Example #1
0
    //Icon Uni Finger events

    private void IconUniFingerMoved(Touch[] myTouches)
    {
        // Update the position of the annotation that is being dragged
        if (g_SelectedElementTransform != null)
        {
            double distance = Mathf.Sqrt(Mathf.Pow((myTouches[0].deltaPosition.x - g_SelectedElementTransform.position.x), 2) +
                                         Mathf.Pow((myTouches[0].deltaPosition.y - g_SelectedElementTransform.position.y), 2));
            if (distance > 25)
            {
                g_SelectedElementTransform.position = g_SelectedElementTransform.position + new Vector3(myTouches[0].deltaPosition.x, myTouches[0].deltaPosition.y, 0.0f);

                // Stores the important info of the annotation for the JSON
                List <float> annotation_information = new List <float>();
                annotation_information.Add(g_SelectedElementTransform.position.x);
                annotation_information.Add(g_SelectedElementTransform.position.y);
                annotation_information.Add(g_SelectedElementTransform.localEulerAngles.z);
                annotation_information.Add(g_SelectedElementTransform.localScale.x);

                if (isPartnerConnected)
                {
                    g_JsonManager.createJSONable(int.Parse(g_SelectedElementTransform.gameObject.GetComponent <Image>().name), "UpdateAnnotationCommand", null, g_SelectedElementTransform.gameObject.GetComponent <Image>().sprite.name, annotation_information, g_PoseParameters);
                }
            }
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        // Verify that there was a touch event
        if (EventSystem.current != null && Input.touchCount > 0)
        {
            Touch[] myTouches = Input.touches;

            Vector3 touchedPoint3D = new Vector3(myTouches[0].position.x, myTouches[0].position.y, 0.0f);

            //Raycasting to see if the UI was hit from the camera perspective
            PointerEventData pointer = new PointerEventData(EventSystem.current);
            pointer.position = Camera.main.WorldToScreenPoint(touchedPoint3D);
            List <RaycastResult> raycastResults = new List <RaycastResult>();
            EventSystem.current.RaycastAll(pointer, raycastResults);

            // The touch was performed on an element that was part of the UI
            if (raycastResults.Count > 0)
            {
                // The touch was performed in one of the Icon annotations
                if (raycastResults[0].gameObject.transform.parent.gameObject.name == "IconAnnotationsContainer")
                {
                    // Single touch interactions
                    if (Input.touchCount == 1)
                    {
                        // As soon as the touch initiates
                        if (myTouches[0].phase == TouchPhase.Began)
                        {
                            // Deselect all the icon annotations
                            foreach (Transform child in g_IconAnnotationsContainer.transform)
                            {
                                g_ButtonManager.ImageDeselected(child.gameObject);
                            }

                            // make the currently touch annotation the selected one, and change its color
                            g_SelectedElementTransform = raycastResults[0].gameObject.transform;
                            g_ButtonManager.SetObjectForColorChange(true, g_SelectedElementTransform);
                        }

                        // The finger is moving through the screen
                        else if (myTouches[0].phase == TouchPhase.Moved)
                        {
                            // Update the position of the annotation that is being dragged
                            if (g_SelectedElementTransform != null)
                            {
                                g_SelectedElementTransform.position = g_SelectedElementTransform.position + new Vector3(myTouches[0].deltaPosition.x, myTouches[0].deltaPosition.y, 0.0f);

                                // Stores the important info of the annotation for the JSON
                                List <float> annotation_information = new List <float>();
                                annotation_information.Add(g_SelectedElementTransform.position.x);
                                annotation_information.Add(g_SelectedElementTransform.position.y);
                                annotation_information.Add(g_SelectedElementTransform.localEulerAngles.z);
                                annotation_information.Add(g_SelectedElementTransform.localScale.x);

                                g_JsonManager.createJSONable(int.Parse(g_SelectedElementTransform.gameObject.GetComponent <Image>().name), "UpdateAnnotationCommand", null, g_SelectedElementTransform.gameObject.GetComponent <Image>().sprite.name, annotation_information);
                            }
                        }
                    }
                    // Multi finger touch performed over an icon annotation
                    // This could just be an else, but we are leaving it open in case of "more-than-two-touch-points" interactions
                    else if (Input.touchCount == 2)
                    {
                        // Find the position in the previous frame of each touch.
                        Vector2 touchZeroPrevPos = myTouches[0].position - myTouches[0].deltaPosition;
                        Vector2 touchOnePrevPos  = myTouches[1].position - myTouches[1].deltaPosition;

                        // As soon as the touch initiates
                        if (myTouches[0].phase == TouchPhase.Began)
                        {
                            // Deselect all the icon annotations
                            foreach (Transform child in g_IconAnnotationsContainer.transform)
                            {
                                g_ButtonManager.ImageDeselected(child.gameObject);
                            }

                            // make the currently touch annotation the selected one, and change its color
                            g_SelectedElementTransform = raycastResults[0].gameObject.transform;
                            g_ButtonManager.SetObjectForColorChange(true, g_SelectedElementTransform);
                        }

                        // Zoom interaction
                        else if (myTouches[0].phase == TouchPhase.Moved && myTouches[1].phase == TouchPhase.Moved)
                        {
                            Vector2 prevTouchDelta = touchZeroPrevPos - touchOnePrevPos;
                            Vector2 touchDelta     = myTouches[0].position - myTouches[1].position;

