mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
7673db731e
Closes #6021
530 lines
18 KiB
Rust
530 lines
18 KiB
Rust
use bevy_ecs::event::EventReader;
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use bevy_ecs::system::{ResMut, Resource};
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use bevy_math::Vec2;
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use bevy_utils::HashMap;
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/// A touch input event.
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///
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/// ## Logic
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///
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/// Every time the user touches the screen, a new [`TouchPhase::Started`] event with an unique
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/// identifier for the finger is generated. When the finger is lifted, the [`TouchPhase::Ended`]
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/// event is generated with the same finger id.
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///
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/// After a [`TouchPhase::Started`] event has been emitted, there may be zero or more [`TouchPhase::Moved`]
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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 [`TouchPhase::Ended`] event. The user
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/// should assume that a new [`TouchPhase::Started`] 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 [`TouchPhase::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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///
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/// ## Note
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///
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/// This event is the translated version of the `WindowEvent::Touch` from the `winit` crate.
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/// It is available to the end user and can be used for game logic.
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#[derive(Debug, Clone, Copy, PartialEq)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct TouchInput {
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/// The phase of the touch input.
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pub phase: TouchPhase,
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/// The position of the finger on the touchscreen.
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pub position: Vec2,
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/// Describes how hard the screen was pressed.
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///
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/// May be [`None`] if the platform does not support pressure sensitivity.
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/// This feature is only available on **iOS** 9.0+ and **Windows** 8+.
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pub force: Option<ForceTouch>,
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/// The unique identifier of the finger.
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pub id: u64,
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}
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/// A force description of a [`Touch`](crate::touch::Touch) input.
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#[derive(Debug, Clone, Copy, PartialEq)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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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 hard, or not hard at all, depending on the device.
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Normalized(f64),
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}
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/// A phase of a [`TouchInput`](crate::touch::TouchInput).
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///
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/// ## Usage
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///
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/// It is used to describe the phase of the touch input that is currently active.
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/// This includes a phase that indicates that a touch input has started or ended,
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/// or that a finger has moved. There is also a cancelled phase that indicates that
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/// the system cancelled the tracking of the finger.
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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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/// A finger started to touch the touchscreen.
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Started,
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/// A finger moved over the touchscreen.
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Moved,
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/// A finger stopped touching the touchscreen.
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Ended,
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/// The system cancelled the tracking of the finger.
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///
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/// This occurs 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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Cancelled,
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}
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/// A touch input.
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///
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/// ## Usage
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///
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/// It is used to store the position and force of a touch input and also the `id` of the finger.
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/// The data of the touch input comes from the [`TouchInput`] event and is being stored
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/// inside of the [`Touches`] `bevy` resource.
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#[derive(Debug, Clone, Copy)]
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pub struct Touch {
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/// The id of the touch input.
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id: u64,
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/// The starting position of the touch input.
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start_position: Vec2,
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/// The starting force of the touch input.
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start_force: Option<ForceTouch>,
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/// The previous position of the touch input.
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previous_position: Vec2,
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/// The previous force of the touch input.
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previous_force: Option<ForceTouch>,
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/// The current position of the touch input.
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position: Vec2,
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/// The current force of the touch input.
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force: Option<ForceTouch>,
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}
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impl Touch {
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/// The delta of the current `position` and the `previous_position`.
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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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/// The distance of the `start_position` and the current `position`.
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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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/// Returns the `id` of the touch.
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#[inline]
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pub fn id(&self) -> u64 {
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self.id
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}
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/// Returns the `start_position` of the touch.
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#[inline]
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pub fn start_position(&self) -> Vec2 {
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self.start_position
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}
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/// Returns the `start_force` of the touch.
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#[inline]
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pub fn start_force(&self) -> Option<ForceTouch> {
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self.start_force
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}
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/// Returns the `previous_position` of the touch.
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#[inline]
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pub fn previous_position(&self) -> Vec2 {
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self.previous_position
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}
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/// Returns the `previous_force` of the touch.
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#[inline]
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pub fn previous_force(&self) -> Option<ForceTouch> {
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self.previous_force
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}
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/// Returns the current `position` of the touch.
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#[inline]
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pub fn position(&self) -> Vec2 {
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self.position
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}
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/// Returns the current `force` of the touch.
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#[inline]
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pub fn force(&self) -> Option<ForceTouch> {
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self.force
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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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/// A collection of [`Touch`]es.
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///
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/// ## Usage
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///
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/// It is used to create a `bevy` resource that stores the data of the touches on a touchscreen
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/// and can be accessed inside of a system.
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`touch_screen_input_system`](crate::touch::touch_screen_input_system).
