465 lines
16 KiB
C#
465 lines
16 KiB
C#
using UnityEngine.EventSystems;
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namespace UnityEngine.UIElements
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{
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#if PACKAGE_UITOOLKIT
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/// <summary>
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/// Use this class to handle input and send events to UI Toolkit runtime panels.
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/// </summary>
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[AddComponentMenu("UI Toolkit/Panel Event Handler (UI Toolkit)")]
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public class PanelEventHandler : UIBehaviour, IPointerMoveHandler, IPointerUpHandler, IPointerDownHandler,
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ISubmitHandler, ICancelHandler, IMoveHandler, IScrollHandler, ISelectHandler, IDeselectHandler,
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IPointerExitHandler, IPointerEnterHandler, IRuntimePanelComponent
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{
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private BaseRuntimePanel m_Panel;
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/// <summary>
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/// The panel that this component relates to. If panel is null, this component will have no effect.
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/// Will be set to null automatically if panel is Disposed from an external source.
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/// </summary>
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public IPanel panel
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{
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get => m_Panel;
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set
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{
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var newPanel = (BaseRuntimePanel)value;
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if (m_Panel != newPanel)
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{
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UnregisterCallbacks();
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m_Panel = newPanel;
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RegisterCallbacks();
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}
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}
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}
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private GameObject selectableGameObject => m_Panel?.selectableGameObject;
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private EventSystem eventSystem => UIElementsRuntimeUtility.activeEventSystem as EventSystem;
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private readonly PointerEvent m_PointerEvent = new PointerEvent();
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protected override void OnEnable()
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{
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base.OnEnable();
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RegisterCallbacks();
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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UnregisterCallbacks();
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}
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void RegisterCallbacks()
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{
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if (m_Panel != null)
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{
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m_Panel.destroyed += OnPanelDestroyed;
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m_Panel.visualTree.RegisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
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m_Panel.visualTree.RegisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
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}
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}
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void UnregisterCallbacks()
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{
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if (m_Panel != null)
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{
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m_Panel.destroyed -= OnPanelDestroyed;
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m_Panel.visualTree.UnregisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
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m_Panel.visualTree.UnregisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
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}
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}
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void OnPanelDestroyed()
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{
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panel = null;
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}
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void OnElementFocus(FocusEvent e)
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{
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if (!m_Selecting && eventSystem != null)
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eventSystem.SetSelectedGameObject(selectableGameObject);
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}
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void OnElementBlur(BlurEvent e)
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{
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// Important: if panel discards focus entirely, it doesn't discard EventSystem selection necessarily.
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// Also note that if we arrive here through eventSystem.SetSelectedGameObject -> OnDeselect,
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// eventSystem.currentSelectedGameObject will still have its old value and we can't reaffect it immediately.
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}
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private bool m_Selecting;
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public void OnSelect(BaseEventData eventData)
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{
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m_Selecting = true;
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try
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{
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// This shouldn't conflict with EditorWindow calling Panel.Focus (only on Editor-type panels).
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m_Panel?.Focus();
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}
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finally
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{
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m_Selecting = false;
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}
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}
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public void OnDeselect(BaseEventData eventData)
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{
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m_Panel?.Blur();
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}
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public void OnPointerMove(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
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return;
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using (var e = PointerMoveEvent.GetPooled(m_PointerEvent))
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{
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SendEvent(e, eventData);
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}
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Up))
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return;
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using (var e = PointerUpEvent.GetPooled(m_PointerEvent))
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{
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SendEvent(e, eventData);
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if (e.pressedButtons == 0)
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PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, null);
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}
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Down))
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return;
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if (eventSystem != null)
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eventSystem.SetSelectedGameObject(selectableGameObject);
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using (var e = PointerDownEvent.GetPooled(m_PointerEvent))
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{
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SendEvent(e, eventData);
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PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, m_Panel);
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
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return;
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// If a pointer exit is called while the pointer is still on top of this object, it means
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// there's something else removing the pointer, so we might need to send a PointerCancelEvent.
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// This is necessary for touch pointers that are being released, because in UGUI the object
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// that was last hovered will not always be the one receiving the pointer up.
