/** * Send an event upwards. If no target is specified, the event is sent to * the object itself. * * @param cb The event being sent * @param customTarget the event receiver, if any */ protected void issueEvent <T>(ExecEv.EventFunction <T> cb, GO customTarget = null) where T : Handler { if (customTarget != null) { ExecEv.ExecuteHierarchy <T>(customTarget, null, cb); } else { ExecEv.ExecuteHierarchy <T>(this.gameObject, null, cb); } }
private void ProcessMousePress(PointerInputModule.MouseButtonEventData data) { PointerEventData buttonData = data.buttonData; GameObject gameObject = buttonData.pointerCurrentRaycast.gameObject; if (data.PressedThisFrame()) { buttonData.eligibleForClick = true; buttonData.delta = Vector2.zero; buttonData.dragging = false; buttonData.useDragThreshold = true; buttonData.pressPosition = buttonData.position; if (buttonData.IsVRPointer()) { buttonData.SetSwipeStart(Input.mousePosition); } buttonData.pointerPressRaycast = buttonData.pointerCurrentRaycast; base.DeselectIfSelectionChanged(gameObject, buttonData); GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject, buttonData, ExecuteEvents.pointerDownHandler); if (gameObject2 == null) { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); } float unscaledTime = Time.unscaledTime; if (gameObject2 == buttonData.lastPress) { float num = unscaledTime - buttonData.clickTime; if (num < 0.3f) { buttonData.clickCount++; } else { buttonData.clickCount = 1; } buttonData.clickTime = unscaledTime; } else { buttonData.clickCount = 1; } buttonData.pointerPress = gameObject2; buttonData.rawPointerPress = gameObject; buttonData.clickTime = unscaledTime; buttonData.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject); if (buttonData.pointerDrag != null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(buttonData.pointerDrag, buttonData, ExecuteEvents.initializePotentialDrag); } } if (data.ReleasedThisFrame()) { ExecuteEvents.Execute <IPointerUpHandler>(buttonData.pointerPress, buttonData, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); if (buttonData.pointerPress == eventHandler && buttonData.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(buttonData.pointerPress, buttonData, ExecuteEvents.pointerClickHandler); } else if (buttonData.pointerDrag != null) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject, buttonData, ExecuteEvents.dropHandler); } buttonData.eligibleForClick = false; buttonData.pointerPress = null; buttonData.rawPointerPress = null; if (buttonData.pointerDrag != null && buttonData.dragging) { ExecuteEvents.Execute <IEndDragHandler>(buttonData.pointerDrag, buttonData, ExecuteEvents.endDragHandler); } buttonData.dragging = false; buttonData.pointerDrag = null; if (gameObject != buttonData.pointerEnter) { base.HandlePointerExitAndEnter(buttonData, null); base.HandlePointerExitAndEnter(buttonData, gameObject); } } }
/// <summary> /// Calculate and process any mouse button state changes. /// </summary> protected void ProcessMousePress(MouseButtonEventData data) { var pointerEvent = data.buttonData; var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification if (data.PressedThisFrame()) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); var newClick = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // didnt find a press handler... search for a click handler if (newPressed == null) { newPressed = newClick; } // Debug.Log("Pressed: " + newPressed); float time = Time.unscaledTime; if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.pointerClick = newClick; pointerEvent.clickTime = time; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } m_InputPointerEvent = pointerEvent; } // PointerUp notification if (data.ReleasedThisFrame()) { ReleaseMouse(pointerEvent, currentOverGo); } }
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { GameObject gameObject1 = pointerEvent.pointerCurrentRaycast.gameObject; if (pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; this.DeselectIfSelectionChanged(gameObject1, (BaseEventData)pointerEvent); if ((UnityEngine.Object)pointerEvent.pointerEnter != (UnityEngine.Object)gameObject1) { this.HandlePointerExitAndEnter(pointerEvent, gameObject1); pointerEvent.pointerEnter = gameObject1; } GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject1, (BaseEventData)pointerEvent, ExecuteEvents.pointerDownHandler); if ((UnityEngine.Object)gameObject2 == (UnityEngine.Object)null) { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject1); } float unscaledTime = Time.unscaledTime; if ((UnityEngine.Object)gameObject2 == (UnityEngine.Object)pointerEvent.lastPress) { if ((double)(unscaledTime - pointerEvent.clickTime) < 0.300000011920929) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = unscaledTime; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = gameObject2; pointerEvent.rawPointerPress = gameObject1; pointerEvent.clickTime = unscaledTime; pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject1); if ((UnityEngine.Object)pointerEvent.pointerDrag != (UnityEngine.Object)null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(pointerEvent.pointerDrag, (BaseEventData)pointerEvent, ExecuteEvents.initializePotentialDrag); } } if (!released) { return; } ExecuteEvents.Execute <IPointerUpHandler>(pointerEvent.pointerPress, (BaseEventData)pointerEvent, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject1); if ((UnityEngine.Object)pointerEvent.pointerPress == (UnityEngine.Object)eventHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(pointerEvent.pointerPress, (BaseEventData)pointerEvent, ExecuteEvents.pointerClickHandler); } else if ((UnityEngine.Object)pointerEvent.pointerDrag != (UnityEngine.Object)null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject1, (BaseEventData)pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = (GameObject)null; pointerEvent.rawPointerPress = (GameObject)null; if ((UnityEngine.Object)pointerEvent.pointerDrag != (UnityEngine.Object)null && pointerEvent.dragging) { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, (BaseEventData)pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = (GameObject)null; if ((UnityEngine.Object)pointerEvent.pointerDrag != (UnityEngine.Object)null) { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, (BaseEventData)pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = (GameObject)null; ExecuteEvents.ExecuteHierarchy <IPointerExitHandler>(pointerEvent.pointerEnter, (BaseEventData)pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = (GameObject)null; }
/// <summary> /// Calculate and process any mouse button state changes. /// </summary> protected void ProcessMousePress(MouseButtonEventData data) { var pointerEvent = data.buttonData; float holdTime = Time.unscaledTime; // useRaycastObject = holdTime - lastPressedTime >= 0.5f; // lastPressedTime = Time.unscaledTime; var currentOverGo = useRaycastObject?pointerEvent.pointerCurrentRaycast.gameObject:interactableList.focusedGo; // PointerDown notification if (data.PressedThisFrame()) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; if (useRaycastObject) { DeselectIfSelectionChanged(currentOverGo, pointerEvent); } GameObject newPressed; if (useRaycastObject) { // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); } else { newPressed = ExecuteEvents.GetEventHandler <IPointerDownHandler>(currentOverGo); } // didnt find a press handler... search for a click handler if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } float time = Time.unscaledTime; if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } // Caso seja uma interação que o evento evento de "pressionar ocorra" // Tem maiores efeitos na responsividade do sistema. if (!useRaycastObject && pointerEvent.clickCount >= minClicks) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } m_InputPointerEvent = pointerEvent; holding = true; lastPressedTime = Time.unscaledTime; } // PointerUp notification if (data.ReleasedThisFrame()) { holding = false; moving = false; ReleaseMouse(pointerEvent, currentOverGo); dragging = false; } }
/// <summary> /// This method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself. /// </summary> /// <param name="pointerEvent">Event data relating to the touch event, such as position and ID to be passed to the touch event destination object.</param> /// <param name="pressed">This is true for the first frame of a touch event, and false thereafter. This can therefore be used to determine the instant a touch event occurred.</param> /// <param name="released">This is true only for the last frame of a touch event.</param> /// <remarks> /// This method can be overridden in derived classes to change how touch press events are handled. /// </remarks> protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { float holdTime = Time.unscaledTime; // useRaycastObject = holdTime - lastPressedTime >= 0.5f; // lastPressedTime = Time.unscaledTime; var currentOverGo = useRaycastObject?pointerEvent.pointerCurrentRaycast.gameObject:interactableList.focusedGo; // PointerDown notification if (pressed) { holding = true; pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; if (useRaycastObject) { DeselectIfSelectionChanged(currentOverGo, pointerEvent); } // if (pointerEvent.pointerEnter != currentOverGo) // { // // send a pointer enter to the touched element if it isn't the one to select... // HandlePointerExitAndEnter(pointerEvent, currentOverGo); // pointerEvent.pointerEnter = currentOverGo; // } GameObject newPressed; if (useRaycastObject) { // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); } else { newPressed = ExecuteEvents.GetEventHandler <IPointerDownHandler>(currentOverGo); } // didnt find a press handler... search for a click handler if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } float time = Time.unscaledTime; var currentPointerEvent = m_InputPointerEvent != null?m_InputPointerEvent:pointerEvent; if (newPressed == currentPointerEvent.lastPress) { var diffTime = time - currentPointerEvent.clickTime; if (diffTime < 0.3f) { pointerEvent.clickCount += currentPointerEvent.clickCount + 1; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } // Caso seja uma interação que o evento evento de "pressionar ocorra" // Tem maiores efeitos na responsividade do sistema. if (!useRaycastObject && pointerEvent.clickCount >= minClicks) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } m_InputPointerEvent = pointerEvent; this.lastPressedTime = Time.unscaledTime; } // PointerUp notification if (released) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); // see if we mouse up on the same element that we clicked on... var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // PointerClick and Drop events if ((pointerEvent.pointerPress == pointerUpHandler || input.touchCount > 0) && pointerEvent.eligibleForClick) { if (useRaycastObject) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (input.touchCount == 1) { float diff = m_LastMousePosition.x - m_MousePosition.x; swipe = false; if (diff < -1 && !interactableList.isEmpty) { swipe = true; currentOverGo = interactableList.Next(); eventSystem.SetSelectedGameObject(currentOverGo); ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } else if (diff > 1 && !interactableList.isEmpty) { swipe = true; currentOverGo = interactableList.Previous(); eventSystem.SetSelectedGameObject(currentOverGo); ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } if (m_InputPointerEvent.clickCount >= minClicks) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (!swipe) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } } } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging && input.touchCount > 1) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; // send exit events as we need to simulate this on touch up on touch device ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; holding = false; // m_InputPointerEvent = pointerEvent; } }
private void ProcessPress(PointerEventData pointerEvent, bool pressed, bool released) { var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; if (pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); if (pointerEvent.pointerEnter != currentOverGo) { HandlePointerExitAndEnter(pointerEvent, currentOverGo); pointerEvent.pointerEnter = currentOverGo; } var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } float time = Time.unscaledTime; if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } if (released) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = null; ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }
protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification 当前事件是新创建或 Touch phase 处于 TouchPhase.Began 阶段 if (pressed) { //初始化当前 PointerEventData 的相关值 pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; // 检测是否需要删除当前 EventSystem 的 Selected 对象 (比如点击了新的对象,就会删除旧的 Selected 对象,然后由当前的 press 决定新的 Selected 对象) DeselectIfSelectionChanged(currentOverGo, pointerEvent); if (pointerEvent.pointerEnter != currentOverGo) { // send a pointer enter to the touched element if it isn't the one to select... HandlePointerExitAndEnter(pointerEvent, currentOverGo); pointerEvent.pointerEnter = currentOverGo; } // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. // 处理 pointer down 事件 var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); // didnt find a press handler... search for a click handler // 若未能处理 press,接着寻找能处理 click 事件的对象 if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } // Debug.Log("Pressed: " + newPressed); float time = Time.unscaledTime; // 得到 newPressed 对象之后,接着对 PointerEventData 相关属性赋值 if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; // Save the drag handler as well // 处理 ExecuteEvents.initializePotentialDrag 事件 pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } m_InputPointerEvent = pointerEvent; } // PointerUp notification if (released) { // Debug.Log("Executing pressup on: " + pointer.pointerPress); ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); // Debug.Log("KeyCode: " + pointer.eventData.keyCode); // see if we mouse up on the same element that we clicked on... var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // PointerClick and Drop events if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; // send exit events as we need to simulate this on touch up on touch device ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; m_InputPointerEvent = pointerEvent; } }