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#[derive(Debug, Clone, Default, Resource)]
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pub struct Touches {
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/// A collection of every [`Touch`] that is currently being pressed.
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pressed: HashMap<u64, Touch>,
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/// A collection of every [`Touch`] that just got pressed.
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just_pressed: HashMap<u64, Touch>,
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/// A collection of every [`Touch`] that just got released.
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just_released: HashMap<u64, Touch>,
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/// A collection of every [`Touch`] that just got cancelled.
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just_cancelled: HashMap<u64, Touch>,
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}
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impl Touches {
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/// An iterator visiting every pressed [`Touch`] input in arbitrary order.
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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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/// Returns the [`Touch`] input corresponding to the `id` if it is being pressed.
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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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/// Checks if any touch input was just pressed.
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pub fn any_just_pressed(&self) -> bool {
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!self.just_pressed.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been pressed.
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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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/// An iterator visiting every just pressed [`Touch`] input in arbitrary order.
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pub fn iter_just_pressed(&self) -> impl Iterator<Item = &Touch> {
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self.just_pressed.values()
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}
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/// Returns the [`Touch`] input corresponding to the `id` if it has just been released.
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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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/// Checks if any touch input was just released.
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pub fn any_just_released(&self) -> bool {
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!self.just_released.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been released.
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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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/// An iterator visiting every just released [`Touch`] input in arbitrary order.
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pub fn iter_just_released(&self) -> impl Iterator<Item = &Touch> {
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self.just_released.values()
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}
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/// Checks if any touch input was just cancelled.
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pub fn any_just_cancelled(&self) -> bool {
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!self.just_cancelled.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been cancelled.
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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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/// An iterator visiting every just cancelled [`Touch`] input in arbitrary order.
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pub fn iter_just_cancelled(&self) -> impl Iterator<Item = &Touch> {
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self.just_cancelled.values()
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}
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/// Retrieves the position of the first currently pressed touch, if any
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pub fn first_pressed_position(&self) -> Option<Vec2> {
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self.pressed.values().next().map(|t| t.position)
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}
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/// Processes a [`TouchInput`] event by updating the `pressed`, `just_pressed`,
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/// `just_released`, and `just_cancelled` collections.
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fn process_touch_event(&mut self, event: &TouchInput) {
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match event.phase {
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TouchPhase::Started => {
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self.pressed.insert(event.id, event.into());
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self.just_pressed.insert(event.id, event.into());
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}
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TouchPhase::Moved => {
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if let Some(mut new_touch) = self.pressed.get(&event.id).cloned() {
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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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self.pressed.insert(event.id, new_touch);
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}
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}
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TouchPhase::Ended => {
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// if touch `just_released`, add related event to it
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// the event position info is inside `pressed`, so use it unless not found
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if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
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self.just_released.insert(event.id, v);
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} else {
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self.just_released.insert(event.id, event.into());
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}
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}
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TouchPhase::Cancelled => {
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// if touch `just_cancelled`, add related event to it
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// the event position info is inside `pressed`, so use it unless not found
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if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
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self.just_cancelled.insert(event.id, v);
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} else {
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self.just_cancelled.insert(event.id, event.into());
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}
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}
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};
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}
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/// Clears the `just_pressed`, `just_released`, and `just_cancelled` collections.
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///
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/// This is not clearing the `pressed` collection, because it could incorrectly mark
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/// a touch input as not pressed even though it is pressed. This could happen if the
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/// touch input is not moving for a single frame and would therefore be marked as
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/// not pressed, because this function is called on every single frame no matter
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/// if there was an event or not.
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fn update(&mut self) {
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self.just_pressed.clear();
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self.just_released.clear();
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self.just_cancelled.clear();
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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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///
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/// ## Differences
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///
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/// The main difference between the [`TouchInput`] event and the [`Touches`] resource is that
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/// the latter has convenient functions like [`Touches::just_pressed`] and [`Touches::just_released`].
