using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
namespace UnityEngine.XR.Interaction.Toolkit.UI
{
///
/// Defines the type of interaction expected from the interactor when interacting with UI.
///
///
public enum UIInteractionType
{
///
/// The UI interaction is a ray interaction.
///
Ray,
///
/// The UI interaction is a poke interaction.
///
Poke,
}
///
/// Models a tracked device.
///
public partial struct TrackedDeviceModel
{
internal struct ImplementationData
{
///
/// This tracks the current GUI targets being hovered over.
///
///
public List hoverTargets { get; set; }
///
/// Tracks the current enter/exit target being hovered over at any given moment.
///
///
public GameObject pointerTarget { get; set; }
///
/// Whether or not the current mouse button is being dragged.
///
///
public bool isDragging { get; set; }
///
/// The last time this button was pressed.
///
///
public float pressedTime { get; set; }
///
/// The position on the screen.
///
///
public Vector2 position { get; set; }
///
/// The position on the screen that this button was last pressed.
/// In the same scale as , and caches the same value as .
///
///
public Vector2 pressedPosition { get; set; }
///
/// The position in world space that this button was last pressed.
/// This is used to recalculate the relative screen space during head movement.
///
///
///
public Vector3 pressedWorldPosition { get; set; }
///
/// The Raycast data from the time it was pressed.
///
///
public RaycastResult pressedRaycast { get; set; }
///
/// The last GameObject pressed on that can handle press or click events.
///
///
public GameObject pressedGameObject { get; set; }
///
/// The last GameObject pressed on regardless of whether it can handle events or not.
///
///
public GameObject pressedGameObjectRaw { get; set; }
///
/// The GameObject currently being dragged if any.
///
///
public GameObject draggedGameObject { get; set; }
///
/// Resets this object to its default, unused state.
///
public void Reset()
{
isDragging = false;
pressedTime = 0f;
position = Vector2.zero;
pressedPosition = Vector2.zero;
pressedWorldPosition = Vector3.zero;
pressedRaycast = new RaycastResult();
pressedGameObject = null;
pressedGameObjectRaw = null;
draggedGameObject = null;
pointerTarget = null;
if (hoverTargets == null)
hoverTargets = new List();
else
hoverTargets.Clear();
}
}
ImplementationData m_ImplementationData;
internal ImplementationData implementationData => m_ImplementationData;
///
/// (Read Only) A unique Id to identify this model from others within the UI system.
///
public int pointerId { get; }
bool m_SelectDown;
///
/// Whether or not the model should be selecting UI at this moment. This is the equivalent of left mouse down for a mouse.
///
public bool select
{
get => m_SelectDown;
set
{
if (m_SelectDown != value)
{
m_SelectDown = value;
selectDelta |= value ? ButtonDeltaState.Pressed : ButtonDeltaState.Released;
changedThisFrame = true;
}
}
}
///
/// Whether the state of the select option has changed this frame.
///
public ButtonDeltaState selectDelta { get; private set; }
///
/// Checks whether this model has meaningfully changed this frame.
/// This is used by the UI system to avoid excessive work. Use to reset.
///
public bool changedThisFrame { get; private set; }
Vector3 m_Position;
///
/// The world starting position of the cast for the tracked device.
///
///
public Vector3 position
{
get => m_PositionProvider?.Invoke() ?? m_Position;
set
{
if (m_Position != value)
{
m_Position = value;
changedThisFrame = true;
}
}
}
Func m_PositionProvider;
///
/// Overrides the position point used for the world starting position of the cast with a function that returns the position instead.
/// This position function allows for accurate just in time position querying.
/// Necessary for poke interaction with UGUI if the frame of reference is moving rapidly.
///
///
public Func positionProvider
{
get => m_PositionProvider;
set
{
if (m_PositionProvider != value)
{
m_PositionProvider = value;
changedThisFrame = true;
}
}
}
Quaternion m_Orientation;
///
/// The world starting orientation of the cast for the tracked device.
///
public Quaternion orientation
{
get => m_Orientation;
set
{
if (m_Orientation != value)
{
m_Orientation = value;
changedThisFrame = true;
}
}
}
List m_RaycastPoints;
///
/// A series of Ray segments used to hit UI.
///
///
/// A polygonal chain represented by a list of endpoints which form line segments
/// to approximate the curve. Each line segment is where the ray cast starts and ends.
/// World space coordinates.
///
public List raycastPoints
{
get => m_RaycastPoints;
set
{
changedThisFrame |= m_RaycastPoints.Count != value.Count;
m_RaycastPoints = value;
}
}
///
/// The last ray cast done for this model.
///
///
public RaycastResult currentRaycast { get; private set; }
///
/// The endpoint index within the list of ray cast points that the refers to when a hit occurred.
/// Otherwise, a value of 0 if no hit occurred.
///
///
///
///
public int currentRaycastEndpointIndex { get; private set; }
LayerMask m_RaycastLayerMask;
///
/// Layer mask for ray casts.
