test
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using System;
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using System.Diagnostics;
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using UnityEngine.InputSystem.LowLevel;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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////REVIEW: this *really* should be renamed to TouchPolling or something like that
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////REVIEW: Should this auto-enable itself when the API is used? Problem with this is that it means the first touch inputs will get missed
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//// as by the time the API is polled, we're already into the first frame.
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////TODO: gesture support
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////TODO: high-frequency touch support
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////REVIEW: have TouchTap, TouchSwipe, etc. wrapper MonoBehaviours like LeanTouch?
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////TODO: as soon as we can break the API, remove the EnhancedTouchSupport class altogether and rename UnityEngine.InputSystem.EnhancedTouch to TouchPolling
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////FIXME: does not survive domain reloads
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namespace UnityEngine.InputSystem.EnhancedTouch
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{
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/// <summary>
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/// API to control enhanced touch facilities like <see cref="Touch"/> that are not
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/// enabled by default.
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/// </summary>
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/// <remarks>
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/// Enhanced touch support provides automatic finger tracking and touch history recording.
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/// It is an API designed for polling, i.e. for querying touch state directly in methods
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/// such as <c>MonoBehaviour.Update</c>. Enhanced touch support cannot be used in combination
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/// with <see cref="InputAction"/>s though both can be used side-by-side.
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///
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/// <example>
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/// <code>
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/// public class MyBehavior : MonoBehaviour
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/// {
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/// protected void OnEnable()
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/// {
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/// EnhancedTouchSupport.Enable();
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/// }
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///
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/// protected void OnDisable()
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/// {
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/// EnhancedTouchSupport.Disable();
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/// }
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///
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/// protected void Update()
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/// {
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/// var activeTouches = Touch.activeTouches;
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/// for (var i = 0; i < activeTouches.Count; ++i)
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/// Debug.Log("Active touch: " + activeTouches[i]);
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="Touch"/>
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/// <seealso cref="Finger"/>
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public static class EnhancedTouchSupport
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{
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/// <summary>
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/// Whether enhanced touch support is currently enabled.
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/// </summary>
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/// <value>True if EnhancedTouch support has been enabled.</value>
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public static bool enabled => s_Enabled > 0;
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private static int s_Enabled;
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private static InputSettings.UpdateMode s_UpdateMode;
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/// <summary>
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/// Enable enhanced touch support.
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/// </summary>
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/// <remarks>
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/// Calling this method is necessary to enable the functionality provided
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/// by <see cref="Touch"/> and <see cref="Finger"/>. These APIs add extra
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/// processing to touches and are thus disabled by default.
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///
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/// Calls to <c>Enable</c> and <see cref="Disable"/> balance each other out.
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/// If <c>Enable</c> is called repeatedly, it will take as many calls to
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/// <see cref="Disable"/> to disable the system again.
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/// </remarks>
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public static void Enable()
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{
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++s_Enabled;
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if (s_Enabled > 1)
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return;
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InputSystem.onDeviceChange += OnDeviceChange;
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InputSystem.onBeforeUpdate += Touch.BeginUpdate;
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InputSystem.onSettingsChange += OnSettingsChange;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload += OnBeforeDomainReload;
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#endif
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SetUpState();
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}
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/// <summary>
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/// Disable enhanced touch support.
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/// </summary>
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/// <remarks>
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/// This method only undoes a single call to <see cref="Enable"/>.
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/// </remarks>
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public static void Disable()
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{
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if (!enabled)
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return;
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--s_Enabled;
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if (s_Enabled > 0)
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return;
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InputSystem.onDeviceChange -= OnDeviceChange;
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InputSystem.onBeforeUpdate -= Touch.BeginUpdate;
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InputSystem.onSettingsChange -= OnSettingsChange;
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#if UNITY_EDITOR
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AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeDomainReload;
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#endif
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TearDownState();
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}
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internal static void Reset()
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{
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Touch.s_GlobalState.touchscreens = default;
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Touch.s_GlobalState.playerState.Destroy();
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Touch.s_GlobalState.playerState = default;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.Destroy();
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Touch.s_GlobalState.editorState = default;
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#endif
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s_Enabled = 0;
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}
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private static void SetUpState()
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{
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Touch.s_GlobalState.playerState.updateMask = InputUpdateType.Dynamic | InputUpdateType.Manual | InputUpdateType.Fixed;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.updateMask = InputUpdateType.Editor;
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#endif
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s_UpdateMode = InputSystem.settings.updateMode;
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foreach (var device in InputSystem.devices)
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OnDeviceChange(device, InputDeviceChange.Added);
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}
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internal static void TearDownState()
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{
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foreach (var device in InputSystem.devices)
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OnDeviceChange(device, InputDeviceChange.Removed);
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Touch.s_GlobalState.playerState.Destroy();
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState.Destroy();
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#endif
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Touch.s_GlobalState.playerState = default;
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#if UNITY_EDITOR
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Touch.s_GlobalState.editorState = default;
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#endif
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}
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private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
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{
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switch (change)
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{
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case InputDeviceChange.Added:
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{
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if (device is Touchscreen touchscreen)
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Touch.AddTouchscreen(touchscreen);
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break;
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}
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case InputDeviceChange.Removed:
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{
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if (device is Touchscreen touchscreen)
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Touch.RemoveTouchscreen(touchscreen);
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break;
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}
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}
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}
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private static void OnSettingsChange()
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{
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var currentUpdateMode = InputSystem.settings.updateMode;
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if (s_UpdateMode == currentUpdateMode)
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return;
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TearDownState();
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SetUpState();
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}
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#if UNITY_EDITOR
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private static void OnBeforeDomainReload()
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{
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// We need to release NativeArrays we're holding before losing track of them during domain reloads.
