/** 更新。インプットシステム。ポインター。マウス位置。 */ private bool Main_InputSystem_Pointer_MousePosition(Fee.Render2D.Render2D a_render2d) { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Pointer t_pointer_current = UnityEngine_InputSystem.InputSystem.GetDevice <UnityEngine_InputSystem.Pointer>(); if (t_pointer_current != null) { //デバイス。 int t_x; int t_y; { int t_pos_x = (int)t_pointer_current.position.x.ReadValue(); #if ((UNITY_STANDALONE_WIN) || (UNITY_EDITOR_WIN) || (UNITY_ANDROID)) int t_pos_y = (int)(this.screen_h - t_pointer_current.position.y.ReadValue()); #else int t_pos_y = (int)(t_pointer_current.position.y.ReadValue()); #endif /* * { * t_pos_x = (int)((float)t_pos_x * UnityEngine.Screen.width / this.screen_w); * t_pos_y = (int)((float)t_pos_y * UnityEngine.Screen.height / this.screen_h); * } */ //(GUIスクリーン座標)=>(仮想スクリーン座標)。 a_render2d.GuiScreenToVirtualScreen(t_pos_x, t_pos_y, out t_x, out t_y); } //設定。 this.cursor.Set(t_x, t_y); //devicename this.cursor.devicename = t_pointer_current.name; return(true); } } #endif return(false); }
public override void MakeCurrent() { base.MakeCurrent(); current = this; }
/** 更新。インプットシステム。ポインター。マウスボタン。 */ private bool Main_InputSystem_Pointer_MouseButton() { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Pointer t_pointer_current = UnityEngine_InputSystem.InputSystem.GetDevice <UnityEngine_InputSystem.Pointer>(); if (t_pointer_current != null) { bool t_l_on; #if ((UNITY_2018_3) || (UNITY_2018_4)) { t_l_on = this.left.on; //デバイス。 switch (t_pointer_current.phase.ReadValue()) { case UnityEngine_InputSystem.PointerPhase.Began: { //開始。 t_l_on = true; } break; case UnityEngine_InputSystem.PointerPhase.Ended: #if ((UNITY_2018_3) || (UNITY_2018_4)) case UnityEngine_InputSystem.PointerPhase.Cancelled: #else case UnityEngine_InputSystem.PointerPhase.Canceled: #endif { //終了。 t_l_on = false; } break; case UnityEngine_InputSystem.PointerPhase.Moved: case UnityEngine_InputSystem.PointerPhase.None: case UnityEngine_InputSystem.PointerPhase.Stationary: { //保留。 } break; } } #else { //デバイス。 t_l_on = t_pointer_current.press.isPressed; } #endif //設定。 this.left.Set(t_l_on & this.is_focus); this.right.Set(false & this.is_focus); this.middle.Set(false & this.is_focus); //設定。 return(true); } } #endif return(false); }