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { GameObject gameObject = pointerEvent.pointerCurrentRaycast.gameObject; if (pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(gameObject, pointerEvent); if (pointerEvent.pointerEnter != gameObject) { HandlePointerExitAndEnter(pointerEvent, gameObject); pointerEvent.pointerEnter = gameObject; } GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy(gameObject, pointerEvent, ExecuteEvents.pointerDownHandler); if (gameObject2 == null) { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); } float unscaledTime = Time.unscaledTime; if (gameObject2 == pointerEvent.lastPress) { float num = unscaledTime - pointerEvent.clickTime; if (num < 0.3f) { pointerEvent.clickCount++; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = unscaledTime; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = gameObject2; pointerEvent.rawPointerPress = gameObject; pointerEvent.clickTime = unscaledTime; pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } if (released) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); if (pointerEvent.pointerPress == eventHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy(gameObject, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = null; ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }
protected void ProcessMousePress(PointerInputModule.MouseButtonEventData data) { PointerEventData buttonData = data.buttonData; GameObject gameObject1 = buttonData.pointerCurrentRaycast.gameObject; if (data.PressedThisFrame()) { buttonData.eligibleForClick = true; buttonData.delta = Vector2.zero; buttonData.dragging = false; buttonData.useDragThreshold = true; buttonData.pressPosition = buttonData.position; buttonData.pointerPressRaycast = buttonData.pointerCurrentRaycast; this.DeselectIfSelectionChanged(gameObject1, (BaseEventData)buttonData); GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject1, (BaseEventData)buttonData, ExecuteEvents.pointerDownHandler); if ((UnityEngine.Object)gameObject2 == (UnityEngine.Object)null) { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject1); } float unscaledTime = Time.unscaledTime; if ((UnityEngine.Object)gameObject2 == (UnityEngine.Object)buttonData.lastPress) { if ((double)(unscaledTime - buttonData.clickTime) < 0.300000011920929) { ++buttonData.clickCount; } else { buttonData.clickCount = 1; } buttonData.clickTime = unscaledTime; } else { buttonData.clickCount = 1; } buttonData.pointerPress = gameObject2; buttonData.rawPointerPress = gameObject1; buttonData.clickTime = unscaledTime; buttonData.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject1); if ((UnityEngine.Object)buttonData.pointerDrag != (UnityEngine.Object)null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(buttonData.pointerDrag, (BaseEventData)buttonData, ExecuteEvents.initializePotentialDrag); } } if (!data.ReleasedThisFrame()) { return; } ExecuteEvents.Execute <IPointerUpHandler>(buttonData.pointerPress, (BaseEventData)buttonData, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject1); if ((UnityEngine.Object)buttonData.pointerPress == (UnityEngine.Object)eventHandler && buttonData.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(buttonData.pointerPress, (BaseEventData)buttonData, ExecuteEvents.pointerClickHandler); } else if ((UnityEngine.Object)buttonData.pointerDrag != (UnityEngine.Object)null && buttonData.dragging) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject1, (BaseEventData)buttonData, ExecuteEvents.dropHandler); } buttonData.eligibleForClick = false; buttonData.pointerPress = (GameObject)null; buttonData.rawPointerPress = (GameObject)null; if ((UnityEngine.Object)buttonData.pointerDrag != (UnityEngine.Object)null && buttonData.dragging) { ExecuteEvents.Execute <IEndDragHandler>(buttonData.pointerDrag, (BaseEventData)buttonData, ExecuteEvents.endDragHandler); } buttonData.dragging = false; buttonData.pointerDrag = (GameObject)null; if (!((UnityEngine.Object)gameObject1 != (UnityEngine.Object)buttonData.pointerEnter)) { return; } this.HandlePointerExitAndEnter(buttonData, (GameObject)null); this.HandlePointerExitAndEnter(buttonData, gameObject1); }
