Maze / Library /PackageCache /com.unity.ugui@1.0.0 /Runtime /EventSystem /EventData /PointerEventData.cs
| 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> | |
| [] | |
| public Vector3 worldPosition { get; set; } | |
| /// <summary> | |
| /// World-space normal where a ray cast into the screen hits something | |
| /// </summary> | |
| [] | |
| 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> | |
| /// <![CDATA[ | |
| /// 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; } | |
| /// <summary> | |
| /// The amount of pressure currently applied by a touch. | |
| /// </summary> | |
| /// <remarks> | |
| /// If the device does not report pressure, the value of this property is 1.0f. | |
| /// </remarks> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public float pressure { get; set; } | |
| /// <summary> | |
| /// The pressure applied to an additional pressure-sensitive control on the stylus. | |
| /// </summary> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public float tangentialPressure { get; set; } | |
| /// <summary> | |
| /// The angle of the stylus relative to the surface, in radians | |
| /// </summary> | |
| /// <remarks> | |
| /// A value of 0 indicates that the stylus is parallel to the surface. A value of pi/2 indicates that it is perpendicular to the surface. | |
| /// </remarks> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public float altitudeAngle { get; set; } | |
| /// <summary> | |
| /// The angle of the stylus relative to the x-axis, in radians. | |
| /// </summary> | |
| /// <remarks> | |
| /// A value of 0 indicates that the stylus is pointed along the x-axis of the device. | |
| /// </remarks> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public float azimuthAngle { get; set; } | |
| /// <summary> | |
| /// The rotation of the stylus around its axis, in radians. | |
| /// </summary> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public float twist { get; set; } | |
| /// <summary> | |
| /// An estimate of the radius of a touch. | |
| /// </summary> | |
| /// <remarks> | |
| /// Add `radiusVariance` to get the maximum touch radius, subtract it to get the minimum touch radius. | |
| /// </remarks> | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| public Vector2 radius { get; set; } | |
| /// <summary> | |
| /// The accuracy of the touch radius. | |
| /// </summary> | |
| /// <remarks> | |
| /// Add this value to the radius to get the maximum touch radius, subtract it to get the minimum touch radius. | |
| /// </remarks> | |
| public Vector2 radiusVariance { get; set; } | |
| /// <summary> | |
| /// Specifies in the case of a pointer exit if the pointer has fully exited the area or if it has just entered a child. | |
| /// </summary> | |
| public bool fullyExited { get; set; } | |
| /// <summary> | |
| /// Specifies in the case of a pointer enter if the pointer has entered a new area or if it has just reentered a parent after leaving a child. | |
| /// </summary> | |
| public bool reentered { get; set; } | |
| /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> | |
| 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; | |
| pressure = 0f; | |
| tangentialPressure = 0f; | |
| altitudeAngle = 0f; | |
| azimuthAngle = 0f; | |
| twist = 0f; | |
| radius = Vector2.zero; | |
| radiusVariance = Vector2.zero; | |
| } | |
| /// <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()); | |
| sb.AppendLine("<b>pressure</b>: " + pressure); | |
| sb.AppendLine("<b>tangentialPressure</b>: " + tangentialPressure); | |
| sb.AppendLine("<b>altitudeAngle</b>: " + altitudeAngle); | |
| sb.AppendLine("<b>azimuthAngle</b>: " + azimuthAngle); | |
| sb.AppendLine("<b>twist</b>: " + twist); | |
| sb.AppendLine("<b>radius</b>: " + radius); | |
| sb.AppendLine("<b>radiusVariance</b>: " + radiusVariance); | |
| return sb.ToString(); | |
| } | |
| } | |
| } | |