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349 lines
12 KiB
349 lines
12 KiB
using System; |
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using System.Text; |
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using System.Collections.Generic; |
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namespace UnityEngine.EventSystems |
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{ |
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/// <summary> |
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/// Each touch event creates one of these containing all the relevant information. |
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/// </summary> |
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public class PointerEventData : BaseEventData |
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{ |
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/// <summary> |
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/// Input press tracking. |
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/// </summary> |
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public enum InputButton |
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{ |
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/// <summary> |
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/// Left button |
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/// </summary> |
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Left = 0, |
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/// <summary> |
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/// Right button. |
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/// </summary> |
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Right = 1, |
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/// <summary> |
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/// Middle button |
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/// </summary> |
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Middle = 2 |
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} |
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/// <summary> |
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/// The state of a press for the given frame. |
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/// </summary> |
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public enum FramePressState |
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{ |
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/// <summary> |
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/// Button was pressed this frame. |
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/// </summary> |
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Pressed, |
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/// <summary> |
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/// Button was released this frame. |
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/// </summary> |
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Released, |
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/// <summary> |
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/// Button was pressed and released this frame. |
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/// </summary> |
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PressedAndReleased, |
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/// <summary> |
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/// Same as last frame. |
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/// </summary> |
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NotChanged |
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} |
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/// <summary> |
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/// The object that received 'OnPointerEnter'. |
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/// </summary> |
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public GameObject pointerEnter { get; set; } |
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// The object that received OnPointerDown |
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private GameObject m_PointerPress; |
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/// <summary> |
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/// The raw GameObject for the last press event. This means that it is the 'pressed' GameObject even if it can not receive the press event itself. |
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/// </summary> |
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public GameObject lastPress { get; private set; } |
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/// <summary> |
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/// The object that the press happened on even if it can not handle the press event. |
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/// </summary> |
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public GameObject rawPointerPress { get; set; } |
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/// <summary> |
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/// The object that is receiving 'OnDrag'. |
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/// </summary> |
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public GameObject pointerDrag { get; set; } |
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/// <summary> |
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/// The object that should receive the 'OnPointerClick' event. |
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/// </summary> |
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public GameObject pointerClick { get; set; } |
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/// <summary> |
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/// RaycastResult associated with the current event. |
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/// </summary> |
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public RaycastResult pointerCurrentRaycast { get; set; } |
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/// <summary> |
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/// RaycastResult associated with the pointer press. |
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/// </summary> |
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public RaycastResult pointerPressRaycast { get; set; } |
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public List<GameObject> hovered = new List<GameObject>(); |
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/// <summary> |
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/// Is it possible to click this frame |
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/// </summary> |
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public bool eligibleForClick { get; set; } |
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/// <summary> |
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/// Id of the pointer (touch id). |
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/// </summary> |
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public int pointerId { get; set; } |
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/// <summary> |
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/// Current pointer position. |
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/// </summary> |
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public Vector2 position { get; set; } |
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/// <summary> |
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/// Pointer delta since last update. |
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/// </summary> |
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public Vector2 delta { get; set; } |
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/// <summary> |
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/// Position of the press. |
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/// </summary> |
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public Vector2 pressPosition { get; set; } |
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/// <summary> |
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/// World-space position where a ray cast into the screen hits something |
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/// </summary> |
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[Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")] |
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public Vector3 worldPosition { get; set; } |
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/// <summary> |
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/// World-space normal where a ray cast into the screen hits something |
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/// </summary> |
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[Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")] |
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public Vector3 worldNormal { get; set; } |
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/// <summary> |
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/// The last time a click event was sent. Used for double click |
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/// </summary> |
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public float clickTime { get; set; } |
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/// <summary> |
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/// Number of clicks in a row. |
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/// </summary> |
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/// <example> |
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/// <code> |
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/// <![CDATA[ |
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/// using UnityEngine; |
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/// using System.Collections; |
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/// using UnityEngine.UI; |
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/// using UnityEngine.EventSystems;// Required when using Event data. |
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/// |
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/// public class ExampleClass : MonoBehaviour, IPointerDownHandler |
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/// { |
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/// public void OnPointerDown(PointerEventData eventData) |
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/// { |
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/// //Grab the number of consecutive clicks and assign it to an integer varible. |
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/// int i = eventData.clickCount; |
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/// //Display the click count. |
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/// Debug.Log(i); |
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/// } |
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/// } |
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/// ]]> |
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///</code> |
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/// </example> |
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public int clickCount { get; set; } |
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/// <summary> |
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/// The amount of scroll since the last update. |
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/// </summary> |
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public Vector2 scrollDelta { get; set; } |
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/// <summary> |
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/// Should a drag threshold be used? |
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/// </summary> |
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/// <remarks> |
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/// If you do not want a drag threshold set this to false in IInitializePotentialDragHandler.OnInitializePotentialDrag. |
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/// </remarks> |
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public bool useDragThreshold { get; set; } |
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/// <summary> |
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/// Is a drag operation currently occuring. |
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/// </summary> |
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public bool dragging { get; set; } |