protected void ProcessMousePress(PointerInputModule.MouseButtonEventData data) { /* called in ProcessMouseEvent * * sets pointerPress * pointerDrag * rawPointerPress * * on press this frame * call OnPointerDown * call OnInitializePotentialDrag * on release this frame * call OnPointerUp * call OnPointerClick * call OnDrop * call OnEndDrag */ PointerEventData buttonData = data.buttonData; GameObject gameObject = buttonData.pointerCurrentRaycast.gameObject; /*hit object. selected*/ if (data.PressedThisFrame()) { buttonData.eligibleForClick = true; buttonData.delta = Vector2.zero; buttonData.dragging = false; buttonData.useDragThreshold = true; buttonData.pressPosition = buttonData.position; buttonData.pointerPressRaycast = buttonData.pointerCurrentRaycast; base.DeselectIfSelectionChanged(gameObject, buttonData); GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject, buttonData, ExecuteEvents.pointerDownHandler); /*pressed obj*/ if (gameObject2 == null) /*if none turns out to handle OnPointerDown*/ { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); } float unscaledTime = Time.unscaledTime; if (gameObject2 == buttonData.lastPress) { /* if gameObject2 is the lastly pressed object * and if the pressed is registered within .3 secs after the prev one, increment clickCount * else clickCount = 1 */ float num = unscaledTime - buttonData.clickTime; if (num < 0.3f) { buttonData.clickCount++; } else { buttonData.clickCount = 1; } buttonData.clickTime = unscaledTime; } else { buttonData.clickCount = 1; } buttonData.pointerPress = gameObject2; buttonData.rawPointerPress = gameObject; buttonData.clickTime = unscaledTime; buttonData.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject); if (buttonData.pointerDrag != null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(buttonData.pointerDrag, buttonData, ExecuteEvents.initializePotentialDrag); } if (m_topPopup != null) { RectTransform rt = m_topPopup.GetComponent <RectTransform>(); if (rt != null) { if (!RectTransformUtility.RectangleContainsScreenPoint(rt, buttonData.position)) { print("touched outside"); ExecuteEvents.Execute <IPopupHideHandler>(m_topPopup, buttonData, CustomEvents.popupHideHandler); m_popupStack.Remove(m_topPopup); if (m_topPopup != null) { ExecuteEvents.Execute <IPopupFocusHandler>(m_topPopup, buttonData, CustomEvents.popupFocusHandler); } } } } } if (data.ReleasedThisFrame()) { ExecuteEvents.Execute <IPointerUpHandler>(buttonData.pointerPress, buttonData, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); if (buttonData.pointerPress == eventHandler && buttonData.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(buttonData.pointerPress, buttonData, ExecuteEvents.pointerClickHandler); } else if (buttonData.pointerDrag != null && buttonData.dragging) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject, buttonData, ExecuteEvents.dropHandler); } buttonData.eligibleForClick = false; buttonData.pointerPress = null; buttonData.rawPointerPress = null; if (buttonData.pointerDrag != null && buttonData.dragging) { ExecuteEvents.Execute <IEndDragHandler>(buttonData.pointerDrag, buttonData, ExecuteEvents.endDragHandler); } buttonData.dragging = false; buttonData.pointerDrag = null; if (gameObject != buttonData.pointerEnter) { base.HandlePointerExitAndEnter(buttonData, null); base.HandlePointerExitAndEnter(buttonData, gameObject); } } }
/* protected void ProcessDelayedPress(CustomEventData eventData){ * //if pointerPressed remains the same && eventData.eligibleForDelayedPress , increment timer * //if timer expires * //call OnDelayedPointerDown * //make sure this does not called again until new touch * //timer is reset * //eventData.eligibleForDelayedPress = false * //eligibleForDelayedPress is reset to true when a new touch is detected * } */ protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { /* called in ProcessTouchEvents * sets PointerEventData.pointerEnter * sets PointerEventData.pointerPress * sets PointerEventData.rawPointerPress * sets PointerEventData.pointerDrag * * on pressed this frame * calls OnPointerDown * calls OnInitializePotentialDrag * * on released this frame * call OnPointerUp * call OnPointerClick * call OnDrop * call OnEndDrag * call OnPointerExit */ GameObject gameObject = pointerEvent.pointerCurrentRaycast.gameObject; if (pressed) /*this frame, new touch*/ { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; base.DeselectIfSelectionChanged(gameObject, pointerEvent); if (pointerEvent.pointerEnter != gameObject) { base.HandlePointerExitAndEnter(pointerEvent, gameObject /*newEnterTarget*/); pointerEvent.pointerEnter = gameObject; } /*pointerEnter == gameobject*/ GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject, pointerEvent, ExecuteEvents.pointerDownHandler); /*gameObject2 is the one int the hierarchy that handles the event. gameObject is the starting obj*/ if (gameObject2 == null) { /* if none of gameObjects in the hierarchy can handle OnPointerDown, then assigne gameObject2 with the one in the hierarchy that handles OnPointerClick...???? */ gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); } float unscaledTime = Time.unscaledTime; if (gameObject2 == pointerEvent.lastPress) { /* if gameObject2 is the lastly pressed object * and if the pressed is registered within .3 secs after the prev one, increment clickCount * else clickCount = 1 */ float num = unscaledTime - pointerEvent.clickTime; if (num < 0.3f) { pointerEvent.clickCount++; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = unscaledTime; } else /*gameObject2 == null || != pointerEvent.lastPress*/ { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = gameObject2; /*could be null*/ pointerEvent.rawPointerPress = gameObject; /*could be null...