9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
262 lines
11 KiB
C#
262 lines
11 KiB
C#
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
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using System.Text;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.UI
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{
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/// <summary>
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/// An extension to <c>PointerEventData</c> which makes additional data about the input event available.
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/// </summary>
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/// <remarks>
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/// Instances of this class are sent instead of <see cref="PointerEventData"/> by <see cref="InputSystemUIInputModule"/>
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/// for all pointer-type input.
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///
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/// The <see cref="PointerEventData.pointerId"/> property will generally correspond to the <see cref="InputDevice.deviceId"/>
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/// of <see cref="device"/>. An exception to this are touches as each <see cref="Touchscreen"/> may generate several pointers
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/// (one for each active finger).
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/// </remarks>
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public class ExtendedPointerEventData : PointerEventData
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{
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public ExtendedPointerEventData(EventSystem eventSystem)
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: base(eventSystem)
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{
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}
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/// <summary>
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/// The <see cref="InputControl"/> that generated the pointer input.
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/// The device associated with this control should be the same as this event's device.
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/// </summary>
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/// <seealso cref="device"/>
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public InputControl control { get; set; }
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/// <summary>
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/// The <see cref="InputDevice"/> that generated the pointer input.
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/// </summary>
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/// <seealso cref="Pointer"/>
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/// <seealso cref="Touchscreen"/>
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/// <seealso cref="Mouse"/>
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/// <seealso cref="Pen"/>
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public InputDevice device { get; set; }
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/// <summary>
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/// For <see cref="UIPointerType.Touch"/> type pointer input, this is the touch ID as reported by the
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/// <see cref="Touchscreen"/> device.
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/// </summary>
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/// <remarks>
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/// For pointer input that is not coming from touch, this will be 0 (which is not considered a valid touch ID
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/// by the input system).
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///
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/// Note that for touch input, <see cref="PointerEventData.pointerId"/> will be a combination of the
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/// device ID of <see cref="device"/> and the touch ID to generate a unique pointer ID even if there
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/// are multiple touchscreens.
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/// </remarks>
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/// <seealso cref="TouchControl.touchId"/>
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public int touchId { get; set; }
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/// <summary>
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/// Type of pointer that generated the input.
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/// </summary>
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public UIPointerType pointerType { get; set; }
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public int uiToolkitPointerId { get; set; }
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/// <summary>
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/// For <see cref="UIPointerType.Tracked"/> type pointer input, this is the world-space position of
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/// the <see cref="TrackedDevice"/>.
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/// </summary>
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/// <seealso cref="InputSystemUIInputModule.trackedDevicePosition"/>
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public Vector3 trackedDevicePosition { get; set; }
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/// <summary>
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/// For <see cref="UIPointerType.Tracked"/> type pointer input, this is the world-space orientation of
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/// the <see cref="TrackedDevice"/>.
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/// </summary>
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/// <seealso cref="InputSystemUIInputModule.trackedDeviceOrientation"/>
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public Quaternion trackedDeviceOrientation { get; set; }
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public override string ToString()
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{
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var stringBuilder = new StringBuilder();
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stringBuilder.Append(base.ToString());
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stringBuilder.AppendLine("button: " + button); // Defined in PointerEventData but PointerEventData.ToString() does not include it.
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stringBuilder.AppendLine("clickTime: " + clickTime); // Same here.
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stringBuilder.AppendLine("clickCount: " + clickCount); // Same here.
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stringBuilder.AppendLine("device: " + device);
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stringBuilder.AppendLine("pointerType: " + pointerType);
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stringBuilder.AppendLine("touchId: " + touchId);
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stringBuilder.AppendLine("pressPosition: " + pressPosition);
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stringBuilder.AppendLine("trackedDevicePosition: " + trackedDevicePosition);
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stringBuilder.AppendLine("trackedDeviceOrientation: " + trackedDeviceOrientation);
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#if UNITY_2021_1_OR_NEWER
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stringBuilder.AppendLine("pressure" + pressure);
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stringBuilder.AppendLine("radius: " + radius);
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stringBuilder.AppendLine("azimuthAngle: " + azimuthAngle);
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stringBuilder.AppendLine("altitudeAngle: " + altitudeAngle);
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stringBuilder.AppendLine("twist: " + twist);
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#endif
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#if UNITY_2023_1_OR_NEWER
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stringBuilder.AppendLine("displayIndex: " + displayIndex);
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#endif
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return stringBuilder.ToString();
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}
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internal static int MakePointerIdForTouch(int deviceId, int touchId)
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{
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unchecked
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{
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return (deviceId << 24) + touchId;
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}
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}
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internal static int TouchIdFromPointerId(int pointerId)
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{
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return pointerId & 0xff;
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}
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////TODO: add pressure and tilt support (probably add after 1.0; probably should have separate actions)
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/*
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/// <summary>
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/// If supported by the input device, this is the pressure level of the pointer contact. This is generally
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/// only supported by <see cref="Pen"/> devices as well as by <see cref="Touchscreen"/>s on phones. If not
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/// supported, this will be 1.
