PointerInputModule.cs 15 KB

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  1. using System.Collections.Generic;
  2. using System.Text;
  3. using UnityEngine.UI;
  4. namespace UnityEngine.EventSystems
  5. {
  6. /// <summary>
  7. /// A BaseInputModule for pointer input.
  8. /// </summary>
  9. public abstract class PointerInputModule : BaseInputModule
  10. {
  11. /// <summary>
  12. /// Id of the cached left mouse pointer event.
  13. /// </summary>
  14. public const int kMouseLeftId = -1;
  15. /// <summary>
  16. /// Id of the cached right mouse pointer event.
  17. /// </summary>
  18. public const int kMouseRightId = -2;
  19. /// <summary>
  20. /// Id of the cached middle mouse pointer event.
  21. /// </summary>
  22. public const int kMouseMiddleId = -3;
  23. /// <summary>
  24. /// Touch id for when simulating touches on a non touch device.
  25. /// </summary>
  26. public const int kFakeTouchesId = -4;
  27. protected Dictionary<int, PointerEventData> m_PointerData = new Dictionary<int, PointerEventData>();
  28. /// <summary>
  29. /// Search the cache for currently active pointers, return true if found.
  30. /// </summary>
  31. /// <param name="id">Touch ID</param>
  32. /// <param name="data">Found data</param>
  33. /// <param name="create">If not found should it be created</param>
  34. /// <returns>True if pointer is found.</returns>
  35. protected bool GetPointerData(int id, out PointerEventData data, bool create)
  36. {
  37. if (!m_PointerData.TryGetValue(id, out data) && create)
  38. {
  39. data = new PointerEventData(eventSystem)
  40. {
  41. pointerId = id,
  42. };
  43. m_PointerData.Add(id, data);
  44. return true;
  45. }
  46. return false;
  47. }
  48. /// <summary>
  49. /// Remove the PointerEventData from the cache.
  50. /// </summary>
  51. protected void RemovePointerData(PointerEventData data)
  52. {
  53. m_PointerData.Remove(data.pointerId);
  54. }
  55. /// <summary>
  56. /// Given a touch populate the PointerEventData and return if we are pressed or released.
  57. /// </summary>
  58. /// <param name="input">Touch being processed</param>
  59. /// <param name="pressed">Are we pressed this frame</param>
  60. /// <param name="released">Are we released this frame</param>
  61. /// <returns></returns>
  62. protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
  63. {
  64. PointerEventData pointerData;
  65. var created = GetPointerData(input.fingerId, out pointerData, true);
  66. pointerData.Reset();
  67. pressed = created || (input.phase == TouchPhase.Began);
  68. released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);
  69. if (created)
  70. pointerData.position = input.position;
  71. if (pressed)
  72. pointerData.delta = Vector2.zero;
  73. else
  74. pointerData.delta = input.position - pointerData.position;
  75. pointerData.position = input.position;
  76. pointerData.button = PointerEventData.InputButton.Left;
  77. if (input.phase == TouchPhase.Canceled)
  78. {
  79. pointerData.pointerCurrentRaycast = new RaycastResult();
  80. }
  81. else
  82. {
  83. eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
  84. var raycast = FindFirstRaycast(m_RaycastResultCache);
  85. pointerData.pointerCurrentRaycast = raycast;
  86. m_RaycastResultCache.Clear();
  87. }
  88. return pointerData;
  89. }
  90. /// <summary>
  91. /// Copy one PointerEventData to another.
  92. /// </summary>
  93. protected void CopyFromTo(PointerEventData @from, PointerEventData @to)
  94. {
  95. @to.position = @from.position;
  96. @to.delta = @from.delta;
  97. @to.scrollDelta = @from.scrollDelta;
  98. @to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
  99. @to.pointerEnter = @from.pointerEnter;
  100. }
  101. /// <summary>
  102. /// Given a mouse button return the current state for the frame.
