CN109408055B - Cross-platform GUI touch event analysis method under Unity environment - Google Patents

Cross-platform GUI touch event analysis method under Unity environment Download PDF

Info

Publication number
CN109408055B
CN109408055B CN201811177893.1A CN201811177893A CN109408055B CN 109408055 B CN109408055 B CN 109408055B CN 201811177893 A CN201811177893 A CN 201811177893A CN 109408055 B CN109408055 B CN 109408055B
Authority
CN
China
Prior art keywords
touch
information
event
finger
state
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201811177893.1A
Other languages
Chinese (zh)
Other versions
CN109408055A (en
Inventor
宋大伟
邹黎盛
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
SUZHOU QINYOU NETWORK TECHNOLOGY Co.,Ltd.
Original Assignee
Suzhou Funny Friends Network Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Suzhou Funny Friends Network Technology Co Ltd filed Critical Suzhou Funny Friends Network Technology Co Ltd
Priority to CN201910572546.7A priority Critical patent/CN110597509B/en
Priority to CN201910572541.4A priority patent/CN110597499B/en
Priority to CN201811177893.1A priority patent/CN109408055B/en
Publication of CN109408055A publication Critical patent/CN109408055A/en
Application granted granted Critical
Publication of CN109408055B publication Critical patent/CN109408055B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/37Compiler construction; Parser generation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/38Creation or generation of source code for implementing user interfaces
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Abstract

The invention provides a cross-platform GUI touch event analysis method under a Unity environment, which solves the problem of integrating event management into a management layer by using a mechanism of single-case type to carry out entrusted event registration management and touch analysis distribution; the multi-platform touch analysis inherits the unified interface, the same interface is presented to the outside to realize different cross-platforms, and the multi-platform touch analysis is unified regardless of the mobile terminal or the PC terminal, so that more memories are not occupied. The Unity basic class is used as a scheme to realize the core, the performance optimization is better, little overhead is generated except initialization, and no other overhead is generated except normal analysis logic in the normal flow. Can be applied to mobile end platforms and PC end platforms.