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Touch.s_GlobalState.playerState.Destroy();
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Touch.s_GlobalState.editorState.Destroy();
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}
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#endif
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[Conditional("DEVELOPMENT_BUILD")]
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[Conditional("UNITY_EDITOR")]
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internal static void CheckEnabled()
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{
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if (!enabled)
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throw new InvalidOperationException("EnhancedTouch API is not enabled; call EnhancedTouchSupport.Enable()");
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3cf42e49077e442fd8b9dc29c328d345
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@@ -0,0 +1,266 @@
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.EnhancedTouch
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{
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/// <summary>
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/// A source of touches (<see cref="Touch"/>).
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/// </summary>
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/// <remarks>
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/// Each <see cref="Touchscreen"/> has a limited number of fingers it supports corresponding to the total number of concurrent
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/// touches supported by the screen. Unlike a <see cref="Touch"/>, a <see cref="Finger"/> will stay the same and valid for the
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/// lifetime of its <see cref="Touchscreen"/>.
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///
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/// Note that a Finger does not represent an actual physical finger in the world. That is, the same Finger instance might be used,
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/// for example, for a touch from the index finger at one point and then for a touch from the ring finger. Each Finger simply
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/// corresponds to the Nth touch on the given screen.
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/// </remarks>
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/// <seealso cref="Touch"/>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1001:TypesThatOwnDisposableFieldsShouldBeDisposable",
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Justification = "Holds on to internally managed memory which should not be disposed by the user.")]
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public class Finger
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{
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// This class stores pretty much all the data that is kept by the enhanced touch system. All
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// the finger and history tracking is found here.
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/// <summary>
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/// The screen that the finger is associated with.
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/// </summary>
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/// <value>Touchscreen associated with the touch.</value>
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public Touchscreen screen { get; }
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/// <summary>
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/// Index of the finger on <see cref="screen"/>. Each finger corresponds to the Nth touch on a screen.
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/// </summary>
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public int index { get; }
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/// <summary>
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/// Whether the finger is currently touching the screen.
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/// </summary>
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public bool isActive => currentTouch.valid;
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/// <summary>
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/// The current position of the finger on the screen or <c>default(Vector2)</c> if there is no
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/// ongoing touch.
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/// </summary>
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public Vector2 screenPosition
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{
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get
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{
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////REVIEW: should this work off of currentTouch instead of lastTouch?
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var touch = lastTouch;
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if (!touch.valid)
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return default;
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return touch.screenPosition;
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}
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}
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////REVIEW: should lastTouch and currentTouch have accumulated deltas? would that be confusing?
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/// <summary>
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/// The last touch that happened on the finger or <c>default(Touch)</c> (with <see cref="Touch.valid"/> being
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/// false) if no touch has been registered on the finger yet.
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/// </summary>
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/// <remarks>
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/// A given touch will be returned from this property for as long as no new touch has been started. As soon as a
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/// new touch is registered on the finger, the property switches to the new touch.
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/// </remarks>
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public Touch lastTouch
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{
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get
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{
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var count = m_StateHistory.Count;
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if (count == 0)
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return default;
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return new Touch(this, m_StateHistory[count - 1]);
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}
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}
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/// <summary>
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/// The currently ongoing touch for the finger or <c>default(Touch)</c> (with <see cref="Touch.valid"/> being false)
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/// if no touch is currently in progress on the finger.
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/// </summary>
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public Touch currentTouch
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{
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get
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{
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var touch = lastTouch;
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if (!touch.valid)
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return default;
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if (touch.isInProgress)
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return touch;
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// Ended touches stay current in the frame they ended in.
