forked from BilalY/Rasagar
264 lines
12 KiB
C#
264 lines
12 KiB
C#
using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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////TODO: add capabilities indicating whether pressure is supported
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////REVIEW: is there an opportunity to collapse "press" and "pressure" into one? after all, if there's any pressure, isn't the pointer pressed?
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////REVIEW: should "displayIndex" be called "windowIndex"? or be part of a better thought-out multi-display API altogether?
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////REVIEW: add click and clickCount controls directly to Pointer?
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//// (I gave this a look but in my initial try, found it somewhat difficult to add click detection at the Pointer level due
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//// to the extra state it involves)
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////REVIEW: should we put lock state directly on Pointer?
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////REVIEW: should pointer IDs be required to be globally unique across pointing devices?
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////REVIEW: should we create new devices instead of using pointer IDs?
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////FIXME: pointer deltas in EditorWindows need to be Y *down*
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////REVIEW: kill EditorWindowSpace processor and add GetPositionInEditorWindowSpace() and GetDeltaInEditorWindowSpace()?
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//// (if we do this, every touch control has to get this, too)
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Default state structure for pointer devices.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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internal struct PointerState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('P', 'T', 'R');
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uint pointerId;
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/// <summary>
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/// Position of the pointer in screen space.
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/// </summary>
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#if UNITY_EDITOR
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[InputControl(layout = "Vector2", displayName = "Position", usage = "Point", processors = "AutoWindowSpace", dontReset = true)]
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#else
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[InputControl(layout = "Vector2", displayName = "Position", usage = "Point", dontReset = true)]
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#endif
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public Vector2 position;
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////REVIEW: if we have Secondary2DMotion on this, seems like this should be normalized
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[InputControl(layout = "Delta", displayName = "Delta", usage = "Secondary2DMotion")]
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public Vector2 delta;
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[InputControl(layout = "Analog", displayName = "Pressure", usage = "Pressure", defaultState = 1f)]
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public float pressure;
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[InputControl(layout = "Vector2", displayName = "Radius", usage = "Radius")]
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public Vector2 radius;
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[InputControl(name = "press", displayName = "Press", layout = "Button", format = "BIT", bit = 0)]
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public ushort buttons;
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[InputControl(name = "displayIndex", layout = "Integer", displayName = "Display Index")]
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public ushort displayIndex;
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public FourCC format => kFormat;
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Base class for pointer-style devices moving on a 2D screen.
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/// </summary>
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/// <remarks>
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/// This class abstracts over general "pointing" behavior where a pointer is moved across a 2D
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/// surface. Operating at the <c>Pointer</c> level allows treating <see>Mouse</see>, <see>Pen</see>,
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/// and <see>Touchscreen</see> all as pointers with a set of shared behaviors.
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///
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/// Note that a pointer may have "multi-point" ability as is the case with multi-touch where
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/// multiple touches represent multiple concurrent "pointers". However, for any pointer device
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/// with multiple pointers, only one pointer is considered "primary" and drives the pointer
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/// controls present on the base class.
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/// </remarks>
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/// <seealso cref="Mouse"/>
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/// <seealso cref="Pen"/>
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/// <seealso cref="Touchscreen"/>
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[InputControlLayout(stateType = typeof(PointerState), isGenericTypeOfDevice = true)]
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public class Pointer : InputDevice, IInputStateCallbackReceiver
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{
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////REVIEW: shouldn't this be done for every touch position, too?
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/// <summary>
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/// The current pointer coordinates in window space.
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/// </summary>
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/// <value>Control representing the current position of the pointer on screen.</value>
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/// <remarks>
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/// Within player code, the coordinates are in the coordinate space of Unity's <c>Display</c>.
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///
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/// Within editor code, the coordinates are in the coordinate space of the current <c>EditorWindow</c>
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/// This means that if you query the <see cref="Mouse"/> <see cref="position"/> in <c>EditorWindow.OnGUI</c>, for example,
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/// the returned 2D vector will be in the coordinate space of your local GUI (same as
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/// <c>Event.mousePosition</c>).
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/// </remarks>
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public Vector2Control position { get; protected set; }
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/// <summary>
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/// The current window-space motion delta of the pointer.
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/// </summary>
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/// <value>Control representing the motion delta of the pointer.</value>
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/// <remarks>
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/// Every time a pointer is moved, it generates a motion delta. This control represents
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/// this motion.
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///
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/// Note that some pointers have the ability to generate motion deltas <em>without</em>
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/// actually changing the position of the pointer. This is the case for <see cref="Mouse"/>
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/// which even when, for example, bumping up against the edges of the screen or when being
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/// locked in place, can generate motion. This means that activity on <c>delta</c> is not
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/// necessarily correlated with activity on <see cref="position"/>.
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///
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/// Deltas have two special behaviors attached to them that makes them quite unique
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/// among input controls.
