File size: 16,557 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
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
using UnityEngine.EventSystems;

namespace UnityEngine.UIElements
{
#if PACKAGE_UITOOLKIT
    /// <summary>
    /// Use this class to handle input and send events to UI Toolkit runtime panels.
    /// </summary>
    [AddComponentMenu("UI Toolkit/Panel Event Handler (UI Toolkit)")]
    public class PanelEventHandler : UIBehaviour, IPointerMoveHandler, IPointerUpHandler, IPointerDownHandler,
        ISubmitHandler, ICancelHandler, IMoveHandler, IScrollHandler, ISelectHandler, IDeselectHandler,
        IPointerExitHandler, IPointerEnterHandler, IRuntimePanelComponent
    {
        private BaseRuntimePanel m_Panel;

        /// <summary>
        /// The panel that this component relates to. If panel is null, this component will have no effect.
        /// Will be set to null automatically if panel is Disposed from an external source.
        /// </summary>
        public IPanel panel
        {
            get => m_Panel;
            set
            {
                var newPanel = (BaseRuntimePanel)value;
                if (m_Panel != newPanel)
                {
                    UnregisterCallbacks();
                    m_Panel = newPanel;
                    RegisterCallbacks();
                }
            }
        }

        private GameObject selectableGameObject => m_Panel?.selectableGameObject;
        private EventSystem eventSystem => UIElementsRuntimeUtility.activeEventSystem as EventSystem;

        private readonly PointerEvent m_PointerEvent = new PointerEvent();

        protected override void OnEnable()
        {
            base.OnEnable();
            RegisterCallbacks();
        }

        protected override void OnDisable()
        {
            base.OnDisable();
            UnregisterCallbacks();
        }

        void RegisterCallbacks()
        {
            if (m_Panel != null)
            {
                m_Panel.destroyed += OnPanelDestroyed;
                m_Panel.visualTree.RegisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
                m_Panel.visualTree.RegisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
            }
        }

        void UnregisterCallbacks()
        {
            if (m_Panel != null)
            {
                m_Panel.destroyed -= OnPanelDestroyed;
                m_Panel.visualTree.UnregisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
                m_Panel.visualTree.UnregisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
            }
        }

        void OnPanelDestroyed()
        {
            panel = null;
        }

        void OnElementFocus(FocusEvent e)
        {
            if (!m_Selecting && eventSystem != null)
                eventSystem.SetSelectedGameObject(selectableGameObject);
        }

        void OnElementBlur(BlurEvent e)
        {
            // Important: if panel discards focus entirely, it doesn't discard EventSystem selection necessarily.
            // Also note that if we arrive here through eventSystem.SetSelectedGameObject -> OnDeselect,
            // eventSystem.currentSelectedGameObject will still have its old value and we can't reaffect it immediately.
        }

        private bool m_Selecting;
        public void OnSelect(BaseEventData eventData)
        {
            m_Selecting = true;
            try
            {
                // This shouldn't conflict with EditorWindow calling Panel.Focus (only on Editor-type panels).
                m_Panel?.Focus();
            }
            finally
            {
                m_Selecting = false;
            }
        }

        public void OnDeselect(BaseEventData eventData)
        {
            m_Panel?.Blur();
        }

        public void OnPointerMove(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
                return;

            using (var e = PointerMoveEvent.GetPooled(m_PointerEvent))
            {
                SendEvent(e, eventData);
            }
        }

        public void OnPointerUp(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Up))
                return;

            using (var e = PointerUpEvent.GetPooled(m_PointerEvent))
            {
                SendEvent(e, eventData);

                if (e.pressedButtons == 0)
                    PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, null);
            }
        }

        public void OnPointerDown(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Down))
                return;

            if (eventSystem != null)
                eventSystem.SetSelectedGameObject(selectableGameObject);

            using (var e = PointerDownEvent.GetPooled(m_PointerEvent))
            {
                SendEvent(e, eventData);

                PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, m_Panel);
            }
        }

        public void OnPointerExit(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
                return;

