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- using System;
- using System.ComponentModel;
- using UnityEngine.InputSystem.Controls;
- using UnityEngine.Scripting;
- #if UNITY_EDITOR
- using UnityEngine.InputSystem.Editor;
- using UnityEngine.UIElements;
- #endif
-
- namespace UnityEngine.InputSystem.Interactions
- {
- /// <summary>
- /// Performs the action if the control is pressed held for at least the set
- /// duration (which defaults to <see cref="InputSettings.defaultTapTime"/>)
- /// and then released.
- /// </summary>
- [DisplayName("Tap")]
- public class TapInteraction : IInputInteraction
- {
- ////REVIEW: this should be called tapTime
- /// <summary>
- /// The time in seconds within which the control needs to be pressed and released to perform the interaction.
- /// </summary>
- /// <remarks>
- /// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultTapTime"/>) instead.
- /// </remarks>
- public float duration;
-
- /// <summary>
- /// The press point required to perform the interaction.
- /// </summary>
- /// <remarks>
- /// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
- /// value to perform the interaction.
- /// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
- /// </remarks>
- public float pressPoint;
-
- private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultTapTime;
- private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
- private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
-
- private double m_TapStartTime;
-
- ////TODO: make sure 2d doesn't move too far
-
- public void Process(ref InputInteractionContext context)
- {
- if (context.timerHasExpired)
- {
- context.Canceled();
- return;
- }
-
- if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
- {
- m_TapStartTime = context.time;
- // Set timeout slightly after duration so that if tap comes in exactly at the expiration
- // time, it still counts as a valid tap.
- context.Started();
- context.SetTimeout(durationOrDefault + 0.00001f);
- return;
- }
-
- if (context.isStarted && !context.ControlIsActuated(releasePointOrDefault))
- {
- if (context.time - m_TapStartTime <= durationOrDefault)
- {
- context.Performed();
- }
- else
- {
- ////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
- context.Canceled();
- }
- }
- }
-
- public void Reset()
- {
- m_TapStartTime = 0;
- }
- }
-
- #if UNITY_EDITOR
- internal class TapInteractionEditor : InputParameterEditor<TapInteraction>
- {
- protected override void OnEnable()
- {
- m_DurationSetting.Initialize("Max Tap Duration",
- "Time (in seconds) within with a control has to be released again for it to register as a tap. If the control is held "
- + "for longer than this time, the tap is canceled.",
- "Default Tap Time",
- () => target.duration, x => target.duration = x, () => InputSystem.settings.defaultTapTime);
- m_PressPointSetting.Initialize("Press Point",
- "The amount of actuation a control requires before being considered pressed. If not set, default to "
- + "'Default Button Press Point' in the global input settings.",
- "Default Button Press Point",
- () => target.pressPoint, v => target.pressPoint = v,
- () => InputSystem.settings.defaultButtonPressPoint);
- }
-
- public override void OnGUI()
- {
- m_DurationSetting.OnGUI();
- m_PressPointSetting.OnGUI();
- }
-
- #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
- public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
- {
- m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
- m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
- }
-
- #endif
-
- private CustomOrDefaultSetting m_DurationSetting;
- private CustomOrDefaultSetting m_PressPointSetting;
- }
- #endif
- }
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