PO/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/PointerInputModule.cs

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using System.Collections.Generic;
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using System.Text;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
/// <summary>
/// A BaseInputModule for pointer input.
/// </summary>
public abstract class PointerInputModule : BaseInputModule
{
/// <summary>
/// Id of the cached left mouse pointer event.
/// </summary>
public const int kMouseLeftId = -1;
/// <summary>
/// Id of the cached right mouse pointer event.
/// </summary>
public const int kMouseRightId = -2;
/// <summary>
/// Id of the cached middle mouse pointer event.
/// </summary>
public const int kMouseMiddleId = -3;
/// <summary>
/// Touch id for when simulating touches on a non touch device.
/// </summary>
public const int kFakeTouchesId = -4;
protected Dictionary<int, PointerEventData> m_PointerData = new Dictionary<int, PointerEventData>();
/// <summary>
/// Search the cache for currently active pointers, return true if found.
/// </summary>
/// <param name="id">Touch ID</param>
/// <param name="data">Found data</param>
/// <param name="create">If not found should it be created</param>
/// <returns>True if pointer is found.</returns>
protected bool GetPointerData(int id, out PointerEventData data, bool create)
{
if (!m_PointerData.TryGetValue(id, out data) && create)
{
data = new PointerEventData(eventSystem)
{
pointerId = id,
};
m_PointerData.Add(id, data);
return true;
}
return false;
}
/// <summary>
/// Remove the PointerEventData from the cache.
/// </summary>
protected void RemovePointerData(PointerEventData data)
{
m_PointerData.Remove(data.pointerId);
}
/// <summary>
/// Given a touch populate the PointerEventData and return if we are pressed or released.
/// </summary>
/// <param name="input">Touch being processed</param>
/// <param name="pressed">Are we pressed this frame</param>
/// <param name="released">Are we released this frame</param>
/// <returns></returns>
protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
{
PointerEventData pointerData;
var created = GetPointerData(input.fingerId, out pointerData, true);
pointerData.Reset();
pressed = created || (input.phase == TouchPhase.Began);
released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);
if (created)
pointerData.position = input.position;
if (pressed)
pointerData.delta = Vector2.zero;
else
pointerData.delta = input.position - pointerData.position;
pointerData.position = input.position;
pointerData.button = PointerEventData.InputButton.Left;
if (input.phase == TouchPhase.Canceled)
{
pointerData.pointerCurrentRaycast = new RaycastResult();
}
else
{
eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
pointerData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
}
return pointerData;
}
/// <summary>
/// Copy one PointerEventData to another.
/// </summary>
protected void CopyFromTo(PointerEventData @from, PointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
}
/// <summary>
/// Given a mouse button return the current state for the frame.
/// </summary>
/// <param name="buttonId">Mouse button ID</param>
protected PointerEventData.FramePressState StateForMouseButton(int buttonId)
{
var pressed = input.GetMouseButtonDown(buttonId);
var released = input.GetMouseButtonUp(buttonId);
if (pressed && released)
return PointerEventData.FramePressState.PressedAndReleased;
if (pressed)
return PointerEventData.FramePressState.Pressed;
if (released)
return PointerEventData.FramePressState.Released;
return PointerEventData.FramePressState.NotChanged;
}
protected class ButtonState
{
private PointerEventData.InputButton m_Button = PointerEventData.InputButton.Left;
public MouseButtonEventData eventData
{
get { return m_EventData; }
set { m_EventData = value; }
}
public PointerEventData.InputButton button
{
get { return m_Button; }
set { m_Button = value; }
}
private MouseButtonEventData m_EventData;
}
protected class MouseState
{
private List<ButtonState> m_TrackedButtons = new List<ButtonState>();
public bool AnyPressesThisFrame()
{
var trackedButtonsCount = m_TrackedButtons.Count;
for (int i = 0; i < trackedButtonsCount; i++)
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{
if (m_TrackedButtons[i].eventData.PressedThisFrame())
return true;
}
return false;
}
public bool AnyReleasesThisFrame()
{
var trackedButtonsCount = m_TrackedButtons.Count;
for (int i = 0; i < trackedButtonsCount; i++)
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{
if (m_TrackedButtons[i].eventData.ReleasedThisFrame())
return true;
}
return false;
}
public ButtonState GetButtonState(PointerEventData.InputButton button)
{
ButtonState tracked = null;
var trackedButtonsCount = m_TrackedButtons.Count;
for (int i = 0; i < trackedButtonsCount; i++)
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{
if (m_TrackedButtons[i].button == button)
{
tracked = m_TrackedButtons[i];
break;
}
}
if (tracked == null)
{
tracked = new ButtonState { button = button, eventData = new MouseButtonEventData() };
m_TrackedButtons.Add(tracked);
}
return tracked;
}
public void SetButtonState(PointerEventData.InputButton button, PointerEventData.FramePressState stateForMouseButton, PointerEventData data)
{
var toModify = GetButtonState(button);
toModify.eventData.buttonState = stateForMouseButton;
toModify.eventData.buttonData = data;
}
}
/// <summary>
/// Information about a mouse button event.
