how can i conform touches to a touch pad??

hi there…
i’m trying to make a small game where my player runs along a track… now using swipe commands i make him jump to the separate tracks… the problem i’m having is that i want the swipes to be only recognised on a touch pad… so hat i’ve done is create a gui texture gameobject as a touchpad and attached my script… however this doesnt work… my swipes are still being recognised on the whole screen not just the texure…
can someone tell what i’m doing wrong here please??
her is a copy of my script if your need to look at it …

var player : Transform;

var StartPos : Vector2;
var SwipeID : int = -1;
var minMovement :float = 20.0f;


function Start () 
{
	player.animation.Play("run");
}

function Update ()
{
    for (var T in Input.touches)
    {
       var P = T.position;
       if (T.phase == TouchPhase.Began && SwipeID == -1)
       {
         SwipeID = T.fingerId;
         StartPos = P;
       }
       else if (T.fingerId == SwipeID)
       {
         var delta = P - StartPos;
         if (T.phase == TouchPhase.Moved && delta.magnitude > minMovement)
         {
          SwipeID = -1;
          if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y))
          {
              if (delta.x > 0)
              {
                 Goright();
                 Debug.Log("swipe right");
              }  
              else
              {
                 Debug.Log("swipe left");
                 Goleft();
              }
                 
          }
          else
          {
              if (delta.y > 0)
              Debug.Log("swipe up");
              Jump();
            
          }
         }
         else if (T.phase == TouchPhase.Canceled || T.phase == TouchPhase.Ended)
          SwipeID = -1;
       } 
    }
}  

function Goleft()
{
	if (player.position.x == 	2)
	{
		player.position.x = 0;
	}
	else if (player.position.x == 0)
	{
		player.position.x = -2;
	}

}

function Goright()
{
	if (player.position.x == -2)
	{
		player.position.x = 0;
	}
	else if (player.position.x == 0)
	{
		player.position.x = 2;
	}

} 
function Jump()
{
	player.position.y = 1.5;
	yield WaitForSeconds(2);
	player.position.y = 1;

}

Use Rect.Contains, HitTest or raycasting with colliders.

//GUI and HitTest for instance:
if (T.phase == TouchPhase.Began && SwipeID == -1 && guiTexture.HitTest(P))