416 lines
15 KiB
C#
416 lines
15 KiB
C#
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine.UI;
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namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// A BaseInputModule for pointer input.
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/// </summary>
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public abstract class PointerInputModule : BaseInputModule
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{
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/// <summary>
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/// Id of the cached left mouse pointer event.
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/// </summary>
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public const int kMouseLeftId = -1;
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/// <summary>
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/// Id of the cached right mouse pointer event.
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/// </summary>
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public const int kMouseRightId = -2;
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/// <summary>
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/// Id of the cached middle mouse pointer event.
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/// </summary>
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public const int kMouseMiddleId = -3;
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/// <summary>
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/// Touch id for when simulating touches on a non touch device.
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/// </summary>
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public const int kFakeTouchesId = -4;
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protected Dictionary<int, PointerEventData> m_PointerData = new Dictionary<int, PointerEventData>();
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/// <summary>
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/// Search the cache for currently active pointers, return true if found.
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/// </summary>
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/// <param name="id">Touch ID</param>
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/// <param name="data">Found data</param>
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/// <param name="create">If not found should it be created</param>
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/// <returns>True if pointer is found.</returns>
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protected bool GetPointerData(int id, out PointerEventData data, bool create)
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{
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if (!m_PointerData.TryGetValue(id, out data) && create)
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{
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data = new PointerEventData(eventSystem)
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{
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pointerId = id,
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};
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m_PointerData.Add(id, data);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Remove the PointerEventData from the cache.
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/// </summary>
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protected void RemovePointerData(PointerEventData data)
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{
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m_PointerData.Remove(data.pointerId);
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}
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/// <summary>
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/// Given a touch populate the PointerEventData and return if we are pressed or released.
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/// </summary>
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/// <param name="input">Touch being processed</param>
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/// <param name="pressed">Are we pressed this frame</param>
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/// <param name="released">Are we released this frame</param>
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/// <returns></returns>
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protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
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{
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PointerEventData pointerData;
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var created = GetPointerData(input.fingerId, out pointerData, true);
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pointerData.Reset();
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pressed = created || (input.phase == TouchPhase.Began);
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released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);
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if (created)
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pointerData.position = input.position;
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if (pressed)
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pointerData.delta = Vector2.zero;
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else
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pointerData.delta = input.position - pointerData.position;
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pointerData.position = input.position;
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pointerData.button = PointerEventData.InputButton.Left;
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if (input.phase == TouchPhase.Canceled)
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{
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pointerData.pointerCurrentRaycast = new RaycastResult();
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}
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else
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{
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eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
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var raycast = FindFirstRaycast(m_RaycastResultCache);
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pointerData.pointerCurrentRaycast = raycast;
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m_RaycastResultCache.Clear();
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}
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return pointerData;
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}
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/// <summary>
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/// Copy one PointerEventData to another.
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/// </summary>
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protected void CopyFromTo(PointerEventData @from, PointerEventData @to)
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{
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@to.position = @from.position;
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@to.delta = @from.delta;
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@to.scrollDelta = @from.scrollDelta;
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@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
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@to.pointerEnter = @from.pointerEnter;
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}
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/// <summary>
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/// Given a mouse button return the current state for the frame.
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/// </summary>
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/// <param name="buttonId">Mouse button ID</param>
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protected PointerEventData.FramePressState StateForMouseButton(int buttonId)
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{
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var pressed = input.GetMouseButtonDown(buttonId);
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var released = input.GetMouseButtonUp(buttonId);
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if (pressed && released)
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return PointerEventData.FramePressState.PressedAndReleased;
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if (pressed)
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return PointerEventData.FramePressState.Pressed;
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if (released)
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return PointerEventData.FramePressState.Released;
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return PointerEventData.FramePressState.NotChanged;
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}
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protected class ButtonState
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{
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private PointerEventData.InputButton m_Button = PointerEventData.InputButton.Left;
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public MouseButtonEventData eventData
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{
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get { return m_EventData; }
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set { m_EventData = value; }
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}
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public PointerEventData.InputButton button
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{
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get { return m_Button; }
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set { m_Button = value; }
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}
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private MouseButtonEventData m_EventData;
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}
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protected class MouseState
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{
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private List<ButtonState> m_TrackedButtons = new List<ButtonState>();
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public bool AnyPressesThisFrame()
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{
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for (int i = 0; i < m_TrackedButtons.Count; i++)
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{
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if (m_TrackedButtons[i].eventData.PressedThisFrame())
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return true;
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}
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return false;
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}
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public bool AnyReleasesThisFrame()
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{
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for (int i = 0; i < m_TrackedButtons.Count; i++)
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{
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if (m_TrackedButtons[i].eventData.ReleasedThisFrame())
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return true;
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}
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return false;
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}
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public ButtonState GetButtonState(PointerEventData.InputButton button)
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{
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ButtonState tracked = null;
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for (int i = 0; i < m_TrackedButtons.Count; i++)
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{
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if (m_TrackedButtons[i].button == button)
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{
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tracked = m_TrackedButtons[i];
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break;
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}
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}
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if (tracked == null)
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{
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tracked = new ButtonState { button = button, eventData = new MouseButtonEventData() };
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m_TrackedButtons.Add(tracked);
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}
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return tracked;
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}
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public void SetButtonState(PointerEventData.InputButton button, PointerEventData.FramePressState stateForMouseButton, PointerEventData data)
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{
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var toModify = GetButtonState(button);
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toModify.eventData.buttonState = stateForMouseButton;
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toModify.eventData.buttonData = data;
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}
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}
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/// <summary>
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/// Information about a mouse button event.
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/// </summary>
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public class MouseButtonEventData
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{
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/// <summary>
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/// The state of the button this frame.