  103. /// </summary>
  104. /// <param name="buttonId">Mouse button ID</param>
  105. protected PointerEventData.FramePressState StateForMouseButton(int buttonId)
  106. {
  107. var pressed = input.GetMouseButtonDown(buttonId);
  108. var released = input.GetMouseButtonUp(buttonId);
  109. if (pressed && released)
  110. return PointerEventData.FramePressState.PressedAndReleased;
  111. if (pressed)
  112. return PointerEventData.FramePressState.Pressed;
  113. if (released)
  114. return PointerEventData.FramePressState.Released;
  115. return PointerEventData.FramePressState.NotChanged;
  116. }
  117. protected class ButtonState
  118. {
  119. private PointerEventData.InputButton m_Button = PointerEventData.InputButton.Left;
  120. public MouseButtonEventData eventData
  121. {
  122. get { return m_EventData; }
  123. set { m_EventData = value; }
  124. }
  125. public PointerEventData.InputButton button
  126. {
  127. get { return m_Button; }
  128. set { m_Button = value; }
  129. }
  130. private MouseButtonEventData m_EventData;
  131. }
  132. protected class MouseState
  133. {
  134. private List<ButtonState> m_TrackedButtons = new List<ButtonState>();
  135. public bool AnyPressesThisFrame()
  136. {
  137. var trackedButtonsCount = m_TrackedButtons.Count;
  138. for (int i = 0; i < trackedButtonsCount; i++)
  139. {
  140. if (m_TrackedButtons[i].eventData.PressedThisFrame())
  141. return true;
  142. }
  143. return false;
  144. }
  145. public bool AnyReleasesThisFrame()
  146. {
  147. var trackedButtonsCount = m_TrackedButtons.Count;
  148. for (int i = 0; i < trackedButtonsCount; i++)
  149. {
  150. if (m_TrackedButtons[i].eventData.ReleasedThisFrame())
  151. return true;
  152. }
  153. return false;
  154. }
  155. public ButtonState GetButtonState(PointerEventData.InputButton button)
  156. {
  157. ButtonState tracked = null;
  158. var trackedButtonsCount = m_TrackedButtons.Count;
  159. for (int i = 0; i < trackedButtonsCount; i++)
  160. {
  161. if (m_TrackedButtons[i].button == button)
  162. {
  163. tracked = m_TrackedButtons[i];
  164. break;
  165. }
  166. }
  167. if (tracked == null)
  168. {
  169. tracked = new ButtonState { button = button, eventData = new MouseButtonEventData() };
  170. m_TrackedButtons.Add(tracked);
  171. }
  172. return tracked;
  173. }
  174. public void SetButtonState(PointerEventData.InputButton button, PointerEventData.FramePressState stateForMouseButton, PointerEventData data)
  175. {
  176. var toModify = GetButtonState(button);
  177. toModify.eventData.buttonState = stateForMouseButton;
  178. toModify.eventData.buttonData = data;
  179. }
  180. }
  181. /// <summary>
  182. /// Information about a mouse button event.
  183. /// </summary>
  184. public class MouseButtonEventData
  185. {
  186. /// <summary>
  187. /// The state of the button this frame.
  188. /// </summary>
  189. public PointerEventData.FramePressState buttonState;
  190. /// <summary>
  191. /// Pointer data associated with the mouse event.
  192. /// </summary>
  193. public PointerEventData buttonData;
  194. /// <summary>
  195. /// Was the button pressed this frame?
  196. /// </summary>
  197. public bool PressedThisFrame()
  198. {
  199. return buttonState == PointerEventData.FramePressState.Pressed || buttonState == PointerEventData.FramePressState.PressedAndReleased;
  200. }
  201. /// <summary>
  202. /// Was the button released this frame?
  203. /// </summary>
  204. public bool ReleasedThisFrame()
  205. {
  206. return buttonState == PointerEventData.FramePressState.Released || buttonState == PointerEventData.FramePressState.PressedAndReleased;
  207. }
  208. }
  209. private readonly MouseState m_MouseState = new MouseState();
  210. /// <summary>
  211. /// Return the current MouseState. Using the default pointer.
  212. /// </summary>
  213. protected virtual MouseState GetMousePointerEventData()
  214. {
  215. return GetMousePointerEventData(0);
  216. }
  217. /// <summary>
  218. /// Return the current MouseState.
  219. /// </summary>
  220. protected virtual MouseState GetMousePointerEventData(int id)
  221. {
  222. // Populate the left button...
  223. PointerEventData leftData;
  224. var created = GetPointerData(kMouseLeftId, out leftData, true);
  225. leftData.Reset();
  226. if (created)
  227. leftData.position = input.mousePosition;
  228. Vector2 pos = input.mousePosition;
  229. if (Cursor.lockState == CursorLockMode.Locked)
  230. {
  231. // We don't want to do ANY cursor-based interaction when the mouse is locked
  232. leftData.position = new Vector2(-1.0f, -1.0f);
  233. leftData.delta = Vector2.zero;
  234. }
  235. else
  236. {
  237. leftData.delta = pos - leftData.position;
  238. leftData.position = pos;
  239. }
  240. leftData.scrollDelta = input.mouseScrollDelta;
  241. leftData.button = PointerEventData.InputButton.Left;
  242. eventSystem.RaycastAll(leftData, m_RaycastResultCache);
  243. var raycast = FindFirstRaycast(m_RaycastResultCache);
  244. leftData.pointerCurrentRaycast = raycast;
  245. m_RaycastResultCache.Clear();
  246. // copy the apropriate data into right and middle slots
  247. PointerEventData rightData;
  248. GetPointerData(kMouseRightId, out rightData, true);
  249. rightData.Reset();
  250. CopyFromTo(leftData, rightData);
  251. rightData.button = PointerEventData.InputButton.Right;
  252. PointerEventData middleData;
  253. GetPointerData(kMouseMiddleId, out middleData, true);
  254. middleData.Reset();
  255. CopyFromTo(leftData, middleData);
  256. middleData.button = PointerEventData.InputButton.Middle;
  257. m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
  258. m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
  259. m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
  260. return m_MouseState;
  261. }
  262. /// <summary>
  263. /// Return the last PointerEventData for the given touch / mouse id.