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/// <summary> |
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/// The EventSystems.PointerEventData.InputButton for this event. |
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/// </summary> |
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public InputButton button { get; set; } |
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/// <summary> |
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/// The amount of pressure currently applied by a touch. |
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/// </summary> |
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/// <remarks> |
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/// If the device does not report pressure, the value of this property is 1.0f. |
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/// </remarks> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public float pressure { get; set; } |
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/// <summary> |
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/// The pressure applied to an additional pressure-sensitive control on the stylus. |
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/// </summary> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public float tangentialPressure { get; set; } |
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/// <summary> |
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/// The angle of the stylus relative to the surface, in radians |
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/// </summary> |
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/// <remarks> |
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/// A value of 0 indicates that the stylus is parallel to the surface. A value of pi/2 indicates that it is perpendicular to the surface. |
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/// </remarks> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public float altitudeAngle { get; set; } |
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/// <summary> |
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/// The angle of the stylus relative to the x-axis, in radians. |
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/// </summary> |
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/// <remarks> |
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/// A value of 0 indicates that the stylus is pointed along the x-axis of the device. |
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/// </remarks> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public float azimuthAngle { get; set; } |
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/// <summary> |
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/// The rotation of the stylus around its axis, in radians. |
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/// </summary> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public float twist { get; set; } |
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/// <summary> |
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/// An estimate of the radius of a touch. |
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/// </summary> |
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/// <remarks> |
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/// Add `radiusVariance` to get the maximum touch radius, subtract it to get the minimum touch radius. |
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/// </remarks> |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public Vector2 radius { get; set; } |
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/// <summary> |
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/// The accuracy of the touch radius. |
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/// </summary> |
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/// <remarks> |
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/// Add this value to the radius to get the maximum touch radius, subtract it to get the minimum touch radius. |
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/// </remarks> |
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public Vector2 radiusVariance { get; set; } |
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/// <summary> |
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/// Specifies in the case of a pointer exit if the pointer has fully exited the area or if it has just entered a child. |
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/// </summary> |
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public bool fullyExited { get; set; } |
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/// <summary> |
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/// Specifies in the case of a pointer enter if the pointer has entered a new area or if it has just reentered a parent after leaving a child. |
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/// </summary> |
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public bool reentered { get; set; } |
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> |
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public PointerEventData(EventSystem eventSystem) : base(eventSystem) |
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{ |
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eligibleForClick = false; |
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pointerId = -1; |
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position = Vector2.zero; // Current position of the mouse or touch event |
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delta = Vector2.zero; // Delta since last update |
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pressPosition = Vector2.zero; // Delta since the event started being tracked |
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clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks) |
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clickCount = 0; // Number of clicks in a row. 2 for a double-click for example. |
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scrollDelta = Vector2.zero; |
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useDragThreshold = true; |
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dragging = false; |
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button = InputButton.Left; |
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pressure = 0f; |
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tangentialPressure = 0f; |
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altitudeAngle = 0f; |
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azimuthAngle = 0f; |
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twist = 0f; |
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radius = Vector2.zero; |
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radiusVariance = Vector2.zero; |
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} |
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/// <summary> |
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/// Is the pointer moving. |
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/// </summary> |
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public bool IsPointerMoving() |
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{ |
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return delta.sqrMagnitude > 0.0f; |
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} |
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/// <summary> |
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/// Is scroll being used on the input device. |
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/// </summary> |
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public bool IsScrolling() |
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{ |
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return scrollDelta.sqrMagnitude > 0.0f; |
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} |
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/// <summary> |
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/// The camera associated with the last OnPointerEnter event. |
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/// </summary> |
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public Camera enterEventCamera |
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{ |
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get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; } |
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} |
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/// <summary> |
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/// The camera associated with the last OnPointerPress event. |
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/// </summary> |
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public Camera pressEventCamera |
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{ |
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get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; } |
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} |
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/// <summary> |
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/// The GameObject that received the OnPointerDown. |
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/// </summary> |
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public GameObject pointerPress |
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{ |
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get { return m_PointerPress; } |
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set |
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{ |
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if (m_PointerPress == value) |
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return; |
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lastPress = m_PointerPress; |
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m_PointerPress = value; |
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} |
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} |
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public override string ToString() |
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{ |
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var sb = new StringBuilder(); |
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sb.AppendLine("<b>Position</b>: " + position); |
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sb.AppendLine("<b>delta</b>: " + delta); |
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sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick); |
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sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter); |
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sb.AppendLine("<b>pointerPress</b>: " + pointerPress); |
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sb.AppendLine("<b>lastPointerPress</b>: " + lastPress); |
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sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag); |
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sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold); |
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sb.AppendLine("<b>Current Raycast:</b>"); |
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sb.AppendLine(pointerCurrentRaycast.ToString()); |
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sb.AppendLine("<b>Press Raycast:</b>"); |
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sb.AppendLine(pointerPressRaycast.ToString()); |
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sb.AppendLine("<b>pressure</b>: " + pressure); |
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sb.AppendLine("<b>tangentialPressure</b>: " + tangentialPressure); |
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sb.AppendLine("<b>altitudeAngle</b>: " + altitudeAngle); |
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sb.AppendLine("<b>azimuthAngle</b>: " + azimuthAngle); |
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sb.AppendLine("<b>twist</b>: " + twist); |
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sb.AppendLine("<b>radius</b>: " + radius); |
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sb.AppendLine("<b>radiusVariance</b>: " + radiusVariance); |
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return sb.ToString(); |
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} |
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} |
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}
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