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267 lines
9.4 KiB
C#
267 lines
9.4 KiB
C#
1 year ago
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using System;
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using System.Text;
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using UnityEngine.Serialization;
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namespace UnityEngine.EventSystems
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{
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[Obsolete("TouchInputModule is no longer required as Touch input is now handled in StandaloneInputModule.")]
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[AddComponentMenu("Event/Touch Input Module")]
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public class TouchInputModule : PointerInputModule
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{
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protected TouchInputModule()
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{}
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private Vector2 m_LastMousePosition;
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private Vector2 m_MousePosition;
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private PointerEventData m_InputPointerEvent;
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[SerializeField]
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[FormerlySerializedAs("m_AllowActivationOnStandalone")]
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private bool m_ForceModuleActive;
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[Obsolete("allowActivationOnStandalone has been deprecated. Use forceModuleActive instead (UnityUpgradable) -> forceModuleActive")]
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public bool allowActivationOnStandalone
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{
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get { return m_ForceModuleActive; }
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set { m_ForceModuleActive = value; }
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}
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public bool forceModuleActive
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{
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get { return m_ForceModuleActive; }
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set { m_ForceModuleActive = value; }
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}
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public override void UpdateModule()
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{
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if (!eventSystem.isFocused)
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{
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if (m_InputPointerEvent != null && m_InputPointerEvent.pointerDrag != null && m_InputPointerEvent.dragging)
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ExecuteEvents.Execute(m_InputPointerEvent.pointerDrag, m_InputPointerEvent, ExecuteEvents.endDragHandler);
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m_InputPointerEvent = null;
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}
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m_LastMousePosition = m_MousePosition;
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m_MousePosition = input.mousePosition;
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}
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public override bool IsModuleSupported()
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{
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return forceModuleActive || input.touchSupported;
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}
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public override bool ShouldActivateModule()
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{
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if (!base.ShouldActivateModule())
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return false;
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if (m_ForceModuleActive)
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return true;
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if (UseFakeInput())
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{
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bool wantsEnable = input.GetMouseButtonDown(0);
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wantsEnable |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
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return wantsEnable;
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}
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return input.touchCount > 0;
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}
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private bool UseFakeInput()
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{
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return !input.touchSupported;
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}
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public override void Process()
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{
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if (UseFakeInput())
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FakeTouches();
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else
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ProcessTouchEvents();
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}
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/// <summary>
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/// For debugging touch-based devices using the mouse.
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/// </summary>
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private void FakeTouches()
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{
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var pointerData = GetMousePointerEventData(0);
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var leftPressData = pointerData.GetButtonState(PointerEventData.InputButton.Left).eventData;
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// fake touches... on press clear delta
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if (leftPressData.PressedThisFrame())
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leftPressData.buttonData.delta = Vector2.zero;
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ProcessTouchPress(leftPressData.buttonData, leftPressData.PressedThisFrame(), leftPressData.ReleasedThisFrame());
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// only process move if we are pressed...
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if (input.GetMouseButton(0))
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{
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ProcessMove(leftPressData.buttonData);
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ProcessDrag(leftPressData.buttonData);
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}
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}
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/// <summary>
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/// Process all touch events.
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/// </summary>
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private void ProcessTouchEvents()
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{
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for (int i = 0; i < input.touchCount; ++i)
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{
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Touch touch = input.GetTouch(i);
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if (touch.type == TouchType.Indirect)
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continue;
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bool released;
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bool pressed;
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var pointer = GetTouchPointerEventData(touch, out pressed, out released);
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ProcessTouchPress(pointer, pressed, released);
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if (!released)
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{
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ProcessMove(pointer);
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ProcessDrag(pointer);
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}
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else
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RemovePointerData(pointer);
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}
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}
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protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
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{
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var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
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// PointerDown notification
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if (pressed)
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{
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pointerEvent.eligibleForClick = true;
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pointerEvent.delta = Vector2.zero;
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pointerEvent.dragging = false;
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pointerEvent.useDragThreshold = true;
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pointerEvent.pressPosition = pointerEvent.position;
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pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
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DeselectIfSelectionChanged(currentOverGo, pointerEvent);
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if (pointerEvent.pointerEnter != currentOverGo)
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{
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// send a pointer enter to the touched element if it isn't the one to select...
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HandlePointerExitAndEnter(pointerEvent, currentOverGo);
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pointerEvent.pointerEnter = currentOverGo;
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}
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// search for the control that will receive the press
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// if we can't find a press handler set the press
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// handler to be what would receive a click.
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var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
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// didnt find a press handler... search for a click handler
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if (newPressed == null)
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newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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// Debug.Log("Pressed: " + newPressed);
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float time = Time.unscaledTime;
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if (newPressed == pointerEvent.lastPress)
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{
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var diffTime = time - pointerEvent.clickTime;
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if (diffTime < 0.3f)
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++pointerEvent.clickCount;
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else
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pointerEvent.clickCount = 1;
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pointerEvent.clickTime = time;
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}
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else
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{
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pointerEvent.clickCount = 1;
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}
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pointerEvent.pointerPress = newPressed;
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pointerEvent.rawPointerPress = currentOverGo;
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pointerEvent.clickTime = time;
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// Save the drag handler as well
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pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
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if (pointerEvent.pointerDrag != null)
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
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m_InputPointerEvent = pointerEvent;
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}
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// PointerUp notification
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if (released)
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{
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// Debug.Log("Executing pressup on: " + pointer.pointerPress);
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
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// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
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// see if we mouse up on the same element that we clicked on...
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var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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// PointerClick and Drop events
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if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
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{
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
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}
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else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
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{
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ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
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}
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pointerEvent.eligibleForClick = false;
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pointerEvent.pointerPress = null;
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pointerEvent.rawPointerPress = null;
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if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
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pointerEvent.dragging = false;
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pointerEvent.pointerDrag = null;
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// send exit events as we need to simulate this on touch up on touch device
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ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
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pointerEvent.pointerEnter = null;
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m_InputPointerEvent = pointerEvent;
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}
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}
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public override void DeactivateModule()
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{
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base.DeactivateModule();
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ClearSelection();
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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(UseFakeInput() ? "Input: Faked" : "Input: Touch");
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if (UseFakeInput())
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{
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var pointerData = GetLastPointerEventData(kMouseLeftId);
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if (pointerData != null)
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sb.AppendLine(pointerData.ToString());
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}
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else
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{
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foreach (var pointerEventData in m_PointerData)
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sb.AppendLine(pointerEventData.ToString());
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}
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return sb.ToString();
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}
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}
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}
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