Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/UI/PointerModel.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

306 lines
10 KiB
C#

#if UNITY_INPUT_SYSTEM_ENABLE_UI
using UnityEngine.EventSystems;
namespace UnityEngine.InputSystem.UI
{
// A pointer is identified by a single unique integer ID. It has an associated position and the ability to press
// on up to three buttons. It can also scroll.
//
// There's a single ExtendedPointerEventData instance allocated for the pointer which is used to retain the pointer's
// event state. As part of that state is specific to button presses, each button retains a partial copy of press-specific
// event information.
//
// A pointer can operate in 2D (mouse, pen, touch) or 3D (tracked). For 3D, screen-space 2D positions are derived
// via raycasts based on world-space position and orientation.
internal struct PointerModel
{
public bool changedThisFrame;
public UIPointerType pointerType => eventData.pointerType;
public Vector2 screenPosition
{
get => m_ScreenPosition;
set
{
if (m_ScreenPosition != value)
{
m_ScreenPosition = value;
changedThisFrame = true;
}
}
}
public Vector3 worldPosition
{
get => m_WorldPosition;
set
{
if (m_WorldPosition != value)
{
m_WorldPosition = value;
changedThisFrame = true;
}
}
}
public Quaternion worldOrientation
{
get => m_WorldOrientation;
set
{
if (m_WorldOrientation != value)
{
m_WorldOrientation = value;
changedThisFrame = true;
}
}
}
public Vector2 scrollDelta
{
get => m_ScrollDelta;
set
{
if (m_ScrollDelta != value)
{
changedThisFrame = true;
m_ScrollDelta = value;
}
}
}
public float pressure
{
get => m_Pressure;
set
{
if (m_Pressure != value)
{
changedThisFrame = true;
m_Pressure = value;
}
}
}
public float azimuthAngle
{
get => m_AzimuthAngle;
set
{
if (m_AzimuthAngle != value)
{
changedThisFrame = true;
m_AzimuthAngle = value;
}
}
}
public float altitudeAngle
{
get => m_AltitudeAngle;
set
{
if (m_AltitudeAngle != value)
{
changedThisFrame = true;
m_AltitudeAngle = value;
}
}
}
public float twist
{
get => m_Twist;
set
{
if (m_Twist != value)
{
changedThisFrame = true;
m_Twist = value;
}
}
}
public Vector2 radius
{
get => m_Radius;
set
{
if (m_Radius != value)
{
changedThisFrame = true;
m_Radius = value;
}
}
}
public ButtonState leftButton;
public ButtonState rightButton;
public ButtonState middleButton;
public ExtendedPointerEventData eventData;
public PointerModel(ExtendedPointerEventData eventData)
{
this.eventData = eventData;
changedThisFrame = false;
leftButton = default; leftButton.OnEndFrame();
rightButton = default; rightButton.OnEndFrame();
middleButton = default; middleButton.OnEndFrame();
m_ScreenPosition = default;
m_ScrollDelta = default;
m_WorldOrientation = default;
m_WorldPosition = default;
m_Pressure = default;
m_AzimuthAngle = default;
m_AltitudeAngle = default;
m_Twist = default;
m_Radius = default;
}
public void OnFrameFinished()
{
changedThisFrame = false;
scrollDelta = default;
leftButton.OnEndFrame();
rightButton.OnEndFrame();
middleButton.OnEndFrame();
}
private Vector2 m_ScreenPosition;
private Vector2 m_ScrollDelta;
private Vector3 m_WorldPosition;
private Quaternion m_WorldOrientation;
private float m_Pressure;
private float m_AzimuthAngle;
private float m_AltitudeAngle;
private float m_Twist;
private Vector2 m_Radius;
public void CopyTouchOrPenStateFrom(PointerEventData eventData)
{
#if UNITY_2021_1_OR_NEWER
pressure = eventData.pressure;
azimuthAngle = eventData.azimuthAngle;
altitudeAngle = eventData.altitudeAngle;
twist = eventData.twist;
radius = eventData.radius;
#endif
}
// State related to pressing and releasing individual bodies. Retains those parts of
// PointerInputEvent that are specific to presses and releases.
