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using System.Collections.Generic;
using System.Text;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
// 会处理触屏和鼠标
public abstract class PointerInputModule : BaseInputModule
{
public const int kMouseLeftId = -1;
public const int kMouseRightId = -2;
public const int kMouseMiddleId = -3;
public const int kFakeTouchesId = -4;
// 一个池子
protected Dictionary<int, PointerEventData> m_PointerData = new Dictionary<int, PointerEventData>();
protected bool GetPointerData(int id, out PointerEventData data, bool create)
{
if (!m_PointerData.TryGetValue(id, out data) && create) // 一个池子
{
data = new PointerEventData(eventSystem)
{
pointerId = id,
};
m_PointerData.Add(id, data);
return true;
}
return false;
}
protected void RemovePointerData(PointerEventData data)
{
m_PointerData.Remove(data.pointerId);
}
//c 根据touch数据得到pointEventData,并且保存raycaster结果
protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
{
PointerEventData pointerData;
// 从池子里拿到存储结构,返回是否是新建结构
var created = GetPointerData(input.fingerId, out pointerData, true);
pointerData.Reset();
// pressed和released用来判断抬起或者放下
pressed = created || (input.phase == TouchPhase.Began); // 如果结构是新建的或input phase是bagan,说明是刚按下
released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended); // 如果phase是这两种,说明是抬起来了
if (created)//如果是新建的,记录下起始位置,否则还保留旧值,下面用来计算delta
pointerData.position = input.position;
if (pressed)//如果是刚按下,delta置为0
pointerData.delta = Vector2.zero;
else
pointerData.delta = input.position - pointerData.position; // 计算delta
pointerData.position = input.position; // 计算完delta后覆盖
pointerData.button = PointerEventData.InputButton.Left; // 这里不知道为什么
// 用这个触摸数据做射线检测,检测结果在m_RaycastResultCache
eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
// 只取第一个,舍弃其他的
var raycast = FindFirstRaycast(m_RaycastResultCache);
Debug.Log("raycast: " + raycast.index);
pointerData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
return pointerData;
}
protected void CopyFromTo(PointerEventData @from, PointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
}
protected PointerEventData.FramePressState StateForMouseButton(int buttonId)
{
var pressed = input.GetMouseButtonDown(buttonId);
var released = input.GetMouseButtonUp(buttonId);
if (pressed && released)
return PointerEventData.FramePressState.PressedAndReleased;
if (pressed)
return PointerEventData.FramePressState.Pressed;
if (released)
return PointerEventData.FramePressState.Released;
return PointerEventData.FramePressState.NotChanged;
}
protected class ButtonState
{
private PointerEventData.InputButton m_Button = PointerEventData.InputButton.Left;
public MouseButtonEventData eventData
{
get { return m_EventData; }
set { m_EventData = value; }
}
public PointerEventData.InputButton button
{
get { return m_Button; }
set { m_Button = value; }
}
private MouseButtonEventData m_EventData;
}
protected class MouseState
{
private List<ButtonState> m_TrackedButtons = new List<ButtonState>();
public bool AnyPressesThisFrame()
{
for (int i = 0; i < m_TrackedButtons.Count; i++)
{
if (m_TrackedButtons[i].eventData.PressedThisFrame())
return true;
}
return false;
}
public bool AnyReleasesThisFrame()
{
for (int i = 0; i < m_TrackedButtons.Count; i++)
{
if (m_TrackedButtons[i].eventData.ReleasedThisFrame())
return true;
}
return false;
}
public ButtonState GetButtonState(PointerEventData.InputButton button)
{
ButtonState tracked = null;
for (int i = 0; i < m_TrackedButtons.Count; i++)
{
if (m_TrackedButtons[i].button == button)
{
tracked = m_TrackedButtons[i];
break;
}
}
if (tracked == null)
{
tracked = new ButtonState { button = button, eventData = new MouseButtonEventData() };
m_TrackedButtons.Add(tracked);
}
return tracked;
}
public void SetButtonState(PointerEventData.InputButton button, PointerEventData.FramePressState stateForMouseButton, PointerEventData data)
{
var toModify = GetButtonState(button);
toModify.eventData.buttonState = stateForMouseButton;
toModify.eventData.buttonData = data;
}
}
public class MouseButtonEventData
{
public PointerEventData.FramePressState buttonState;
public PointerEventData buttonData;
public bool PressedThisFrame()
{
return buttonState == PointerEventData.FramePressState.Pressed || buttonState == PointerEventData.FramePressState.PressedAndReleased;
}
public bool ReleasedThisFrame()
{
return buttonState == PointerEventData.FramePressState.Released || buttonState == PointerEventData.FramePressState.PressedAndReleased;
}
}
private readonly MouseState m_MouseState = new MouseState();
protected virtual MouseState GetMousePointerEventData()
{
return GetMousePointerEventData(0);
}
protected virtual MouseState GetMousePointerEventData(int id)
{
// Populate the left button...
