using System;
using System.Text;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
///
/// Each touch event creates one of these containing all the relevant information.
///
public class PointerEventData : BaseEventData
{
public enum InputButton
{
Left = 0,
Right = 1,
Middle = 2
}
public enum FramePressState
{
Pressed,
Released,
PressedAndReleased,
NotChanged
}
public GameObject pointerEnter { get; set; }
// The object that received OnPointerDown
private GameObject m_PointerPress;
// The object last received OnPointerDown
public GameObject lastPress { get; private set; }
// The object that the press happened on even if it can not handle the press event
public GameObject rawPointerPress { get; set; }
// The object that received OnDrag
public GameObject pointerDrag { get; set; }
public RaycastResult pointerCurrentRaycast { get; set; }
public RaycastResult pointerPressRaycast { get; set; }
public List hovered = new List();
public bool eligibleForClick { get; set; }
public int pointerId { get; set; }
// Current position of the mouse or touch event
public Vector2 position { get; set; }
// Delta since last update
public Vector2 delta { get; set; }
// Position of the press event
public Vector2 pressPosition { get; set; }
// World-space position where a ray cast into the screen hits something
[Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")]
public Vector3 worldPosition { get; set; }
// World-space normal where a ray cast into the screen hits something
[Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")]
public Vector3 worldNormal { get; set; }
// The last time a click event was sent out (used for double-clicks)
public float clickTime { get; set; }
// Number of clicks in a row. 2 for a double-click for example.
public int clickCount { get; set; }
public Vector2 scrollDelta { get; set; }
public bool useDragThreshold { get; set; }
public bool dragging { get; set; }
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;
}
public bool IsPointerMoving()
{
return delta.sqrMagnitude > 0.0f;
}
public bool IsScrolling()
{
return scrollDelta.sqrMagnitude > 0.0f;
}
public Camera enterEventCamera
{
get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; }
}
public Camera pressEventCamera
{
get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; }
}
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("Position: " + position);
sb.AppendLine("delta: " + delta);
sb.AppendLine("eligibleForClick: " + eligibleForClick);
sb.AppendLine("pointerEnter: " + pointerEnter);
sb.AppendLine("pointerPress: " + pointerPress);
sb.AppendLine("lastPointerPress: " + lastPress);
sb.AppendLine("pointerDrag: " + pointerDrag);
sb.AppendLine("Use Drag Threshold: " + useDragThreshold);
sb.AppendLine("Current Rayast:");
sb.AppendLine(pointerCurrentRaycast.ToString());
sb.AppendLine("Press Rayast:");
sb.AppendLine(pointerPressRaycast.ToString());
return sb.ToString();
}
}
}