Beispiel #1
0
        private void ProcessLostTouches()
        {
            // handle lost touches due to Unity bugs, Unity can not send touch end states
            //  and it appears that even the id's of touches can change in WebGL
            foreach (GestureTouch t in previousTouches)
            {
                if (!currentTouches.Contains(t))
                {
                    tempTouches.Add(t);
                }
            }
            foreach (DigitalRubyShared.GestureRecognizer g in gestures)
            {
                bool reset = false;
                foreach (GestureTouch t in g.CurrentTrackedTouches)
                {
                    if (!currentTouches.Contains(t))
                    {
                        tempTouches.Add(t);
                        reset = true;
                    }
                }
                if (reset)
                {
                    g.Reset();
                }
            }
            foreach (GestureTouch t in tempTouches)
            {
                // only end touch here, as end touch removes from previousTouches list
                GestureTouch tmp = t;
                FingersEndTouch(ref tmp, true);
                previousTouches.Remove(tmp);
            }

            tempTouches.Clear();
        }
Beispiel #2
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        private void AddMouseTouch(int index, int pointerId, float x, float y)
        {
            // add a touch from the mouse
            float prevX = mousePrev[index].Key;
            float prevY = mousePrev[index].Value;

            prevX = (prevX == float.MinValue ? x : prevX);
            prevY = (prevY == float.MinValue ? y : prevY);

            GestureTouch g = new GestureTouch(pointerId, x, y, prevX, prevY, 0.0f, x, y);

            if (Input.GetMouseButton(index))
            {
                mousePrev[index] = new KeyValuePair <float, float>(x, y);
                if (isMouseDown[index])
                {
                    touchesMoved.Add(g);

                    //Debug.LogFormat("Mouse Move: {0},{1}, Idx: {2}", x, y, index);
                }
                else
                {
                    touchesBegan.Add(g);
                    isMouseDown[index] = true;

                    //Debug.LogFormat("Mouse Down: {0},{1}, Idx: {2}", x, y, index);
                }
            }
            else if (isMouseDown[index])
            {
                mousePrev[index] = new KeyValuePair <float, float>(float.MinValue, float.MinValue);
                touchesEnded.Add(g);
                isMouseDown[index] = false;

                //Debug.LogFormat("Mouse Up: {0},{1}, Idx: {2}", x, y, index);
            }
        }
Beispiel #3
0
        /// <summary>
        /// Reset state - all touches and tracking are cleared
        /// </summary>
        /// <param name="clearGestures">True to clear out all gestures, false otherwise</param>
        public void ResetState(bool clearGestures)
        {
            for (int i = gestures.Count - 1; i >= 0; i--)
            {
                if (gestures[i] == null)
                {
                    gestures.RemoveAt(i);
                }
                else
                {
                    gestures[i].Reset();
                }
            }
            if (clearGestures)
            {
                gestures.Clear();
            }
            availableShowTouches.Clear();
            availableShowTouches.AddRange(TouchCircles);
            foreach (GameObject obj in TouchCircles)
            {
                if (obj != null)
                {
                    obj.SetActive(false);
                }
            }
            foreach (GameObject obj in origTouchCircles)
            {
                if (obj != null)
                {
                    obj.SetActive(false);
                }
            }
            shownTouches.Clear();
            currentTouches.Clear();
            previousTouches.Clear();
            touchesBegan.Clear();
            touchesMoved.Clear();
            touchesEnded.Clear();
            gameObjectsForTouch.Clear();
            captureRaycastResults.Clear();
            filteredTouches.Clear();
            touches.Clear();
            previousTouchPositions.Clear();
            rotateAngle        = 0.0f;
            pinchScale         = 1.0f;
            rotatePinch1       = new GestureTouch();
            rotatePinch2       = new GestureTouch();
            lastMouseWheelTime = System.DateTime.MinValue;

            // cleanup deleted pass through objects
            for (int i = PassThroughObjects.Count - 1; i >= 0; i--)
            {
                if (PassThroughObjects[i] == null)
                {
                    PassThroughObjects.RemoveAt(i);
                }
            }

            if (VirtualTouchResetHandler != null)
            {
                VirtualTouchResetHandler();
            }
        }
Beispiel #4
0
        private void ProcessMouseWheel()
        {
            // if the mouse is not setup or the user doesn't want the mouse treated as touches, return right away
            if (!Input.mousePresent || !TreatMousePointerAsFinger)
            {
                return;
            }