Description

Cross-platform GUI touch event analysis method under Unity environment
Technical Field
The invention relates to the technical field of games, in particular to a cross-platform GUI touch event analysis method in a Unity environment.
Background
In the development of games in the Unity environment, parsing of touch events is required. The traditional solution is similar to unitiventtrigger, Easytouch. At present, the Unity time is the same, and the Unity time is not distributed to a logic management layer, but only distributed to the management layer of the Unity time, so that the Unity time is loose and inconvenient for the whole development. And different analysis interfaces are needed corresponding to different platforms, and the whole analysis process is more complicated.
Disclosure of Invention
To at least solve the problems of the prior art.
The invention creatively provides a cross-platform GUI touch event analysis method in a Unity environment, which can solve at least one or more of the technical problems.
A cross-platform GUI touch event parsing method in a Unity environment, wherein the method comprises the following steps:
step S101: a single instance of the touch resolution module is initialized,
creating a singleton of a touch resolution module during game initialization configured to: the function is used for defining a touch event, monitoring the touch event in real time and distributing the event when the touch event occurs;
step S102: the addition of a management class is carried out,
a management class for use in a game is created, the management class being received by a touch event configured as a GUI interface.
Step S103: a touch event that needs to be listened to is selected,
judging whether the touch event needs to be monitored or not according to the function requirement of the management class, and selecting the type of the touch event needing to be monitored;
step S104: defining a callback function, registering the callback function on a touch event delegate corresponding to a single instance of the touch analysis module,
defining a callback function in a management class according to self needs, and finishing monitoring of the touch event by a method of registering the callback function to a corresponding touch event delegate of a single instance of a touch analysis module;
step S105: the registered touch event is monitored for occurrence,
receiving and analyzing a touch event in each frame in a single case of a touch analysis module, and if the touch event occurs, triggering a corresponding event proxy;
step S106: the registration event callback is completed and,
after the touch event delegate is triggered, the callback function in the management class registered on the delegate is called, so as to achieve the function of feeding back the touch event.
The method has the advantages that the problem of integrating event management into a management layer is solved by using a mechanism of single-case type entrusted event registration management and touch analysis dispatching; the multi-platform touch analysis inherits the unified interface, the same interface is presented to the outside to realize different cross-platforms, and the multi-platform touch analysis is unified regardless of the mobile terminal or the PC terminal, so that more memories are not occupied. The Unity basic class is used as a scheme to realize the core, the performance optimization is better, little overhead is generated except initialization, and no other overhead is generated except normal analysis logic in the normal flow.
The invention also provides a cross-platform GUI touch event analysis method under the Unity environment, wherein when the platform is a mobile end platform, the method comprises the following steps:
step S201: initializing a data analysis class corresponding to the mobile terminal platform according to the platform;
step S202: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
step S203: resetting the finger information state, resetting the finger click information of the current frame before each frame is analyzed, and ensuring the independence of data;
step S204: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
step S2041: if the touch is finished or the touch is cancelled, the corresponding finger click information needs to be removed, so that the performance is improved;
step S2042: if no finger click information for finishing or canceling the touch exists, directly entering the next step;
step S205: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
step S206: the operation parameters are updated in real time, the touch analysis related parameters such as operation sensitivity and the like sometimes need to be dynamically modified in the game, and in order to meet the requirement, the operation parameters are updated in real time, so that the adaptability is improved;
step S207: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
step S208: refreshing click data, refreshing a data structure related to a touch data analysis class according to all the acquired touch information in the Unity input manager of the current frame, and storing the latest touch information for analyzing the touch state represented by the information in the next step;
