UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Devices/Pen.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.ComponentModel;
using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
////TODO: expose whether pen actually has eraser and which barrel buttons it has
////TODO: hook up pointerId in backend to allow identifying different pens
////REVIEW: have surface distance property to detect how far pen is when hovering?
////REVIEW: does it make sense to have orientation support for pen, too?
namespace UnityEngine.InputSystem.LowLevel
{
/// <summary>
/// Default state layout for pen devices.
/// </summary>
// IMPORTANT: Must match with PenInputState in native.
[StructLayout(LayoutKind.Explicit, Size = 36)]
public struct PenState : IInputStateTypeInfo
{
/// <summary>
/// Format code for PenState.
/// </summary>
/// <value>Returns "PEN ".</value>
/// <seealso cref="InputStateBlock.format"/>
public static FourCC Format => new FourCC('P', 'E', 'N');
/// <summary>
/// Current screen-space position of the pen.
/// </summary>
/// <value>Screen-space position.</value>
/// <seealso cref="Pointer.position"/>
[InputControl(usage = "Point", dontReset = true)]
[FieldOffset(0)]
public Vector2 position;
/// <summary>
/// Screen-space motion delta.
/// </summary>
/// <value>Screen-space motion delta.</value>
/// <seealso cref="Pointer.delta"/>
[InputControl(usage = "Secondary2DMotion", layout = "Delta")]
[FieldOffset(8)]
public Vector2 delta;
/// <summary>
/// The way the pen is leaned over perpendicular to the tablet surface. X goes [-1..1] left to right
/// (with -1 and 1 being completely flush to the surface) and Y goes [-1..1] bottom to top.
/// </summary>
/// <value>Amount pen is leaning over.</value>
/// <seealso cref="Pen.tilt"/>
[InputControl(layout = "Vector2", displayName = "Tilt", usage = "Tilt")]
[FieldOffset(16)]
public Vector2 tilt;
/// <summary>
/// Pressure with which the pen is pressed against the surface. 0 is none, 1 is full pressure.
/// </summary>
/// <value>Pressure with which the pen is pressed.</value>
/// <remarks>
/// May go beyond 1 depending on pressure calibration on the system. The maximum pressure point
/// may be set to less than the physical maximum pressure point determined by the hardware.
/// </remarks>
/// <seealso cref="Pointer.pressure"/>
[InputControl(layout = "Analog", usage = "Pressure", defaultState = 0.0f)]
[FieldOffset(24)]
public float pressure;
/// <summary>
/// Amount by which the pen is rotated around itself.
/// </summary>
/// <value>Rotation of the pen around itself.</value>
/// <seealso cref="Pen.twist"/>
[InputControl(layout = "Axis", displayName = "Twist", usage = "Twist")]
[FieldOffset(28)]
public float twist;
/// <summary>
/// Button mask for which buttons on the pen are active.
/// </summary>
/// <value>Bitmask for buttons on the pen.</value>
[InputControl(name = "tip", displayName = "Tip", layout = "Button", bit = (int)PenButton.Tip, usage = "PrimaryAction")]
[InputControl(name = "press", useStateFrom = "tip", synthetic = true, usages = new string[0])]
[InputControl(name = "eraser", displayName = "Eraser", layout = "Button", bit = (int)PenButton.Eraser)]
[InputControl(name = "inRange", displayName = "In Range?", layout = "Button", bit = (int)PenButton.InRange, synthetic = true)]
[InputControl(name = "barrel1", displayName = "Barrel Button #1", layout = "Button", bit = (int)PenButton.BarrelFirst, alias = "barrelFirst", usage = "SecondaryAction")]
[InputControl(name = "barrel2", displayName = "Barrel Button #2", layout = "Button", bit = (int)PenButton.BarrelSecond, alias = "barrelSecond")]
[InputControl(name = "barrel3", displayName = "Barrel Button #3", layout = "Button", bit = (int)PenButton.BarrelThird, alias = "barrelThird")]
[InputControl(name = "barrel4", displayName = "Barrel Button #4", layout = "Button", bit = (int)PenButton.BarrelFourth, alias = "barrelFourth")]
// "Park" unused controls.
[InputControl(name = "radius", layout = "Vector2", format = "VEC2", sizeInBits = 64, usage = "Radius", offset = InputStateBlock.AutomaticOffset)]
[InputControl(name = "pointerId", layout = "Digital", format = "UINT", sizeInBits = 32, offset = InputStateBlock.AutomaticOffset)] ////TODO: this should be used
[FieldOffset(32)]
public ushort buttons;
// Not currently used, but still needed in this struct for padding,
// as il2cpp does not implement FieldOffset.
