mathe/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/BaseInputModule.cs
2024-09-20 20:30:10 +02:00

395 lines
15 KiB
C#

using System;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
[RequireComponent(typeof(EventSystem))]
/// <summary>
/// A base module that raises events and sends them to GameObjects.
/// </summary>
/// <remarks>
/// An Input Module is a component of the EventSystem that is responsible for raising events and sending them to GameObjects for handling. The BaseInputModule is a class that all Input Modules in the EventSystem inherit from. Examples of provided modules are TouchInputModule and StandaloneInputModule, if these are inadequate for your project you can create your own by extending from the BaseInputModule.
/// </remarks>
/// <example>
/// <code>
/// <![CDATA[
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// /**
/// * Create a module that every tick sends a 'Move' event to
/// * the target object
/// */
/// public class MyInputModule : BaseInputModule
/// {
/// public GameObject m_TargetObject;
///
/// public override void Process()
/// {
/// if (m_TargetObject == null)
/// return;
/// ExecuteEvents.Execute (m_TargetObject, new BaseEventData (eventSystem), ExecuteEvents.moveHandler);
/// }
/// }
/// ]]>
///</code>
/// </example>
public abstract class BaseInputModule : UIBehaviour
{
[NonSerialized]
protected List<RaycastResult> m_RaycastResultCache = new List<RaycastResult>();
/// <summary>
/// True if pointer hover events will be sent to the parent
/// </summary>
[SerializeField] private bool m_SendPointerHoverToParent = true;
//This is needed for testing
internal bool sendPointerHoverToParent { get { return m_SendPointerHoverToParent; } set { m_SendPointerHoverToParent = value; } }
private AxisEventData m_AxisEventData;
private EventSystem m_EventSystem;
private BaseEventData m_BaseEventData;
protected BaseInput m_InputOverride;
private BaseInput m_DefaultInput;
/// <summary>
/// The current BaseInput being used by the input module.
/// </summary>
public BaseInput input
{
get
{
if (m_InputOverride != null)
return m_InputOverride;
if (m_DefaultInput == null)
{
var inputs = GetComponents<BaseInput>();
foreach (var baseInput in inputs)
{
// We dont want to use any classes that derrive from BaseInput for default.
if (baseInput != null && baseInput.GetType() == typeof(BaseInput))
{
m_DefaultInput = baseInput;
break;
}
}
if (m_DefaultInput == null)
m_DefaultInput = gameObject.AddComponent<BaseInput>();
}
return m_DefaultInput;
}
}
/// <summary>
/// Used to override the default BaseInput for the input module.
/// </summary>
/// <remarks>
/// With this it is possible to bypass the Input system with your own but still use the same InputModule. For example this can be used to feed fake input into the UI or interface with a different input system.
/// </remarks>
public BaseInput inputOverride
{
get { return m_InputOverride; }
set { m_InputOverride = value; }
}
protected EventSystem eventSystem
{
get { return m_EventSystem; }
}
protected override void OnEnable()
{
base.OnEnable();
m_EventSystem = GetComponent<EventSystem>();
m_EventSystem.UpdateModules();
}
protected override void OnDisable()
{
m_EventSystem.UpdateModules();
base.OnDisable();
}
/// <summary>
/// Process the current tick for the module.
/// </summary>
public abstract void Process();
/// <summary>
/// Return the first valid RaycastResult.
/// </summary>
protected static RaycastResult FindFirstRaycast(List<RaycastResult> candidates)
{
var candidatesCount = candidates.Count;
for (var i = 0; i < candidatesCount; ++i)
{
if (candidates[i].gameObject == null)
continue;
return candidates[i];
}
return new RaycastResult();
}
/// <summary>
/// Given an input movement, determine the best MoveDirection.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
protected static MoveDirection DetermineMoveDirection(float x, float y)
{
return DetermineMoveDirection(x, y, 0.6f);
}
/// <summary>
/// Given an input movement, determine the best MoveDirection.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
/// <param name="deadZone">Dead zone.</param>
protected static MoveDirection DetermineMoveDirection(float x, float y, float deadZone)
{
// if vector is too small... just return
if (new Vector2(x, y).sqrMagnitude < deadZone * deadZone)
return MoveDirection.None;
if (Mathf.Abs(x) > Mathf.Abs(y))
{
return x > 0 ? MoveDirection.Right : MoveDirection.Left;
}
return y > 0 ? MoveDirection.Up : MoveDirection.Down;
}
/// <summary>
/// Given 2 GameObjects, return a common root GameObject (or null).
/// </summary>
/// <param name="g1">GameObject to compare</param>
/// <param name="g2">GameObject to compare</param>
/// <returns></returns>
protected static GameObject FindCommonRoot(GameObject g1, GameObject g2)
{
if (g1 == null || g2 == null)
return null;
var t1 = g1.transform;
while (t1 != null)
{
var t2 = g2.transform;
while (t2 != null)
{
if (t1 == t2)
return t1.gameObject;
t2 = t2.parent;
}
t1 = t1.parent;
}
return null;
}
// walk up the tree till a common root between the last entered and the current entered is found
// send exit events up to (but not including) the common root. Then send enter events up to
// (but not including) the common root.
