private void createGazePointer() { UIGazePointer pointer = new UIGazePointer(); pointer.GazeCanvas = gazeCanvas; pointer.GazeProgressBar = gazeProgressBar; pointer.GazeClickTimer = gazeClickTimer; pointer.GazeClickTimerDelay = gazeClickTimerDelay; initPointer(pointer); }
public override void Process() { foreach (var pair in controllerData) { UIGazePointer controller = pair.Key; VRInputControllerData data = pair.Value; // test if UICamera is looking at a GUI element UpdateCameraPosition(controller); if (data.pointerEvent == null) { data.pointerEvent = new VRInputEventData(eventSystem); } else { data.pointerEvent.Reset(); } data.pointerEvent.controller = controller; data.pointerEvent.delta = Vector2.zero; data.pointerEvent.position = new Vector2(GetCameraSize().x * 0.5f, GetCameraSize().y * 0.5f); // trigger a raycast eventSystem.RaycastAll(data.pointerEvent, m_RaycastResultCache); data.pointerEvent.pointerCurrentRaycast = FindFirstRaycast(m_RaycastResultCache); m_RaycastResultCache.Clear(); // make sure our controller knows about the raycast result if (data.pointerEvent.pointerCurrentRaycast.distance > 0.0f) { controller.LimitLaserDistance(data.pointerEvent.pointerCurrentRaycast.distance + 0.01f); } // send control enter and exit events to our controller var hitControl = data.pointerEvent.pointerCurrentRaycast.gameObject; if (data.currentPoint != hitControl) { if (data.currentPoint != null) { ExecuteEvents.ExecuteHierarchy(data.currentPressed, data.pointerEvent, ExecuteEvents.pointerUpHandler); controller.OnExitControl(data.currentPoint); } if (hitControl != null) { controller.OnEnterControl(hitControl); } } data.currentPoint = hitControl; currentLook = hitControl; if (hitControl == null) { ClearSelection(); } // handle enter and exit events on the GUI controlls that are hit base.HandlePointerExitAndEnter(data.pointerEvent, data.currentPoint); Image circleProgressBar = controller.GazeProgressBar; float timeToLookPress = controller.GazeClickTimer; float timeToLookPressDelay = controller.GazeClickTimerDelay; if ((currentLook != null) && (timeToLookPress > 0)) { bool clickable = false; if (currentLook.transform.gameObject.GetComponent <Button>() != null) { clickable = true; } if (currentLook.transform.parent != null) { if (currentLook.transform.parent.gameObject.GetComponent <Button>() != null) { clickable = true; } if (currentLook.transform.parent.gameObject.GetComponent <Toggle>() != null) { clickable = true; } if (currentLook.transform.parent.gameObject.GetComponent <Slider>() != null) { clickable = true; } if (currentLook.transform.parent.parent != null) { if (currentLook.transform.parent.parent.gameObject.GetComponent <Slider>() != null) { if (currentLook.name != "Handle") { clickable = true; } } if (currentLook.transform.parent.parent.gameObject.GetComponent <Toggle>() != null) { clickable = true; } } } if (clickable) { if (lastActiveButton == currentLook) { if (circleProgressBar) { if (circleProgressBar.isActiveAndEnabled) { circleProgressBar.fillAmount = (Time.realtimeSinceStartup - lookTimer) / timeToLookPress; } else if (Time.realtimeSinceStartup - lookTimer > 0) { circleProgressBar.fillAmount = 0f; circleProgressBar.gameObject.SetActive(true); ExecuteEvents.ExecuteHierarchy(data.currentPressed, data.pointerEvent, ExecuteEvents.pointerUpHandler); } } if (Time.realtimeSinceStartup - lookTimer > timeToLookPress) { if (circleProgressBar) { circleProgressBar.gameObject.SetActive(false); } // simulate Press state data.pointerEvent.pressPosition = data.pointerEvent.position; data.pointerEvent.pointerPressRaycast = data.pointerEvent.pointerCurrentRaycast; data.pointerEvent.pointerPress = null; // update current pressed if the curser is over an element if (data.currentPoint != null) { data.currentPressed = data.currentPoint; data.pointerEvent.current = data.currentPressed; GameObject newPressed = ExecuteEvents.ExecuteHierarchy(data.currentPressed, data.pointerEvent, ExecuteEvents.pointerDownHandler); ExecuteEvents.Execute(controller.target.gameObject, data.pointerEvent, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy(data.currentPressed, data.pointerEvent, ExecuteEvents.pointerClickHandler); ExecuteEvents.Execute(controller.target.gameObject, data.pointerEvent, ExecuteEvents.pointerClickHandler); if (newPressed != null) { data.currentPressed = newPressed; } } else { data.currentPressed = newPressed; ExecuteEvents.Execute(newPressed, data.pointerEvent, ExecuteEvents.pointerClickHandler); ExecuteEvents.Execute(controller.target.gameObject, data.pointerEvent, ExecuteEvents.pointerClickHandler); } } // end simulation lookTimer = Time.realtimeSinceStartup + timeToLookPress * timeToLookPressDelay; } } else { lastActiveButton = currentLook; lookTimer = Time.realtimeSinceStartup; if (circleProgressBar && circleProgressBar.isActiveAndEnabled) { circleProgressBar.gameObject.SetActive(false); } } } else { lastActiveButton = null; if (circleProgressBar && circleProgressBar.isActiveAndEnabled) { circleProgressBar.gameObject.SetActive(false); } ClearSelection(); } } else { if (circleProgressBar) { circleProgressBar.gameObject.SetActive(false); } lastActiveButton = null; ClearSelection(); } } }