[FieldOffset(34)]
ushort displayIndex;
/// <summary>
/// Set or unset the bit in <see cref="buttons"/> for the given <paramref name="button"/>.
/// </summary>
/// <param name="button">Button whose state to set.</param>
/// <param name="state">Whether the button is on or off.</param>
/// <returns>Same PenState with an updated <see cref="buttons"/> mask.</returns>
public PenState WithButton(PenButton button, bool state = true)
{
Debug.Assert((int)button < 16, $"Expected button < 16, so we fit into the 16 bit wide bitmask");
var bit = 1U << (int)button;
if (state)
buttons |= (ushort)bit;
else
buttons &= (ushort)~bit;
return this;
}
/// <inheritdoc />
public FourCC format => Format;
}
}
namespace UnityEngine.InputSystem
{
/// <summary>
/// Enumeration of buttons on a <see cref="Pen"/>.
/// </summary>
public enum PenButton
{
/// <summary>
/// Button at the tip of a pen.
/// </summary>
/// <seealso cref="Pen.tip"/>
Tip,
/// <summary>
/// Button located end of pen opposite to <see cref="Tip"/>.
/// </summary>
/// <remarks>
/// Pens do not necessarily have an eraser. If a pen doesn't, the respective button
/// does nothing and will always be unpressed.
/// </remarks>
/// <seealso cref="Pen.eraser"/>
Eraser,
/// <summary>
/// First button on the side of the pen.
/// </summary>
/// <see cref="Pen.firstBarrelButton"/>
BarrelFirst,
/// <summary>
/// Second button on the side of the pen.
/// </summary>
/// <seealso cref="Pen.secondBarrelButton"/>
BarrelSecond,
/// <summary>
/// Artificial button that indicates whether the pen is in detection range or not.
/// </summary>
/// <remarks>
/// Range detection may not be supported by a pen/tablet.
/// </remarks>
/// <seealso cref="Pen.inRange"/>
InRange,
/// <summary>
/// Third button on the side of the pen.
/// </summary>
/// <seealso cref="Pen.thirdBarrelButton"/>
BarrelThird,
/// <summary>
/// Fourth button on the side of the pen.
/// </summary>
/// <see cref="Pen.fourthBarrelButton"/>
BarrelFourth,
/// <summary>
/// Synonym for <see cref="BarrelFirst"/>.
/// </summary>
Barrel1 = BarrelFirst,
/// <summary>
/// Synonym for <see cref="BarrelSecond"/>.
/// </summary>
Barrel2 = BarrelSecond,
/// <summary>
/// Synonym for <see cref="BarrelThird"/>.
/// </summary>
Barrel3 = BarrelThird,
/// <summary>
/// Synonym for <see cref="BarrelFourth"/>.
/// </summary>
Barrel4 = BarrelFourth,
}
/// <summary>
/// Represents a pen/stylus input device.
/// </summary>
/// <remarks>
/// Unlike mice but like touch, pens are absolute pointing devices moving across a fixed
/// surface area.
///
/// The <see cref="tip"/> acts as a button that is considered pressed as long as the pen is in contact with the
/// tablet surface.
/// </remarks>
[InputControlLayout(stateType = typeof(PenState), isGenericTypeOfDevice = true)]
public class Pen : Pointer
{
////TODO: give the tip and eraser a very low press point
/// <summary>
/// The tip button of the pen.
/// </summary>
/// <value>Control representing the tip button.</value>
/// <seealso cref="PenButton.Tip"/>
public ButtonControl tip { get; protected set; }
/// <summary>
/// The eraser button of the pen, i.e. the button on the end opposite to the tip.
/// </summary>
/// <value>Control representing the eraser button.</value>
/// <remarks>
/// If the pen does not have an eraser button, this control will still be present
/// but will not trigger.
/// </remarks>
/// <seealso cref="PenButton.Eraser"/>
public ButtonControl eraser { get; protected set; }
/// <summary>
/// The button on the side of the pen barrel and located closer to the tip of the pen.
/// </summary>
/// <value>Control representing the first side button.</value>
/// <remarks>
/// If the pen does not have barrel buttons, this control will still be present
/// but will not trigger.
/// </remarks>
/// <seealso cref="PenButton.BarrelFirst"/>
public ButtonControl firstBarrelButton { get; protected set; }
/// <summary>
/// The button on the side of the pen barrel and located closer to the eraser end of the pen.
/// </summary>
/// <value>Control representing the second side button.</value>
/// <remarks>
/// If the pen does not have barrel buttons, this control will still be present
/// but will not trigger.