public struct ButtonState
{
private bool m_IsPressed;
private PointerEventData.FramePressState m_FramePressState;
private float m_PressTime;
public bool isPressed
{
get => m_IsPressed;
set
{
if (m_IsPressed != value)
{
m_IsPressed = value;
if (m_FramePressState == PointerEventData.FramePressState.NotChanged && value)
m_FramePressState = PointerEventData.FramePressState.Pressed;
else if (m_FramePressState == PointerEventData.FramePressState.NotChanged && !value)
m_FramePressState = PointerEventData.FramePressState.Released;
else if (m_FramePressState == PointerEventData.FramePressState.Pressed && !value)
m_FramePressState = PointerEventData.FramePressState.PressedAndReleased;
}
}
}
/// <summary>
/// When we "release" a button other than through user interaction (e.g. through focus switching),
/// we don't want this to count as an actual release that ends up clicking. This flag will cause
/// generated events to have <c>eligibleForClick</c> to be false.
/// </summary>
public bool ignoreNextClick
{
get => m_IgnoreNextClick;
set => m_IgnoreNextClick = value;
}
public float pressTime
{
get => m_PressTime;
set => m_PressTime = value;
}
public bool clickedOnSameGameObject
{
get => m_ClickedOnSameGameObject;
set => m_ClickedOnSameGameObject = value;
}
public bool wasPressedThisFrame => m_FramePressState == PointerEventData.FramePressState.Pressed ||
m_FramePressState == PointerEventData.FramePressState.PressedAndReleased;
public bool wasReleasedThisFrame => m_FramePressState == PointerEventData.FramePressState.Released ||
m_FramePressState == PointerEventData.FramePressState.PressedAndReleased;
private RaycastResult m_PressRaycast;
private GameObject m_PressObject;
private GameObject m_RawPressObject;
private GameObject m_LastPressObject;
private GameObject m_DragObject;
private Vector2 m_PressPosition;
private float m_ClickTime; // On Time.unscaledTime timeline, NOT input event time.
private int m_ClickCount;
private bool m_Dragging;
private bool m_ClickedOnSameGameObject;
private bool m_IgnoreNextClick;
public void CopyPressStateTo(PointerEventData eventData)
{
eventData.pointerPressRaycast = m_PressRaycast;
eventData.pressPosition = m_PressPosition;
eventData.clickCount = m_ClickCount;
eventData.clickTime = m_ClickTime;
// We can't set lastPress directly. Old input module uses three different event instances, one for each
// button. We share one instance and just switch press states. Set pointerPress twice to get the lastPress
// we need.
//
// NOTE: This does *NOT* quite work as stated in the docs. pointerPress is nulled out on button release which
// will set lastPress as a side-effect. This means that lastPress will only be non-null while no press is
// going on and will *NOT* refer to the last pressed object when a new object has been pressed on.
eventData.pointerPress = m_LastPressObject;
eventData.pointerPress = m_PressObject;
eventData.rawPointerPress = m_RawPressObject;
eventData.pointerDrag = m_DragObject;
eventData.dragging = m_Dragging;
if (ignoreNextClick)
eventData.eligibleForClick = false;
}
public void CopyPressStateFrom(PointerEventData eventData)
{
m_PressRaycast = eventData.pointerPressRaycast;
m_PressObject = eventData.pointerPress;
m_RawPressObject = eventData.rawPointerPress;
m_LastPressObject = eventData.lastPress;
m_PressPosition = eventData.pressPosition;
m_ClickTime = eventData.clickTime;
m_ClickCount = eventData.clickCount;
m_DragObject = eventData.pointerDrag;
m_Dragging = eventData.dragging;
}
public void OnEndFrame()
{
m_FramePressState = PointerEventData.FramePressState.NotChanged;
}
}
}
}
#endif