void OnGUI() { var nativeTouchScale = InputManager.instance.nativeTouchScale; StringBuilder output = new StringBuilder(); switch (currentInput) { case 1: output.AppendLine("<b>Input:</b> Native Touch"); break; case 2: output.AppendLine("<b>Input:</b> Unity Touch"); break; case 3: output.AppendLine("<b>Input:</b> Mouse"); break; default: output.AppendLine("<b>Input:</b> Undefined (Mouse / Unity Touch)"); break; } output.AppendLine("<b>Supports Touch Radius:</b> " + InputManager.instance.supportsTouchRadius); switch (InputManager.instance.forceTouchState) { case ForceTouchState.Available: output.AppendLine("<b>Force Touch State:</b> Available"); break; case ForceTouchState.Unknown: output.AppendLine("<b>Force Touch State:</b> Unknown"); break; case ForceTouchState.IncompatibleOS: output.AppendLine("<b>Force Touch State:</b> Incompatible OS"); break; case ForceTouchState.Unavailable: output.AppendLine("<b>Force Touch State:</b> Unavailable"); break; } output.AppendLine("<b>Callback Message:</b> " + callbackMessage); if (InputManager.instance.touches.Count > 0) { output.AppendLine("<b>Touches:</b>"); for (int i = 0; i < InputManager.instance.touches.Count; i++) { output.AppendLine(InputManager.instance.touches [i].ToString()); } } else { output.AppendLine("<b>Touches:</b> No touches available"); } GUI.skin.label.alignment = TextAnchor.UpperLeft; GUI.color = Color.black; GUI.Label(new Rect(10 * nativeTouchScale, 10 * nativeTouchScale, Screen.width - 20 * nativeTouchScale, Screen.height - 20 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">" + output.ToString() + "</size>"); GUI.color = Color.white; if (ForceTouchPlugin.IsTracking()) { if (GUI.Button(new Rect(10 * nativeTouchScale, Screen.height - ((10 + 40) * nativeTouchScale), Screen.width / 2 - 15 * nativeTouchScale, 40 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">Switch Unity Input</size>")) { ForceTouchPlugin.StopTracking(); } } else { if (GUI.Button(new Rect(10 * nativeTouchScale, Screen.height - ((10 + 40) * nativeTouchScale), Screen.width / 2 - 15 * nativeTouchScale, 40 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">Switch Native Input</size>")) { //it would be best to only start tracking if forceTouchState is Available ForceTouchPlugin.StartTracking(); } } if (GUI.Button(new Rect(Screen.width / 2 + 5 * nativeTouchScale, Screen.height - ((10 + 40) * nativeTouchScale), Screen.width / 2 - 15 * nativeTouchScale, 40 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">Request FT State</size>")) { InputManager.instance.forceTouchState = ForceTouchPlugin.GetForceTouchState(); } if (callbackAdded) { if (GUI.Button(new Rect(10 * nativeTouchScale, Screen.height - (100 * nativeTouchScale), Screen.width - 20 * nativeTouchScale, 40 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">Remove FT State Change Callback</size>")) { callbackMessage = "No message received"; InputManager.instance.RemoveCallback(); callbackAdded = false; } } else { if (GUI.Button(new Rect(10 * nativeTouchScale, Screen.height - (100 * nativeTouchScale), Screen.width - 20 * nativeTouchScale, 40 * nativeTouchScale), "<size=" + 16 * nativeTouchScale + ">Add FT State Change Callback</size>")) { callbackMessage = "No message received"; InputManager.instance.AddCallback(); callbackAdded = true; } } }
/* * Refresh touch data. */ public void Update() { if (GetComponent <StatusUI>()) //this is only required for StatusUI. { GetComponent <StatusUI>().currentInput = -1; } if (ForceTouchPlugin.IsTracking()) //this will give false for all platforms except iOS. On iOS it will give true if StartTracking was called. { /* * If you don't need to handle touch state, you can simply replace the code bellow with the following code: * touches.Clear(); * * touches.AddRange(nativeTouches); * * if (GetComponent<StatusUI>()) //this is only required for StatusUI. * GetComponent<StatusUI>().currentInput = 1; */ UpdateNativeTouches(); var nativeTouches = ForceTouchPlugin.GetNativeTouches(); for (var i = 0; i < nativeTouches.Count; i++) { HandleNativeInput(nativeTouches[i]); } if (GetComponent <StatusUI>()) //this is only required for StatusUI. { GetComponent <StatusUI>().currentInput = 1; } } else if (Input.touchCount > 0) //if native touch isn't available fallback to unity touch { touches.Clear(); for (int i = 0; i < Input.touchCount; i++) { var t = Input.touches [i]; HandleInput(t.fingerId, t.phase, t.position, t.deltaPosition); } if (GetComponent <StatusUI>()) //this is only required for StatusUI. { GetComponent <StatusUI>().currentInput = 2; } } else //if unity touch is unavailable fallback to mouse input { touches.Clear(); var mousePos = new Vector2(Input.mousePosition.x, Input.mousePosition.y); if (Input.GetMouseButtonDown(0)) { HandleInput(mouseId, TouchPhase.Began, mousePos, Vector2.zero); } else if (Input.GetMouseButtonUp(0)) { HandleInput(mouseId, TouchPhase.Ended, mousePos, mousePos - lastMousePos); } else if (Input.GetMouseButton(0)) { var delta = mousePos - lastMousePos; if (delta != Vector2.zero) { HandleInput(mouseId, TouchPhase.Moved, mousePos, delta); } else { HandleInput(mouseId, TouchPhase.Stationary, mousePos, delta); } } else { return; } lastMousePos = Input.mousePosition; if (GetComponent <StatusUI>()) //this is only required for StatusUI. { GetComponent <StatusUI>().currentInput = 3; } } }