/// </remarks>
/// <seealso cref="PenButton.BarrelSecond"/>
public ButtonControl secondBarrelButton { get; protected set; }
/// <summary>
/// Third button the side of the pen barrel.
/// </summary>
/// <value>Control representing the third side button.</value>
/// <remarks>
/// If the pen does not have a third barrel buttons, this control will still be present
/// but will not trigger.
/// </remarks>
/// <seealso cref="PenButton.BarrelThird"/>
public ButtonControl thirdBarrelButton { get; protected set; }
/// <summary>
/// Fourth button the side of the pen barrel.
/// </summary>
/// <value>Control representing the fourth side button.</value>
/// <remarks>
/// If the pen does not have a fourth barrel buttons, this control will still be present
/// but will not trigger.
/// </remarks>
/// <seealso cref="PenButton.BarrelFourth"/>
public ButtonControl fourthBarrelButton { get; protected set; }
/// <summary>
/// Button control that indicates whether the pen is in range of the tablet surface or not.
/// </summary>
/// <remarks>
/// This is a synthetic control (<see cref="InputControl.synthetic"/>).
///
/// If range detection is not supported by the pen, this button will always be "pressed".
/// </remarks>
/// <seealso cref="PenButton.InRange"/>
public ButtonControl inRange { get; protected set; }
/// <summary>
/// Orientation of the pen relative to the tablet surface, i.e. the amount by which it is leaning
/// over along the X and Y axis.
/// </summary>
/// <value>Control presenting the amount the pen is leaning over.</value>
/// <remarks>
/// X axis goes from [-1..1] left to right with -1 and 1 meaning the pen is flush with the tablet surface. Y axis
/// goes from [-1..1] bottom to top.
/// </remarks>
public Vector2Control tilt { get; protected set; }
/// <summary>
/// Rotation of the pointer around its own axis. 0 means the pointer is facing away from the user (12 'o clock position)
/// and ~1 means the pointer has been rotated clockwise almost one full rotation.
/// </summary>
/// <value>Control representing the twist of the pen around itself.</value>
/// <remarks>
/// Twist is generally only supported by pens and even among pens, twist support is rare. An example product that
/// supports twist is the Wacom Art Pen.
///
/// The axis of rotation is the vector facing away from the pointer surface when the pointer is facing straight up
/// (i.e. the surface normal of the pointer surface). When the pointer is tilted, the rotation axis is tilted along
/// with it.
/// </remarks>
public AxisControl twist { get; protected set; }
/// <summary>
/// The pen that was active or connected last or <c>null</c> if there is no pen.
/// </summary>
public new static Pen current { get; internal set; }
/// <summary>
/// Return the given pen button.
/// </summary>
/// <param name="button">Pen button to return.</param>
/// <exception cref="ArgumentException"><paramref name="button"/> is not a valid pen button.</exception>
public ButtonControl this[PenButton button]
{
get
{
switch (button)
{
case PenButton.Tip: return tip;
case PenButton.Eraser: return eraser;
case PenButton.BarrelFirst: return firstBarrelButton;
case PenButton.BarrelSecond: return secondBarrelButton;
case PenButton.BarrelThird: return thirdBarrelButton;
case PenButton.BarrelFourth: return fourthBarrelButton;
case PenButton.InRange: return inRange;
default:
throw new InvalidEnumArgumentException(nameof(button), (int)button, typeof(PenButton));
}
}
}
/// <summary>
/// Make this the last used pen, i.e. <see cref="current"/>.
/// </summary>
/// <remarks>
/// This is called automatically by the system when a pen is added or receives
/// input.
/// </remarks>
public override void MakeCurrent()
{
base.MakeCurrent();
current = this;
}
/// <summary>
/// Called when the pen is removed from the system.
/// </summary>
protected override void OnRemoved()
{
base.OnRemoved();
if (current == this)
current = null;
}
/// <inheritdoc />
protected override void FinishSetup()
{
tip = GetChildControl<ButtonControl>("tip");
eraser = GetChildControl<ButtonControl>("eraser");
firstBarrelButton = GetChildControl<ButtonControl>("barrel1");
secondBarrelButton = GetChildControl<ButtonControl>("barrel2");
thirdBarrelButton = GetChildControl<ButtonControl>("barrel3");
fourthBarrelButton = GetChildControl<ButtonControl>("barrel4");
inRange = GetChildControl<ButtonControl>("inRange");
tilt = GetChildControl<Vector2Control>("tilt");
twist = GetChildControl<AxisControl>("twist");
base.FinishSetup();
}
}
}