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pub fn touch_screen_input_system(
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mut touch_state: ResMut<Touches>,
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mut touch_input_events: EventReader<TouchInput>,
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) {
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touch_state.update();
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for event in touch_input_events.iter() {
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touch_state.process_touch_event(event);
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}
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}
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#[cfg(test)]
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mod test {
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#[test]
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fn touch_update() {
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use crate::{touch::Touch, Touches};
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use bevy_math::Vec2;
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let mut touches = Touches::default();
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let touch_event = Touch {
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id: 4,
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start_position: Vec2::ZERO,
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start_force: None,
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previous_position: Vec2::ZERO,
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previous_force: None,
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position: Vec2::ZERO,
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force: None,
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};
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// Add a touch to `just_pressed`, 'just_released', and 'just cancelled'
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touches.just_pressed.insert(4, touch_event);
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touches.just_released.insert(4, touch_event);
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touches.just_cancelled.insert(4, touch_event);
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touches.update();
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// Verify that all the `just_x` maps are cleared
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assert!(touches.just_pressed.is_empty());
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assert!(touches.just_released.is_empty());
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assert!(touches.just_cancelled.is_empty());
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}
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#[test]
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fn touch_process() {
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use crate::{touch::TouchPhase, TouchInput, Touches};
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use bevy_math::Vec2;
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let mut touches = Touches::default();
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// Test adding a `TouchPhase::Started`
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let touch_event = TouchInput {
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phase: TouchPhase::Started,
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position: Vec2::splat(4.0),
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force: None,
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id: 4,
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};
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touches.update();
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touches.process_touch_event(&touch_event);
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assert!(touches.pressed.get(&touch_event.id).is_some());
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assert!(touches.just_pressed.get(&touch_event.id).is_some());
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// Test adding a `TouchPhase::Moved`
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let moved_touch_event = TouchInput {
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phase: TouchPhase::Moved,
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position: Vec2::splat(5.0),
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force: None,
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id: touch_event.id,
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};
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touches.update();
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touches.process_touch_event(&moved_touch_event);
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assert_eq!(
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touches
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.pressed
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.get(&moved_touch_event.id)
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.expect("Missing from pressed after move.")
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.previous_position,
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touch_event.position
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);
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// Test cancelling an event
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let cancel_touch_event = TouchInput {
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phase: TouchPhase::Cancelled,
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position: Vec2::ONE,
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force: None,
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id: touch_event.id,
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};
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touches.update();
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touches.process_touch_event(&cancel_touch_event);
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assert!(touches.just_cancelled.get(&touch_event.id).is_some());
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assert!(touches.pressed.get(&touch_event.id).is_none());
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// Test ending an event
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let end_touch_event = TouchInput {
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phase: TouchPhase::Ended,
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position: Vec2::splat(4.0),
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force: None,
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id: touch_event.id,
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};
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touches.update();
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touches.process_touch_event(&touch_event);
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touches.process_touch_event(&moved_touch_event);
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touches.process_touch_event(&end_touch_event);
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assert!(touches.just_released.get(&touch_event.id).is_some());
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assert!(touches.pressed.get(&touch_event.id).is_none());
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let touch = touches.just_released.get(&touch_event.id).unwrap();
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// Make sure the position is updated from TouchPhase::Moved and TouchPhase::Ended
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assert!(touch.previous_position != touch.position);
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}
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#[test]
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fn touch_pressed() {
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use crate::{touch::TouchPhase, TouchInput, Touches};
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use bevy_math::Vec2;
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let mut touches = Touches::default();
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let touch_event = TouchInput {
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phase: TouchPhase::Started,
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position: Vec2::splat(4.0),
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force: None,
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id: 4,
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};
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// Register the touch and test that it was registered correctly
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touches.process_touch_event(&touch_event);
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assert!(touches.get_pressed(touch_event.id).is_some());
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assert!(touches.just_pressed(touch_event.id));
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assert_eq!(touches.iter().count(), 1);
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}
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#[test]
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fn touch_released() {
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use crate::{touch::TouchPhase, TouchInput, Touches};
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use bevy_math::Vec2;
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let mut touches = Touches::default();
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let touch_event = TouchInput {
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phase: TouchPhase::Ended,
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position: Vec2::splat(4.0),
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force: None,
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id: 4,
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};
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// Register the touch and test that it was registered correctly
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touches.process_touch_event(&touch_event);
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assert!(touches.get_released(touch_event.id).is_some());
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assert!(touches.just_released(touch_event.id));
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assert_eq!(touches.iter_just_released().count(), 1);
|
||
}
|
||
|
||
#[test]
|
||
fn touch_cancelled() {
|
||
use crate::{touch::TouchPhase, TouchInput, Touches};
|
||
use bevy_math::Vec2;
|
||
|
||
let mut touches = Touches::default();
|
||
|
||
let touch_event = TouchInput {
|
||
phase: TouchPhase::Cancelled,
|
||
position: Vec2::splat(4.0),
|
||
force: None,
|
||
id: 4,
|
||
};
|
||
|
||
// Register the touch and test that it was registered correctly
|
||
touches.process_touch_event(&touch_event);
|
||
|
||
assert!(touches.just_cancelled(touch_event.id));
|
||
assert_eq!(touches.iter_just_cancelled().count(), 1);
|
||
}
|
||
}
|