bevy/crates/bevy_input/src/touch.rs
David Ackerman 7efb1b1887
Fix initial Android support (#778)
* Add force touches, fix ui focus system and touch screen system

* Fix examples README. Update rodio with Android support. Add Android build CI

* Alter android metadata in root Cargo.toml
2020-11-03 11:32:48 -08:00

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