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372 lines
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C#

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