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/// </summary>
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public PointerEventData.FramePressState buttonState;
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/// <summary>
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/// Pointer data associated with the mouse event.
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/// </summary>
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public PointerEventData buttonData;
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/// <summary>
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/// Was the button pressed this frame?
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/// </summary>
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public bool PressedThisFrame()
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{
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return buttonState == PointerEventData.FramePressState.Pressed || buttonState == PointerEventData.FramePressState.PressedAndReleased;
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}
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/// <summary>
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/// Was the button released this frame?
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/// </summary>
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public bool ReleasedThisFrame()
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{
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return buttonState == PointerEventData.FramePressState.Released || buttonState == PointerEventData.FramePressState.PressedAndReleased;
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}
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}
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private readonly MouseState m_MouseState = new MouseState();
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/// <summary>
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/// Return the current MouseState. Using the default pointer.
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/// </summary>
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protected virtual MouseState GetMousePointerEventData()
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{
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return GetMousePointerEventData(0);
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}
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/// <summary>
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/// Return the current MouseState.
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/// </summary>
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protected virtual MouseState GetMousePointerEventData(int id)
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{
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// Populate the left button...
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PointerEventData leftData;
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var created = GetPointerData(kMouseLeftId, out leftData, true);
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leftData.Reset();
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if (created)
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leftData.position = input.mousePosition;
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Vector2 pos = input.mousePosition;
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if (Cursor.lockState == CursorLockMode.Locked)
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{
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// We don't want to do ANY cursor-based interaction when the mouse is locked
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leftData.position = new Vector2(-1.0f, -1.0f);
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leftData.delta = Vector2.zero;
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}
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else
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{
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leftData.delta = pos - leftData.position;
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leftData.position = pos;
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}
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leftData.scrollDelta = input.mouseScrollDelta;
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leftData.button = PointerEventData.InputButton.Left;
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eventSystem.RaycastAll(leftData, m_RaycastResultCache);
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var raycast = FindFirstRaycast(m_RaycastResultCache);
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leftData.pointerCurrentRaycast = raycast;
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m_RaycastResultCache.Clear();
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// copy the apropriate data into right and middle slots
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PointerEventData rightData;
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GetPointerData(kMouseRightId, out rightData, true);
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CopyFromTo(leftData, rightData);
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rightData.button = PointerEventData.InputButton.Right;
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PointerEventData middleData;
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GetPointerData(kMouseMiddleId, out middleData, true);
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CopyFromTo(leftData, middleData);
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middleData.button = PointerEventData.InputButton.Middle;
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m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
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m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
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m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
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return m_MouseState;
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}
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/// <summary>
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/// Return the last PointerEventData for the given touch / mouse id.
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/// </summary>
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protected PointerEventData GetLastPointerEventData(int id)
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{
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PointerEventData data;
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GetPointerData(id, out data, false);
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return data;
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}
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private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
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{
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if (!useDragThreshold)
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return true;
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return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
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}
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/// <summary>
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/// Process movement for the current frame with the given pointer event.
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/// </summary>
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protected virtual void ProcessMove(PointerEventData pointerEvent)
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{
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var targetGO = (Cursor.lockState == CursorLockMode.Locked ? null : pointerEvent.pointerCurrentRaycast.gameObject);
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HandlePointerExitAndEnter(pointerEvent, targetGO);
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}
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/// <summary>
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/// Process the drag for the current frame with the given pointer event.
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/// </summary>
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protected virtual void ProcessDrag(PointerEventData pointerEvent)
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{
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if (!pointerEvent.IsPointerMoving() ||
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Cursor.lockState == CursorLockMode.Locked ||
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pointerEvent.pointerDrag == null)
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return;
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if (!pointerEvent.dragging
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&& ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
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{
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
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pointerEvent.dragging = true;
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}
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// Drag notification
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if (pointerEvent.dragging)
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{
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// Before doing drag we should cancel any pointer down state
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// And clear selection!
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if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
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{
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
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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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}
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
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}
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}
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public override bool IsPointerOverGameObject(int pointerId)
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{
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var lastPointer = GetLastPointerEventData(pointerId);
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if (lastPointer != null)
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return lastPointer.pointerEnter != null;
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return false;
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}
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/// <summary>
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/// Clear all pointers and deselect any selected objects in the EventSystem.
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/// </summary>
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protected void ClearSelection()
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{
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var baseEventData = GetBaseEventData();
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foreach (var pointer in m_PointerData.Values)
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{
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// clear all selection
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HandlePointerExitAndEnter(pointer, null);
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}
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m_PointerData.Clear();
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eventSystem.SetSelectedGameObject(null, baseEventData);
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}
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public override string ToString()
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{
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var sb = new StringBuilder("<b>Pointer Input Module of type: </b>" + GetType());
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sb.AppendLine();
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foreach (var pointer in m_PointerData)
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{
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if (pointer.Value == null)
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continue;
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sb.AppendLine("<B>Pointer:</b> " + pointer.Key);
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sb.AppendLine(pointer.Value.ToString());
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}
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return sb.ToString();
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}
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/// <summary>
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/// Deselect the current selected GameObject if the currently pointed-at GameObject is different.
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/// </summary>
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/// <param name="currentOverGo">The GameObject the pointer is currently over.</param>
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/// <param name="pointerEvent">Current event data.</param>
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protected void DeselectIfSelectionChanged(GameObject currentOverGo, BaseEventData pointerEvent)
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{
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// Selection tracking
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var selectHandlerGO = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
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// if we have clicked something new, deselect the old thing
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// leave 'selection handling' up to the press event though.
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if (selectHandlerGO != eventSystem.currentSelectedGameObject)
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eventSystem.SetSelectedGameObject(null, pointerEvent);
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}
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}
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}
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