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if (eventData.pointerCurrentRaycast.gameObject == gameObject &&
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eventData.pointerPressRaycast.gameObject != gameObject &&
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m_PointerEvent.pointerId != PointerId.mousePointerId)
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{
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using (var e = PointerCancelEvent.GetPooled(m_PointerEvent))
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{
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SendEvent(e, eventData);
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}
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}
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m_Panel.PointerLeavesPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
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return;
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m_Panel.PointerEntersPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
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}
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public void OnSubmit(BaseEventData eventData)
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{
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if (m_Panel == null)
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return;
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using (var e = NavigationSubmitEvent.GetPooled())
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{
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SendEvent(e, eventData);
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}
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}
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public void OnCancel(BaseEventData eventData)
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{
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if (m_Panel == null)
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return;
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using (var e = NavigationCancelEvent.GetPooled())
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{
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SendEvent(e, eventData);
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}
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}
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public void OnMove(AxisEventData eventData)
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{
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if (m_Panel == null)
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return;
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using (var e = NavigationMoveEvent.GetPooled(eventData.moveVector))
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{
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SendEvent(e, eventData);
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}
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// TODO: if runtime panel has no internal navigation, switch to the next UGUI selectable element.
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}
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public void OnScroll(PointerEventData eventData)
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{
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if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
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return;
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var scrollDelta = eventData.scrollDelta;
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scrollDelta.y = -scrollDelta.y;
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const float kPixelPerLine = 20;
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// The old input system reported scroll deltas in lines, we report pixels.
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// Need to scale as the UI system expects lines.
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scrollDelta /= kPixelPerLine;
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using (var e = WheelEvent.GetPooled(scrollDelta, m_PointerEvent))
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{
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SendEvent(e, eventData);
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}
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}
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private void SendEvent(EventBase e, BaseEventData sourceEventData)
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{
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//e.runtimeEventData = sourceEventData;
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m_Panel.SendEvent(e);
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if (e.isPropagationStopped)
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sourceEventData.Use();
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}
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private void SendEvent(EventBase e, Event sourceEvent)
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{
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m_Panel.SendEvent(e);
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if (e.isPropagationStopped)
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sourceEvent.Use();
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}
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void Update()
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{
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if (m_Panel != null && eventSystem != null && eventSystem.currentSelectedGameObject == selectableGameObject)
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ProcessImguiEvents(true);
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}
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void LateUpdate()
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{
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// Empty the Event queue, look for EventModifiers.
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ProcessImguiEvents(false);
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}
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private Event m_Event = new Event();
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private static EventModifiers s_Modifiers = EventModifiers.None;
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void ProcessImguiEvents(bool isSelected)
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{
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bool first = true;
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while (Event.PopEvent(m_Event))
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{
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if (m_Event.type == EventType.Ignore || m_Event.type == EventType.Repaint ||
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m_Event.type == EventType.Layout)
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continue;
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s_Modifiers = first ? m_Event.modifiers : (s_Modifiers | m_Event.modifiers);
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first = false;
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if (isSelected)
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{
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ProcessKeyboardEvent(m_Event);
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if (m_Event.type != EventType.Used)
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ProcessTabEvent(m_Event);
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}
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}
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}
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void ProcessKeyboardEvent(Event e)
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{
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if (e.type == EventType.KeyUp)
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{
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SendKeyUpEvent(e);
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}
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else if (e.type == EventType.KeyDown)
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{
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SendKeyDownEvent(e);
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}
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}
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// TODO: add an ITabHandler interface
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void ProcessTabEvent(Event e)
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{
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if (e.type == EventType.KeyDown && e.character == '\t')
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{
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SendTabEvent(e, e.shift ? -1 : 1);
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}
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}
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private void SendTabEvent(Event e, int direction)
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{
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using (var ev = NavigationTabEvent.GetPooled(direction))
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{
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SendEvent(ev, e);
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}
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}
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private void SendKeyUpEvent(Event e)
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{
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using (var ev = KeyUpEvent.GetPooled('\0', e.keyCode, e.modifiers))
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{
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SendEvent(ev, e);
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}
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}
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private void SendKeyDownEvent(Event e)
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{
