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Update touch.rs docs (bevyengine#4523)
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# Objective

- Part of the splitting process of bevyengine#3692.

## Solution

- Document `touch.rs` inside of `bevy_input`.
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KDecay authored and ItsDoot committed Feb 1, 2023
1 parent f956102 commit cd2be74
Showing 1 changed file with 103 additions and 17 deletions.
120 changes: 103 additions & 17 deletions crates/bevy_input/src/touch.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,38 +3,45 @@ use bevy_ecs::system::ResMut;
use bevy_math::Vec2;
use bevy_utils::HashMap;

/// Represents a touch event
/// A touch input 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`
/// ## Logic
///
/// Every time the user touches the screen, a new [`TouchPhase::Started`] event with an unique
/// identifier for the finger is generated. When the finger is lifted, the [`TouchPhase::Ended`]
/// event is generated with the same finger id.
///
/// After a `Start` event has been emitted, there may be zero or more `Move`
/// After a [`TouchPhase::Started`] event has been emitted, there may be zero or more [`TouchPhase::Moved`]
/// 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
/// The finger id may be reused by the system after an [`TouchPhase::Ended`] event. The user
/// should assume that a new [`TouchPhase::Started`] 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
/// A [`TouchPhase::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.
///
/// ## Note
///
/// This event is the translated version of the `WindowEvent::Touch` from the `winit` crate.
/// It is available to the end user and can be used for game logic.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TouchInput {
/// The phase of the touch input.
pub phase: TouchPhase,
/// The position of the finger on the touchscreen.
pub position: Vec2,
/// Describes how hard the screen was pressed. May be `None` if the platform
/// does not support pressure sensitivity.
/// Describes how hard the screen was pressed.
///
/// ## Platform-specific
///
/// - Only available on **iOS** 9.0+ and **Windows** 8+.
/// May be [`None`] if the platform does not support pressure sensitivity.
/// This feature is only available on **iOS** 9.0+ and **Windows** 8+.
pub force: Option<ForceTouch>,
/// Unique identifier of a finger.
/// The unique identifier of the finger.
pub id: u64,
}

/// Describes the force of a touch event
/// A force description of a [`Touch`](crate::touch::Touch) input.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ForceTouch {
/// On iOS, the force is calibrated so that the same number corresponds to
Expand Down Expand Up @@ -63,65 +70,107 @@ pub enum ForceTouch {
/// 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.
/// press really hard, or not hard at all, depending on the device.
Normalized(f64),
}

/// Describes touch-screen input state.
/// A phase of a [`TouchInput`](crate::touch::TouchInput).
///
/// ## Usage
///
/// It is used to describe the phase of the touch input that is currently active.
/// This includes a phase that indicates that a touch input has started or ended,
/// or that a finger has moved. There is also a cancelled phase that indicates that
/// the system cancelled the tracking of the finger.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum TouchPhase {
/// A finger started to touch the touchscreen.
Started,
/// A finger moved over the touchscreen.
Moved,
/// A finger stopped touching the touchscreen.
Ended,
/// The system cancelled the tracking of the finger.
///
/// This occurs when the window loses focus, or on iOS if the user moves the
/// device against their face.
Cancelled,
}

/// A touch input.
///
/// ## Usage
///
/// It is used to store the position and force of a touch input and also the `id` of the finger.
/// The data of the touch input comes from the [`TouchInput`] event and is being stored
/// inside of the [`Touches`] `bevy` resource.
#[derive(Debug, Clone, Copy)]
pub struct Touch {
/// The id of the touch input.
id: u64,
/// The starting position of the touch input.
start_position: Vec2,
/// The starting force of the touch input.
start_force: Option<ForceTouch>,
/// The previous position of the touch input.
previous_position: Vec2,
/// The previous force of the touch input.
previous_force: Option<ForceTouch>,
/// The current position of the touch input.
position: Vec2,
/// The current force of the touch input.
force: Option<ForceTouch>,
}

impl Touch {
/// The delta of the current `position` and the `previous_position`.
pub fn delta(&self) -> Vec2 {
self.position - self.previous_position
}

/// The distance of the `start_position` and the current `position`.
pub fn distance(&self) -> Vec2 {
self.position - self.start_position
}

/// Returns the `id` of the touch.
#[inline]
pub fn id(&self) -> u64 {
self.id
}

/// Returns the `start_position` of the touch.
#[inline]
pub fn start_position(&self) -> Vec2 {
self.start_position
}