            // the mouse wheel will act as a rotate and pinch / zoom
            Vector2 delta       = Input.mouseScrollDelta;
            float   scrollDelta = (delta.y == 0.0f ? delta.x : delta.y) * MouseWheelDeltaMultiplier;
            float   threshold   = DeviceInfo.UnitsToPixels(MouseDistanceInUnitsForScaleAndRotate * 0.5f);

            // add type 1 = moved, 2 = begin, 3 = ended, 4 = none
            int addType1 = 4;
            int addType2 = 4;

            // left or right control initial down means begin
            if (!RequireControlKeyForMouseZoom)
            {
                if (delta == Vector2.zero)
                {
                    if (lastMouseWheelTime != System.DateTime.MinValue)
                    {
                        if ((System.DateTime.UtcNow - lastMouseWheelTime).TotalSeconds < 1.0f)
                        {
                            // continue zooming
                            pinchScale = Mathf.Max(0.35f, pinchScale + scrollDelta);
                            addType1   = 1;
                        }
                        else
                        {
                            // stop zooming
                            lastMouseWheelTime = System.DateTime.MinValue;
                            addType1           = 3;
                        }
                    }
                }
                else if (lastMouseWheelTime == System.DateTime.MinValue)
                {
                    // start zooming
                    addType1           = 2;
                    lastMouseWheelTime = System.DateTime.UtcNow;
                }
                else
                {
                    // continue zooming
                    pinchScale         = Mathf.Max(0.35f, pinchScale + scrollDelta);
                    addType1           = 1;
                    lastMouseWheelTime = System.DateTime.UtcNow;
                }
            }
            else if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.RightControl))
            {
                // initial start of scale
                addType1 = 2;
            }
            // left or right control still down means move
            else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
            {
                pinchScale = Mathf.Max(0.35f, pinchScale + scrollDelta);
                addType1   = 1;
            }
            // left or right control initial up means end
            else if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.RightControl))
            {
                addType1 = 3;
            }

            // left or right shift initial down means begin
            if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift))
            {
                addType2 = 2;
            }
            // left or right shift still down means move
            else if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
            {
                rotateAngle += scrollDelta;
                addType2     = 1;
            }
            // left or right shift initial up means end
            else if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift))
            {
                addType2 = 3;
            }

            // use the minimum add type so that moves are preferred over begins and begins are preferred over ends
            int addType = Mathf.Min(addType1, addType2);

            // no begins, moves or ends, set defaults and end
            if (addType == 4)
            {
                pinchScale  = 1.0f;
                rotateAngle = 0.0f;
                return;
            }

            // calculate rotation
            float x        = Input.mousePosition.x;
            float y        = Input.mousePosition.y;
            float xRot1    = x - threshold;
            float yRot1    = y;
            float xRot2    = x + threshold;
            float yRot2    = y;
            float distance = threshold * pinchScale;

            xRot1 = x - distance;
            yRot1 = y;
            xRot2 = x + distance;
            yRot2 = y;
            RotateAroundPoint(ref xRot1, ref yRot1, x, y, rotateAngle);
            RotateAroundPoint(ref xRot2, ref yRot2, x, y, rotateAngle);

#if DEBUG
            if (scrollDelta != 0.0f)
            {
                //Debug.LogFormat("Mouse delta: {0}", scrollDelta);
            }
#endif

            // calculate rotation and zoom based on mouse values
            if (addType == 1)
            {
                // moved
                rotatePinch1 = new GestureTouch(int.MaxValue - 5, xRot1, yRot1, rotatePinch1.X, rotatePinch1.Y, 0.0f, null, TouchPhase.Moved);
                rotatePinch2 = new GestureTouch(int.MaxValue - 6, xRot2, yRot2, rotatePinch2.X, rotatePinch2.Y, 0.0f, null, TouchPhase.Moved);
                FingersProcessTouch(ref rotatePinch1);
                FingersProcessTouch(ref rotatePinch2);
            }
            else if (addType == 2)
            {
                // begin
                rotatePinch1 = new GestureTouch(int.MaxValue - 5, xRot1, yRot1, xRot1, yRot1, 0.0f, null, TouchPhase.Began);
                rotatePinch2 = new GestureTouch(int.MaxValue - 6, xRot2, yRot2, xRot2, yRot2, 0.0f, null, TouchPhase.Began);
                FingersProcessTouch(ref rotatePinch1);
                FingersProcessTouch(ref rotatePinch2);
            }
            else if (addType == 3)
            {
                // end
                rotatePinch1 = new GestureTouch(int.MaxValue - 5, xRot1, yRot1, xRot1, yRot1, 0.0f, null, TouchPhase.Ended);
                rotatePinch2 = new GestureTouch(int.MaxValue - 6, xRot2, yRot2, xRot2, yRot2, 0.0f, null, TouchPhase.Ended);
                FingersProcessTouch(ref rotatePinch1);
                FingersProcessTouch(ref rotatePinch2);
            }
        }
Beispiel #5
0
 private void FingersContinueTouch(ref GestureTouch g)
 {
     touchesMoved.Add(g);
     previousTouchPositions[g.Id] = new Vector2(g.X, g.Y);
 }
Beispiel #6
0
        private void ProcessMouseWheel()
        {
            // if the mouse is not setup or the user doesn't want the mouse treated as touches, return right away
            if (!Input.mousePresent || !TreatMousePointerAsFinger)
            {
                return;
            }

