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using System;
using System.Collections.Generic;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
// 最关键的类,调用gameobject对应的回调函数
public static class ExecuteEvents
{
public delegate void EventFunction<T1>(T1 handler, BaseEventData eventData);
public static T ValidateEventData<T>(BaseEventData data) where T : class
{
if ((data as T) == null)
throw new ArgumentException(String.Format("Invalid type: {0} passed to event expecting {1}", data.GetType(), typeof(T)));
return data as T;
}
private static readonly EventFunction<IPointerEnterHandler> s_PointerEnterHandler = Execute;
private static void Execute(IPointerEnterHandler handler, BaseEventData eventData)
{
handler.OnPointerEnter(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IPointerExitHandler> s_PointerExitHandler = Execute;
private static void Execute(IPointerExitHandler handler, BaseEventData eventData)
{
handler.OnPointerExit(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IPointerDownHandler> s_PointerDownHandler = Execute;
private static void Execute(IPointerDownHandler handler, BaseEventData eventData)
{
handler.OnPointerDown(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IPointerUpHandler> s_PointerUpHandler = Execute;
private static void Execute(IPointerUpHandler handler, BaseEventData eventData)
{
handler.OnPointerUp(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IPointerClickHandler> s_PointerClickHandler = Execute;
private static void Execute(IPointerClickHandler handler, BaseEventData eventData)
{
handler.OnPointerClick(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IInitializePotentialDragHandler> s_InitializePotentialDragHandler = Execute;
private static void Execute(IInitializePotentialDragHandler handler, BaseEventData eventData)
{
handler.OnInitializePotentialDrag(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IBeginDragHandler> s_BeginDragHandler = Execute;
private static void Execute(IBeginDragHandler handler, BaseEventData eventData)
{
handler.OnBeginDrag(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IDragHandler> s_DragHandler = Execute;
private static void Execute(IDragHandler handler, BaseEventData eventData)
{
handler.OnDrag(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IEndDragHandler> s_EndDragHandler = Execute;
private static void Execute(IEndDragHandler handler, BaseEventData eventData)
{
handler.OnEndDrag(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IDropHandler> s_DropHandler = Execute;
private static void Execute(IDropHandler handler, BaseEventData eventData)
{
handler.OnDrop(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IScrollHandler> s_ScrollHandler = Execute;
private static void Execute(IScrollHandler handler, BaseEventData eventData)
{
handler.OnScroll(ValidateEventData<PointerEventData>(eventData));
}
private static readonly EventFunction<IUpdateSelectedHandler> s_UpdateSelectedHandler = Execute;
private static void Execute(IUpdateSelectedHandler handler, BaseEventData eventData)
{
handler.OnUpdateSelected(eventData);
}
private static readonly EventFunction<ISelectHandler> s_SelectHandler = Execute;
private static void Execute(ISelectHandler handler, BaseEventData eventData)
{
handler.OnSelect(eventData);
}
private static readonly EventFunction<IDeselectHandler> s_DeselectHandler = Execute;
private static void Execute(IDeselectHandler handler, BaseEventData eventData)
{
handler.OnDeselect(eventData);
}
private static readonly EventFunction<IMoveHandler> s_MoveHandler = Execute;
private static void Execute(IMoveHandler handler, BaseEventData eventData)
{
handler.OnMove(ValidateEventData<AxisEventData>(eventData));
}
private static readonly EventFunction<ISubmitHandler> s_SubmitHandler = Execute;
private static void Execute(ISubmitHandler handler, BaseEventData eventData)
{
handler.OnSubmit(eventData);
}
private static readonly EventFunction<ICancelHandler> s_CancelHandler = Execute;
private static void Execute(ICancelHandler handler, BaseEventData eventData)
{
handler.OnCancel(eventData);
}
public static EventFunction<IPointerEnterHandler> pointerEnterHandler
{
get { return s_PointerEnterHandler; }
}
public static EventFunction<IPointerExitHandler> pointerExitHandler
{
get { return s_PointerExitHandler; }
}
public static EventFunction<IPointerDownHandler> pointerDownHandler
{
get { return s_PointerDownHandler; }
}
public static EventFunction<IPointerUpHandler> pointerUpHandler
{
get { return s_PointerUpHandler; }
}
public static EventFunction<IPointerClickHandler> pointerClickHandler
{
get { return s_PointerClickHandler; }
}
public static EventFunction<IInitializePotentialDragHandler> initializePotentialDrag
{
get { return s_InitializePotentialDragHandler; }
}
public static EventFunction<IBeginDragHandler> beginDragHandler
{
get { return s_BeginDragHandler; }
}