                            float angle = Vector2.Angle(prevTouchDelta, touchDelta);

                            // The angle between the vector is higher that the rotation threshold. The event is a rotation
                            if (angle > 0.1)
                            {
                                var LR = Vector3.Cross(prevTouchDelta, touchDelta);
                                if (LR.z > 0)
                                {
                                    g_SelectedElementTransform.Rotate(0.0f, 0.0f, angle);
                                }
                                else
                                {
                                    g_SelectedElementTransform.Rotate(0.0f, 0.0f, -1.0f * angle);
                                }
                            }

                            // The event is a pinch. Perform zoom.
                            else
                            {
                                // Find the magnitude of the vector (the distance) between the touches in each frame.
                                float prevTouchDeltaMag = prevTouchDelta.magnitude;
                                float touchDeltaMag     = touchDelta.magnitude;

                                // Find the difference in the distances between each frame. The -10 is for scaling purposes
                                float deltaMagnitudeDiff = (prevTouchDeltaMag - touchDeltaMag) / -10.0f;

                                g_SelectedElementTransform.localScale = new Vector3(g_SelectedElementTransform.localScale.x + deltaMagnitudeDiff,
                                                                                    g_SelectedElementTransform.localScale.y + deltaMagnitudeDiff, g_SelectedElementTransform.localScale.z);
                            }
                        }
                        else if (myTouches[0].phase == TouchPhase.Ended && myTouches[1].phase == TouchPhase.Ended)
                        {
                            // Stores the important info of the annotation for the JSON
                            List <float> annotation_information = new List <float>();
                            annotation_information.Add(g_SelectedElementTransform.position.x);
                            annotation_information.Add(g_SelectedElementTransform.position.y);
                            annotation_information.Add(g_SelectedElementTransform.localEulerAngles.z);
                            annotation_information.Add(g_SelectedElementTransform.localScale.x);

                            g_JsonManager.createJSONable(int.Parse(g_SelectedElementTransform.gameObject.GetComponent <Image>().name), "UpdateAnnotationCommand", null, g_SelectedElementTransform.gameObject.GetComponent <Image>().sprite.name, annotation_information);
                        }
                    }
                }
                // UI Interaction. The bulk of these functions is at the ButtonClicking module
                else
                {
                    if (g_SelectedElementTransform != null)
                    {
                        // Deselect all the icon annotations
                        foreach (Transform child in g_IconAnnotationsContainer.transform)
                        {
                            g_ButtonManager.ImageDeselected(child.gameObject);
                        }
                        // Deselect other buttons in the panel that might have been pressed
                        g_ButtonManager.SetObjectForColorChange(false, g_SelectedElementTransform);
                    }
                }
            }
            // Touch interaction on the background image
            else
            {
                // Single touch interaction. These are performed to create line annotations
                if (Input.touchCount == 1)
                {
                    // Record initial touch position.
                    if (myTouches[0].phase == TouchPhase.Began)
                    {
                        // Deselect all the icon annotations
                        foreach (Transform child in g_IconAnnotationsContainer.transform)
                        {
                            g_ButtonManager.ImageDeselected(child.gameObject);
                        }

                        // Initial point for a line annotation
                        if (g_ButtonManager.g_LineButtonClicked)
                        {
                            resetLineAnnotation();
                            g_CurrentLine.Add(touchedPoint3D);
                        }
                    }

                    // Finger is moving through the screen as the line is being created
                    else if (myTouches[0].phase == TouchPhase.Moved)
                    {
                        if (g_ButtonManager.g_LineButtonClicked)
                        {
                            g_CurrentLine.Add(touchedPoint3D);
                            drawLine();
                        }
                    }

                    // The touch event finished
                    else if (myTouches[0].phase == TouchPhase.Ended)
                    {
                        // The touch was done to create an icon annotation. Create an icon annotation at the point of touch
                        if (g_ButtonManager.g_PanelButtonClicked)
                        {
                            string imageName = g_ButtonManager.UnselectPanelButton();
                            createIconAnnotation(touchedPoint3D, imageName);
                        }
                        // The touch has to do with line annotations
                        else
                        {
                            // The touch was the end of a line annotation. Create the line with the previously stores points
                            if (g_ButtonManager.g_LineButtonClicked)
                            {
                                g_CurrentLine.Add(touchedPoint3D);
                                drawLine();
                                g_JsonManager.createJSONable(g_AnnotationCounter, "CreateAnnotationCommand", g_CurrentLine, null, null);
                                g_AnnotationCounter++;
                            }
                            // The touch was done to create a point annotation. Create the point and draw it
                            else if (g_ButtonManager.g_PointsButtonClicked)
                            {
                                resetLineAnnotation();
                                createPointAnnotation(touchedPoint3D);
                                drawLine();
                                g_JsonManager.createJSONable(g_AnnotationCounter, "CreateAnnotationCommand", g_CurrentLine, null, null);
                                g_AnnotationCounter++;
                            }
                        }
                    }
                }
                // Multi touch interaction. These are performed to zoom the background image
                // This could just be an else, but we are leaving it open in case of "more-than-two-touch-points" interactions
                else if (Input.touchCount == 2)
                {
                }
            }
        }
    }