forked from BilalY/Rasagar
267 lines
11 KiB
C#
267 lines
11 KiB
C#
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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return default;
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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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var touchId = touch.touchId;
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var startIndex = touch.m_TouchRecord.index;
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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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// 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.
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if (touchState->phase == TouchPhase.Began)
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break;
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}
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}
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if (count == 0)
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return default;
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// We don't want to include the touch we started with.
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--startIndex;
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return new TouchHistory(this, m_StateHistory, startIndex, count);
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}
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}
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}
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