1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
//! The touch input functionality.

use bevy_ecs::event::{Event, EventReader};
use bevy_ecs::system::{ResMut, Resource};
use bevy_math::Vec2;
use bevy_reflect::Reflect;
use bevy_utils::HashMap;

#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};

/// A touch input event.
///
/// ## 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 [`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 [`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 [`TouchPhase::Canceled`] 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(Event, Debug, Clone, Copy, PartialEq, Reflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
    feature = "serialize",
    derive(serde::Serialize, serde::Deserialize),
    reflect(Serialize, Deserialize)
)]
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.
    /// This feature is only available on **iOS** 9.0+ and **Windows** 8+.
    pub force: Option<ForceTouch>,
    /// The unique identifier of the finger.
    pub id: u64,
}

/// A force description of a [`Touch`] input.
#[derive(Debug, Clone, Copy, PartialEq, Reflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
    feature = "serialize",
    derive(serde::Serialize, serde::Deserialize),
    reflect(Serialize, Deserialize)
)]
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 hard, or not hard at all, depending on the device.
    Normalized(f64),
}

/// A phase of a [`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 canceled phase that indicates that
/// the system canceled the tracking of the finger.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy, Reflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
    feature = "serialize",
    derive(serde::Serialize, serde::Deserialize),
    reflect(Serialize, 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 canceled the tracking of the finger.
    ///
    /// This occurs when the window loses focus, or on iOS if the user moves the
    /// device against their face.
    Canceled,
}

/// 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
    }
}

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,
        }
    }
}

/// 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`].
#[derive(Debug, Clone, Default, Resource)]
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 canceled.
    just_canceled: 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)
    }

    /// Checks if any touch input was just pressed.
    pub fn any_just_pressed(&self) -> bool {
        !self.just_pressed.is_empty()
    }

    /// 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)
    }

    /// Checks if any touch input was just released.
    pub fn any_just_released(&self) -> bool {
        !self.just_released.is_empty()
    }

    /// 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()
    }

    /// Checks if any touch input was just canceled.
    pub fn any_just_canceled(&self) -> bool {
        !self.just_canceled.is_empty()
    }

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

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

    /// Retrieves the position of the first currently pressed touch, if any
    pub fn first_pressed_position(&self) -> Option<Vec2> {
        self.pressed.values().next().map(|t| t.position)
    }

    /// Processes a [`TouchInput`] event by updating the `pressed`, `just_pressed`,
    /// `just_released`, and `just_canceled` collections.
    fn process_touch_event(&mut self, event: &TouchInput) {
        match event.phase {
            TouchPhase::Started => {
                self.pressed.insert(event.id, event.into());
                self.just_pressed.insert(event.id, event.into());
            }
            TouchPhase::Moved => {
                if let Some(mut new_touch) = self.pressed.get(&event.id).cloned() {
                    new_touch.previous_position = new_touch.position;
                    new_touch.previous_force = new_touch.force;
                    new_touch.position = event.position;
                    new_touch.force = event.force;
                    self.pressed.insert(event.id, new_touch);
                }
            }
            TouchPhase::Ended => {
                // if touch `just_released`, add related event to it
                // the event position info is inside `pressed`, so use it unless not found
                if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
                    self.just_released.insert(event.id, v);
                } else {
                    self.just_released.insert(event.id, event.into());
                }
            }
            TouchPhase::Canceled => {
                // if touch `just_canceled`, add related event to it
                // the event position info is inside `pressed`, so use it unless not found
                if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
                    self.just_canceled.insert(event.id, v);
                } else {
                    self.just_canceled.insert(event.id, event.into());
                }
            }
        };
    }

    /// Clears the `just_pressed`, `just_released`, and `just_canceled` collections.
    ///
    /// This is not clearing the `pressed` collection, because it could incorrectly mark
    /// a touch input as not pressed even though 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_canceled.clear();
    }
}

/// 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>,
) {
    touch_state.update();

    for event in touch_input_events.read() {
        touch_state.process_touch_event(event);
    }
}