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if (touch.updateStepCount == InputUpdate.s_UpdateStepCount)
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return touch;
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return default;
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}
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}
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/// <summary>
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/// The full touch history of the finger.
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/// </summary>
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/// <remarks>
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/// The history is capped at <see cref="Touch.maxHistoryLengthPerFinger"/>. Once full, newer touch records will start
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/// overwriting older entries. Note that this means that a given touch will not trace all the way back to its beginning
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/// if it runs past the max history size.
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/// </remarks>
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public TouchHistory touchHistory => new TouchHistory(this, m_StateHistory);
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internal readonly InputStateHistory<TouchState> m_StateHistory;
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internal Finger(Touchscreen screen, int index, InputUpdateType updateMask)
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{
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this.screen = screen;
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this.index = index;
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// Set up history recording.
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m_StateHistory = new InputStateHistory<TouchState>(screen.touches[index])
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{
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historyDepth = Touch.maxHistoryLengthPerFinger,
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extraMemoryPerRecord = UnsafeUtility.SizeOf<Touch.ExtraDataPerTouchState>(),
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onRecordAdded = OnTouchRecorded,
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onShouldRecordStateChange = ShouldRecordTouch,
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updateMask = updateMask,
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};
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m_StateHistory.StartRecording();
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// record the current state if touch is already in progress
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if (screen.touches[index].isInProgress)
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m_StateHistory.RecordStateChange(screen.touches[index], screen.touches[index].value);
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}
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private static unsafe bool ShouldRecordTouch(InputControl control, double time, InputEventPtr eventPtr)
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{
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// We only want to record changes that come from events. We ignore internal state
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// changes that Touchscreen itself generates. This includes the resetting of deltas.
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if (!eventPtr.valid)
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return false;
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var eventType = eventPtr.type;
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if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
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return false;
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// Direct memory access for speed.
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var currentTouchState = (TouchState*)((byte*)control.currentStatePtr + control.stateBlock.byteOffset);
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// Touchscreen will record a button down and button up on a TouchControl when a tap occurs.
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// We only want to record the button down, not the button up.
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if (currentTouchState->isTapRelease)
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return false;
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return true;
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}
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private unsafe void OnTouchRecorded(InputStateHistory.Record record)
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{
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var recordIndex = record.recordIndex;
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var touchHeader = m_StateHistory.GetRecordUnchecked(recordIndex);
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var touchState = (TouchState*)touchHeader->statePtrWithoutControlIndex; // m_StateHistory is bound to a single TouchControl.
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touchState->updateStepCount = InputUpdate.s_UpdateStepCount;
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// Invalidate activeTouches.
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Touch.s_GlobalState.playerState.haveBuiltActiveTouches = false;
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// Record the extra data we maintain for each touch.
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var extraData = (Touch.ExtraDataPerTouchState*)((byte*)touchHeader + m_StateHistory.bytesPerRecord -
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UnsafeUtility.SizeOf<Touch.ExtraDataPerTouchState>());
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extraData->uniqueId = ++Touch.s_GlobalState.playerState.lastId;
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// We get accumulated deltas from Touchscreen. Store the accumulated
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// value and "unaccumulate" the value we store on delta.
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extraData->accumulatedDelta = touchState->delta;
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if (touchState->phase != TouchPhase.Began)
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{
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// Inlined (instead of just using record.previous) for speed. Bypassing
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// the safety checks here.
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if (recordIndex != m_StateHistory.m_HeadIndex)
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{
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var previousRecordIndex = recordIndex == 0 ? m_StateHistory.historyDepth - 1 : recordIndex - 1;
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var previousTouchHeader = m_StateHistory.GetRecordUnchecked(previousRecordIndex);
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var previousTouchState = (TouchState*)previousTouchHeader->statePtrWithoutControlIndex;
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touchState->delta -= previousTouchState->delta;
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touchState->beganInSameFrame = previousTouchState->beganInSameFrame &&
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previousTouchState->updateStepCount == touchState->updateStepCount;
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}
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}
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else
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{
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touchState->beganInSameFrame = true;
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}
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// Trigger callback.
