using System; using UnityEngine; using unity = UnityEngine; namespace Cryville.Input.Unity { public class UnityTouchHandler : InputHandler { GameObject _receiver; public UnityTouchHandler() { if (!unity::Input.touchSupported) { throw new NotSupportedException("Unity touch is not supported on this device"); } } protected override void Activate() { _receiver = new GameObject("__touchRecv__"); _receiver.AddComponent().SetHandler(this); } protected override void Deactivate() { if (_receiver) GameObject.Destroy(_receiver); } public override void Dispose(bool disposing) { if (disposing) { Deactivate(); } } public override bool IsNullable { get { return true; } } public override byte Dimension { get { return 2; } } readonly static ReferenceCue _refCue = new ReferenceCue { PhysicalDimension = new PhysicalDimension { Length = 1 }, RelativeUnit = RelativeUnit.Pixel, }; public override ReferenceCue ReferenceCue => _refCue; public override string GetTypeName(int type) { switch (type) { case 0: return "Touch"; default: throw new ArgumentOutOfRangeException("type"); } } public override double GetCurrentTimestamp() { return Time.realtimeSinceStartupAsDouble; } public class UnityPointerReceiver : MonoBehaviour { UnityTouchHandler _handler; public void SetHandler(UnityTouchHandler h) { _handler = h; } void Update() { double time = Time.realtimeSinceStartupAsDouble; for (int i = 0; i < unity::Input.touchCount; i++) { var t = unity::Input.GetTouch(i); Vector2 pos = t.position; var vec = new InputFrame(time, new InputVector(pos.x, pos.y)); _handler.Feed(0, t.fingerId, vec); if (t.phase == TouchPhase.Ended || t.phase == TouchPhase.Canceled) { _handler.Feed(0, t.fingerId, new InputFrame(time)); } } } } } }