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///
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/// For one, deltas will automatically reset to <c>(0,0)</c> between frames. If, for example,
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/// the current delta value is <c>(12,8)</c>, then after the next <see cref="InputSystem.Update"/>,
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/// the delta is automatically set to <c>(0,0)</c>. More precisely, deltas will reset as part
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/// of <see cref="InputSystem.onBeforeUpdate"/>. This happens every time regardless of whether
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/// there are pending motion events for the pointer or not. But because it happens in
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/// <see cref="InputSystem.onBeforeUpdate"/> (that is, <em>before</em> events are processed),
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/// subsequent motion deltas are incorporated normally.
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///
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/// Note that the resetting is visible to <see cref="InputAction"/>s. This means that when
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/// binding to a delta control from an action that is not using <see cref="InputActionType.PassThrough"/>,
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/// you will see the action getting cancelled at the start of every frame. With a <c>PassThrough</c>
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/// actions, you will instead see it perform one extra time with a zero value.
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///
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/// The other special behavior of deltas is accumulation. When receiving more than one
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/// motion update in a frame, deltas will not simply switch from one value to the other
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/// but instead accumulate them. For example, if two events are received for a pointer
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/// in a frame and one has a motion delta of <c>(1,1)</c> and the other has a motion delta
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/// of <c>(2,2)</c>, then once <see cref="InputSystem.Update"/> has finished processing
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/// events, the value of the delta control will be <c>(3,3)</c> and not <c>(2,2)</c>.
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///
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/// Note that just like resetting, accumulation is also visible to <see cref="InputAction"/>s.
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/// This means that because the delta control changes value twice, the action will trigger
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/// twice but the value when it is triggered the second time will be <c>(3,3)</c> and
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/// not <c>(2,2)</c> even though that's the value received from the event.
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/// </remarks>
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/// <seealso cref="InputControlExtensions.AccumulateValueInEvent"/>
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public DeltaControl delta { get; protected set; }
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////REVIEW: move this down to only TouchScreen?
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/// <summary>
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/// Window-space radius of the pointer contact with the surface.
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/// </summary>
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/// <value>Control representing the horizontal and vertical extents of the pointer contact.</value>
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/// <remarks>
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/// Usually, only touch input has radius detection.
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/// </remarks>
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/// <seealso cref="TouchControl.radius"/>
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public Vector2Control radius { get; protected set; }
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/// <summary>
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/// Normalized pressure with which the pointer is currently pressed while in contact with the pointer surface.
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/// </summary>
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/// <value>Control representing the pressure with which the pointer is pressed down.</value>
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/// <remarks>
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/// This is only meaningful for pointing devices that support pressure. Mice do not, pens usually do, and touch
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/// usually does on mobile platforms.
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///
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/// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is
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/// that calibration on the system can put the maximum pressure point below the physically supported maximum value.
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/// </remarks>
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public AxisControl pressure { get; protected set; }
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/// <summary>
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/// Whether the pointer is pressed down.
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/// </summary>
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/// <remarks>
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/// What this means exactly depends on the nature of the pointer. For mice (<see cref="Mouse"/>), it means
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/// that the left button is pressed. For pens (<see cref="Pen"/>), it means that the pen tip is touching
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/// the screen/tablet surface. For touchscreens (<see cref="Touchscreen"/>), it means that there is at least
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/// one finger touching the screen.
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/// </remarks>
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public ButtonControl press { get; protected set; }
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/// <summary>
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/// The index of the display the Pointer is currently on. This is useful for multiple screen setups.
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/// This may not be supported on all platforms. When unsupported, this will always produce the index of the primary display i.e. zero.
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/// <see href="https://docs.unity3d.com/ScriptReference/Display.html"/>
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/// </summary>
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public IntegerControl displayIndex { get; protected set; }
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/// <summary>
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/// The pointer that was added or used last by the user or <c>null</c> if there is no pointer
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/// device connected to the system.
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/// </summary>
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/// <value>Currently active <c>Pointer</c> or <c>null</c>.</value>
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public static Pointer current { get; internal set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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position = GetChildControl<Vector2Control>("position");
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delta = GetChildControl<DeltaControl>("delta");
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radius = GetChildControl<Vector2Control>("radius");
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pressure = GetChildControl<AxisControl>("pressure");
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press = GetChildControl<ButtonControl>("press");
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displayIndex = GetChildControl<IntegerControl>("displayIndex");
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base.FinishSetup();
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}
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/// <summary>
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/// Called whenever the input system advances by one frame.
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/// </summary>
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/// <seealso cref="InputSystem.Update"/>
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protected void OnNextUpdate()
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{
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InputState.Change(delta, Vector2.zero);
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}
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/// <summary>
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/// Called when the pointer receives a state event.
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/// </summary>
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/// <param name="eventPtr">The input event.</param>
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protected unsafe void OnStateEvent(InputEventPtr eventPtr)
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{
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////FIXME: This stuff makes pointer events too expensive; find a better way.
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delta.AccumulateValueInEvent(currentStatePtr, eventPtr);
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InputState.Change(this, eventPtr);
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}
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void IInputStateCallbackReceiver.OnNextUpdate()
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{
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OnNextUpdate();
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}
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void IInputStateCallbackReceiver.OnStateEvent(InputEventPtr eventPtr)
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{
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OnStateEvent(eventPtr);
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}
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bool IInputStateCallbackReceiver.GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset)
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{
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return false;
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}
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}
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}
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