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switch (touchState->phase)
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{
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case TouchPhase.Began:
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DelegateHelpers.InvokeCallbacksSafe(ref Touch.s_GlobalState.onFingerDown, this, "Touch.onFingerDown");
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break;
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case TouchPhase.Moved:
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DelegateHelpers.InvokeCallbacksSafe(ref Touch.s_GlobalState.onFingerMove, this, "Touch.onFingerMove");
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break;
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case TouchPhase.Ended:
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case TouchPhase.Canceled:
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DelegateHelpers.InvokeCallbacksSafe(ref Touch.s_GlobalState.onFingerUp, this, "Touch.onFingerUp");
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break;
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||||
}
|
||||
}
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||||
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||||
private unsafe Touch FindTouch(uint uniqueId)
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||||
{
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||||
Debug.Assert(uniqueId != default, "0 is not a valid ID");
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foreach (var record in m_StateHistory)
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||||
{
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if (((Touch.ExtraDataPerTouchState*)record.GetUnsafeExtraMemoryPtrUnchecked())->uniqueId == uniqueId)
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return new Touch(this, record);
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}
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||||
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return default;
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||||
}
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||||
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||||
internal unsafe TouchHistory GetTouchHistory(Touch touch)
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{
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Debug.Assert(touch.finger == this);
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||||
// If the touch is not pointing to our history, it's probably a touch we copied for
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// activeTouches. We know the unique ID of the touch so go and try to find the touch
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// in our history.
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var touchRecord = touch.m_TouchRecord;
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if (touchRecord.owner != m_StateHistory)
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||||
{
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||||
touch = FindTouch(touch.uniqueId);
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||||
if (!touch.valid)
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return default;
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||||
}
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||||
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||||
var touchId = touch.touchId;
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||||
var startIndex = touch.m_TouchRecord.index;
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||||
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||||
// If the current touch isn't the beginning of the touch, search back through the
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// history for all touches belonging to the same contact.
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var count = 0;
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if (touch.phase != TouchPhase.Began)
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||||
{
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for (var previousRecord = touch.m_TouchRecord.previous; previousRecord.valid; previousRecord = previousRecord.previous)
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||||
{
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||||
var touchState = (TouchState*)previousRecord.GetUnsafeMemoryPtr();
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||||
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// Stop if the touch doesn't belong to the same contact.
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if (touchState->touchId != touchId)
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break;
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++count;
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||||
|
||||
// Stop if we've found the beginning of the touch.
|
||||
if (touchState->phase == TouchPhase.Began)
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||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (count == 0)
|
||||
return default;
|
||||
|
||||
// We don't want to include the touch we started with.
|
||||
--startIndex;
|
||||
|
||||
return new TouchHistory(this, m_StateHistory, startIndex, count);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71f3c0e630f0148b496f565843b5b272
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6261dd2a83757498188548c57e2492bf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,111 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem.LowLevel;
|
||||
|
||||
namespace UnityEngine.InputSystem.EnhancedTouch
|
||||
{
|
||||
/// <summary>
|
||||
/// A fixed-size buffer of <see cref="Touch"/> records used to trace the history of touches.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This struct provides access to a recorded list of touches.
|
||||
/// </remarks>
|
||||
public struct TouchHistory : IReadOnlyList<Touch>
|
||||
{
|
||||
private readonly InputStateHistory<TouchState> m_History;
|
||||
private readonly Finger m_Finger;
|
||||
private readonly int m_Count;
|
||||
private readonly int m_StartIndex;
|
||||
private readonly uint m_Version;
|
||||
|
||||
internal TouchHistory(Finger finger, InputStateHistory<TouchState> history, int startIndex = -1, int count = -1)
|
||||
{
|
||||
m_Finger = finger;
|
||||
m_History = history;
|
||||
m_Version = history.version;
|
||||
m_Count = count >= 0 ? count : m_History.Count;
|
||||
m_StartIndex = startIndex >= 0 ? startIndex : m_History.Count - 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enumerate touches in the history. Goes from newest records to oldest.
|
||||
/// </summary>
|
||||
/// <returns>Enumerator over the touches in the history.</returns>
|
||||
public IEnumerator<Touch> GetEnumerator()
|
||||
{
|
||||
return new Enumerator(this);
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Number of history records available.
|
||||
/// </summary>
|
||||
public int Count => m_Count;
|
||||
|
||||
/// <summary>
|
||||
/// Return a history record by index. Indexing starts at 0 == newest to <see cref="Count"/> - 1 == oldest.
|
||||
/// </summary>
|
||||
/// <param name="index">Index of history record.</param>
|
||||
/// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is less than 0 or >= <see cref="Count"/>.</exception>
|
||||
public Touch this[int index]
|
||||
{
|
||||
get
|
||||
{
|
||||
CheckValid();
|
||||
if (index < 0 || index >= Count)
|
||||
throw new ArgumentOutOfRangeException(
|
||||
$"Index {index} is out of range for history with {Count} entries", nameof(index));
|
||||
|
||||
// History records oldest-first but we index newest-first.
