Input: touch input contract and touch control kinds
Maintainers usually reply within 1 day
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 42/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Active
- Tech stack
- csharp
- Domain
- desktop, mobile-dev
Research direction
Start with Engine/Core/Controls/IInputSource.cs and inspect BufferedInputSource and InputControl to understand the existing keyboard, mouse, and gamepad contracts. Then trace how input actions reach UI pointer events and review the Android plan task C5. Done means touch data and bindings are supported, primary touch can emulate mouse input, and fake-source tests verify the UI receives pointer events.
Written by the indexing model from the issue text.
Description
Current State
IInputSource (Engine/Core/Controls/IInputSource.cs) is keyboard, mouse and gamepad only, and InputControl kinds cover keys, mouse and gamepad.
Tasks
- Touch API: touches with id, phase, position, delta, pressure in
IInputSource/BufferedInputSource -
InputControltouch kinds and action bindings - Primary-touch-to-mouse emulation (setting)
- Unit tests with a fake source
Acceptance Criteria
- Tests pass; the UI receives emulated pointer events from touches in tests
Related
- Android plan task C5 · seniority Sr · mergeable now (.NET 10)
- Broader input work: #102
- Platform roadmap: #100
- Dominant language
- C#
- Stars
- 1
- Forks
- 1
- Avg merge
- 1h 29m
- Merged PRs (30d)
- 38
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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