2020-10-18 19:24:01 +00:00
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use bevy_app::{EventReader, Events};
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use bevy_ecs::{Local, Res, ResMut};
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use bevy_math::Vec2;
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2020-11-03 19:32:48 +00:00
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use bevy_utils::HashMap;
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use core::ops::DerefMut;
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/// Represents a touch event
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///
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/// Every time the user touches the screen, a new `Start` event with an unique
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/// identifier for the finger is generated. When the finger is lifted, an `End`
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/// event is generated with the same finger id.
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///
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/// After a `Start` event has been emitted, there may be zero or more `Move`
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/// events when the finger is moved or the touch pressure changes.
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///
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/// The finger id may be reused by the system after an `End` event. The user
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/// should assume that a new `Start` event received with the same id has nothing
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/// to do with the old finger and is a new finger.
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///
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/// A `Cancelled` event is emitted when the system has canceled tracking this
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/// touch, such as when the window loses focus, or on iOS if the user moves the
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/// device against their face.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct TouchInput {
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pub phase: TouchPhase,
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pub position: Vec2,
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/// Describes how hard the screen was pressed. May be `None` if the platform
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/// does not support pressure sensitivity.
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///
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/// ## Platform-specific
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///
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/// - Only available on **iOS** 9.0+ and **Windows** 8+.
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pub force: Option<ForceTouch>,
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/// Unique identifier of a finger.
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pub id: u64,
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}
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/// Describes the force of a touch event
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum ForceTouch {
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/// On iOS, the force is calibrated so that the same number corresponds to
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/// roughly the same amount of pressure on the screen regardless of the
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/// device.
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Calibrated {
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/// The force of the touch, where a value of 1.0 represents the force of
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/// an average touch (predetermined by the system, not user-specific).
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///
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/// The force reported by Apple Pencil is measured along the axis of the
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/// pencil. If you want a force perpendicular to the device, you need to
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/// calculate this value using the `altitude_angle` value.
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force: f64,
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/// The maximum possible force for a touch.
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///
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/// The value of this field is sufficiently high to provide a wide
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/// dynamic range for values of the `force` field.
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max_possible_force: f64,
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/// The altitude (in radians) of the stylus.
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///
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/// A value of 0 radians indicates that the stylus is parallel to the
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/// surface. The value of this property is Pi/2 when the stylus is
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/// perpendicular to the surface.
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altitude_angle: Option<f64>,
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},
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/// If the platform reports the force as normalized, we have no way of
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/// knowing how much pressure 1.0 corresponds to – we know it's the maximum
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/// amount of force, but as to how much force, you might either have to
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/// press really really hard, or not hard at all, depending on the device.
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Normalized(f64),
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}
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/// Describes touch-screen input state.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub enum TouchPhase {
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Started,
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Moved,
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Ended,
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Cancelled,
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}
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#[derive(Default)]
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pub struct TouchSystemState {
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touch_event_reader: EventReader<TouchInput>,
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Touch {
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pub id: u64,
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pub start_position: Vec2,
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pub start_force: Option<ForceTouch>,
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pub previous_position: Vec2,
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pub previous_force: Option<ForceTouch>,
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pub position: Vec2,
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pub force: Option<ForceTouch>,
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}
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impl Touch {
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pub fn delta(&self) -> Vec2 {
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self.position - self.previous_position
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}
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pub fn distance(&self) -> Vec2 {
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self.position - self.start_position
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}
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}
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impl From<&TouchInput> for Touch {
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fn from(input: &TouchInput) -> Touch {
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Touch {
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id: input.id,
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start_position: input.position,
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start_force: input.force,
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previous_position: input.position,
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previous_force: input.force,
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position: input.position,
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force: input.force,
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}
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}
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}
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#[derive(Debug, Clone, Default)]
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pub struct Touches {
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pressed: HashMap<u64, Touch>,
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just_pressed: HashMap<u64, Touch>,
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just_released: HashMap<u64, Touch>,
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just_cancelled: HashMap<u64, Touch>,
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}
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impl Touches {
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pub fn iter(&self) -> impl Iterator<Item = &Touch> + '_ {
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self.pressed.values()
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}
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pub fn get_pressed(&self, id: u64) -> Option<&Touch> {
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self.pressed.get(&id)
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}
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pub fn just_pressed(&self, id: u64) -> bool {
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self.just_pressed.contains_key(&id)
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}
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pub fn iter_just_pressed(&self) -> impl Iterator<Item = &Touch> + '_ {
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self.just_pressed
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.iter()
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.map(move |(id, _)| self.pressed.get(id).unwrap())
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}
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pub fn get_released(&self, id: u64) -> Option<&Touch> {
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self.just_released.get(&id)
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}
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pub fn just_released(&self, id: u64) -> bool {
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self.just_released.contains_key(&id)
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}
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pub fn iter_just_released(&self) -> impl Iterator<Item = &Touch> + '_ {
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self.just_released
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.iter()
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.map(move |(id, _)| self.pressed.get(id).unwrap())
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}
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pub fn just_cancelled(&self, id: u64) -> bool {
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self.just_cancelled.contains_key(&id)
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}
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pub fn iter_just_cancelled(&self) -> impl Iterator<Item = &Touch> + '_ {
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self.just_cancelled
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.iter()
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.map(move |(id, _)| self.pressed.get(id).unwrap())
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}
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}
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/// Updates the Touches resource with the latest TouchInput events
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pub fn touch_screen_input_system(
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mut state: Local<TouchSystemState>,
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mut touch_state: ResMut<Touches>,
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touch_input_events: Res<Events<TouchInput>>,
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) {
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let touch_state = touch_state.deref_mut();
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touch_state.just_pressed.clear();
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touch_state.just_released.clear();
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for event in state.touch_event_reader.iter(&touch_input_events) {
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match event.phase {
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TouchPhase::Started => {
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touch_state.pressed.insert(event.id, event.into());
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touch_state.just_pressed.insert(event.id, event.into());
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}
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TouchPhase::Moved => {
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let mut new_touch = touch_state.pressed.get(&event.id).cloned().unwrap();
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new_touch.previous_position = new_touch.position;
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new_touch.previous_force = new_touch.force;
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new_touch.position = event.position;
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new_touch.force = event.force;
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touch_state.pressed.insert(event.id, new_touch);
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}
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TouchPhase::Ended => {
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touch_state.just_released.insert(event.id, event.into());
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touch_state.pressed.remove_entry(&event.id);
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}
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TouchPhase::Cancelled => {
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touch_state.just_cancelled.insert(event.id, event.into());
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touch_state.pressed.remove_entry(&event.id);
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}
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};
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}
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}
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