|
||||
return new Touch(m_Finger, m_History[m_StartIndex - index]);
|
||||
}
|
||||
}
|
||||
|
||||
internal void CheckValid()
|
||||
{
|
||||
if (m_Finger == null || m_History == null)
|
||||
throw new InvalidOperationException("Touch history not initialized");
|
||||
if (m_History.version != m_Version)
|
||||
throw new InvalidOperationException(
|
||||
"Touch history is no longer valid; the recorded history has been changed");
|
||||
}
|
||||
|
||||
private class Enumerator : IEnumerator<Touch>
|
||||
{
|
||||
private readonly TouchHistory m_Owner;
|
||||
private int m_Index;
|
||||
|
||||
internal Enumerator(TouchHistory owner)
|
||||
{
|
||||
m_Owner = owner;
|
||||
m_Index = -1;
|
||||
}
|
||||
|
||||
public bool MoveNext()
|
||||
{
|
||||
if (m_Index >= m_Owner.Count - 1)
|
||||
return false;
|
||||
++m_Index;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
m_Index = -1;
|
||||
}
|
||||
|
||||
public Touch Current => m_Owner[m_Index];
|
||||
|
||||
object IEnumerator.Current => Current;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cc0c6a7fa1c14a518fec64497f4937f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,411 @@
|
||||
using System;
|
||||
using Unity.Collections.LowLevel.Unsafe;
|
||||
using UnityEngine.InputSystem.Controls;
|
||||
using UnityEngine.InputSystem.LowLevel;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEngine.InputSystem.Editor;
|
||||
#endif
|
||||
|
||||
////TODO: add pressure support
|
||||
|
||||
////REVIEW: extend this beyond simulating from Pointers only? theoretically, we could simulate from any means of generating positions and presses
|
||||
|
||||
////REVIEW: I think this is a workable first attempt but overall, not a sufficient take on input simulation. ATM this uses InputState.Change
|
||||
//// to shove input directly into Touchscreen. Also, it uses state change notifications to set off the simulation. The latter leads
|
||||
//// to touch input potentially changing multiple times in response to a single pointer event. And the former leads to the simulated
|
||||
//// touch input not being visible at the event level -- which leaves Touch and Finger slightly unhappy, for example.
|
||||
//// I think being able to cycle simulated input fully through the event loop would result in a setup that is both simpler and more robust.
|
||||
//// Also, it would allow *disabling* the source devices as long as we don't disable them in the backend, too.
|
||||
//// Finally, the fact that we spin off input *from* events here and feed that into InputState.Change() by passing the event along
|
||||
//// means that places that make sure we process input only once (e.g. binding composites which will remember the event ID they have
|
||||
//// been triggered from) may reject the simulated input when they have already seen the non-simulated input (which may be okay
|
||||
//// behavior).
|
||||
|
||||
namespace UnityEngine.InputSystem.EnhancedTouch
|
||||
{
|
||||
/// <summary>
|
||||
/// Adds a <see cref="Touchscreen"/> with input simulated from other types of <see cref="Pointer"/> devices (e.g. <see cref="Mouse"/>
|
||||
/// or <see cref="Pen"/>).
|
||||
/// </summary>
|
||||
[AddComponentMenu("Input/Debug/Touch Simulation")]
|
||||
[ExecuteInEditMode]
|
||||
[HelpURL(InputSystem.kDocUrl + "/manual/Touch.html#touch-simulation")]
|
||||
#if UNITY_EDITOR
|
||||
[InitializeOnLoad]
|
||||
#endif
|
||||
public class TouchSimulation : MonoBehaviour, IInputStateChangeMonitor
|
||||
{
|
||||
public Touchscreen simulatedTouchscreen { get; private set; }
|
||||
|
||||
public static TouchSimulation instance => s_Instance;
|
||||
|
||||
public static void Enable()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
////TODO: find instance
|
||||
var hiddenGO = new GameObject();
|
||||
hiddenGO.SetActive(false);
|
||||
hiddenGO.hideFlags = HideFlags.HideAndDontSave;
|
||||
s_Instance = hiddenGO.AddComponent<TouchSimulation>();
|
||||
instance.gameObject.SetActive(true);
|
||||
}
|
||||
instance.enabled = true;
|
||||
}
|
||||
|
||||
public static void Disable()
|
||||
{
|
||||
if (instance != null)
|
||||
instance.enabled = false;
|
||||
}
|
||||
|
||||
public static void Destroy()
|
||||
{
|
||||
Disable();
|
||||
|
||||
if (s_Instance != null)
|
||||
{
|
||||
Destroy(s_Instance.gameObject);
|
||||
s_Instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
protected void AddPointer(Pointer pointer)
|
||||
{
|
||||
if (pointer == null)
|
||||
throw new ArgumentNullException(nameof(pointer));
|
||||
|
||||
// Ignore if already added.
|
||||
if (m_Pointers.ContainsReference(m_NumPointers, pointer))
|
||||
return;
|
||||
|
||||
// Add to list.
