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- using System;
- using System.Text;
- using System.Collections.Generic;
- namespace UnityEngine.EventSystems
- {
- /// <summary>
- /// Each touch event creates one of these containing all the relevant information.
- /// </summary>
- public class PointerEventData : BaseEventData
- {
- /// <summary>
- /// Input press tracking.
- /// </summary>
- public enum InputButton
- {
- /// <summary>
- /// Left button
- /// </summary>
- Left = 0,
- /// <summary>
- /// Right button.
- /// </summary>
- Right = 1,
- /// <summary>
- /// Middle button
- /// </summary>
- Middle = 2
- }
- /// <summary>
- /// The state of a press for the given frame.
- /// </summary>
- public enum FramePressState
- {
- /// <summary>
- /// Button was pressed this frame.
- /// </summary>
- Pressed,
- /// <summary>
- /// Button was released this frame.
- /// </summary>
- Released,
- /// <summary>
- /// Button was pressed and released this frame.
- /// </summary>
- PressedAndReleased,
- /// <summary>
- /// Same as last frame.
- /// </summary>
- NotChanged
- }
- /// <summary>
- /// The object that received 'OnPointerEnter'.
- /// </summary>
- public GameObject pointerEnter { get; set; }
- // The object that received OnPointerDown
- private GameObject m_PointerPress;
- /// <summary>
- /// The raw GameObject for the last press event. This means that it is the 'pressed' GameObject even if it can not receive the press event itself.
- /// </summary>
- public GameObject lastPress { get; private set; }
- /// <summary>
- /// The object that the press happened on even if it can not handle the press event.
- /// </summary>
- public GameObject rawPointerPress { get; set; }
- /// <summary>
- /// The object that is receiving 'OnDrag'.
- /// </summary>
- public GameObject pointerDrag { get; set; }
- /// <summary>
- /// The object that should receive the 'OnPointerClick' event.
- /// </summary>
- public GameObject pointerClick { get; set; }
- /// <summary>
- /// RaycastResult associated with the current event.
- /// </summary>
- public RaycastResult pointerCurrentRaycast { get; set; }
- /// <summary>
- /// RaycastResult associated with the pointer press.
- /// </summary>
- public RaycastResult pointerPressRaycast { get; set; }
- public List<GameObject> hovered = new List<GameObject>();
- /// <summary>
- /// Is it possible to click this frame
- /// </summary>
- public bool eligibleForClick { get; set; }
- /// <summary>
- /// Id of the pointer (touch id).
- /// </summary>
- public int pointerId { get; set; }
- /// <summary>
- /// Current pointer position.
- /// </summary>
- public Vector2 position { get; set; }
- /// <summary>
- /// Pointer delta since last update.
- /// </summary>
- public Vector2 delta { get; set; }
- /// <summary>
- /// Position of the press.
- /// </summary>
- public Vector2 pressPosition { get; set; }
- /// <summary>
- /// World-space position where a ray cast into the screen hits something
- /// </summary>
- [Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")]
- public Vector3 worldPosition { get; set; }
- /// <summary>
- /// World-space normal where a ray cast into the screen hits something
- /// </summary>
- [Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")]
- public Vector3 worldNormal { get; set; }
- /// <summary>
- /// The last time a click event was sent. Used for double click
- /// </summary>
- public float clickTime { get; set; }
- /// <summary>
- /// Number of clicks in a row.
- /// </summary>
- /// <example>
- /// <code>
- /// using UnityEngine;
- /// using System.Collections;
- /// using UnityEngine.UI;
- /// using UnityEngine.EventSystems;// Required when using Event data.
- ///
- /// public class ExampleClass : MonoBehaviour, IPointerDownHandler
- /// {
- /// public void OnPointerDown(PointerEventData eventData)
- /// {
- /// //Grab the number of consecutive clicks and assign it to an integer varible.
- /// int i = eventData.clickCount;
- /// //Display the click count.
- /// Debug.Log(i);
- /// }
- /// }
- /// </code>
- /// </example>
- public int clickCount { get; set; }
- /// <summary>
- /// The amount of scroll since the last update.
- /// </summary>
- public Vector2 scrollDelta { get; set; }
- /// <summary>
- /// Should a drag threshold be used?
- /// </summary>
- /// <remarks>
- /// If you do not want a drag threshold set this to false in IInitializePotentialDragHandler.OnInitializePotentialDrag.
- /// </remarks>
- public bool useDragThreshold { get; set; }
- /// <summary>
- /// Is a drag operation currently occuring.
- /// </summary>
- public bool dragging { get; set; }
- /// <summary>
- /// The EventSystems.PointerEventData.InputButton for this event.
- /// </summary>
- public InputButton button { get; set; }
- public PointerEventData(EventSystem eventSystem) : base(eventSystem)
- {
- eligibleForClick = false;
- pointerId = -1;
- position = Vector2.zero; // Current position of the mouse or touch event
- delta = Vector2.zero; // Delta since last update
- pressPosition = Vector2.zero; // Delta since the event started being tracked
- clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks)
- clickCount = 0; // Number of clicks in a row. 2 for a double-click for example.
- scrollDelta = Vector2.zero;
- useDragThreshold = true;
- dragging = false;
- button = InputButton.Left;
- }
- /// <summary>
- /// Is the pointer moving.
- /// </summary>
- public bool IsPointerMoving()
- {
- return delta.sqrMagnitude > 0.0f;
- }
- /// <summary>
- /// Is scroll being used on the input device.
- /// </summary>
- public bool IsScrolling()
- {
- return scrollDelta.sqrMagnitude > 0.0f;
- }
- /// <summary>
- /// The camera associated with the last OnPointerEnter event.
- /// </summary>
- public Camera enterEventCamera
- {
- get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; }
- }
- /// <summary>
- /// The camera associated with the last OnPointerPress event.
- /// </summary>
- public Camera pressEventCamera
- {
- get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; }
- }
- /// <summary>
- /// The GameObject that received the OnPointerDown.
- /// </summary>
- public GameObject pointerPress
- {
- get { return m_PointerPress; }
- set
- {
- if (m_PointerPress == value)
- return;
- lastPress = m_PointerPress;
- m_PointerPress = value;
- }
- }
- public override string ToString()
- {
- var sb = new StringBuilder();
- sb.AppendLine("<b>Position</b>: " + position);
- sb.AppendLine("<b>delta</b>: " + delta);
- sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick);
- sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter);
- sb.AppendLine("<b>pointerPress</b>: " + pointerPress);
- sb.AppendLine("<b>lastPointerPress</b>: " + lastPress);
- sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag);
- sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold);
- sb.AppendLine("<b>Current Raycast:</b>");
- sb.AppendLine(pointerCurrentRaycast.ToString());
- sb.AppendLine("<b>Press Raycast:</b>");
- sb.AppendLine(pointerPressRaycast.ToString());
- return sb.ToString();
- }
- }
- }
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