*/ pointerEvent.clickTime = unscaledTime; pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } if (m_topPopup != null) { RectTransform rt = m_topPopup.GetComponent <RectTransform>(); if (rt != null) { if (!RectTransformUtility.RectangleContainsScreenPoint(rt, pointerEvent.position)) { // print("touched outside"); ExecuteEvents.Execute <IPopupHideHandler>(m_topPopup, pointerEvent, CustomEvents.popupHideHandler); m_popupStack.Remove(m_topPopup); if (m_topPopup != null) { ExecuteEvents.Execute <IPopupFocusHandler>(m_topPopup, pointerEvent, CustomEvents.popupFocusHandler); } } } } } if (released) /*this frame*/ { ExecuteEvents.Execute <IPointerUpHandler>(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); if (pointerEvent.pointerPress == eventHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); prevDelta = Vector2.zero; } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) /*??*/ { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); prevDelta = Vector2.zero; } pointerEvent.pointerDrag = null; ExecuteEvents.ExecuteHierarchy <IPointerExitHandler>(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }
public override void Process() { GuiHit = false; //ButtonUsed = false; // send update events if there is a selected object - this is important for InputField to receive keyboard events SendUpdateEventToSelectedObject(); if (ArbitraryInput.instances != null) { foreach (ArbitraryInput pointer in ArbitraryInput.instances) { //Check if the Pointer is Active in the heirarchy. If it isn't, turn off the cursor and continue if (pointer.gameObject.activeInHierarchy == false) { pointer.isHittingUI = false; continue; } UpdateCameraPosition(pointer); bool hit = GetLookPointerEventData(pointer); if (hit == false) { continue; } pointer.CurrentPoint = pointer.PointEvent.pointerCurrentRaycast.gameObject; // handle enter and exit events (highlight) base.HandlePointerExitAndEnter(pointer.PointEvent, pointer.CurrentPoint); UpdateCursor(pointer, pointer.PointEvent); if (pointer != null) { if (pointer.buttonDown) { ClearSelection(); pointer.PointEvent.pressPosition = pointer.PointEvent.position; pointer.PointEvent.pointerPressRaycast = pointer.PointEvent.pointerCurrentRaycast; pointer.PointEvent.pointerPress = null; if (pointer.CurrentPoint != null) { pointer.CurrentPressed = pointer.CurrentPoint; GameObject newPressed = ExecuteEvents.ExecuteHierarchy(pointer.CurrentPressed.gameObject, pointer.PointEvent, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy(pointer.CurrentPressed, pointer.PointEvent, ExecuteEvents.pointerClickHandler); if (newPressed != null) { pointer.CurrentPressed = newPressed; } } else { pointer.CurrentPressed = newPressed; // we want to do click on button down at same time, unlike regular mouse processing // which does click when mouse goes up over same object it went down on // reason to do this is head tracking might be jittery and this makes it easier to click buttons ExecuteEvents.Execute(newPressed, pointer.PointEvent, ExecuteEvents.pointerClickHandler); } if (newPressed != null) { pointer.PointEvent.pointerPress = newPressed; pointer.CurrentPressed = newPressed; Select(pointer.CurrentPressed); //ButtonUsed = true; } ExecuteEvents.Execute(pointer.CurrentPressed, pointer.PointEvent, ExecuteEvents.beginDragHandler); pointer.PointEvent.pointerDrag = pointer.CurrentPressed; pointer.CurrentDragging = pointer.CurrentPressed; } } if (pointer.buttonUp) { if (pointer.CurrentDragging) { ExecuteEvents.Execute(pointer.CurrentDragging, pointer.PointEvent, ExecuteEvents.endDragHandler); if (pointer.CurrentPoint != null) { ExecuteEvents.ExecuteHierarchy(pointer.CurrentPoint, pointer.PointEvent, ExecuteEvents.dropHandler); } pointer.PointEvent.pointerDrag = null; pointer.CurrentDragging = null; } if (pointer.CurrentPressed) { ExecuteEvents.Execute(pointer.CurrentPressed, pointer.PointEvent, ExecuteEvents.pointerUpHandler); pointer.PointEvent.rawPointerPress = null; pointer.PointEvent.pointerPress = null; pointer.CurrentPressed = null; } } // drag handling if (pointer.CurrentDragging != null) { ExecuteEvents.Execute(pointer.CurrentDragging, pointer.PointEvent, ExecuteEvents.dragHandler); } } } } }