|
||||
ArrayHelpers.AppendWithCapacity(ref m_Pointers, ref m_NumPointers, pointer);
|
||||
ArrayHelpers.Append(ref m_CurrentPositions, default(Vector2));
|
||||
ArrayHelpers.Append(ref m_CurrentDisplayIndices, default(int));
|
||||
|
||||
InputSystem.DisableDevice(pointer, keepSendingEvents: true);
|
||||
}
|
||||
|
||||
protected void RemovePointer(Pointer pointer)
|
||||
{
|
||||
if (pointer == null)
|
||||
throw new ArgumentNullException(nameof(pointer));
|
||||
|
||||
// Ignore if not added.
|
||||
var pointerIndex = m_Pointers.IndexOfReference(pointer, m_NumPointers);
|
||||
if (pointerIndex == -1)
|
||||
return;
|
||||
|
||||
// Cancel all ongoing touches from the pointer.
|
||||
for (var i = 0; i < m_Touches.Length; ++i)
|
||||
{
|
||||
var button = m_Touches[i];
|
||||
if (button != null && button.device != pointer)
|
||||
continue;
|
||||
|
||||
UpdateTouch(i, pointerIndex, TouchPhase.Canceled);
|
||||
}
|
||||
|
||||
// Remove from list.
|
||||
m_Pointers.EraseAtWithCapacity(ref m_NumPointers, pointerIndex);
|
||||
ArrayHelpers.EraseAt(ref m_CurrentPositions, pointerIndex);
|
||||
ArrayHelpers.EraseAt(ref m_CurrentDisplayIndices, pointerIndex);
|
||||
|
||||
// Re-enable the device (only in case it's still added to the system).
|
||||
if (pointer.added)
|
||||
InputSystem.EnableDevice(pointer);
|
||||
}
|
||||
|
||||
private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device)
|
||||
{
|
||||
if (device == simulatedTouchscreen)
|
||||
{
|
||||
// Avoid processing events queued by this simulation device
|
||||
return;
|
||||
}
|
||||
|
||||
var pointerIndex = m_Pointers.IndexOfReference(device, m_NumPointers);
|
||||
if (pointerIndex < 0)
|
||||
return;
|
||||
|
||||
var eventType = eventPtr.type;
|
||||
if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
|
||||
return;
|
||||
|
||||
////REVIEW: should we have specialized paths for MouseState and PenState here? (probably can only use for StateEvents)
|
||||
|
||||
Pointer pointer = m_Pointers[pointerIndex];
|
||||
|
||||
// Read pointer position.
|
||||
var positionControl = pointer.position;
|
||||
var positionStatePtr = positionControl.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
|
||||
if (positionStatePtr != null)
|
||||
m_CurrentPositions[pointerIndex] = positionControl.ReadValueFromState(positionStatePtr);
|
||||
|
||||
// Read display index.
|
||||
var displayIndexControl = pointer.displayIndex;
|
||||
var displayIndexStatePtr = displayIndexControl.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
|
||||
if (displayIndexStatePtr != null)
|
||||
m_CurrentDisplayIndices[pointerIndex] = displayIndexControl.ReadValueFromState(displayIndexStatePtr);
|
||||
|
||||
// End touches for which buttons are no longer pressed.
|
||||
////REVIEW: There must be a better way to do this
|
||||
for (var i = 0; i < m_Touches.Length; ++i)
|
||||
{
|
||||
var button = m_Touches[i];
|
||||
if (button == null || button.device != device)
|
||||
continue;
|
||||
|
||||
var buttonStatePtr = button.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
|
||||
if (buttonStatePtr == null)
|
||||
{
|
||||
// Button is not contained in event. If we do have a position update, issue
|
||||
// a move on the button's corresponding touch. This makes us deal with delta
|
||||
// events that only update pointer positions.
|
||||
if (positionStatePtr != null)
|
||||
UpdateTouch(i, pointerIndex, TouchPhase.Moved, eventPtr);
|
||||
}
|
||||
else if (button.ReadValueFromState(buttonStatePtr) < (ButtonControl.s_GlobalDefaultButtonPressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold))
|
||||
UpdateTouch(i, pointerIndex, TouchPhase.Ended, eventPtr);
|
||||
}
|
||||
|
||||
// Add/update touches for buttons that are pressed.
|
||||
foreach (var control in eventPtr.EnumerateControls(InputControlExtensions.Enumerate.IgnoreControlsInDefaultState, device))
|
||||
{
|
||||
if (!control.isButton)
|
||||
continue;
|
||||
|
||||
// Check if it's pressed.