#[cfg(test)]
mod test {

    #[test]
    fn touch_update() {
        use crate::{touch::Touch, Touches};
        use bevy_math::Vec2;

        let mut touches = Touches::default();

        let touch_event = Touch {
            id: 4,
            start_position: Vec2::ZERO,
            start_force: None,
            previous_position: Vec2::ZERO,
            previous_force: None,
            position: Vec2::ZERO,
            force: None,
        };

        // Add a touch to `just_pressed`, 'just_released', and 'just canceled'

        touches.just_pressed.insert(4, touch_event);
        touches.just_released.insert(4, touch_event);
        touches.just_canceled.insert(4, touch_event);

        touches.update();

        // Verify that all the `just_x` maps are cleared
        assert!(touches.just_pressed.is_empty());
        assert!(touches.just_released.is_empty());
        assert!(touches.just_canceled.is_empty());
    }

    #[test]
    fn touch_process() {
        use crate::{touch::TouchPhase, TouchInput, Touches};
        use bevy_math::Vec2;

        let mut touches = Touches::default();

        // Test adding a `TouchPhase::Started`

        let touch_event = TouchInput {
            phase: TouchPhase::Started,
            position: Vec2::splat(4.0),
            force: None,
            id: 4,
        };

        touches.update();
        touches.process_touch_event(&touch_event);

        assert!(touches.pressed.get(&touch_event.id).is_some());
        assert!(touches.just_pressed.get(&touch_event.id).is_some());

        // Test adding a `TouchPhase::Moved`

        let moved_touch_event = TouchInput {
            phase: TouchPhase::Moved,
            position: Vec2::splat(5.0),
            force: None,
            id: touch_event.id,
        };

        touches.update();
        touches.process_touch_event(&moved_touch_event);

        assert_eq!(
            touches
                .pressed
                .get(&moved_touch_event.id)
                .expect("Missing from pressed after move.")
                .previous_position,
            touch_event.position
        );

        // Test cancelling an event

        let cancel_touch_event = TouchInput {
            phase: TouchPhase::Canceled,
            position: Vec2::ONE,
            force: None,
            id: touch_event.id,
        };

        touches.update();
        touches.process_touch_event(&cancel_touch_event);

        assert!(touches.just_canceled.get(&touch_event.id).is_some());
        assert!(touches.pressed.get(&touch_event.id).is_none());

        // Test ending an event

        let end_touch_event = TouchInput {
            phase: TouchPhase::Ended,
            position: Vec2::splat(4.0),
            force: None,
            id: touch_event.id,
        };

        touches.update();
        touches.process_touch_event(&touch_event);
        touches.process_touch_event(&moved_touch_event);
        touches.process_touch_event(&end_touch_event);

        assert!(touches.just_released.get(&touch_event.id).is_some());
        assert!(touches.pressed.get(&touch_event.id).is_none());
        let touch = touches.just_released.get(&touch_event.id).unwrap();
        // Make sure the position is updated from TouchPhase::Moved and TouchPhase::Ended
        assert!(touch.previous_position != touch.position);
    }

    #[test]
    fn touch_pressed() {
        use crate::{touch::TouchPhase, TouchInput, Touches};
        use bevy_math::Vec2;

        let mut touches = Touches::default();

        let touch_event = TouchInput {
            phase: TouchPhase::Started,
            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.get_pressed(touch_event.id).is_some());
        assert!(touches.just_pressed(touch_event.id));
        assert_eq!(touches.iter().count(), 1);
    }

    #[test]
    fn touch_released() {
        use crate::{touch::TouchPhase, TouchInput, Touches};
        use bevy_math::Vec2;

        let mut touches = Touches::default();

        let touch_event = TouchInput {
            phase: TouchPhase::Ended,
            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.get_released(touch_event.id).is_some());
        assert!(touches.just_released(touch_event.id));
        assert_eq!(touches.iter_just_released().count(), 1);
    }

    #[test]
    fn touch_canceled() {
        use crate::{touch::TouchPhase, TouchInput, Touches};
        use bevy_math::Vec2;

        let mut touches = Touches::default();

        let touch_event = TouchInput {
            phase: TouchPhase::Canceled,
            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_canceled(touch_event.id));
        assert_eq!(touches.iter_just_canceled().count(), 1);
    }
}