hellbound/Assets/Sources/Lean/Touch/Scripts/LeanGesture.cs

659 lines
19 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Lean.Common;
namespace Lean.Touch
{
/// <summary>This class calculates gesture information (e.g. pinch) based on all fingers touching the screen, or a specified list of fingers.
/// NOTE: This isn't a component, so it can only be used directly from C#. Many example components make use of this class so you don't have to use code though.</summary>
public static class LeanGesture
{
/// <summary>Gets the average ScreenPosition of all.</summary>
public static Vector2 GetScreenCenter()
{
return GetScreenCenter(LeanTouch.Fingers);
}
/// <summary>Gets the average ScreenPosition of the specified fingers.</summary>
public static Vector2 GetScreenCenter(List<LeanFinger> fingers)
{
var center = default(Vector2); TryGetScreenCenter(fingers, ref center); return center;
}
/// <summary>Gets the average ScreenPosition of the specified fingers, if at least one exists.</summary>
public static bool TryGetScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
{
if (fingers != null)
{
var total = Vector2.zero;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.ScreenPosition;
count += 1;
}
}
if (count > 0)
{
center = total / count; return true;
}
}
return false;
}
/// <summary>Gets the last average ScreenPosition of all fingers.</summary>
public static Vector2 GetLastScreenCenter()
{
return GetLastScreenCenter(LeanTouch.Fingers);
}
/// <summary>Gets the last average ScreenPosition of the specified fingers.</summary>
public static Vector2 GetLastScreenCenter(List<LeanFinger> fingers)
{
var center = default(Vector2); TryGetLastScreenCenter(fingers, ref center); return center;
}
/// <summary>Gets the last average ScreenPosition of the specified fingers, if at least one exists.</summary>
public static bool TryGetLastScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
{
if (fingers != null)
{
var total = Vector2.zero;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.LastScreenPosition;
count += 1;
}
}
if (count > 0)
{
center = total / count; return true;
}
}
return false;
}
/// <summary>Gets the start average ScreenPosition of all fingers.</summary>
public static Vector2 GetStartScreenCenter()
{
return GetStartScreenCenter(LeanTouch.Fingers);
}
/// <summary>Gets the start average ScreenPosition of the specified fingers.</summary>
public static Vector2 GetStartScreenCenter(List<LeanFinger> fingers)
{
var center = default(Vector2); TryGetStartScreenCenter(fingers, ref center); return center;
}
/// <summary>Gets the start average ScreenPosition of the specified fingers, if at least one exists.</summary>
public static bool TryGetStartScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
{
if (fingers != null)
{
var total = Vector2.zero;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.StartScreenPosition;
count += 1;
}
}
if (count > 0)
{
center = total / count; return true;
}
}
return false;
}
/// <summary>Gets the average ScreenDelta of all fingers.</summary>
public static Vector2 GetScreenDelta()
{
return GetScreenDelta(LeanTouch.Fingers);
}
/// <summary>Gets the average ScreenDelta of the specified fingers.</summary>
public static Vector2 GetScreenDelta(List<LeanFinger> fingers)
{
var delta = default(Vector2); TryGetScreenDelta(fingers, ref delta); return delta;
}
/// <summary>Gets the average ScreenDelta of the specified fingers, if at least one exists.</summary>
public static bool TryGetScreenDelta(List<LeanFinger> fingers, ref Vector2 delta)
{
if (fingers != null)
{
var total = Vector2.zero;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.ScreenDelta;
count += 1;
}
}
if (count > 0)
{
delta = total / count; return true;
}
}
return false;
}
/// <summary>This returns a resolution-independent 'GetScreenDelta' value.</summary>
public static Vector2 GetScaledDelta()
{
return GetScreenDelta() * LeanTouch.ScalingFactor;
}
/// <summary>This returns a resolution-independent 'GetScreenDelta' value.</summary>
public static Vector2 GetScaledDelta(List<LeanFinger> fingers)
{
return GetScreenDelta(fingers) * LeanTouch.ScalingFactor;
}
/// <summary>This returns a resolution-independent 'TryGetScreenDelta' value.</summary>
public static bool TryGetScaledDelta(List<LeanFinger> fingers, ref Vector2 delta)
{
if (TryGetScreenDelta(fingers, ref delta) == true)
{
delta *= LeanTouch.ScalingFactor; return true;
}
return false;
}
/// <summary>Gets the average WorldDelta of all fingers.</summary>
public static Vector3 GetWorldDelta(float distance, Camera camera = null)
{
return GetWorldDelta(LeanTouch.Fingers, distance, camera);
}
/// <summary>Gets the average WorldDelta of the specified fingers.</summary>
public static Vector3 GetWorldDelta(List<LeanFinger> fingers, float distance, Camera camera = null)
{
var delta = default(Vector3); TryGetWorldDelta(fingers, distance, ref delta, camera); return delta;
}
/// <summary>Gets the average WorldDelta of the specified fingers, if at least one exists.</summary>
