#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI using System.Text; using UnityEngine.EventSystems; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.Utilities; namespace UnityEngine.InputSystem.UI { /// /// An extension to PointerEventData which makes additional data about the input event available. /// /// /// Instances of this class are sent instead of by /// for all pointer-type input. /// /// The property will generally correspond to the /// of . An exception to this are touches as each may generate several pointers /// (one for each active finger). /// public class ExtendedPointerEventData : PointerEventData { public ExtendedPointerEventData(EventSystem eventSystem) : base(eventSystem) { } /// /// The that generated the pointer input. /// The device associated with this control should be the same as this event's device. /// /// public InputControl control { get; set; } /// /// The that generated the pointer input. /// /// /// /// /// public InputDevice device { get; set; } /// /// For type pointer input, this is the touch ID as reported by the /// device. /// /// /// For pointer input that is not coming from touch, this will be 0 (which is not considered a valid touch ID /// by the input system). /// /// Note that for touch input, will be a combination of the /// device ID of and the touch ID to generate a unique pointer ID even if there /// are multiple touchscreens. /// /// public int touchId { get; set; } /// /// Type of pointer that generated the input. /// public UIPointerType pointerType { get; set; } public int uiToolkitPointerId { get; set; } /// /// For type pointer input, this is the world-space position of /// the . /// /// public Vector3 trackedDevicePosition { get; set; } /// /// For type pointer input, this is the world-space orientation of /// the . /// /// public Quaternion trackedDeviceOrientation { get; set; } public override string ToString() { var stringBuilder = new StringBuilder(); stringBuilder.Append(base.ToString()); stringBuilder.AppendLine("button: " + button); // Defined in PointerEventData but PointerEventData.ToString() does not include it. stringBuilder.AppendLine("clickTime: " + clickTime); // Same here. stringBuilder.AppendLine("clickCount: " + clickCount); // Same here. stringBuilder.AppendLine("device: " + device); stringBuilder.AppendLine("pointerType: " + pointerType); stringBuilder.AppendLine("touchId: " + touchId); stringBuilder.AppendLine("pressPosition: " + pressPosition); stringBuilder.AppendLine("trackedDevicePosition: " + trackedDevicePosition); stringBuilder.AppendLine("trackedDeviceOrientation: " + trackedDeviceOrientation); return stringBuilder.ToString(); } internal static int MakePointerIdForTouch(int deviceId, int touchId) { unchecked { return (deviceId << 24) + touchId; } } internal static int TouchIdFromPointerId(int pointerId) { return pointerId & 0xff; } ////TODO: add pressure and tilt support (probably add after 1.0; probably should have separate actions) /* /// /// If supported by the input device, this is the pressure level of the pointer contact. This is generally /// only supported by devices as well as by s on phones. If not /// supported, this will be 1. /// /// public float pressure { get; set; } /// /// If the pointer input is coming from a , this is pen's . /// public Vector2 tilt { get; set; } */ internal void ReadDeviceState() { if (control.parent is Pen pen) { uiToolkitPointerId = GetPenPointerId(pen); #if UNITY_2021_1_OR_NEWER pressure = pen.pressure.EvaluateMagnitude(); azimuthAngle = (pen.tilt.ReadValue().x + 1) * Mathf.PI / 2; altitudeAngle = (pen.tilt.ReadValue().y + 1) * Mathf.PI / 2; twist = pen.twist.ReadValue() * Mathf.PI * 2; #endif } else if (control.parent is TouchControl touchControl) { uiToolkitPointerId = GetTouchPointerId(touchControl); #if UNITY_2021_1_OR_NEWER pressure = touchControl.pressure.EvaluateMagnitude(); radius = touchControl.radius.ReadValue(); #endif } else if (control.parent is Touchscreen touchscreen) { uiToolkitPointerId = GetTouchPointerId(touchscreen.primaryTouch); #if UNITY_2021_1_OR_NEWER pressure = touchscreen.pressure.EvaluateMagnitude(); radius = touchscreen.radius.ReadValue(); #endif } else { uiToolkitPointerId = UIElements.PointerId.mousePointerId; } } private static int GetPenPointerId(Pen pen) { var n = 0; foreach (var otherDevice in InputSystem.devices) if (otherDevice is Pen otherPen) { if (pen == otherPen) { return UIElements.PointerId.penPointerIdBase + Mathf.Min(n, UIElements.PointerId.penPointerCount - 1); } n++; } return UIElements.PointerId.penPointerIdBase; } private static int GetTouchPointerId(TouchControl touchControl) { var i = ((Touchscreen)touchControl.device).touches.IndexOfReference(touchControl); return UIElements.PointerId.touchPointerIdBase + Mathf.Clamp(i, 0, UIElements.PointerId.touchPointerCount - 1); } } /// /// General type of pointer that generated a pointer event. /// public enum UIPointerType { None, /// /// A or or other general . /// MouseOrPen, /// /// A . /// Touch, /// /// A . /// Tracked, } /// /// Determine how the UI behaves in the presence of multiple pointer devices. /// /// /// While running, an application may, for example, have both a and a device /// and both may end up getting bound to the actions of and thus both may route /// input into the UI. When this happens, the pointer behavior decides how the UI input module resolves the ambiguity. /// public enum UIPointerBehavior { /// /// Any input that isn't or input is /// treated as a single unified pointer. /// /// This is the default behavior based on the expectation that mice and pens will generally drive a single on-screen /// cursor whereas touch and tracked devices have an inherent ability to generate multiple pointers. /// /// Note that when input from touch or tracked devices is received, the combined pointer for mice and pens (if it exists) /// will be removed. If it was over UI objects, IPointerExitHandlers will be invoked. /// SingleMouseOrPenButMultiTouchAndTrack, /// /// All input is unified to a single pointer. This means that all input from all pointing devices (, /// , , and ) is routed into a single pointer /// instance. There is only one position on screen which can be controlled from any of these devices. /// SingleUnifiedPointer, /// /// Any pointing device, whether it's , , , /// or input, is treated as its own independent pointer and arbitrary many /// such pointers can be active at any one time. /// AllPointersAsIs, } } #endif