step S209: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
step S2010: it is determined whether the number of touches is greater than 1,
step S20101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed; the two-finger state is currently mainly resolved into click start, two-finger distance shortening, two-finger distance enlarging, two-finger rotation, click end, and the like.
Step S20102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed; the single-finger state is mainly analyzed into click, long press, drag and the like at present, and corresponds to events corresponding to start, continuous neutralization and end.
The two-finger touch and the single-finger touch contain different touch events, so separate resolution is required.
Step S2011: transmitting a corresponding event according to the parsed state,
after each frame of touch data is analyzed, the corresponding event entrusts are called according to the analyzed touch event types, and the objects which register the callback functions in the corresponding event entrusts in the game receive the generated touch events and perform corresponding operations on the touch events.
The invention also provides a cross-platform GUI touch event analysis method under the Unity environment, wherein when the platform is a PC end platform, the method comprises the following steps:
step S301: initializing a data analysis class corresponding to the PC end platform according to the platform;
step S302: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
step S303: resetting the finger information state, resetting the click information of the current frame before each frame is analyzed, and ensuring the independence of data;
step S304: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
step S3041: if the touch is finished or the touch is cancelled, the corresponding finger click information needs to be removed, so that the performance is improved;
step S3042: if no finger click information for finishing or canceling the touch exists, directly entering the next step;
step S305: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
step S306: the operation parameters are updated in real time, the touch analysis related parameters such as operation sensitivity and the like sometimes need to be dynamically modified in the game, and in order to meet the requirement, the operation parameters are updated in real time, so that the adaptability is improved;
step S307: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
step S308: determining whether click information received by the current frame needs to be simulated into double-finger information or not according to the left key or the right key of the mouse;
step S3081: if the mouse click is a left button, simulating single-finger information, and storing the current mouse click information in a corresponding data structure;
step S3082: if the gesture is a right button, simulating double-finger information, and determining whether to generate simulated click information according to the state of the current gesture so as to assist the current mouse click information to complete corresponding double-finger analysis operation;
step S309: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
step S3010: it is determined whether the number of touches is greater than 1,
step S30101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed; the two-finger state is currently mainly resolved into click start, two-finger distance shortening, two-finger distance enlarging, two-finger rotation, click end, and the like.
Step S30102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed; the single-finger state is mainly analyzed into click, long press, drag and the like at present, and the single-finger state corresponds to events corresponding to start, continuous neutralization and end and the like.
The two-finger touch and the single-finger touch contain different touch events, so separate resolution is required.
Step S3011: transmitting a corresponding event according to the parsed state,
after each frame of touch data is analyzed, the corresponding event entrusts are called according to the analyzed touch event types, and the objects which register the callback functions in the corresponding event entrusts in the game receive the generated touch events and perform corresponding operations on the touch events.
Meanwhile, the present invention also provides a non-volatile computer storage medium storing a computer-executable program for performing the cross-platform GUI touch event parsing method in the Unity environment as described above, wherein the storage medium includes but is not limited to ROM, RAM, a general hard disk, a usb disk, or a floppy disk:
the method has the advantages that the method can be used for storing corresponding programs only, and after the corresponding executable programs are stored through the storage medium, the corresponding executable programs can be conveniently installed in the corresponding servers, so that cross-platform GUI touch events in the Unity environment can be rapidly analyzed. The performance optimization is better, a little overhead is generated except initialization, and no other overhead is generated except normal analysis logic in the normal flow.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and those skilled in the art can also obtain other drawings according to the drawings without creative efforts.