public static bool TryGetWorldDelta(List<LeanFinger> fingers, float distance, ref Vector3 delta, Camera camera = null)
{
if (fingers != null)
{
var total = Vector3.zero;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.GetWorldDelta(distance, camera);
count += 1;
}
}
if (count > 0)
{
delta = total / count; return true;
}
}
return false;
}
/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
public static float GetScreenDistance()
{
return GetScreenDistance(LeanTouch.Fingers);
}
/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
public static float GetScreenDistance(List<LeanFinger> fingers)
{
var distance = default(float);
var center = default(Vector2);
if (TryGetScreenCenter(fingers, ref center) == true)
{
TryGetScreenDistance(fingers, center, ref distance);
}
return distance;
}
/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
public static float GetScreenDistance(List<LeanFinger> fingers, Vector2 center)
{
var distance = default(float); TryGetScreenDistance(fingers, center, ref distance); return distance;
}
/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
public static bool TryGetScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (fingers != null)
{
var total = 0.0f;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.GetScreenDistance(center);
count += 1;
}
}
if (count > 0)
{
distance = total / count; return true;
}
}
return false;
}
/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
public static float GetScaledDistance()
{
return GetScreenDistance() * LeanTouch.ScalingFactor;
}
/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
public static float GetScaledDistance(List<LeanFinger> fingers)
{
return GetScreenDistance(fingers) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
public static float GetScaledDistance(List<LeanFinger> fingers, Vector2 center)
{
return GetScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
public static bool TryGetScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (TryGetScreenDistance(fingers, center, ref distance) == true)
{
distance *= LeanTouch.ScalingFactor; return true;
}
return false;
}
/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
public static float GetLastScreenDistance()
{
return GetLastScreenDistance(LeanTouch.Fingers);
}
/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
public static float GetLastScreenDistance(List<LeanFinger> fingers)
{
var distance = default(float);
var center = default(Vector2);
if (TryGetLastScreenCenter(fingers, ref center) == true)
{
TryGetLastScreenDistance(fingers, center, ref distance);
}
return distance;
}
/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
public static float GetLastScreenDistance(List<LeanFinger> fingers, Vector2 center)
{
var distance = default(float); TryGetLastScreenDistance(fingers, center, ref distance); return distance;
}
/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
public static bool TryGetLastScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (fingers != null)
{
var total = 0.0f;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.GetLastScreenDistance(center);
count += 1;
}
}
if (count > 0)
{
distance = total / count; return true;
}
}
return false;
}
/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetLastScaledDistance()
{
return GetLastScreenDistance() * LeanTouch.ScalingFactor;
}
/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetLastScaledDistance(List<LeanFinger> fingers)
{
return GetLastScreenDistance(fingers) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetLastScaledDistance(List<LeanFinger> fingers, Vector2 center)
{
return GetLastScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static bool TryGetLastScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (TryGetLastScreenDistance(fingers, center, ref distance) == true)
{
distance *= LeanTouch.ScalingFactor; return true;
}
return false;
}
/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
public static float GetStartScreenDistance()
{
return GetStartScreenDistance(LeanTouch.Fingers);
}
/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
public static float GetStartScreenDistance(List<LeanFinger> fingers)
{
var distance = default(float);
var center = default(Vector2);
if (TryGetStartScreenCenter(fingers, ref center) == true)
{
TryGetStartScreenDistance(fingers, center, ref distance);
}
return distance;
}
/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
public static float GetStartScreenDistance(List<LeanFinger> fingers, Vector2 center)
{
var distance = default(float); TryGetStartScreenDistance(fingers, center, ref distance); return distance;
}
/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
public static bool TryGetStartScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (fingers != null)
{
var total = 0.0f;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.GetStartScreenDistance(center);
count += 1;
}
}
if (count > 0)
{
distance = total / count; return true;
}
}
return false;
}
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetStartScaledDistance()
{