  264. /// </summary>
  265. protected PointerEventData GetLastPointerEventData(int id)
  266. {
  267. PointerEventData data;
  268. GetPointerData(id, out data, false);
  269. return data;
  270. }
  271. private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
  272. {
  273. if (!useDragThreshold)
  274. return true;
  275. return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
  276. }
  277. /// <summary>
  278. /// Process movement for the current frame with the given pointer event.
  279. /// </summary>
  280. protected virtual void ProcessMove(PointerEventData pointerEvent)
  281. {
  282. var targetGO = (Cursor.lockState == CursorLockMode.Locked ? null : pointerEvent.pointerCurrentRaycast.gameObject);
  283. HandlePointerExitAndEnter(pointerEvent, targetGO);
  284. }
  285. /// <summary>
  286. /// Process the drag for the current frame with the given pointer event.
  287. /// </summary>
  288. protected virtual void ProcessDrag(PointerEventData pointerEvent)
  289. {
  290. if (!pointerEvent.IsPointerMoving() ||
  291. Cursor.lockState == CursorLockMode.Locked ||
  292. pointerEvent.pointerDrag == null)
  293. return;
  294. if (!pointerEvent.dragging
  295. && ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
  296. {
  297. ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
  298. pointerEvent.dragging = true;
  299. }
  300. // Drag notification
  301. if (pointerEvent.dragging)
  302. {
  303. // Before doing drag we should cancel any pointer down state
  304. // And clear selection!
  305. if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
  306. {
  307. ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
  308. pointerEvent.eligibleForClick = false;
  309. pointerEvent.pointerPress = null;
  310. pointerEvent.rawPointerPress = null;
  311. }
  312. ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
  313. }
  314. }
  315. public override bool IsPointerOverGameObject(int pointerId)
  316. {
  317. var lastPointer = GetLastPointerEventData(pointerId);
  318. if (lastPointer != null)
  319. return lastPointer.pointerEnter != null;
  320. return false;
  321. }
  322. /// <summary>
  323. /// Clear all pointers and deselect any selected objects in the EventSystem.
  324. /// </summary>
  325. protected void ClearSelection()
  326. {
  327. var baseEventData = GetBaseEventData();
  328. foreach (var pointer in m_PointerData.Values)
  329. {
  330. // clear all selection
  331. HandlePointerExitAndEnter(pointer, null);
  332. }
  333. m_PointerData.Clear();
  334. eventSystem.SetSelectedGameObject(null, baseEventData);
  335. }
  336. public override string ToString()
  337. {
  338. var sb = new StringBuilder("<b>Pointer Input Module of type: </b>" + GetType());
  339. sb.AppendLine();
  340. foreach (var pointer in m_PointerData)
  341. {
  342. if (pointer.Value == null)
  343. continue;
  344. sb.AppendLine("<B>Pointer:</b> " + pointer.Key);
  345. sb.AppendLine(pointer.Value.ToString());
  346. }
  347. return sb.ToString();
  348. }
  349. /// <summary>
  350. /// Deselect the current selected GameObject if the currently pointed-at GameObject is different.
  351. /// </summary>
  352. /// <param name="currentOverGo">The GameObject the pointer is currently over.</param>
  353. /// <param name="pointerEvent">Current event data.</param>
  354. protected void DeselectIfSelectionChanged(GameObject currentOverGo, BaseEventData pointerEvent)
  355. {
  356. // Selection tracking
  357. var selectHandlerGO = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
  358. // if we have clicked something new, deselect the old thing
  359. // leave 'selection handling' up to the press event though.
  360. if (selectHandlerGO != eventSystem.currentSelectedGameObject)
  361. eventSystem.SetSelectedGameObject(null, pointerEvent);
  362. }
  363. }
  364. }