FIG. 1 is a flowchart of a cross-platform GUI touch event parsing method in a Unity environment according to an embodiment of the present invention;
fig. 2 is a flowchart of a cross-platform GUI touch event analysis method under a Unity environment under a mobile platform according to an embodiment of the present invention;
fig. 3 is a flowchart of a cross-platform GUI touch event parsing method under Unity environment in a PC-side platform according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The cross-platform GUI touch event analysis method under the Unity environment provided by the embodiment of the invention can solve at least one or more of the technical problems.
As shown in fig. 1, a cross-platform GUI touch event parsing method in a Unity environment, wherein the method comprises the following steps:
step S101: a single instance of the touch resolution module is initialized,
creating a singleton of a touch resolution module during game initialization configured to: the function is used for defining a touch event, monitoring the touch event in real time and distributing the event when the touch event occurs;
step S102: the addition of a management class is carried out,
a management class for use in a game is created, the management class being received by a touch event configured as a GUI interface.
Step S103: a touch event that needs to be listened to is selected,
judging whether the touch event needs to be monitored or not according to the function requirement of the management class, and selecting the type of the touch event needing to be monitored;
step S104: defining a callback function, registering the callback function on a touch event delegate corresponding to a single instance of the touch analysis module,
defining a callback function in a management class according to self needs, and finishing monitoring of the touch event by a method of registering the callback function to a corresponding touch event delegate of a single instance of a touch analysis module;
step S105: the registered touch event is monitored for occurrence,
receiving and analyzing a touch event in each frame in a single case of a touch analysis module, and if the touch event occurs, triggering a corresponding event proxy;
step S106: the registration event callback is completed and,
after the touch event delegate is triggered, the callback function in the management class registered on the delegate is called, so as to achieve the function of feeding back the touch event.
The method has the advantages that the problem of integrating event management into a management layer is solved by using a mechanism of single-case type entrusted event registration management and touch analysis dispatching; the multi-platform touch analysis inherits the unified interface, the same interface is presented to the outside to realize different cross-platforms, and the multi-platform touch analysis is unified regardless of the mobile terminal or the PC terminal, so that more memories are not occupied. The Unity basic class is used as a scheme to realize the core, the performance optimization is better, little overhead is generated except initialization, and no other overhead is generated except normal analysis logic in the normal flow.
Specifically, as shown in fig. 2, the cross-platform GUI touch event parsing method in the Unity environment includes, when the platform is a mobile-end platform, the following steps:
step S201: initializing a data analysis class corresponding to the mobile terminal platform according to the platform;
step S202: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
step S203: resetting the finger information state, resetting the finger click information of the current frame before each frame is analyzed, and ensuring the independence of data;
step S204: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
step S2041: if the touch is finished or the touch is cancelled, the corresponding finger click information needs to be removed, so that the performance is improved;
step S2042: if no finger click information for finishing or canceling the touch exists, directly entering the next step;
step S205: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
step S206: the operation parameters are updated in real time, the touch analysis related parameters such as operation sensitivity and the like sometimes need to be dynamically modified in the game, and in order to meet the requirement, the operation parameters are updated in real time, so that the adaptability is improved;
step S207: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
step S208: refreshing click data, refreshing a data structure related to a touch data analysis class according to all the acquired touch information in the Unity input manager of the current frame, and storing the latest touch information for analyzing the touch state represented by the information in the next step;
step S209: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
step S2010: it is determined whether the number of touches is greater than 1,