return GetStartScreenDistance() * LeanTouch.ScalingFactor;
}
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetStartScaledDistance(List<LeanFinger> fingers)
{
return GetStartScreenDistance(fingers) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static float GetStartScaledDistance(List<LeanFinger> fingers, Vector2 center)
{
return GetStartScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
}
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
public static bool TryGetStartScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
{
if (TryGetStartScreenDistance(fingers, center, ref distance) == true)
{
distance *= LeanTouch.ScalingFactor; return true;
}
return false;
}
/// <summary>Gets the pinch scale of the fingers.</summary>
public static float GetPinchScale(float wheelSensitivity = 0.0f)
{
return GetPinchScale(LeanTouch.Fingers, wheelSensitivity);
}
/// <summary>Gets the pinch scale of the fingers.</summary>
public static float GetPinchScale(List<LeanFinger> fingers, float wheelSensitivity = 0.0f)
{
var scale = 1.0f;
var center = GetScreenCenter(fingers);
var lastCenter = GetLastScreenCenter(fingers);
TryGetPinchScale(fingers, center, lastCenter, ref scale, wheelSensitivity);
return scale;
}
/// <summary>Gets the pinch scale of the fingers.</summary>
public static bool TryGetPinchScale(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float scale, float wheelSensitivity = 0.0f)
{
var distance = GetScreenDistance(fingers, center);
var lastDistance = GetLastScreenDistance(fingers, lastCenter);
if (lastDistance > 0.0f)
{
scale = distance / lastDistance; return true;
}
if (wheelSensitivity != 0.0f)
{
var scroll = LeanInput.GetMouseWheelDelta();
if (scroll > 0.0f)
{
scale = 1.0f - wheelSensitivity; return true;
}
if (scroll < 0.0f)
{
scale = 1.0f + wheelSensitivity; return true;
}
}
return false;
}
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
public static float GetPinchRatio(float wheelSensitivity = 0.0f)
{
return GetPinchRatio(LeanTouch.Fingers, wheelSensitivity);
}
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
public static float GetPinchRatio(List<LeanFinger> fingers, float wheelSensitivity = 0.0f)
{
var ratio = 1.0f;
var center = GetScreenCenter(fingers);
var lastCenter = GetLastScreenCenter(fingers);
TryGetPinchRatio(fingers, center, lastCenter, ref ratio, wheelSensitivity);
return ratio;
}
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
public static bool TryGetPinchRatio(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float ratio, float wheelSensitivity = 0.0f)
{
var distance = GetScreenDistance(fingers, center);
var lastDistance = GetLastScreenDistance(fingers, lastCenter);
if (distance > 0.0f)
{
ratio = lastDistance / distance;
return true;
}
if (wheelSensitivity != 0.0f)
{
var scroll = LeanInput.GetMouseWheelDelta();
if (scroll > 0.0f)
{
ratio = 1.0f + wheelSensitivity; return true;
}
if (scroll < 0.0f)
{
ratio = 1.0f - wheelSensitivity; return true;
}
}
return false;
}
/// <summary>Gets the average twist of the fingers in degrees.</summary>
public static float GetTwistDegrees()
{
return GetTwistDegrees(LeanTouch.Fingers);
}
/// <summary>Gets the average twist of the fingers in degrees.</summary>
public static float GetTwistDegrees(List<LeanFinger> fingers)
{
return GetTwistRadians(fingers) * Mathf.Rad2Deg;
}
/// <summary>Gets the average twist of the fingers in degrees.</summary>
public static float GetTwistDegrees(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter)
{
return GetTwistRadians(fingers, center, lastCenter) * Mathf.Rad2Deg;
}
/// <summary>Gets the average twist of the fingers in degrees.</summary>
public static bool TryGetTwistDegrees(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float degrees)
{
if (TryGetTwistRadians(fingers, center, lastCenter, ref degrees) == true)
{
degrees *= Mathf.Rad2Deg;
return true;
}
return false;
}
/// <summary>Gets the average twist of the fingers in radians.</summary>
public static float GetTwistRadians()
{
return GetTwistRadians(LeanTouch.Fingers);
}
/// <summary>Gets the average twist of the fingers in radians.</summary>
public static float GetTwistRadians(List<LeanFinger> fingers)
{
var center = LeanGesture.GetScreenCenter(fingers);
var lastCenter = LeanGesture.GetLastScreenCenter(fingers);
return GetTwistRadians(fingers, center, lastCenter);
}
/// <summary>Gets the average twist of the fingers in radians.</summary>
public static float GetTwistRadians(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter)
{
var radians = default(float); TryGetTwistRadians(fingers, center, lastCenter, ref radians); return radians;
}
/// <summary>Gets the average twist of the fingers in radians.</summary>
public static bool TryGetTwistRadians(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float radians)
{
if (fingers != null)
{
var total = 0.0f;
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger != null)
{
total += finger.GetDeltaRadians(center, lastCenter);
count += 1;
}
}
if (count > 0)
{
radians = total / count; return true;
}
}
return false;
}
}
}