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74
Assets/Cryville/Common/Unity/Input/UnityTouchHandler.cs
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74
Assets/Cryville/Common/Unity/Input/UnityTouchHandler.cs
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using System;
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using UnityEngine;
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using unity = UnityEngine;
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namespace Cryville.Common.Unity.Input {
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public class UnityTouchHandler : InputHandler {
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GameObject receiver;
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public UnityTouchHandler() {
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if (!unity::Input.touchSupported) {
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throw new NotSupportedException("Unity touch is not supported on this device");
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}
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}
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public override void Activate() {
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receiver = new GameObject("__touchrecv__");
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receiver.AddComponent<UnityPointerReceiver>().SetHandler(this);
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}
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public override void Deactivate() {
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if (receiver) GameObject.Destroy(receiver);
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}
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public override void Dispose(bool disposing) {
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if (disposing) {
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Deactivate();
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}
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}
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public override bool IsNullable(int type) {
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if (type != 0) throw new ArgumentOutOfRangeException(nameof(type));
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return true;
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}
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public override byte GetDimension(int type) {
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if (type != 0) throw new ArgumentOutOfRangeException(nameof(type));
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return 2;
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}
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public override string GetTypeName(int type) {
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switch (type) {
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case 0: return "Unity Touch";
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default: throw new ArgumentOutOfRangeException(nameof(type));
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}
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}
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public override double GetCurrentTimestamp() {
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return Time.timeAsDouble;
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}
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public class UnityPointerReceiver : MonoBehaviour {
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UnityTouchHandler handler;
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public void SetHandler(UnityTouchHandler h) {
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handler = h;
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}
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void Update() {
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double time = Time.timeAsDouble;
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for (int i = 0; i < unity::Input.touchCount; i++) {
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var t = unity::Input.GetTouch(i);
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Vector2 pos = t.position;
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pos.y = Screen.height - pos.y;
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var vec = new InputVector(time, pos);
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if (t.phase == TouchPhase.Began || t.phase == TouchPhase.Stationary || t.phase == TouchPhase.Moved) {
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handler.OnInput(0, t.fingerId, vec);
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}
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else if (t.phase == TouchPhase.Ended || t.phase == TouchPhase.Canceled) {
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handler.OnInput(0, t.fingerId, vec);
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handler.OnInput(0, t.fingerId, new InputVector(time));
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}
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}
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}
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}
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}
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}
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