UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Controls/TouchControl.cs
2024-10-27 10:53:47 +03:00

244 lines
11 KiB
C#

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))]
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>());
}
}
}