public static EventFunction<IDragHandler> dragHandler
{
get { return s_DragHandler; }
}
public static EventFunction<IEndDragHandler> endDragHandler
{
get { return s_EndDragHandler; }
}
public static EventFunction<IDropHandler> dropHandler
{
get { return s_DropHandler; }
}
public static EventFunction<IScrollHandler> scrollHandler
{
get { return s_ScrollHandler; }
}
public static EventFunction<IUpdateSelectedHandler> updateSelectedHandler
{
get { return s_UpdateSelectedHandler; }
}
public static EventFunction<ISelectHandler> selectHandler
{
get { return s_SelectHandler; }
}
public static EventFunction<IDeselectHandler> deselectHandler
{
get { return s_DeselectHandler; }
}
public static EventFunction<IMoveHandler> moveHandler
{
get { return s_MoveHandler; }
}
public static EventFunction<ISubmitHandler> submitHandler
{
get { return s_SubmitHandler; }
}
public static EventFunction<ICancelHandler> cancelHandler
{
get { return s_CancelHandler; }
}
private static void GetEventChain(GameObject root, IList<Transform> eventChain)
{
eventChain.Clear();
if (root == null)
return;
var t = root.transform;
while (t != null)
{
eventChain.Add(t);
t = t.parent;
}
}
//IEventSystemHandler是所有接口的基类
private static readonly ObjectPool<List<IEventSystemHandler>> s_HandlerListPool = new ObjectPool<List<IEventSystemHandler>>(null, l => l.Clear());
// 向target gameobject发送一个事件,对每个实现了T接口的类执行functor方法(就是接口中定义的回调)
public static bool Execute<T>(GameObject target, BaseEventData eventData, EventFunction<T> functor) where T : IEventSystemHandler
{
var internalHandlers = s_HandlerListPool.Get();
GetEventList<T>(target, internalHandlers);
// if (s_InternalHandlers.Count > 0)
// Debug.Log("Executinng " + typeof (T) + " on " + target);
// 拿到实现了T接口的组件,调用对应的方法
for (var i = 0; i < internalHandlers.Count; i++)
{
T arg;
try
{
arg = (T)internalHandlers[i];
}
catch (Exception e)
{
var temp = internalHandlers[i];
Debug.LogException(new Exception(string.Format("Type {0} expected {1} received.", typeof(T).Name, temp.GetType().Name), e));
continue;
}
try
{
functor(arg, eventData);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
var handlerCount = internalHandlers.Count;
s_HandlerListPool.Release(internalHandlers);
return handlerCount > 0;
}
/// <summary>
/// Execute the specified event on the first game object underneath the current touch.
/// </summary>
private static readonly List<Transform> s_InternalTransformList = new List<Transform>(30);
public static GameObject ExecuteHierarchy<T>(GameObject root, BaseEventData eventData, EventFunction<T> callbackFunction) where T : IEventSystemHandler
{
GetEventChain(root, s_InternalTransformList);
for (var i = 0; i < s_InternalTransformList.Count; i++)
{
var transform = s_InternalTransformList[i];
if (Execute(transform.gameObject, eventData, callbackFunction))
return transform.gameObject;
}
return null;
}
//c component是否匹配类型T且是否被激活
private static bool ShouldSendToComponent<T>(Component component) where T : IEventSystemHandler
{
var valid = component is T;
if (!valid)
return false;
var behaviour = component as Behaviour;
if (behaviour != null)
return behaviour.isActiveAndEnabled;
return true;
}
/// <summary>
/// Get the specified object's event event.
/// </summary>
private static void GetEventList<T>(GameObject go, IList<IEventSystemHandler> results) where T : IEventSystemHandler
{
// Debug.LogWarning("GetEventList<" + typeof(T).Name + ">");
if (results == null)
throw new ArgumentException("Results array is null", "results");
if (go == null || !go.activeInHierarchy)
return;
var components = ListPool<Component>.Get();
go.GetComponents(components);
// 遍历所有的组件,找到匹配类型T的
for (var i = 0; i < components.Count; i++)
{
// 如果不匹配类型T,跳过这个
if (!ShouldSendToComponent<T>(components[i]))
continue;
// Debug.Log(string.Format("{2} found! On {0}.{1}", go, s_GetComponentsScratch[i].GetType(), typeof(T)));
results.Add(components[i] as IEventSystemHandler);
}
ListPool<Component>.Release(components);
// Debug.LogWarning("end GetEventList<" + typeof(T).Name + ">");
}
/// <summary>
/// Whether the specified game object will be able to handle the specified event.
/// </summary>
public static bool CanHandleEvent<T>(GameObject go) where T : IEventSystemHandler
{
var internalHandlers = s_HandlerListPool.Get();
GetEventList<T>(go, internalHandlers);
var handlerCount = internalHandlers.Count;
s_HandlerListPool.Release(internalHandlers);
return handlerCount != 0;
}
/// <summary>
/// Bubble the specified event on the game object, figuring out which object will actually receive the event.
/// </summary>
public static GameObject GetEventHandler<T>(GameObject root) where T : IEventSystemHandler
{
if (root == null)
return null;
Transform t = root.transform;
while (t != null)
{
if (CanHandleEvent<T>(t.gameObject))
return t.gameObject;
t = t.parent;
}
return null;
}
}
}
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