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification if (pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); if (pointerEvent.pointerEnter != currentOverGo) { // send a pointer enter to the touched element if it isn't the one to select... HandlePointerExitAndEnter(pointerEvent, currentOverGo); pointerEvent.pointerEnter = currentOverGo; } // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); // didnt find a press handler... search for a click handler if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } // Debug.Log("Pressed: " + newPressed); float time = Time.unscaledTime; if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } // PointerUp notification if (released) { // Debug.Log("Executing pressup on: " + pointer.pointerPress); ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); // Debug.Log("KeyCode: " + pointer.eventData.keyCode); // see if we mouse up on the same element that we clicked on... var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // PointerClick and Drop events if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = null; // send exit events as we need to simulate this on touch up on touch device ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }
// Token: 0x0600026F RID: 623 RVA: 0x0001F4AC File Offset: 0x0001D6AC private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { GameObject gameObject = pointerEvent.pointerCurrentRaycast.gameObject; if (pressed) { if (!UIHintMask.bPassThrough) { RaycastResult?maskRay = this.MaskRay; if (maskRay != null && this.MaskEvent != null && gameObject != null && gameObject.name[0] != '~') { return; } } pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; base.DeselectIfSelectionChanged(gameObject, pointerEvent); if (pointerEvent.pointerEnter != gameObject) { base.HandlePointerExitAndEnter(pointerEvent, gameObject); pointerEvent.pointerEnter = gameObject; } GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(gameObject, pointerEvent, ExecuteEvents.pointerDownHandler); if (gameObject2 == null) { gameObject2 = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); } float unscaledTime = Time.unscaledTime; if (gameObject2 == pointerEvent.lastPress) { float num = unscaledTime - pointerEvent.clickTime; if (num < 0.3f) { pointerEvent.clickCount++; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = unscaledTime; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = gameObject2; pointerEvent.rawPointerPress = gameObject; pointerEvent.clickTime = unscaledTime; pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(gameObject); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute <IInitializePotentialDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } if (released) { RaycastResult?maskRay2 = this.MaskRay; if (maskRay2 != null) { ExecuteEvents.Execute <IPointerClickHandler>(this.MaskEvent.pointerCurrentRaycast.gameObject, this.MaskEvent, ExecuteEvents.pointerClickHandler); if (!UIHintMask.bPassThrough && gameObject != null && gameObject.name[0] != '~') { pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; pointerEvent.dragging = false; pointerEvent.pointerDrag = null; pointerEvent.pointerEnter = null; return; } } ExecuteEvents.Execute <IPointerUpHandler>(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); GameObject eventHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(gameObject); if (pointerEvent.pointerPress == eventHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute <IPointerClickHandler>(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null) { ExecuteEvents.ExecuteHierarchy <IDropHandler>(gameObject, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute <IEndDragHandler>(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = null; ExecuteEvents.ExecuteHierarchy <IPointerExitHandler>(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }
/// <summary> /// Process the current mouse press. /// </summary> private void ProcessMousePress(MouseButtonEventData data) { var pointerEvent = data.buttonData; var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification if (data.PressedThisFrame()) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); // search for the control that will receive the press // if we can't find a press handler set the press // handler to be what would receive a click. var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); // didnt find a press handler... search for a click handler if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } // Debug.Log("Pressed: " + newPressed); float time = Time.unscaledTime; if (newPressed == pointerEvent.lastPress) { var diffTime = time - pointerEvent.clickTime; if (diffTime < 0.3f) { ++pointerEvent.clickCount; } else { pointerEvent.clickCount = 1; } pointerEvent.clickTime = time; } else { pointerEvent.clickCount = 1; } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; pointerEvent.clickTime = time; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } // PointerUp notification if (data.ReleasedThisFrame()) { // Debug.Log("Executing pressup on: " + pointer.pointerPress); ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); // Debug.Log("KeyCode: " + pointer.eventData.keyCode); // see if we mouse up on the same element that we clicked on... var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // PointerClick and Drop events if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; // redo pointer enter / exit to refresh state // so that if we moused over somethign that ignored it before // due to having pressed on something else // it now gets it. if (currentOverGo != pointerEvent.pointerEnter) { HandlePointerExitAndEnter(pointerEvent, null); HandlePointerExitAndEnter(pointerEvent, currentOverGo); } } }