step S20101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed; the two-finger state is currently mainly resolved into click start, two-finger distance shortening, two-finger distance enlarging, two-finger rotation, click end, and the like.
Step S20102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed; the single-finger state is mainly analyzed into click, long press, drag and the like at present, and corresponds to events corresponding to start, continuous neutralization and end.
The two-finger touch and the single-finger touch contain different touch events, so separate resolution is required.
Step S2011: transmitting a corresponding event according to the parsed state,
after each frame of touch data is analyzed, the corresponding event entrusts are called according to the analyzed touch event types, and the objects which register the callback functions in the corresponding event entrusts in the game receive the generated touch events and perform corresponding operations on the touch events.
Specifically, as shown in fig. 3, the cross-platform GUI touch event parsing method in the Unity environment includes, when the platform is a PC-side platform, the following steps:
step S301: initializing a data analysis class corresponding to the PC end platform according to the platform;
step S302: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
step S303: resetting the finger information state, resetting the click information of the current frame before each frame is analyzed, and ensuring the independence of data;
step S304: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
step S3041: if the touch is finished or the touch is cancelled, the corresponding finger click information needs to be removed, so that the performance is improved;
step S3042: if no finger click information for finishing or canceling the touch exists, directly entering the next step;
step S305: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
step S306: the operation parameters are updated in real time, the touch analysis related parameters such as operation sensitivity and the like sometimes need to be dynamically modified in the game, and in order to meet the requirement, the operation parameters are updated in real time, so that the adaptability is improved;
step S307: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
step S308: determining whether click information received by the current frame needs to be simulated into double-finger information or not according to the left key or the right key of the mouse;
step S3081: if the mouse click is a left button, simulating single-finger information, and storing the current mouse click information in a corresponding data structure;
step S3082: if the gesture is a right button, simulating double-finger information, and determining whether to generate simulated click information according to the state of the current gesture so as to assist the current mouse click information to complete corresponding double-finger analysis operation;
step S309: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
step S3010: it is determined whether the number of touches is greater than 1,
step S30101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed; the two-finger state is currently mainly resolved into click start, two-finger distance shortening, two-finger distance enlarging, two-finger rotation, click end, and the like.
Step S30102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed; the single-finger state is mainly analyzed into click, long press, drag and the like at present, and corresponds to events corresponding to start, continuous neutralization and end.
The two-finger touch and the single-finger touch contain different touch events, so separate resolution is required.
Step S3011: transmitting a corresponding event according to the parsed state,
after each frame of touch data is analyzed, the corresponding event entrusts are called according to the analyzed touch event types, and the objects which register the callback functions in the corresponding event entrusts in the game receive the generated touch events and perform corresponding operations on the touch events.
Meanwhile, the present invention also provides a non-volatile computer storage medium storing a computer-executable program for performing the cross-platform GUI touch event parsing method in the Unity environment as described above, wherein the storage medium includes but is not limited to ROM, RAM, a general hard disk, a usb disk, or a floppy disk:
the method has the advantages that the method can be used for storing corresponding programs only, and after the corresponding executable programs are stored through the storage medium, the corresponding executable programs can be conveniently installed in the corresponding servers, so that cross-platform GUI touch events in the Unity environment can be rapidly analyzed. The performance optimization is better, a little overhead is generated except initialization, and no other overhead is generated except normal analysis logic in the normal flow.
Finally, it should be noted that: the above examples are only intended to illustrate the technical solution of the present invention, but not to limit it; although the present invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (2)

