using UnityEngine.InputSystem.Utilities;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Scripting;
////TODO: enforce memory layout of TouchControl to be that of TouchState (build that into the layout system? "freeze"/final layout?)
namespace UnityEngine.InputSystem.Controls
{
///
/// A control representing a touch contact.
///
///
/// Note that unlike most other control types, TouchControls do not have
/// a flexible memory layout. They are hardwired to and
/// will not work correctly with a different memory layouts. Additional fields may
/// be appended to the struct but what's there in the struct has to be located
/// at exactly those memory addresses.
///
[InputControlLayout(stateType = typeof(TouchState))]
public class TouchControl : InputControl
{
///
/// Button that indicates whether there is currently an ongoing touch
/// contact on the control. When touch is ongoing, button will be 1,
/// otherwise button will be 0.
///
/// Control representing an ongoing touch contact.
///
/// This control simply monitors and will read as 1 whenever
/// the phase is , ,
/// or .
///
///
public TouchPressControl press { get; set; }
///
/// Gets the index of the display that was touched.
///
///
public IntegerControl displayIndex { get; set; }
///
/// The ID of the touch contact as reported by the underlying system.
///
/// Control reading out the ID of the touch.
///
/// Each touch contact that is made with the screen receives its own unique ID which is
/// normally assigned by the underlying platform.
///
/// Note a platform may reuse touch IDs after their respective touches have finished.
/// This means that the guarantee of uniqueness is only made with respect to currently
/// ongoing touches.
///
///
public IntegerControl touchId { get; set; }
///
/// Absolute screen-space position on the touch surface.
///
/// Control representing the screen-space of the touch.
///
public Vector2Control position { get; set; }
///
/// Screen-space motion delta of the touch.
///
/// Control representing the screen-space motion delta of the touch.
///
/// This is either supplied directly by the underlying platform or computed on the
/// fly by from the last known position of the touch.
///
/// Note that deltas have behaviors attached to them different from most other
/// controls. See for details.
///
///
public DeltaControl delta { get; set; }
///
/// Normalized pressure of the touch against the touch surface.
///
/// Control representing the pressure level of the touch.
///
/// Not all touchscreens are pressure-sensitive. If unsupported, this control will remain
/// at default value.
///
/// In general, touch pressure is supported on mobile platforms only.
///
/// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is
/// that calibration on the system can put the maximum pressure point below the physically supported maximum value.
///
///
///
public AxisControl pressure { get; set; }
///
/// Screen-space radius of the touch.
///
/// Control representing the horizontal and vertical extents of the touch contact.
///
/// If supported by the device, this reports the size of the touch contact based on its
/// center point. If not supported, this will be default(Vector2).
///
///
public Vector2Control radius { get; set; }
///
/// Current phase of the touch.
///
/// Control representing the current phase of the touch.
///
/// This will be if no touch has been registered on the control
/// yet or if the control has been reset to its default state.
///
///
public TouchPhaseControl phase { get; set; }
///
/// Whether the touch comes from a source other than direct contact with the touch surface.
///
/// Control indicating whether the touch was generated indirectly.
///
/// Indirect touches can be generated with a stylus, for example.
///
public ButtonControl indirectTouch { get; set; }
///
/// Whether the touch has performed a tap.
///
/// Control that indicates whether the touch has tapped the screen.
///
/// A tap is defined as a touch that begins and ends within and
/// stays within of its . If this
/// is the case for a touch, this button is set to 1 at the time the touch goes to
/// .
///
/// The button resets to 0 only when another touch is started on the control or when the control
/// is reset.
///
///
///
public ButtonControl tap { get; set; }
///
/// Number of times that the touch has been tapped in succession.
///
/// Control that indicates how many taps have been performed one after the other.
///
/// Successive taps have to come within for them
/// to increase the tap count. I.e. if a new tap finishes within that time after
/// of the previous touch, the tap count is increased by one. If more than
/// passes after a tap with no successive tap, the tap count is reset to zero.
///
public IntegerControl tapCount { get; set; }
///
/// Time in seconds on the same timeline as Time.realTimeSinceStartup when the touch began.
///
/// Control representing the start time of the touch.
///
/// This is the value of when the touch starts with
/// .
///
///
public DoubleControl startTime { get; set; }
///
/// Screen-space position where the touch started.
///
/// Control representing the start position of the touch.
///
public Vector2Control startPosition { get; set; }
///
/// Whether a touch on the control is currently is progress.
///
/// If true, a touch is in progress, i.e. has a of
/// , , or .
public bool isInProgress
{
get
{
switch (phase.value)
{
case TouchPhase.Began:
case TouchPhase.Moved:
case TouchPhase.Stationary:
return true;
}
return false;
}
}
///
/// Default-initialize the touch control.
///
///
/// Sets the to "TOUC".
///
public TouchControl()
{
m_StateBlock.format = new FourCC('T', 'O', 'U', 'C');
}
///
protected override void FinishSetup()
{
press = GetChildControl("press");
displayIndex = GetChildControl("displayIndex");
touchId = GetChildControl("touchId");
position = GetChildControl("position");
delta = GetChildControl("delta");
pressure = GetChildControl("pressure");
radius = GetChildControl("radius");
phase = GetChildControl("phase");
indirectTouch = GetChildControl("indirectTouch");
tap = GetChildControl("tap");
tapCount = GetChildControl("tapCount");
startTime = GetChildControl("startTime");
startPosition = GetChildControl("startPosition");
////TODO: throw if state layouts of the controls doesn't match TouchState
base.FinishSetup();
}
///
public override unsafe TouchState ReadUnprocessedValueFromState(void* statePtr)
{
var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
return *valuePtr;
}
///
public override unsafe void WriteValueIntoState(TouchState value, void* statePtr)
{
var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
UnsafeUtility.MemCpy(valuePtr, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf());
}
}
}