/// </summary>
public class MouseButtonEventData
{
/// <summary>
/// The state of the button this frame.
/// </summary>
public PointerEventData.FramePressState buttonState;
/// <summary>
/// Pointer data associated with the mouse event.
/// </summary>
public PointerEventData buttonData;
/// <summary>
/// Was the button pressed this frame?
/// </summary>
public bool PressedThisFrame()
{
return buttonState == PointerEventData.FramePressState.Pressed || buttonState == PointerEventData.FramePressState.PressedAndReleased;
}
/// <summary>
/// Was the button released this frame?
/// </summary>
public bool ReleasedThisFrame()
{
return buttonState == PointerEventData.FramePressState.Released || buttonState == PointerEventData.FramePressState.PressedAndReleased;
}
}
private readonly MouseState m_MouseState = new MouseState();
/// <summary>
/// Return the current MouseState. Using the default pointer.
/// </summary>
protected virtual MouseState GetMousePointerEventData()
{
return GetMousePointerEventData(0);
}
/// <summary>
/// Return the current MouseState.
/// </summary>
protected virtual MouseState GetMousePointerEventData(int id)
{
// Populate the left button...
PointerEventData leftData;
var created = GetPointerData(kMouseLeftId, out leftData, true);
leftData.Reset();
if (created)
leftData.position = input.mousePosition;
Vector2 pos = input.mousePosition;
if (Cursor.lockState == CursorLockMode.Locked)
{
// We don't want to do ANY cursor-based interaction when the mouse is locked
leftData.position = new Vector2(-1.0f, -1.0f);
leftData.delta = Vector2.zero;
}
else
{
leftData.delta = pos - leftData.position;
leftData.position = pos;
}
leftData.scrollDelta = input.mouseScrollDelta;
leftData.button = PointerEventData.InputButton.Left;
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
// copy the apropriate data into right and middle slots
PointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true);
rightData.Reset();
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CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
PointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true);
middleData.Reset();
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CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
return m_MouseState;
}
/// <summary>
/// Return the last PointerEventData for the given touch / mouse id.
/// </summary>
protected PointerEventData GetLastPointerEventData(int id)
{
PointerEventData data;
GetPointerData(id, out data, false);
return data;
}
private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
{
if (!useDragThreshold)
return true;
return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
}
/// <summary>
/// Process movement for the current frame with the given pointer event.
/// </summary>
protected virtual void ProcessMove(PointerEventData pointerEvent)
{
var targetGO = (Cursor.lockState == CursorLockMode.Locked ? null : pointerEvent.pointerCurrentRaycast.gameObject);
HandlePointerExitAndEnter(pointerEvent, targetGO);
}
/// <summary>
/// Process the drag for the current frame with the given pointer event.
/// </summary>
protected virtual void ProcessDrag(PointerEventData pointerEvent)
{
if (!pointerEvent.IsPointerMoving() ||
Cursor.lockState == CursorLockMode.Locked ||
pointerEvent.pointerDrag == null)
return;
if (!pointerEvent.dragging
&& ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
{
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
pointerEvent.dragging = true;
}
// Drag notification
if (pointerEvent.dragging)
{
// Before doing drag we should cancel any pointer down state
// And clear selection!
if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
}
}
public override bool IsPointerOverGameObject(int pointerId)
{
var lastPointer = GetLastPointerEventData(pointerId);
if (lastPointer != null)
return lastPointer.pointerEnter != null;
return false;
}
/// <summary>
/// Clear all pointers and deselect any selected objects in the EventSystem.
/// </summary>
protected void ClearSelection()
{
var baseEventData = GetBaseEventData();
foreach (var pointer in m_PointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
m_PointerData.Clear();
eventSystem.SetSelectedGameObject(null, baseEventData);
}
public override string ToString()
{
var sb = new StringBuilder("<b>Pointer Input Module of type: </b>" + GetType());
sb.AppendLine();
foreach (var pointer in m_PointerData)
{
if (pointer.Value == null)
continue;
sb.AppendLine("<B>Pointer:</b> " + pointer.Key);
sb.AppendLine(pointer.Value.ToString());
}
return sb.ToString();
}
/// <summary>
/// Deselect the current selected GameObject if the currently pointed-at GameObject is different.
/// </summary>
/// <param name="currentOverGo">The GameObject the pointer is currently over.</param>
/// <param name="pointerEvent">Current event data.</param>
protected void DeselectIfSelectionChanged(GameObject currentOverGo, BaseEventData pointerEvent)
{
// Selection tracking
var selectHandlerGO = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
// if we have clicked something new, deselect the old thing
// leave 'selection handling' up to the press event though.
if (selectHandlerGO != eventSystem.currentSelectedGameObject)
eventSystem.SetSelectedGameObject(null, pointerEvent);
}
}
}