PointerEventData leftData;
var created = GetPointerData(kMouseLeftId, out leftData, true);
leftData.Reset();
if (created)
leftData.position = input.mousePosition;
Vector2 pos = input.mousePosition;
if (Cursor.lockState == CursorLockMode.Locked)
{
// We don't want to do ANY cursor-based interaction when the mouse is locked
leftData.position = new Vector2(-1.0f, -1.0f);
leftData.delta = Vector2.zero;
}
else
{
leftData.delta = pos - leftData.position;
leftData.position = pos;
}
leftData.scrollDelta = input.mouseScrollDelta;
leftData.button = PointerEventData.InputButton.Left;
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
// 只要第一个raycast结果
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
// copy the apropriate data into right and middle slots
PointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true);
CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
PointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true);
CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
// 设置按键状态
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
return m_MouseState;
}
protected PointerEventData GetLastPointerEventData(int id)
{
PointerEventData data;
GetPointerData(id, out data, false);
return data;
}
private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
{
if (!useDragThreshold)
return true;
return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
}
protected virtual void ProcessMove(PointerEventData pointerEvent)
{
var targetGO = (Cursor.lockState == CursorLockMode.Locked ? null : pointerEvent.pointerCurrentRaycast.gameObject);
HandlePointerExitAndEnter(pointerEvent, targetGO);
}
// 发送drag事件
protected virtual void ProcessDrag(PointerEventData pointerEvent)
{
if (!pointerEvent.IsPointerMoving() ||
Cursor.lockState == CursorLockMode.Locked ||
pointerEvent.pointerDrag == null)
return;
if (!pointerEvent.dragging
&& ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
{
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
pointerEvent.dragging = true;
}
// Drag notification
if (pointerEvent.dragging)
{
// Before doing drag we should cancel any pointer down state
// And clear selection!
if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
}
}
public override bool IsPointerOverGameObject(int pointerId)
{
var lastPointer = GetLastPointerEventData(pointerId);
if (lastPointer != null)
return lastPointer.pointerEnter != null;
return false;
}
protected void ClearSelection()
{
var baseEventData = GetBaseEventData();
foreach (var pointer in m_PointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
m_PointerData.Clear();
eventSystem.SetSelectedGameObject(null, baseEventData);
}
public override string ToString()
{
var sb = new StringBuilder("<b>Pointer Input Module of type: </b>" + GetType());
sb.AppendLine();
foreach (var pointer in m_PointerData)
{
if (pointer.Value == null)
continue;
sb.AppendLine("<B>Pointer:</b> " + pointer.Key);
sb.AppendLine(pointer.Value.ToString());
}
return sb.ToString();
}
protected void DeselectIfSelectionChanged(GameObject currentOverGo, BaseEventData pointerEvent)
{
// Selection tracking
var selectHandlerGO = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
// if we have clicked something new, deselect the old thing
// leave 'selection handling' up to the press event though.
if (selectHandlerGO != eventSystem.currentSelectedGameObject)
eventSystem.SetSelectedGameObject(null, pointerEvent);
}
}
}
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