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
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
|
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/Standalone Input Module")]
public class StandaloneInputModule : PointerInputModule
{
private float m_PrevActionTime;
private Vector2 m_LastMoveVector;
private int m_ConsecutiveMoveCount = 0;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
private GameObject m_CurrentFocusedGameObject;
protected StandaloneInputModule()
{
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public enum InputMode
{
Mouse,
Buttons
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public InputMode inputMode
{
get { return InputMode.Mouse; }
}
[SerializeField]
private string m_HorizontalAxis = "Horizontal";
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
private string m_VerticalAxis = "Vertical";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_SubmitButton = "Submit";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private float m_RepeatDelay = 0.5f;
[SerializeField]
[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
private bool m_ForceModuleActive;
[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead (UnityUpgradable) -> forceModuleActive")]
public bool allowActivationOnMobileDevice
{
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
public bool forceModuleActive
{
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
public float inputActionsPerSecond
{
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
public float repeatDelay
{
get { return m_RepeatDelay; }
set { m_RepeatDelay = value; }
}
/// <summary>
/// Name of the horizontal axis for movement (if axis events are used).
/// </summary>
public string horizontalAxis
{
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
public string verticalAxis
{
get { return m_VerticalAxis; }
set { m_VerticalAxis = value; }
}
public string submitButton
{
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
public string cancelButton
{
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
private bool ShouldIgnoreEventsOnNoFocus()
{
switch (SystemInfo.operatingSystemFamily)
{
case OperatingSystemFamily.Windows:
case OperatingSystemFamily.Linux:
case OperatingSystemFamily.MacOSX:
#if UNITY_EDITOR
if (UnityEditor.EditorApplication.isRemoteConnected)
return false;
#endif
return true;
default:
return false;
}
}
public override void UpdateModule()
{
if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
return;
m_LastMousePosition = m_MousePosition;
m_MousePosition = input.mousePosition;
}
public override bool IsModuleSupported()
{
return m_ForceModuleActive || input.mousePresent || input.touchSupported;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
var shouldActivate = m_ForceModuleActive;
shouldActivate |= input.GetButtonDown(m_SubmitButton);
shouldActivate |= input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(input.GetAxisRaw(m_VerticalAxis), 0.0f);
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= input.GetMouseButtonDown(0);
if (input.touchCount > 0)
shouldActivate = true;
return shouldActivate;
}
public override void ActivateModule()
{
if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
return;
base.ActivateModule();
m_MousePosition = input.mousePosition;
m_LastMousePosition = input.mousePosition;
var toSelect = eventSystem.currentSelectedGameObject;
if (toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule()
{
base.DeactivateModule();
ClearSelection();
}
public override void Process()
{
if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
return;
bool usedEvent = SendUpdateEventToSelectedObject();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
// touch needs to take precedence because of the mouse emulation layer
if (!ProcessTouchEvents() && input.mousePresent)
ProcessMouseEvent();
}
private bool ProcessTouchEvents()
{
for (int i = 0; i < input.touchCount; ++i)
{
Touch touch = input.GetTouch(i);
if (touch.type == TouchType.Indirect)
continue;
bool released;
bool pressed;
var pointer = GetTouchPointerEventData(touch, out pressed, out released);
ProcessTouchPress(pointer, pressed, released);
if (!released)
{
ProcessMove(pointer);
ProcessDrag(pointer);
}
else
RemovePointerData(pointer);
}
return input.touchCount > 0;
}
protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
{
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if (pressed)
{
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
if (pointerEvent.pointerEnter != currentOverGo)
{
// send a pointer enter to the touched element if it isn't the one to select...
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
pointerEvent.pointerEnter = currentOverGo;
}
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if (newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if (newPressed == pointerEvent.lastPress)
{
var diffTime = time - pointerEvent.clickTime;
if (diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if (pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if (released)
{
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// send exit events as we need to simulate this on touch up on touch device
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
pointerEvent.pointerEnter = null;
}
}
/// <summary>
/// Process submit keys.
/// </summary>
protected bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
if (input.GetButtonDown(m_SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if (input.GetButtonDown(m_CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
return data.used;
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = input.GetAxisRaw(m_HorizontalAxis);
move.y = input.GetAxisRaw(m_VerticalAxis);
if (input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process keyboard events.
/// </summary>
protected bool SendMoveEventToSelectedObject()
{
float time = Time.unscaledTime;
Vector2 movement = GetRawMoveVector();
if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
{
m_ConsecutiveMoveCount = 0;
return false;
}
// If user pressed key again, always allow event
bool allow = input.GetButtonDown(m_HorizontalAxis) || input.GetButtonDown(m_VerticalAxis);
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
if (!allow)
{
// Otherwise, user held down key or axis.
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
if (similarDir && m_ConsecutiveMoveCount == 1)
allow = (time > m_PrevActionTime + m_RepeatDelay);
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
else
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
}
if (!allow)
return false;
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if (axisEventData.moveDir != MoveDirection.None)
{
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
if (!similarDir)
m_ConsecutiveMoveCount = 0;
m_ConsecutiveMoveCount++;
m_PrevActionTime = time;
m_LastMoveVector = movement;
}
else
{
m_ConsecutiveMoveCount = 0;
}
return axisEventData.used;
}
protected void ProcessMouseEvent()
{
ProcessMouseEvent(0);
}
[Obsolete("This method is no longer checked, overriding it with return true does nothing!")]
protected virtual bool ForceAutoSelect()
{
return false;
}
/// <summary>
/// Process all mouse events.
/// </summary>
protected void ProcessMouseEvent(int id)
{
var mouseData = GetMousePointerEventData(id);
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
m_CurrentFocusedGameObject = leftButtonData.buttonData.pointerCurrentRaycast.gameObject;
// Process the first mouse button fully
ProcessMousePress(leftButtonData);
ProcessMove(leftButtonData.buttonData);
ProcessDrag(leftButtonData.buttonData);
// Now process right / middle clicks
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData.buttonData);
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData.buttonData);
if (!Mathf.Approximately(leftButtonData.buttonData.scrollDelta.sqrMagnitude, 0.0f))
{
var scrollHandler = ExecuteEvents.GetEventHandler<IScrollHandler>(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, ExecuteEvents.scrollHandler);
}
}
protected bool SendUpdateEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
return data.used;
}
/// <summary>
/// Process the current mouse press.
/// </summary>
protected void ProcessMousePress(MouseButtonEventData data)
{
var pointerEvent = data.buttonData;
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if (data.PressedThisFrame())
{
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if (newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if (newPressed == pointerEvent.lastPress)
{
var diffTime = time - pointerEvent.clickTime;
if (diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if (pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if (data.ReleasedThisFrame())
{
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// redo pointer enter / exit to refresh state
// so that if we moused over somethign that ignored it before
// due to having pressed on something else
// it now gets it.
if (currentOverGo != pointerEvent.pointerEnter)
{
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
}
}
protected GameObject GetCurrentFocusedGameObject()
{
return m_CurrentFocusedGameObject;
}
}
}
|