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Assets/Tests/InputSystem/Plugins/UITests.cs

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1720,7 +1720,6 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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scene.leftChildReceiver.events.Clear();
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Assert.That(scene.eventSystem.IsPointerOverGameObject(), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(touchScreen.deviceId), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(1), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(2), Is.False);
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@@ -1733,7 +1732,6 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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var pointerIdTouch2 = ExtendedPointerEventData.MakePointerIdForTouch(touchScreen.deviceId, 2);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(touchScreen.deviceId), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(1), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(2), Is.False);
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@@ -1763,7 +1761,6 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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yield return null;
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Assert.That(scene.eventSystem.IsPointerOverGameObject(), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(touchScreen.deviceId), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(1), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(2), Is.True);
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@@ -1799,7 +1796,6 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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yield return null;
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Assert.That(scene.eventSystem.IsPointerOverGameObject(), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(touchScreen.deviceId), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(1), Is.True);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(2), Is.True);
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@@ -1826,7 +1822,6 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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yield return null;
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Assert.That(scene.eventSystem.IsPointerOverGameObject(), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(touchScreen.deviceId), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(1), Is.False);
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Assert.That(scene.eventSystem.IsPointerOverGameObject(2), Is.False);
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Packages/com.unity.inputsystem/CHANGELOG.md

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Original file line numberDiff line numberDiff line change
@@ -11,18 +11,18 @@ however, it has to be formatted properly to pass verification tests.
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## [Unreleased] - yyyy-mm-dd
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### Fixed
14-
- Fixed an issue causing the Action context menu to not show on right click when right clicking an action in the Input Action Editor [ISXB-1134](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1134).
14+
- Fixed an issue causing the Action context menu to not show on right click when right clicking an action in the Input Action Editor. [ISXB-1134](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1134).
15+
- Fixed pointerId staying the same when simultaneously releasing and then pressing in the same frame on mobile using touch. [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-845)
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## [1.11.2] - 2024-10-16
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### Fixed
1920
- Fixed touch pointers being released twice causing an index out of bounds error. [ISXB-687](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-687)
2021
- Fixed `NullReferenceException` from disconnecting and reconnecting a GXDKGamepad.
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- Fixed wrong mapping of Xbox Series S|X and Xbox One wireless controllers "View" button on macOS.[ISXB-385](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-385)
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- Fixed "AnalyticsResult" errors on consoles [ISXB-1107]
23+
- Fixed "AnalyticsResult" errors on consoles. [ISXB-1107]
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- Fixed wrong `Display Index` value for touchscreen events.[ISXB-1101](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1101)
24-
- Fixed event handling when using Fixed Update processing where WasPressedThisFrame could appear to true for consecutive frames [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1006)
25-
- Fixed pointerId staying the same when simultaneously releasing and then pressing in the same frame on mobile using touch [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-845)
25+
- Fixed event handling when using Fixed Update processing where WasPressedThisFrame could appear to true for consecutive frames. [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1006)
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2727
### Added
2828
- Added the display of the device flag `CanRunInBackground` in device debug view.
@@ -32,7 +32,7 @@ however, it has to be formatted properly to pass verification tests.
3232
- Removed a redundant warning when using fallback code to parse a HID descriptor. (UUM-71260)
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### Changed
35-
- Removed the InputManager to InputSystem project-wide asset migration code for performance improvement (ISX-2086)
35+
- Removed the InputManager to InputSystem project-wide asset migration code for performance improvement. (ISX-2086)
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## [1.11.1] - 2024-09-26
3838

Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1746,8 +1746,7 @@ private int GetPointerStateIndexFor(InputControl control, bool createIfNotExists
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ref var pointerState = ref GetPointerStateForIndex(touchControlIndex);
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if (!(pointerTouchControl is TouchControl) ||
1749-
(pointerTouchControl is TouchControl &&
1750-
pointerState.eventData.touchId == ((TouchControl)pointerTouchControl).touchId.value))
1749+
(pointerState.eventData.touchId == ((TouchControl)pointerTouchControl).touchId.value))
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{
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// For touches, we cache a reference to the control of a pointer so that we don't
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// have to continuously do ReadValue() on the touch ID control.

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