  1. A cross-platform GUI touch event parsing method in a Unity environment, wherein the method comprises the steps of:
    step S101: a single instance of the touch resolution module is initialized,
    creating a singleton of a touch resolution module during game initialization configured to: the function is used for defining a touch event, monitoring the touch event in real time and distributing the event when the touch event occurs;
    step S102: the addition of a management class is carried out,
    creating a management class for use in a game, the management class configured to receive a touch event of a GUI interface;
    step S103: a touch event that needs to be listened to is selected,
    judging whether the touch event needs to be monitored or not according to the function requirement of the management class, and selecting the type of the touch event needing to be monitored;
    step S104: defining a callback function, registering the callback function on a touch event delegate corresponding to a single instance of the touch analysis module,
    defining a callback function in a management class according to self needs, and finishing monitoring of the touch event by a method of registering the callback function to a corresponding touch event delegate of a single instance of a touch analysis module;
    step S105: the registered touch event is monitored for occurrence,
    receiving and analyzing a touch event in each frame in a single case of a touch analysis module, and if the touch event occurs, triggering a corresponding event proxy;
    step S106: the registration event callback is completed and,
    after the touch event entrustment is triggered, a callback function in the management class registered on the entrustment is called so as to achieve the function of feeding back the touch event;
    when the platform is a mobile terminal platform, the method comprises the following steps:
    step S201: initializing a data analysis class corresponding to the mobile terminal platform according to the platform;
    step S202: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
    step S203: resetting the finger information state, resetting the finger click information of the current frame before each frame is analyzed, and ensuring the independence of data;
    step S204: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
    if there is finger click information that the touch has been ended or the touch has been cancelled, step S2041: the corresponding finger click information needs to be removed, so that the performance is improved;
    if no finger click information for finishing or canceling the touch exists, directly entering the next step;
    step S205: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
    step S206: updating the operation parameters in real time;
    step S207: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
    step S208: refreshing click data, refreshing a data structure related to a touch data analysis class according to all the acquired touch information in the Unity input manager of the current frame, and storing the latest touch information for analyzing the touch state represented by the information in the next step;
    step S209: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
    step S2010: it is determined whether the number of touches is greater than 1,
    step S20101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed;
    step S20102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed;
    step S2011: transmitting a corresponding event according to the parsed state,
    after each frame of touch data is analyzed, calling a corresponding event delegate according to the type of the analyzed touch event, and enabling an object which registers a callback function in the corresponding event delegate in a game to receive the generated touch event and perform corresponding operation on the touch event;
    when the platform is a PC end platform, the method comprises the following steps:
    step S301: initializing a data analysis class corresponding to the PC end platform according to the platform;
    step S302: monitoring touch information in real time, and monitoring touch or click input of a Unity end in real time through Update in a touch data analysis class;
    step S303: resetting the finger information state, resetting the click information of the current frame before each frame is analyzed, and ensuring the independence of data;
    step S304: judging whether finger click information which finishes touching or cancels touching exists according to the analysis result of the previous frame,
    if there is finger click information that the touch has been ended or the touch has been cancelled, step S3041: the corresponding finger click information needs to be removed, so that the performance is improved;
    if no finger click information for finishing or canceling the touch exists, directly entering the next step;
    step S305: storing the touch state of the previous frame for comparing with the touch information of the current frame in touch analysis, and resetting the touch state of the current frame to ensure the data correctness in analysis;
    step S306: updating the operation parameters in real time;
    step S307: updating touch information, and acquiring all touch information in the Unity input manager of the current frame;
    step S308: determining whether click information received by the current frame needs to be simulated into double-finger information or not according to the left key or the right key of the mouse;
    step S3081: if the mouse click is a left button, simulating single-finger information, and storing the current mouse click information in a corresponding data structure;
    step S3082: if the gesture is a right button, simulating double-finger information, and determining whether to generate simulated click information according to the state of the current gesture so as to assist the current mouse click information to complete corresponding double-finger analysis operation;
    step S309: analyzing the touch state, and analyzing the current touch number and the touch state according to the touch information stored in the related data structure;
    step S3010: it is determined whether the number of touches is greater than 1,
    step S30101: if the touch number is larger than 1, the current touch information is double-finger touch, and a corresponding double-finger state is analyzed;
    step S30102: if the touch number is equal to 1, the touch is a single-finger touch, and a corresponding single-finger state is analyzed;
    step S3011: transmitting a corresponding event according to the parsed state,
    after each frame of touch data is analyzed, the corresponding event entrusts are called according to the analyzed touch event types, and the objects which register the callback functions in the corresponding event entrusts in the game receive the generated touch events and perform corresponding operations on the touch events.
  2. 2. A non-volatile computer storage medium storing a computer executable program for performing the cross-platform GUI touch event parsing method in the Unity environment as claimed in claim 1, the storage medium including but not limited to ROM, RAM, a general hard disk, a usb disk, or a floppy disk.
CN201811177893.1A 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method under Unity environment Active CN109408055B (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CN201910572546.7A CN110597509B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201910572541.4A CN110597499B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201811177893.1A CN109408055B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method under Unity environment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201811177893.1A CN109408055B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method under Unity environment

