diff options
author | chai <chaifix@163.com> | 2021-05-08 23:15:13 +0800 |
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committer | chai <chaifix@163.com> | 2021-05-08 23:15:13 +0800 |
commit | d07e14add74e017b52ab2371efeea1aa4ea10ced (patch) | |
tree | efd07869326e4c428f5bfe43fad0c2583d32a401 /Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs |
+init
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs')
-rw-r--r-- | Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs | 623 |
1 files changed, 623 insertions, 0 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs new file mode 100644 index 0000000..592ea4d --- /dev/null +++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs @@ -0,0 +1,623 @@ +/* + * StandaloneInputModule : + * PointerInputModule : + * BaseInputModule + */ + +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; + + // 上一个鼠标位置和当前鼠标位置,每帧更新 + 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; + } + }
+
+ //c! 这里只更新鼠标位置
+ public override void UpdateModule() + { + // 如果没有获取焦点,且忽略没有焦点时的事件,返回(除非开启远程连接,否则会这样) + if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) + return; + + // 更新鼠标位置 + 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(); + } + + //c! input module事件处理主入口,每帧更新 + public override void Process() + { + // 如果没有获取焦点,不需要处理 + if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) + return; + + //event 给选中的对象发布更新事件 + bool usedEvent = SendUpdateEventToSelectedObject(); + + // 如果勾上了Send Navigation Events,发送move , submit, cancel事件 + if (eventSystem.sendNavigationEvents) + { + if (!usedEvent) + usedEvent |= SendMoveEventToSelectedObject(); //event 键盘方向键移动时给eventSystem选中的对象发布IMoveHandler事件 + + if (!usedEvent) + SendSubmitEventToSelectedObject(); //event 如果按了相应按键,发布submit或者cancel事件 + } + + // 模拟触摸或鼠标输入 + // touch needs to take precedence because of the mouse emulation layer + usedEvent = ProcessTouchEvents(); //event 检测屏幕触摸,PC上没有 + + if(!usedEvent && input.mousePresent) + ProcessMouseEvent(); // 处理鼠标事件 + } + + //c 触摸事件 + private bool ProcessTouchEvents() + { + for (int i = 0; i < input.touchCount; ++i) //多点触控 + { + Debug.Log("Touch"); + + Touch touch = input.GetTouch(i); + + if (touch.type == TouchType.Indirect) + continue; + + bool released; // 这是一个手指抬起操作 + bool pressed; // 这是一个手指放下操作 + // + PointerEventData pointer = GetTouchPointerEventData(touch, out pressed, out released); // 射线检测并保存检测结果 + + // 处理触摸或抬起反馈,已经准备好了被触摸的物体 + ProcessTouchPress(pointer, pressed, released); + + if (!released) + { + ProcessMove(pointer); + ProcessDrag(pointer); + } + else + RemovePointerData(pointer); + } + return input.touchCount > 0; + } + + //c 处理触摸\抬起 + protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) + { + var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; + + // 触摸反馈 + // 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; + } + + //event IPointerDownHandler + // 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); + } + + // 抬起反馈 + // 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); // 从这个对象开始往上找,直到一个挂了继承了IPointerClickHandler的组件 + + // PointerClick and Drop events + if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) //只有在pointerPress == pointerUpHandler时才会触发click事件 + { + ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); + } + else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) // 如果两者不相等,触发drop事件 + { + 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; + + // 发布submit事件或者cancel事件 + + var data = GetBaseEventData(); + if (input.GetButtonDown(m_SubmitButton)) // 这里是Project>Input里面配置的 + 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)) // 如果键盘方向键没动,返回 + { + m_ConsecutiveMoveCount = 0; + return false; + } + + //allow即是否允许发布事件 + // 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); // 和之前的方向是否夹角在90°以内,如果是的话说明很接近 + 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; + + // 发布IMoveHandler事件 + + // 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); // IMoveHandler.OnMove + 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); + } + } + + // 每帧发送一个OnUpdateSelected事件 + protected bool SendUpdateEventToSelectedObject() + { + if (eventSystem.currentSelectedGameObject == null) + return false; + + var data = GetBaseEventData(); + //event 向eventSystem当前选中的gameobject发布一个更新事件IUpdateSelectedHandler,比如inputfield + ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); + return data.used; + } + + // 处理鼠标按下事件,发送消息,调用回调 + /// <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; + } + } +} |