|
||||
var buttonStatePtr = control.GetStatePtrFromStateEventUnchecked(eventPtr, eventType);
|
||||
Debug.Assert(buttonStatePtr != null, "Button returned from EnumerateControls() must be found in event");
|
||||
var value = 0f;
|
||||
control.ReadValueFromStateIntoBuffer(buttonStatePtr, UnsafeUtility.AddressOf(ref value), 4);
|
||||
if (value <= ButtonControl.s_GlobalDefaultButtonPressPoint)
|
||||
continue; // Not in default state but also not pressed.
|
||||
|
||||
// See if we have an ongoing touch for the button.
|
||||
var touchIndex = m_Touches.IndexOfReference(control);
|
||||
if (touchIndex < 0)
|
||||
{
|
||||
// No, so add it.
|
||||
touchIndex = m_Touches.IndexOfReference((ButtonControl)null);
|
||||
if (touchIndex >= 0) // If negative, we're at max touch count and can't add more.
|
||||
{
|
||||
m_Touches[touchIndex] = (ButtonControl)control;
|
||||
UpdateTouch(touchIndex, pointerIndex, TouchPhase.Began, eventPtr);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Yes, so update it.
|
||||
UpdateTouch(touchIndex, pointerIndex, TouchPhase.Moved, eventPtr);
|
||||
}
|
||||
}
|
||||
|
||||
eventPtr.handled = true;
|
||||
}
|
||||
|
||||
private void OnDeviceChange(InputDevice device, InputDeviceChange change)
|
||||
{
|
||||
// If someone removed our simulated touchscreen, disable touch simulation.
|
||||
if (device == simulatedTouchscreen && change == InputDeviceChange.Removed)
|
||||
{
|
||||
Disable();
|
||||
return;
|
||||
}
|
||||
|
||||
switch (change)
|
||||
{
|
||||
case InputDeviceChange.Added:
|
||||
{
|
||||
if (device is Pointer pointer)
|
||||
{
|
||||
if (device is Touchscreen)
|
||||
return; ////TODO: decide what to do
|
||||
|
||||
AddPointer(pointer);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case InputDeviceChange.Removed:
|
||||
{
|
||||
if (device is Pointer pointer)
|
||||
RemovePointer(pointer);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnEnable()
|
||||
{
|
||||
if (simulatedTouchscreen != null)
|
||||
{
|
||||
if (!simulatedTouchscreen.added)
|
||||
InputSystem.AddDevice(simulatedTouchscreen);
|
||||
}
|
||||
else
|
||||
{
|
||||
simulatedTouchscreen = InputSystem.GetDevice("Simulated Touchscreen") as Touchscreen;
|
||||
if (simulatedTouchscreen == null)
|
||||
simulatedTouchscreen = InputSystem.AddDevice<Touchscreen>("Simulated Touchscreen");
|
||||
}
|
||||
|
||||
if (m_Touches == null)
|
||||
m_Touches = new ButtonControl[simulatedTouchscreen.touches.Count];
|
||||
|
||||
if (m_TouchIds == null)
|
||||
m_TouchIds = new int[simulatedTouchscreen.touches.Count];
|
||||
|
||||
foreach (var device in InputSystem.devices)
|
||||
OnDeviceChange(device, InputDeviceChange.Added);
|
||||
|
||||
if (m_OnDeviceChange == null)
|
||||
m_OnDeviceChange = OnDeviceChange;
|
||||
if (m_OnEvent == null)
|
||||
m_OnEvent = OnEvent;
|
||||
|
||||
InputSystem.onDeviceChange += m_OnDeviceChange;
|
||||
InputSystem.onEvent += m_OnEvent;
|
||||
}
|
||||
|
||||
protected void OnDisable()
|
||||
{
|
||||
if (simulatedTouchscreen != null && simulatedTouchscreen.added)
|
||||
InputSystem.RemoveDevice(simulatedTouchscreen);
|
||||
|
||||
// Re-enable all pointers we disabled.
|
||||
for (var i = 0; i < m_NumPointers; ++i)
|
||||
InputSystem.EnableDevice(m_Pointers[i]);
|
||||
|
||||
m_Pointers.Clear(m_NumPointers);
|
||||
m_Touches.Clear();
|
||||
|
||||
m_NumPointers = 0;
|
||||
m_LastTouchId = 0;
|
||||
|
||||
InputSystem.onDeviceChange -= m_OnDeviceChange;
|
||||
InputSystem.onEvent -= m_OnEvent;
|
||||
}
|
||||
|
||||
private unsafe void UpdateTouch(int touchIndex, int pointerIndex, TouchPhase phase, InputEventPtr eventPtr = default)
|
||||
{
|
||||
Vector2 position = m_CurrentPositions[pointerIndex];
|
||||
Debug.Assert(m_CurrentDisplayIndices[pointerIndex] <= byte.MaxValue, "Display index was larger than expected");
|
||||
byte displayIndex = (byte)m_CurrentDisplayIndices[pointerIndex];
|
||||
|
||||
// We need to partially set TouchState in a similar way that the Native side would do, but deriving that
|
||||
// data from the Pointer events.