/// Returns the `start_force` of the touch.
#[inline]
pub fn start_force(&self) -> Option<ForceTouch> {
self.start_force
}

/// Returns the `previous_position` of the touch.
#[inline]
pub fn previous_position(&self) -> Vec2 {
self.previous_position
}

/// Returns the `previous_force` of the touch.
#[inline]
pub fn previous_force(&self) -> Option<ForceTouch> {
self.previous_force
}

/// Returns the current `position` of the touch.
#[inline]
pub fn position(&self) -> Vec2 {
self.position
}

/// Returns the current `force` of the touch.
#[inline]
pub fn force(&self) -> Option<ForceTouch> {
self.force
Expand All @@ -142,51 +191,76 @@ impl From<&TouchInput> for Touch {
}
}

/// A collection of [`Touch`]es.
///
/// ## Usage
///
/// It is used to create a `bevy` resource that stores the data of the touches on a touchscreen
/// and can be accessed inside of a system.
///
/// ## Updating
///
/// The resource is updated inside of the [`touch_screen_input_system`](crate::touch::touch_screen_input_system).
#[derive(Debug, Clone, Default)]
pub struct Touches {
/// A collection of every [`Touch`] that is currently being pressed.
pressed: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got pressed.
just_pressed: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got released.
just_released: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got cancelled.
just_cancelled: HashMap<u64, Touch>,
}

impl Touches {
/// An iterator visiting every pressed [`Touch`] input in arbitrary order.
pub fn iter(&self) -> impl Iterator<Item = &Touch> + '_ {
self.pressed.values()
}

/// Returns the [`Touch`] input corresponding to the `id` if it is being pressed.
pub fn get_pressed(&self, id: u64) -> Option<&Touch> {
self.pressed.get(&id)
}

/// Returns `true` if the input corresponding to the `id` has just been pressed.
pub fn just_pressed(&self, id: u64) -> bool {
self.just_pressed.contains_key(&id)
}

/// An iterator visiting every just pressed [`Touch`] input in arbitrary order.
pub fn iter_just_pressed(&self) -> impl Iterator<Item = &Touch> {
self.just_pressed.values()
}

/// Returns the [`Touch`] input corresponding to the `id` if it has just been released.
pub fn get_released(&self, id: u64) -> Option<&Touch> {
self.just_released.get(&id)
}

/// Returns `true` if the input corresponding to the `id` has just been released.
pub fn just_released(&self, id: u64) -> bool {
self.just_released.contains_key(&id)
}

/// An iterator visiting every just released [`Touch`] input in arbitrary order.
pub fn iter_just_released(&self) -> impl Iterator<Item = &Touch> {
self.just_released.values()
}

/// Returns `true` if the input corresponding to the `id` has just been cancelled.
pub fn just_cancelled(&self, id: u64) -> bool {
self.just_cancelled.contains_key(&id)
}

/// An iterator visiting every just cancelled [`Touch`] input in arbitrary order.
pub fn iter_just_cancelled(&self) -> impl Iterator<Item = &Touch> {
self.just_cancelled.values()
}

/// Processes a [`TouchInput`] event by updating the `pressed`, `just_pressed`,
/// `just_released`, and `just_cancelled` collections.
fn process_touch_event(&mut self, event: &TouchInput) {
match event.phase {
TouchPhase::Started => {
Expand All @@ -213,14 +287,26 @@ impl Touches {
};
}

/// Clears the `just_pressed`, `just_released`, and `just_cancelled` collections.
///
/// This is not clearing the `pressed` collection, because it could incorrectly mark
/// a touch input as not pressed eventhough it is pressed. This could happen if the
/// touch input is not moving for a single frame and would therefore be marked as
/// not pressed, because this function is called on every single frame no matter
/// if there was an event or not.
fn update(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
self.just_cancelled.clear();
}
}

/// Updates the `Touches` resource with the latest `TouchInput` events
/// Updates the [`Touches`] resource with the latest [`TouchInput`] events.
///
/// ## Differences
///
/// The main difference between the [`TouchInput`] event and the [`Touches`] resource is that
/// the latter has convenient functions like [`Touches::just_pressed`] and [`Touches::just_released`].
pub fn touch_screen_input_system(
mut touch_state: ResMut<Touches>,
mut touch_input_events: EventReader<TouchInput>,
Expand Down

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