File size: 15,676 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 | using System;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
[RequireComponent(typeof(EventSystem))]
/// <summary>
/// A base module that raises events and sends them to GameObjects.
/// </summary>
/// <remarks>
/// An Input Module is a component of the EventSystem that is responsible for raising events and sending them to GameObjects for handling. The BaseInputModule is a class that all Input Modules in the EventSystem inherit from. Examples of provided modules are TouchInputModule and StandaloneInputModule, if these are inadequate for your project you can create your own by extending from the BaseInputModule.
/// </remarks>
/// <example>
/// <code>
/// <![CDATA[
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// /**
/// * Create a module that every tick sends a 'Move' event to
/// * the target object
/// */
/// public class MyInputModule : BaseInputModule
/// {
/// public GameObject m_TargetObject;
///
/// public override void Process()
/// {
/// if (m_TargetObject == null)
/// return;
/// ExecuteEvents.Execute (m_TargetObject, new BaseEventData (eventSystem), ExecuteEvents.moveHandler);
/// }
/// }
/// ]]>
///</code>
/// </example>
public abstract class BaseInputModule : UIBehaviour
{
[NonSerialized]
protected List<RaycastResult> m_RaycastResultCache = new List<RaycastResult>();
/// <summary>
/// True if pointer hover events will be sent to the parent
/// </summary>
[SerializeField] private bool m_SendPointerHoverToParent = true;
//This is needed for testing
internal bool sendPointerHoverToParent { get { return m_SendPointerHoverToParent; } set { m_SendPointerHoverToParent = value; } }
private AxisEventData m_AxisEventData;
private EventSystem m_EventSystem;
private BaseEventData m_BaseEventData;
protected BaseInput m_InputOverride;
private BaseInput m_DefaultInput;
/// <summary>
/// The current BaseInput being used by the input module.
/// </summary>
public BaseInput input
{
get
{
if (m_InputOverride != null)
return m_InputOverride;
if (m_DefaultInput == null)
{
var inputs = GetComponents<BaseInput>();
foreach (var baseInput in inputs)
{
// We dont want to use any classes that derrive from BaseInput for default.
if (baseInput != null && baseInput.GetType() == typeof(BaseInput))
{
m_DefaultInput = baseInput;
break;
}
}
if (m_DefaultInput == null)
m_DefaultInput = gameObject.AddComponent<BaseInput>();
}
return m_DefaultInput;
}
}
/// <summary>
/// Used to override the default BaseInput for the input module.
/// </summary>
/// <remarks>
/// With this it is possible to bypass the Input system with your own but still use the same InputModule. For example this can be used to feed fake input into the UI or interface with a different input system.
/// </remarks>
public BaseInput inputOverride
{
get { return m_InputOverride; }
set { m_InputOverride = value; }
}
protected EventSystem eventSystem
{
get { return m_EventSystem; }
}
protected override void OnEnable()
{
base.OnEnable();
m_EventSystem = GetComponent<EventSystem>();
m_EventSystem.UpdateModules();
}
protected override void OnDisable()
{
m_EventSystem.UpdateModules();
base.OnDisable();
}
/// <summary>
/// Process the current tick for the module.
/// </summary>
public abstract void Process();
/// <summary>
/// Return the first valid RaycastResult.
/// </summary>
protected static RaycastResult FindFirstRaycast(List<RaycastResult> candidates)
{
var candidatesCount = candidates.Count;
for (var i = 0; i < candidatesCount; ++i)
{
if (candidates[i].gameObject == null)
continue;
return candidates[i];
}
return new RaycastResult();
}
/// <summary>
/// Given an input movement, determine the best MoveDirection.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
protected static MoveDirection DetermineMoveDirection(float x, float y)
{
return DetermineMoveDirection(x, y, 0.6f);
}
/// <summary>
/// Given an input movement, determine the best MoveDirection.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
/// <param name="deadZone">Dead zone.</param>
protected static MoveDirection DetermineMoveDirection(float x, float y, float deadZone)
{
// if vector is too small... just return
if (new Vector2(x, y).sqrMagnitude < deadZone * deadZone)
return MoveDirection.None;
if (Mathf.Abs(x) > Mathf.Abs(y))
{
return x > 0 ? MoveDirection.Right : MoveDirection.Left;
}
return y > 0 ? MoveDirection.Up : MoveDirection.Down;
}
/// <summary>
/// Given 2 GameObjects, return a common root GameObject (or null).
/// </summary>
/// <param name="g1">GameObject to compare</param>
/// <param name="g2">GameObject to compare</param>
/// <returns></returns>
protected static GameObject FindCommonRoot(GameObject g1, GameObject g2)
{
if (g1 == null || g2 == null)
return null;
var t1 = g1.transform;
while (t1 != null)
{
var t2 = g2.transform;
while (t2 != null)
{
if (t1 == t2)
return t1.gameObject;
t2 = t2.parent;
}
t1 = t1.parent;
}
return null;
}
// walk up the tree till a common root between the last entered and the current entered is found
// send exit events up to (but not including) the common root. Then send enter events up to
// (but not including) the common root.