|
||||
// The handling of the remaining fields is done by the Touchscreen.OnStateEvent() callback.
|
||||
var touch = new TouchState
|
||||
{
|
||||
phase = phase,
|
||||
position = position,
|
||||
displayIndex = displayIndex
|
||||
};
|
||||
|
||||
if (phase == TouchPhase.Began)
|
||||
{
|
||||
touch.startTime = eventPtr.valid ? eventPtr.time : InputState.currentTime;
|
||||
touch.startPosition = position;
|
||||
touch.touchId = ++m_LastTouchId;
|
||||
m_TouchIds[touchIndex] = m_LastTouchId;
|
||||
}
|
||||
else
|
||||
{
|
||||
touch.touchId = m_TouchIds[touchIndex];
|
||||
}
|
||||
|
||||
//NOTE: Processing these events still happen in the current frame.
|
||||
InputSystem.QueueStateEvent(simulatedTouchscreen, touch);
|
||||
|
||||
if (phase.IsEndedOrCanceled())
|
||||
{
|
||||
m_Touches[touchIndex] = null;
|
||||
}
|
||||
}
|
||||
|
||||
[NonSerialized] private int m_NumPointers;
|
||||
[NonSerialized] private Pointer[] m_Pointers;
|
||||
[NonSerialized] private Vector2[] m_CurrentPositions;
|
||||
[NonSerialized] private int[] m_CurrentDisplayIndices;
|
||||
[NonSerialized] private ButtonControl[] m_Touches;
|
||||
[NonSerialized] private int[] m_TouchIds;
|
||||
|
||||
[NonSerialized] private int m_LastTouchId;
|
||||
[NonSerialized] private Action<InputDevice, InputDeviceChange> m_OnDeviceChange;
|
||||
[NonSerialized] private Action<InputEventPtr, InputDevice> m_OnEvent;
|
||||
|
||||
internal static TouchSimulation s_Instance;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
static TouchSimulation()
|
||||
{
|
||||
// We're a MonoBehaviour so our cctor may get called as part of the MonoBehaviour being
|
||||
// created. We don't want to trigger InputSystem initialization from there so delay-execute
|
||||
// the code here.
|
||||
EditorApplication.delayCall +=
|
||||
() =>
|
||||
{
|
||||
InputSystem.onSettingsChange += OnSettingsChanged;
|
||||
InputSystem.onBeforeUpdate += ReEnableAfterDomainReload;
|
||||
};
|
||||
}
|
||||
|
||||
private static void ReEnableAfterDomainReload()
|
||||
{
|
||||
OnSettingsChanged();
|
||||
InputSystem.onBeforeUpdate -= ReEnableAfterDomainReload;
|
||||
}
|
||||
|
||||
private static void OnSettingsChanged()
|
||||
{
|
||||
if (InputEditorUserSettings.simulateTouch)
|
||||
Enable();
|
||||
else
|
||||
Disable();
|
||||
}
|
||||
|
||||
[CustomEditor(typeof(TouchSimulation))]
|
||||
private class TouchSimulationEditor : UnityEditor.Editor
|
||||
{
|
||||
public void OnDisable()
|
||||
{
|
||||
new InputComponentEditorAnalytic(InputSystemComponent.TouchSimulation).Send();
|
||||
}
|
||||
}
|
||||
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
////TODO: Remove IInputStateChangeMonitor from this class when we can break the API
|
||||
void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex)
|
||||
{
|
||||
}
|
||||
|
||||
void IInputStateChangeMonitor.NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex)
|
||||
{
|
||||
}
|
||||
|
||||
// Disable warnings about unused parameters.
|
||||
#pragma warning disable CA1801
|
||||
|
||||
////TODO: [Obsolete]
|
||||
protected void InstallStateChangeMonitors(int startIndex = 0)
|
||||
{
|
||||
}
|
||||
|
||||
////TODO: [Obsolete]
|
||||
protected void OnSourceControlChangedValue(InputControl control, double time, InputEventPtr eventPtr,
|
||||
long sourceDeviceAndButtonIndex)
|
||||
{
|
||||
}
|
||||
|
||||
////TODO: [Obsolete]
|
||||
protected void UninstallStateChangeMonitors(int startIndex = 0)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e31057ef324a04478bb4f7d469b3cdc0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user