// Send move events before exit, after enter, and on hovered objects when pointer data has changed.
protected void HandlePointerExitAndEnter(PointerEventData currentPointerData, GameObject newEnterTarget)
{
// if we have no target / pointerEnter has been deleted
// just send exit events to anything we are tracking
// then exit
if (newEnterTarget == null || currentPointerData.pointerEnter == null)
{
var hoveredCount = currentPointerData.hovered.Count;
for (var i = 0; i < hoveredCount; ++i)
{
currentPointerData.fullyExited = true;
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerMoveHandler);
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerExitHandler);
}
currentPointerData.hovered.Clear();
if (newEnterTarget == null)
{
currentPointerData.pointerEnter = null;
return;
}
}
// if we have not changed hover target
if (currentPointerData.pointerEnter == newEnterTarget && newEnterTarget)
{
if (currentPointerData.IsPointerMoving())
{
var hoveredCount = currentPointerData.hovered.Count;
for (var i = 0; i < hoveredCount; ++i)
ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerMoveHandler);
}
return;
}
GameObject commonRoot = FindCommonRoot(currentPointerData.pointerEnter, newEnterTarget);
GameObject pointerParent = ((Component)newEnterTarget.GetComponentInParent<IPointerExitHandler>())?.gameObject;
// and we already an entered object from last time
if (currentPointerData.pointerEnter != null)
{
// send exit handler call to all elements in the chain
// until we reach the new target, or null!
// ** or when !m_SendPointerEnterToParent, stop when meeting a gameobject with an exit event handler
Transform t = currentPointerData.pointerEnter.transform;
while (t != null)
{
// if we reach the common root break out!
if (m_SendPointerHoverToParent && commonRoot != null && commonRoot.transform == t)
break;
// if we reach a PointerExitEvent break out!
if (!m_SendPointerHoverToParent && pointerParent == t.gameObject)
break;
currentPointerData.fullyExited = t.gameObject != commonRoot && currentPointerData.pointerEnter != newEnterTarget;
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerMoveHandler);
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerExitHandler);
currentPointerData.hovered.Remove(t.gameObject);
if (m_SendPointerHoverToParent) t = t.parent;
// if we reach the common root break out!
if (commonRoot != null && commonRoot.transform == t)
break;
if (!m_SendPointerHoverToParent) t = t.parent;
}
}
// now issue the enter call up to but not including the common root
var oldPointerEnter = currentPointerData.pointerEnter;
currentPointerData.pointerEnter = newEnterTarget;
if (newEnterTarget != null)
{
Transform t = newEnterTarget.transform;
while (t != null)
{
currentPointerData.reentered = t.gameObject == commonRoot && t.gameObject != oldPointerEnter;
// if we are sending the event to parent, they are already in hover mode at that point. No need to bubble up the event.
if (m_SendPointerHoverToParent && currentPointerData.reentered)
break;
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerEnterHandler);
ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerMoveHandler);
currentPointerData.hovered.Add(t.gameObject);
// stop when encountering an object with the pointerEnterHandler
if (!m_SendPointerHoverToParent && t.gameObject.GetComponent<IPointerEnterHandler>() != null)
break;
if (m_SendPointerHoverToParent) t = t.parent;
// if we reach the common root break out!
if (commonRoot != null && commonRoot.transform == t)
break;
if (!m_SendPointerHoverToParent) t = t.parent;
}
}
}
/// <summary>
/// Given some input data generate an AxisEventData that can be used by the event system.
/// </summary>
/// <param name="x">X movement.</param>
/// <param name="y">Y movement.</param>
/// <param name="deadZone">Dead zone.</param>
protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone)
{
if (m_AxisEventData == null)
m_AxisEventData = new AxisEventData(eventSystem);
m_AxisEventData.Reset();
m_AxisEventData.moveVector = new Vector2(x, y);
m_AxisEventData.moveDir = DetermineMoveDirection(x, y, moveDeadZone);
return m_AxisEventData;
}
/// <summary>
/// Generate a BaseEventData that can be used by the EventSystem.
/// </summary>
protected virtual BaseEventData GetBaseEventData()
{
if (m_BaseEventData == null)
m_BaseEventData = new BaseEventData(eventSystem);
m_BaseEventData.Reset();
return m_BaseEventData;
}
/// <summary>
/// If the module is pointer based, then override this to return true if the pointer is over an event system object.
/// </summary>
/// <param name="pointerId">Pointer ID</param>
/// <returns>Is the given pointer over an event system object?</returns>
public virtual bool IsPointerOverGameObject(int pointerId)
{
return false;
}
/// <summary>
/// Should the module be activated.
/// </summary>
public virtual bool ShouldActivateModule()
{
return enabled && gameObject.activeInHierarchy;
}
/// <summary>
/// Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.
/// </summary>
public virtual void DeactivateModule()
{}
/// <summary>
/// Called when the module is activated. Override this if you want custom code to execute when you activate your module.
/// </summary>
public virtual void ActivateModule()
{}
/// <summary>
/// Update the internal state of the Module.
/// </summary>
public virtual void UpdateModule()
{}
/// <summary>
/// Check to see if the module is supported. Override this if you have a platform specific module (eg. TouchInputModule that you do not want to activate on standalone.)
/// </summary>
/// <returns>Is the module supported.</returns>
public virtual bool IsModuleSupported()
{
return true;
}
/// <summary>
/// Returns Id of the pointer following <see cref="UnityEngine.UIElements.PointerId"/> convention.
/// </summary>
/// <param name="sourcePointerData">PointerEventData whose pointerId will be converted to UI Toolkit pointer convention.</param>
/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
public virtual int ConvertUIToolkitPointerId(PointerEventData sourcePointerData)
{
#if PACKAGE_UITOOLKIT
return sourcePointerData.pointerId < 0 ?
UIElements.PointerId.mousePointerId :
UIElements.PointerId.touchPointerIdBase + sourcePointerData.pointerId;
#else
return -1;
#endif
}
}
}