Related Child Applications (2)

Application Number Title Priority Date Filing Date
CN201910572541.4A Division CN110597499B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201910572546.7A Division CN110597509B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment

Publications (2)

Publication Number Publication Date
CN109408055A CN109408055A (en) 2019-03-01
CN109408055B true CN109408055B (en) 2020-02-21

Family

ID=65467338

Family Applications (3)

Application Number Title Priority Date Filing Date
CN201910572546.7A Active CN110597509B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201910572541.4A Active CN110597499B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201811177893.1A Active CN109408055B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method under Unity environment

Family Applications Before (2)

Application Number Title Priority Date Filing Date
CN201910572546.7A Active CN110597509B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment
CN201910572541.4A Active CN110597499B (en) 2018-10-10 2018-10-10 Cross-platform GUI touch event analysis method in Unity environment

Country Status (1)

Country Link
CN (3) CN110597509B (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110362309B (en) * 2019-07-23 2023-09-08 深圳前海微众银行股份有限公司 Front-end project development method, device, equipment and computer readable storage medium
CN111723473A (en) * 2020-05-30 2020-09-29 同济大学 Three-dimensional visual collaborative simulation system

Family Cites Families (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW200919210A (en) * 2007-07-18 2009-05-01 Steven Kays Adaptive electronic design
US9865125B2 (en) * 2010-11-15 2018-01-09 Bally Gaming, Inc. System and method for augmented reality gaming
CN103034427B (en) * 2011-10-10 2016-03-30 阿里巴巴集团控股有限公司 A kind of touch-screen page turning method, device and a kind of touch panel device
JP6157080B2 (en) * 2012-09-14 2017-07-05 キヤノン株式会社 Data processing apparatus, data processing method, and program
TWI475472B (en) * 2012-12-19 2015-03-01 Inventec Corp System for drawing on touch screen and method thereof
CN103176659A (en) * 2013-03-28 2013-06-26 成都信息工程学院 Touch response accelerating method based on mobile web
US9513741B2 (en) * 2013-08-22 2016-12-06 Texas Instruments Incorporated Low noise capacitive sensor with integrated bandpass filter
CN104571712B (en) * 2015-01-26 2017-10-20 昆山龙腾光电有限公司 Touch control display apparatus and touch-screen setting-out display methods
CN104991763B (en) * 2015-06-04 2018-02-13 珠海金山网络游戏科技有限公司 A kind of general interface Behavior- Based control system
KR20170029900A (en) * 2015-09-08 2017-03-16 엘지전자 주식회사 Mobile terminal and method for controlling the same
WO2017077351A1 (en) * 2015-11-05 2017-05-11 Bálint Géza Hand held electronic device with an air mouse
CN107015637B (en) * 2016-10-27 2020-05-05 阿里巴巴集团控股有限公司 Input method and device in virtual reality scene
JP2018116605A (en) * 2017-01-20 2018-07-26 キヤノン株式会社 Display control device and display control method
CN106959808A (en) * 2017-03-29 2017-07-18 王征 A kind of system and method based on gesture control 3D models
CN107357586B (en) * 2017-07-14 2018-06-05 腾讯科技(深圳)有限公司 Control method, device and the equipment of application program
CN108363494A (en) * 2018-04-13 2018-08-03 北京理工大学 A kind of mouse input system based on virtual reality system

Also Published As

Publication number Publication date
CN110597499A (en) 2019-12-20
CN110597509A (en) 2019-12-20
CN110597509B (en) 2023-10-03
CN109408055A (en) 2019-03-01
CN110597499B (en) 2023-10-03

Similar Documents

Publication Publication Date Title
US10817157B2 (en) User interface for database management services
US11860818B2 (en) System and method for provisioning databases in a hyperconverged infrastructure system
US9813297B2 (en) Application scenario identification method, power consumption management method, apparatus, and terminal device
US20200210378A1 (en) System and method for protecting databases in a hyperconverged infrastructure system
CN107430522B (en) Virtual machine system
CN109408055B (en) Cross-platform GUI touch event analysis method under Unity environment
WO2018059280A1 (en) Method and terminal for allocating system resource to application
US7661031B2 (en) Correlating macro and error data for debugging program error event
CN107846511A (en) A kind of method, terminal and computer-readable recording medium for accessing moving advertising
US20120102462A1 (en) Parallel test execution
CN113032273B (en) Application program debugging method and device, computer equipment and storage medium
CN107491324A (en) A kind of method and terminal for installing application program
JP2016525248A (en) Method and terminal for changing keys of touch keyboard
US9612863B2 (en) Hardware device for accelerating the execution of a systemC simulation in a dynamic manner during the simulation
CN110618797B (en) Method and device for generating character trotting horse lamp and terminal equipment
CN111385661B (en) Method, device, terminal and storage medium for voice control of full screen playing
CN108628620B (en) POS application development implementation method and device, computer equipment and storage medium
US20110035760A1 (en) Window Server Event Taps
CN114461223A (en) Code generation method and device and terminal equipment
KR20140036731A (en) Development method and system of application program
CN111221723A (en) Test record generation method and device, storage medium and electronic equipment
US11604718B1 (en) Profiling by unwinding stacks from kernel space using exception handling data
CN111382032A (en) State display method, system, device and readable storage medium
CN115629678A (en) Touch information processing method, device, equipment and storage medium
JP5151792B2 (en) Distributed development management program

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant
TR01 Transfer of patent right
TR01 Transfer of patent right

Effective date of registration: 20211008

Address after: 215000 12F, friendship time building, No. 68, Qitai Road, Suzhou Industrial Park, Suzhou area, China (Jiangsu) pilot Free Trade Zone, Suzhou, Jiangsu

Patentee after: SUZHOU QINYOU NETWORK TECHNOLOGY Co.,Ltd.

Address before: Building 22, Suhua Science Park, 208 Tongyuan Road, Suzhou Industrial Park, 215000, Jiangsu Province

Patentee before: SUZHJOU GAME FRIEND NETWORK TECHNOLOGY Co.,Ltd.