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/// </summary>
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/// <seealso cref="Pointer.pressure"/>
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public float pressure { get; set; }
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/// <summary>
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/// If the pointer input is coming from a <see cref="Pen"/>, this is pen's <see cref="Pen.tilt"/>.
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/// </summary>
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public Vector2 tilt { get; set; }
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*/
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internal void ReadDeviceState()
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{
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if (control.parent is Pen pen)
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{
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uiToolkitPointerId = GetPenPointerId(pen);
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#if UNITY_2021_1_OR_NEWER
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pressure = pen.pressure.magnitude;
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azimuthAngle = (pen.tilt.value.x + 1) * Mathf.PI / 2;
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altitudeAngle = (pen.tilt.value.y + 1) * Mathf.PI / 2;
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twist = pen.twist.value * Mathf.PI * 2;
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#endif
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#if UNITY_2023_1_OR_NEWER
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displayIndex = pen.displayIndex.ReadValue();
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#endif
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}
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else if (control.parent is TouchControl touchControl)
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{
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uiToolkitPointerId = GetTouchPointerId(touchControl);
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#if UNITY_2021_1_OR_NEWER
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pressure = touchControl.pressure.magnitude;
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radius = touchControl.radius.value;
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#endif
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#if UNITY_2023_1_OR_NEWER
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displayIndex = touchControl.displayIndex.ReadValue();
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#endif
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}
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else if (control.parent is Touchscreen touchscreen)
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{
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uiToolkitPointerId = GetTouchPointerId(touchscreen.primaryTouch);
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#if UNITY_2021_1_OR_NEWER
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pressure = touchscreen.pressure.magnitude;
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radius = touchscreen.radius.value;
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#endif
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#if UNITY_2023_1_OR_NEWER
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displayIndex = touchscreen.displayIndex.ReadValue();
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#endif
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}
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else
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{
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uiToolkitPointerId = UIElements.PointerId.mousePointerId;
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}
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}
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private static int GetPenPointerId(Pen pen)
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{
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var n = 0;
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foreach (var otherDevice in InputSystem.devices)
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if (otherDevice is Pen otherPen)
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{
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if (pen == otherPen)
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{
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return UIElements.PointerId.penPointerIdBase +
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Mathf.Min(n, UIElements.PointerId.penPointerCount - 1);
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}
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n++;
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}
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return UIElements.PointerId.penPointerIdBase;
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}
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private static int GetTouchPointerId(TouchControl touchControl)
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{
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var i = ((Touchscreen)touchControl.device).touches.IndexOfReference(touchControl);
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return UIElements.PointerId.touchPointerIdBase +
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Mathf.Clamp(i, 0, UIElements.PointerId.touchPointerCount - 1);
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}
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}
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/// <summary>
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/// General type of pointer that generated a <see cref="PointerEventData"/> pointer event.
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/// </summary>
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public enum UIPointerType
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{
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None,
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/// <summary>
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/// A <see cref="Mouse"/> or <see cref="Pen"/> or other general <see cref="Pointer"/>.
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/// </summary>
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MouseOrPen,
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/// <summary>
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/// A <see cref="Touchscreen"/>.
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/// </summary>
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Touch,
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/// <summary>
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/// A <see cref="TrackedDevice"/>.
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/// </summary>
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Tracked,
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}
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/// <summary>
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/// Determine how the UI behaves in the presence of multiple pointer devices.
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/// </summary>
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/// <remarks>
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/// While running, an application may, for example, have both a <see cref="Mouse"/> and a <see cref="Touchscreen"/> device
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/// and both may end up getting bound to the actions of <see cref="InputSystemUIInputModule"/> and thus both may route
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/// input into the UI. When this happens, the pointer behavior decides how the UI input module resolves the ambiguity.
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/// </remarks>
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public enum UIPointerBehavior
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{
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/// <summary>
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/// Any input that isn't <see cref="Touchscreen"/> or <see cref="TrackedDevice"/> input is
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/// treated as a single unified pointer.
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///
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/// This is the default behavior based on the expectation that mice and pens will generally drive a single on-screen
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/// cursor whereas touch and tracked devices have an inherent ability to generate multiple pointers.
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///
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/// Note that when input from touch or tracked devices is received, the combined pointer for mice and pens (if it exists)
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/// will be removed. If it was over UI objects, <c>IPointerExitHandler</c>s will be invoked.
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/// </summary>
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SingleMouseOrPenButMultiTouchAndTrack,
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/// <summary>
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/// All input is unified to a single pointer. This means that all input from all pointing devices (<see cref="Mouse"/>,
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/// <see cref="Pen"/>, <see cref="Touchscreen"/>, and <see cref="TrackedDevice"/>) is routed into a single pointer
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/// instance. There is only one position on screen which can be controlled from any of these devices.
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/// </summary>
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SingleUnifiedPointer,
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/// <summary>
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/// Any pointing device, whether it's <see cref="Mouse"/>, <see cref="Pen"/>, <see cref="Touchscreen"/>,
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/// or <see cref="TrackedDevice"/> input, is treated as its own independent pointer and arbitrary many
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/// such pointers can be active at any one time.
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/// </summary>
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AllPointersAsIs,
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}
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}
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#endif
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