            // If a pointer exit is called while the pointer is still on top of this object, it means
            // there's something else removing the pointer, so we might need to send a PointerCancelEvent.
            // This is necessary for touch pointers that are being released, because in UGUI the object
            // that was last hovered will not always be the one receiving the pointer up.
            if (eventData.pointerCurrentRaycast.gameObject == gameObject &&
                eventData.pointerPressRaycast.gameObject != gameObject &&
                m_PointerEvent.pointerId != PointerId.mousePointerId)
            {
                using (var e = PointerCancelEvent.GetPooled(m_PointerEvent))
                {
                    SendEvent(e, eventData);
                }
            }

            m_Panel.PointerLeavesPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
        }

        public void OnPointerEnter(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
                return;

            m_Panel.PointerEntersPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
        }

        public void OnSubmit(BaseEventData eventData)
        {
            if (m_Panel == null)
                return;

            using (var e = NavigationSubmitEvent.GetPooled())
            {
                SendEvent(e, eventData);
            }
        }

        public void OnCancel(BaseEventData eventData)
        {
            if (m_Panel == null)
                return;

            using (var e = NavigationCancelEvent.GetPooled())
            {
                SendEvent(e, eventData);
            }
        }

        public void OnMove(AxisEventData eventData)
        {
            if (m_Panel == null)
                return;

            using (var e = NavigationMoveEvent.GetPooled(eventData.moveVector))
            {
                SendEvent(e, eventData);
            }

            // TODO: if runtime panel has no internal navigation, switch to the next UGUI selectable element.
        }

        public void OnScroll(PointerEventData eventData)
        {
            if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
                return;

            var scrollDelta = eventData.scrollDelta;
            scrollDelta.y = -scrollDelta.y;

            const float kPixelPerLine = 20;
            // The old input system reported scroll deltas in lines, we report pixels.
            // Need to scale as the UI system expects lines.
            scrollDelta /= kPixelPerLine;

            using (var e = WheelEvent.GetPooled(scrollDelta, m_PointerEvent))
            {
                SendEvent(e, eventData);
            }
        }

        private void SendEvent(EventBase e, BaseEventData sourceEventData)
        {
            //e.runtimeEventData = sourceEventData;
            m_Panel.SendEvent(e);
            if (e.isPropagationStopped)
                sourceEventData.Use();
        }

        private void SendEvent(EventBase e, Event sourceEvent)
        {
            m_Panel.SendEvent(e);
            if (e.isPropagationStopped)
                sourceEvent.Use();
        }

        void Update()
        {
            if (m_Panel != null && eventSystem != null && eventSystem.currentSelectedGameObject == selectableGameObject)
                ProcessImguiEvents(true);
        }

        void LateUpdate()
        {
            // Empty the Event queue, look for EventModifiers.
            ProcessImguiEvents(false);
        }

        private Event m_Event = new Event();
        private static EventModifiers s_Modifiers = EventModifiers.None;

        void ProcessImguiEvents(bool isSelected)
        {
            bool first = true;

            while (Event.PopEvent(m_Event))
            {
                if (m_Event.type == EventType.Ignore || m_Event.type == EventType.Repaint ||
                    m_Event.type == EventType.Layout)
                    continue;

                s_Modifiers = first ? m_Event.modifiers : (s_Modifiers | m_Event.modifiers);
                first = false;

                if (isSelected)
                {
                    ProcessKeyboardEvent(m_Event);

                    if (m_Event.type != EventType.Used)
                        ProcessTabEvent(m_Event);
                }
            }
        }

        void ProcessKeyboardEvent(Event e)
        {
            if (e.type == EventType.KeyUp)
            {
                SendKeyUpEvent(e);
            }
            else if (e.type == EventType.KeyDown)
            {
                SendKeyDownEvent(e);
            }
        }

        // TODO: add an ITabHandler interface
        void ProcessTabEvent(Event e)
        {
            if (e.type == EventType.KeyDown && e.character == '\t')
            {
                SendTabEvent(e, e.shift ? -1 : 1);
            }
        }

        private void SendTabEvent(Event e, int direction)
        {
            using (var ev = NavigationTabEvent.GetPooled(direction))
            {
                SendEvent(ev, e);
            }
        }

        private void SendKeyUpEvent(Event e)
        {
            using (var ev = KeyUpEvent.GetPooled('\0', e.keyCode, e.modifiers))
            {
                SendEvent(ev, e);
            }
        }

        private void SendKeyDownEvent(Event e)
        {
            using (var ev = KeyDownEvent.GetPooled(e.character, e.keyCode, e.modifiers))
            {
                SendEvent(ev, e);
            }
        }

        private bool ReadPointerData(PointerEvent pe, PointerEventData eventData, PointerEventType eventType = PointerEventType.Default)
        {
            if (eventSystem == null || eventSystem.currentInputModule == null)
                return false;

            pe.Read(this, eventData, eventType);

