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