// Send move events before exit, after enter, and on hovered objects when pointer data has changed.
protected void HandlePointerExitAndEnter(PointerEventData currentPointerData, GameObject newEnterTarget)
{
// if we have no target / pointerEnter has been deleted
// just send exit events to anything we are tracking
// then exit
if (newEnterTarget == null || currentPointerData.pointerEnter == null)
{
var hoveredCount = currentPointerData.hovered.Count;
for (var i = 0; i < hoveredCount; ++i)
{
currentPointerData.fullyExited = true;
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerMoveHandler);
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerExitHandler);
}
currentPointerData.hovered.Clear();
if (newEnterTarget == null)
{
currentPointerData.pointerEnter = null;
return;
}
}
// if we have not changed hover target
if (currentPointerData.pointerEnter == newEnterTarget && newEnterTarget)
{
if (currentPointerData.IsPointerMoving())
{
var hoveredCount = currentPointerData.hovered.Count;
for (var i = 0; i < hoveredCount; ++i)
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerMoveHandler);
}
return;
}
GameObject commonRoot = FindCommonRoot(currentPointerData.pointerEnter, newEnterTarget);
GameObject pointerParent = ((Component)newEnterTarget.GetComponentInParent<IPointerExitHandler>())?.gameObject;
// and we already an entered object from last time
if (currentPointerData.pointerEnter != null)
{
// send exit handler call to all elements in the chain
// until we reach the new target, or null!
// ** or when !m_SendPointerEnterToParent, stop when meeting a gameobject with an exit event handler
Transform t = currentPointerData.pointerEnter.transform;
while (t != null)
{
// if we reach the common root break out!
if (m_SendPointerHoverToParent && commonRoot != null && commonRoot.transform == t)
break;
// if we reach a PointerExitEvent break out!
if (!m_SendPointerHoverToParent && pointerParent == t.gameObject)
break;
currentPointerData.fullyExited = t.gameObject != commonRoot && currentPointerData.pointerEnter != newEnterTarget;
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerMoveHandler);
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerExitHandler);
currentPointerData.hovered.Remove(t.gameObject);
if (m_SendPointerHoverToParent) t = t.parent;
// if we reach the common root break out!
if (commonRoot != null && commonRoot.transform == t)
break;
if (!m_SendPointerHoverToParent) t = t.parent;
}
}
// now issue the enter call up to but not including the common root
var oldPointerEnter = currentPointerData.pointerEnter;
currentPointerData.pointerEnter = newEnterTarget;
if (newEnterTarget != null)
{
Transform t = newEnterTarget.transform;
while (t != null)
{
currentPointerData.reentered = t.gameObject == commonRoot && t.gameObject != oldPointerEnter;
// if we are sending the event to parent, they are already in hover mode at that point. No need to bubble up the event.
if (m_SendPointerHoverToParent && currentPointerData.reentered)
break;
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerEnterHandler);
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerMoveHandler);
currentPointerData.hovered.Add(t.gameObject);
// stop when encountering an object with the pointerEnterHandler
if (!m_SendPointerHoverToParent && t.gameObject.GetComponent<IPointerEnterHandler>() != null)
break;
if (m_SendPointerHoverToParent) t = t.parent;
// if we reach the common root break out!
if (commonRoot != null && commonRoot.transform == t)
break;
if (!m_SendPointerHoverToParent) t = t.parent;
}
}
}
/// <summary>
/// Given some input data generate an AxisEventData that can be used by the event system.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
/// <param name="deadZone">Dead zone.</param>
protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone)
{
if (m_AxisEventData == null)
m_AxisEventData = new AxisEventData(eventSystem);
m_AxisEventData.Reset();
m_AxisEventData.moveVector = new Vector2(x, y);
m_AxisEventData.moveDir = DetermineMoveDirection(x, y, moveDeadZone);
return m_AxisEventData;
}
/// <summary>
/// Generate a BaseEventData that can be used by the EventSystem.
/// </summary>
protected virtual BaseEventData GetBaseEventData()
{
if (m_BaseEventData == null)
m_BaseEventData = new BaseEventData(eventSystem);
m_BaseEventData.Reset();
return m_BaseEventData;
}
/// <summary>
/// If the module is pointer based, then override this to return true if the pointer is over an event system object.
/// </summary>
/// <param name="pointerId">Pointer ID</param>
/// <returns>Is the given pointer over an event system object?</returns>
public virtual bool IsPointerOverGameObject(int pointerId)
{
return false;
}
/// <summary>
/// Should the module be activated.
/// </summary>
public virtual bool ShouldActivateModule()
{
return enabled && gameObject.activeInHierarchy;
}
/// <summary>
/// Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.
/// </summary>
public virtual void DeactivateModule()
{}
/// <summary>
/// Called when the module is activated. Override this if you want custom code to execute when you activate your module.
/// </summary>
public virtual void ActivateModule()
{}
/// <summary>
/// Update the internal state of the Module.
/// </summary>
public virtual void UpdateModule()
{}
/// <summary>
/// Check to see if the module is supported. Override this if you have a platform specific module (eg. TouchInputModule that you do not want to activate on standalone.)
/// </summary>
/// <returns>Is the module supported.</returns>
public virtual bool IsModuleSupported()
{
return true;
}
/// <summary>
/// Returns Id of the pointer following <see cref="UnityEngine.UIElements.PointerId"/> convention.
/// </summary>
/// <param name="sourcePointerData">PointerEventData whose pointerId will be converted to UI Toolkit pointer convention.</param>
/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
public virtual int ConvertUIToolkitPointerId(PointerEventData sourcePointerData)
{
#if PACKAGE_UITOOLKIT
return sourcePointerData.pointerId < 0 ?
UIElements.PointerId.mousePointerId :
UIElements.PointerId.touchPointerIdBase + sourcePointerData.pointerId;
#else
return -1;
#endif
}
}
}
|