            // PointerEvents making it this far have been validated by PanelRaycaster already
            m_Panel.ScreenToPanel(pe.position, pe.deltaPosition,
                out var panelPosition, out var panelDelta, allowOutside:true);

            pe.SetPosition(panelPosition, panelDelta);
            return true;
        }

        enum PointerEventType
        {
            Default, Down, Up
        }

        class PointerEvent : IPointerEvent
        {
            public int pointerId { get; private set; }
            public string pointerType { get; private set; }
            public bool isPrimary { get; private set; }
            public int button { get; private set; }
            public int pressedButtons { get; private set; }
            public Vector3 position { get; private set; }
            public Vector3 localPosition { get; private set; }
            public Vector3 deltaPosition { get; private set; }
            public float deltaTime { get; private set; }
            public int clickCount { get; private set; }
            public float pressure { get; private set; }
            public float tangentialPressure { get; private set; }
            public float altitudeAngle { get; private set; }
            public float azimuthAngle { get; private set; }
            public float twist { get; private set; }
            public Vector2 radius { get; private set; }
            public Vector2 radiusVariance { get; private set; }
            public EventModifiers modifiers { get; private set; }

            public bool shiftKey => (modifiers & EventModifiers.Shift) != 0;
            public bool ctrlKey => (modifiers & EventModifiers.Control) != 0;
            public bool commandKey => (modifiers & EventModifiers.Command) != 0;
            public bool altKey => (modifiers & EventModifiers.Alt) != 0;

            public bool actionKey =>
                Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer
                ? commandKey
                : ctrlKey;

            public void Read(PanelEventHandler self, PointerEventData eventData, PointerEventType eventType)
            {
                pointerId = self.eventSystem.currentInputModule.ConvertUIToolkitPointerId(eventData);

                bool InRange(int i, int start, int count) => i >= start && i < start + count;

                pointerType =
                    InRange(pointerId, PointerId.touchPointerIdBase, PointerId.touchPointerCount) ? PointerType.touch :
                    InRange(pointerId, PointerId.penPointerIdBase, PointerId.penPointerCount) ? PointerType.pen :
                    PointerType.mouse;

                isPrimary = pointerId == PointerId.mousePointerId ||
                    pointerId == PointerId.touchPointerIdBase ||
                    pointerId == PointerId.penPointerIdBase;

                button = (int)eventData.button;
                clickCount = eventData.clickCount;

                // Flip Y axis between input and UITK
                var h = Screen.height;

                var eventPosition = Display.RelativeMouseAt(eventData.position);
                if (eventPosition != Vector3.zero)
                {
                    // We support multiple display and display identification based on event position.

                    int eventDisplayIndex = (int)eventPosition.z;
                    if (eventDisplayIndex > 0 && eventDisplayIndex < Display.displays.Length)
                        h = Display.displays[eventDisplayIndex].systemHeight;
                }
                else
                {
                    eventPosition = eventData.position;
                }

                var delta = eventData.delta;
                eventPosition.y = h - eventPosition.y;
                delta.y = -delta.y;

                localPosition = position = eventPosition;
                deltaPosition = delta;

                deltaTime = 0; //TODO: find out what's expected here. Time since last frame? Since last sent event?
                pressure = eventData.pressure;
                tangentialPressure = eventData.tangentialPressure;
                altitudeAngle = eventData.altitudeAngle;
                azimuthAngle = eventData.azimuthAngle;
                twist = eventData.twist;
                radius = eventData.radius;
                radiusVariance = eventData.radiusVariance;

                modifiers = s_Modifiers;

                if (eventType == PointerEventType.Default)
                {
                    button = -1;
                    clickCount = 0;
                }
                else
                {
                    button = button >= 0 ? button : 0;
                    clickCount = Mathf.Max(1, clickCount);

                    if (eventType == PointerEventType.Down)
                        PointerDeviceState.PressButton(pointerId, button);
                    else if (eventType == PointerEventType.Up)
                        PointerDeviceState.ReleaseButton(pointerId, button);
                }

                pressedButtons = PointerDeviceState.GetPressedButtons(pointerId);
            }

            public void SetPosition(Vector3 positionOverride, Vector3 deltaOverride)
            {
                localPosition = position = positionOverride;
                deltaPosition = deltaOverride;
            }
        }
    }
#endif
}