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using (var ev = KeyDownEvent.GetPooled(e.character, e.keyCode, e.modifiers))
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{
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SendEvent(ev, e);
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}
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}
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private bool ReadPointerData(PointerEvent pe, PointerEventData eventData, PointerEventType eventType = PointerEventType.Default)
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{
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if (eventSystem == null || eventSystem.currentInputModule == null)
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return false;
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pe.Read(this, eventData, eventType);
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// PointerEvents making it this far have been validated by PanelRaycaster already
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m_Panel.ScreenToPanel(pe.position, pe.deltaPosition,
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out var panelPosition, out var panelDelta, allowOutside:true);
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pe.SetPosition(panelPosition, panelDelta);
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return true;
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}
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enum PointerEventType
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{
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Default, Down, Up
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}
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class PointerEvent : IPointerEvent
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{
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public int pointerId { get; private set; }
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public string pointerType { get; private set; }
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public bool isPrimary { get; private set; }
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public int button { get; private set; }
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public int pressedButtons { get; private set; }
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public Vector3 position { get; private set; }
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public Vector3 localPosition { get; private set; }
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public Vector3 deltaPosition { get; private set; }
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public float deltaTime { get; private set; }
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public int clickCount { get; private set; }
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public float pressure { get; private set; }
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public float tangentialPressure { get; private set; }
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public float altitudeAngle { get; private set; }
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public float azimuthAngle { get; private set; }
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public float twist { get; private set; }
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public Vector2 radius { get; private set; }
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public Vector2 radiusVariance { get; private set; }
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public EventModifiers modifiers { get; private set; }
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public bool shiftKey => (modifiers & EventModifiers.Shift) != 0;
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public bool ctrlKey => (modifiers & EventModifiers.Control) != 0;
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public bool commandKey => (modifiers & EventModifiers.Command) != 0;
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public bool altKey => (modifiers & EventModifiers.Alt) != 0;
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public bool actionKey =>
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Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer
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? commandKey
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: ctrlKey;
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public void Read(PanelEventHandler self, PointerEventData eventData, PointerEventType eventType)
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{
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pointerId = self.eventSystem.currentInputModule.ConvertUIToolkitPointerId(eventData);
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bool InRange(int i, int start, int count) => i >= start && i < start + count;
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pointerType =
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InRange(pointerId, PointerId.touchPointerIdBase, PointerId.touchPointerCount) ? PointerType.touch :
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InRange(pointerId, PointerId.penPointerIdBase, PointerId.penPointerCount) ? PointerType.pen :
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PointerType.mouse;
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isPrimary = pointerId == PointerId.mousePointerId ||
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pointerId == PointerId.touchPointerIdBase ||
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pointerId == PointerId.penPointerIdBase;
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button = (int)eventData.button;
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clickCount = eventData.clickCount;
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// Flip Y axis between input and UITK
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var h = Screen.height;
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var eventPosition = Display.RelativeMouseAt(eventData.position);
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if (eventPosition != Vector3.zero)
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{
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// We support multiple display and display identification based on event position.
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int eventDisplayIndex = (int)eventPosition.z;
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if (eventDisplayIndex > 0 && eventDisplayIndex < Display.displays.Length)
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h = Display.displays[eventDisplayIndex].systemHeight;
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}
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else
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{
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eventPosition = eventData.position;
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}
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var delta = eventData.delta;
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eventPosition.y = h - eventPosition.y;
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delta.y = -delta.y;
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localPosition = position = eventPosition;
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deltaPosition = delta;
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deltaTime = 0; //TODO: find out what's expected here. Time since last frame? Since last sent event?
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pressure = eventData.pressure;
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tangentialPressure = eventData.tangentialPressure;
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altitudeAngle = eventData.altitudeAngle;
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azimuthAngle = eventData.azimuthAngle;
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twist = eventData.twist;
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radius = eventData.radius;
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radiusVariance = eventData.radiusVariance;
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modifiers = s_Modifiers;
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if (eventType == PointerEventType.Default)
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{
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button = -1;
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clickCount = 0;
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}
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else
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{
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button = button >= 0 ? button : 0;
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clickCount = Mathf.Max(1, clickCount);
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if (eventType == PointerEventType.Down)
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PointerDeviceState.PressButton(pointerId, button);
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else if (eventType == PointerEventType.Up)
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PointerDeviceState.ReleaseButton(pointerId, button);
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}
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pressedButtons = PointerDeviceState.GetPressedButtons(pointerId);
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}
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public void SetPosition(Vector3 positionOverride, Vector3 deltaOverride)
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{
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localPosition = position = positionOverride;
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deltaPosition = deltaOverride;
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}
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}
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}
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#endif
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}
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