            // the mouse wheel will act as a rotate and pinch / zoom
            const float threshold     = 100.0f;
            const float deltaModifier = 0.025f;
            Vector2     delta         = Input.mouseScrollDelta;
            float       scrollDelta   = (delta.y == 0.0f ? delta.x : delta.y) * deltaModifier;

            // add type 1 = moved, 2 = begin, 3 = ended, 4 = none
            int addType1 = 4;
            int addType2 = 4;

            // left or right control initial down means begin
            if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.RightControl))
            {
                addType1 = 2;
            }
            // left or right control still down means move
            else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
            {
                pinchScale += scrollDelta;
                addType1    = 1;
            }
            // left or right control initial up means end
            else if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.RightControl))
            {
                addType1 = 3;
            }

            // left or right shift initial down means begin
            if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift))
            {
                addType2 = 2;
            }
            // left or right shift still down means move
            else if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
            {
                rotateAngle += scrollDelta;
                addType2     = 1;
            }
            // left or right shift initial up means end
            else if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift))
            {
                addType2 = 3;
            }

            // use the minimum add type so that moves are preferred over begins and begins are preferred over ends
            int addType = Mathf.Min(addType1, addType2);

            // no begins, moves or ends, set defaults and end
            if (addType == 4)
            {
                pinchScale  = 1.0f;
                rotateAngle = 0.0f;
                return;
            }

            // calculate rotation
            float x        = Input.mousePosition.x;
            float y        = Input.mousePosition.y;
            float xRot1    = x - threshold;
            float yRot1    = y;
            float xRot2    = x + threshold;
            float yRot2    = y;
            float distance = threshold * pinchScale;

            xRot1 = x - distance;
            yRot1 = y;
            xRot2 = x + distance;
            yRot2 = y;
            RotateAroundPoint(ref xRot1, ref yRot1, x, y, rotateAngle);
            RotateAroundPoint(ref xRot2, ref yRot2, x, y, rotateAngle);

#if DEBUG
            if (scrollDelta != 0.0f)
            {
                //Debug.LogFormat("Mouse delta: {0}", scrollDelta);
            }
#endif

            // calculate rotation and zoom based on mouse values
            if (addType == 1)
            {
                // moved
                rotatePinch1 = new GestureTouch(int.MaxValue - 5, xRot1, yRot1, rotatePinch1.X, rotatePinch1.Y, 0.0f, xRot1, yRot1);
                rotatePinch2 = new GestureTouch(int.MaxValue - 6, xRot2, yRot2, rotatePinch2.X, rotatePinch2.Y, 0.0f, xRot2, yRot2);
                touchesMoved.Add(rotatePinch1);
                touchesMoved.Add(rotatePinch2);
            }
            else if (addType == 2)
            {
                // begin
                rotatePinch1 = new GestureTouch(int.MaxValue - 5, xRot1, yRot1, xRot1, yRot1, 0.0f, xRot1, yRot1);
                rotatePinch2 = new GestureTouch(int.MaxValue - 6, xRot2, yRot2, xRot2, yRot2, 0.0f, xRot1, yRot1);
                touchesBegan.Add(rotatePinch1);
                touchesBegan.Add(rotatePinch2);
            }
            else if (addType == 3)
            {
                // end
                touchesEnded.Add(rotatePinch1);
                touchesEnded.Add(rotatePinch2);
            }
        }
Beispiel #7
0
        private void AddTouch(int id, Vector2 position, UnityEngine.TouchPhase phase, float pressure = 1.0f)
        {
            GestureTouch touch = FingersScript.Instance.GestureTouchFromVirtualTouch(id, position, phase, pressure);

            virtualTouches[id] = touch;
        }