private void ReleaseMouse(PointerEventData pointerEvent, GameObject currentOverGo) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); // PointerClick and Drop events if ((pointerEvent.pointerPress == pointerUpHandler || !Input.GetKey(KeyCode.Space)) && pointerEvent.eligibleForClick) { if (useRaycastObject) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else { // Verifica se o deslize foi para esquerda ou direita // TODO Testar a necessidade de uma margem de erro para evitar deslizes indesejados float diff = m_LastMousePosition.x - m_MousePosition.x; // Uma flag para indicar se o movimento foi de toque ou deslize swipe = false; // Se o valor for negativo é um deslize para esquerda, caso contrário para direita // À esquerda o item anterior é selecionado, a direita o item posterior é selecionado // O movimento é realizado de forma cíclica pela interface if (!dragging && diff < 0 && !interactableList.isEmpty) { currentOverGo = interactableList.Next(); eventSystem.SetSelectedGameObject(currentOverGo); swipe = true; ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } else if (!dragging && diff > 0 && !interactableList.isEmpty) { currentOverGo = interactableList.Previous(); eventSystem.SetSelectedGameObject(currentOverGo); swipe = true; ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } // Se o minimo de clicks para interação foi realizado, permite a interação; if (pointerEvent.clickCount >= minClicks) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); pointerEvent.clickCount = 0; } // Se o movimento foi de toque, executa a descrição de audio else if (!swipe) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, pointerDescriptionHandler); } } } else if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; // redo pointer enter / exit to refresh state // so that if we moused over something that ignored it before // due to having pressed on something else // it now gets it. if (currentOverGo != pointerEvent.pointerEnter) { HandlePointerExitAndEnter(pointerEvent, null); HandlePointerExitAndEnter(pointerEvent, currentOverGo); } m_InputPointerEvent = pointerEvent; }
/** * Send an event to the root game object (which must be manually set). * * @param cb The event being sent */ protected void rootEvent <T>(ExecEv.EventFunction <T> cb) where T : Handler { ExecEv.ExecuteHierarchy <T>(root, null, cb); }
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification if (pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); if (pointerEvent.pointerEnter != currentOverGo) { // send a pointer enter to the touched element if it isn't the one to select... HandlePointerExitAndEnter(pointerEvent, currentOverGo); pointerEvent.pointerEnter = currentOverGo; } // search for the control that will receive the press var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler); // if we can't find a press handler set the press handler to be what would receive a click if (newPressed == null) { newPressed = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); } pointerEvent.pointerPress = newPressed; pointerEvent.rawPointerPress = currentOverGo; // Save the drag handler as well pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler <IDragHandler>(currentOverGo); if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag); } } if (released) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler); var pointerUpHandler = ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentOverGo); if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) { ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler); } else if (pointerEvent.pointerDrag != null) { ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler); } pointerEvent.eligibleForClick = false; pointerEvent.pointerPress = null; pointerEvent.rawPointerPress = null; if (pointerEvent.pointerDrag != null && pointerEvent.dragging) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.dragging = false; pointerEvent.pointerDrag = null; if (pointerEvent.pointerDrag != null) { ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler); } pointerEvent.pointerDrag = null; ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler); pointerEvent.pointerEnter = null; } }