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, newPrimaryTouchState, eventPtr: eventPtr);
- }
- }
- else
- {
- // Primary touch was updated.
- InputState.Change(primaryTouch, 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], 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, newTouchState, eventPtr: eventPtr);
- }
- InputState.Change(touches[i], 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>() || StateEvent.From(eventPtr)->stateFormat != TouchState.Format)
- 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;
- return true;
- }
- // 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.isTap = true;
- InputState.Change(control, state, eventPtr: eventPtr);
- // Release.
- state.isTap = false;
- InputState.Change(control, state, eventPtr: eventPtr);
- }
- internal static float s_TapTime;
- internal static float s_TapDelayTime;
- internal static float s_TapRadiusSquared;
- }
- }
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