Files
crtr/Assets/Plugins/Cryville.Input.Unity.Builtin/UnityTouchHandler.cs
2023-06-06 10:05:02 +08:00

96 lines
2.7 KiB
C#

using System;
using UnityEngine;
using unity = UnityEngine;
namespace Cryville.Input.Unity {
/// <summary>
/// An <see cref="InputHandler" /> that handles Unity touch input.
/// </summary>
public class UnityTouchHandler : InputHandler {
GameObject _receiver;
/// <summary>
/// Creates an instance of the <see cref="UnityTouchHandler" /> class.
/// </summary>
/// <exception cref="NotSupportedException">Unity touch is not supported on the current device.</exception>
public UnityTouchHandler() {
#if !UNITY_EDITOR // In the simulator, touch works but `touchSupported` returns false (by 2021.3)
if (!unity::Input.touchSupported) {
throw new NotSupportedException("Unity touch is not supported on this device");
}
#endif
}
/// <inheritdoc />
protected override void Activate() {
_receiver = new GameObject("__touchRecv__");
_receiver.AddComponent<UnityTouchReceiver>().SetHandler(this);
}
/// <inheritdoc />
protected override void Deactivate() {
if (_receiver) GameObject.Destroy(_receiver);
}
/// <inheritdoc />
public override void Dispose(bool disposing) {
if (disposing) {
Deactivate();
}
}
/// <inheritdoc />
public override bool IsNullable { get { return true; } }
/// <inheritdoc />
public override byte Dimension { get { return 2; } }
static readonly ReferenceCue _refCue = new ReferenceCue {
PhysicalDimension = new PhysicalDimension { Length = 1 },
RelativeUnit = RelativeUnit.Pixel,
};
/// <inheritdoc />
public override ReferenceCue ReferenceCue => _refCue;
/// <inheritdoc />
public override string GetTypeName(int type) {
switch (type) {
case 0: return "Touch";
default: throw new ArgumentOutOfRangeException("type");
}
}
/// <inheritdoc />
public override double GetCurrentTimestamp() {
return Time.realtimeSinceStartupAsDouble;
}
/// <summary>
/// Unity touch receiver.
/// </summary>
public class UnityTouchReceiver : MonoBehaviour {
UnityTouchHandler _handler;
/// <summary>
/// Sets the <see cref="UnityTouchHandler" />.
/// </summary>
/// <param name="h">The <see cref="UnityTouchHandler" />.</param>
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));
}
}
_handler.Batch(time);
}
}
}
}