///
public LayerMask raycastLayerMask
{
get => m_RaycastLayerMask;
set
{
if (m_RaycastLayerMask != value)
{
changedThisFrame = true;
m_RaycastLayerMask = value;
}
}
}
Vector2 m_ScrollDelta;
///
/// The amount of scroll since the last update.
///
///
public Vector2 scrollDelta
{
get => m_ScrollDelta;
set
{
if (m_ScrollDelta != value)
{
m_ScrollDelta = value;
changedThisFrame = true;
}
}
}
float m_PokeDepth;
///
/// Distance along the poke interactable interaction axis that allows for a poke to be triggered.
/// Only applies with .
///
///
public float pokeDepth
{
get => m_PokeDepth;
set
{
if (m_PokeDepth != value)
{
m_PokeDepth = value;
changedThisFrame = true;
}
}
}
UIInteractionType m_InteractionType;
///
/// The interaction type expected by this .
/// It affects the handling of raycasts in the .
///
///
public UIInteractionType interactionType
{
get => m_InteractionType;
set
{
if (m_InteractionType != value)
{
m_InteractionType = value;
changedThisFrame = true;
}
}
}
///
/// Interactor that is tracking and updating the state of this model.
///
internal IUIInteractor interactor { get; set; }
///
/// Updates the internal select state of the model. This is required for poke interactions
/// due to the frame timing when performing sphere casts against the .
/// Only applies with .
///
///
internal void UpdatePokeSelectState()
{
if (m_InteractionType == UIInteractionType.Poke)
select = TrackedDeviceGraphicRaycaster.IsPokeSelectingWithUI(interactor);
}
///
/// Tracks the current selectable UI element being hovered
///
public GameObject selectableObject { get; set; }
///
/// Tracks whether the current hovered UI elements support scrolling.
///
public bool isScrollable { get; set; }
///
/// Returns a struct representing an invalid pointer id.
/// This can be used when returning an instance from a method to represent invalid data.
///
///
public static TrackedDeviceModel invalid { get; } = new TrackedDeviceModel(-1);
///
/// Initializes and returns an instance of .
///
/// The pointer id.
public TrackedDeviceModel(int pointerId) : this()
{
this.pointerId = pointerId;
m_RaycastPoints = new List();
m_ImplementationData = new ImplementationData();
Reset();
}
///
/// Resets this object back to defaults.
///
/// If , will reset only the external state of the object, and not internal, UI-used variables. Defaults to .
public void Reset(bool resetImplementation = true)
{
m_Orientation = Quaternion.identity;
m_Position = Vector3.zero;
m_PositionProvider = null;
changedThisFrame = false;
m_SelectDown = false;
selectDelta = ButtonDeltaState.NoChange;
m_RaycastPoints?.Clear();
currentRaycastEndpointIndex = 0;
m_RaycastLayerMask = Physics.DefaultRaycastLayers;
m_ScrollDelta = Vector2.zero;
if (resetImplementation)
m_ImplementationData.Reset();
}
///
/// To be called at the end of each frame to reset any tracking of changes within the frame.
///
///
///
public void OnFrameFinished()
{
selectDelta = ButtonDeltaState.NoChange;
m_ScrollDelta = Vector2.zero;
changedThisFrame = false;
}
///
/// Copies data from this model to the UI Event Data.
///
/// The event that copies the data.
///
public void CopyTo(TrackedDeviceEventData eventData)
{
eventData.rayPoints = m_RaycastPoints;
eventData.layerMask = m_RaycastLayerMask;
eventData.pointerId = pointerId;
eventData.scrollDelta = m_ScrollDelta;
eventData.pointerEnter = m_ImplementationData.pointerTarget;
eventData.dragging = m_ImplementationData.isDragging;
eventData.clickTime = m_ImplementationData.pressedTime;
eventData.position = m_ImplementationData.position;
eventData.pressPosition = m_ImplementationData.pressedPosition;
eventData.pressWorldPosition = m_ImplementationData.pressedWorldPosition;
eventData.pointerPressRaycast = m_ImplementationData.pressedRaycast;
eventData.pointerPress = m_ImplementationData.pressedGameObject;
eventData.rawPointerPress = m_ImplementationData.pressedGameObjectRaw;
eventData.pointerDrag = m_ImplementationData.draggedGameObject;
eventData.hovered.Clear();
eventData.hovered.AddRange(m_ImplementationData.hoverTargets);
}
///
/// Copies data from the UI Event Data to this model.
///
/// The data to copy from.
///
public void CopyFrom(TrackedDeviceEventData eventData)
{
m_ImplementationData.pointerTarget = eventData.pointerEnter;
m_ImplementationData.isDragging = eventData.dragging;
m_ImplementationData.pressedTime = eventData.clickTime;
m_ImplementationData.position = eventData.position;
m_ImplementationData.pressedPosition = eventData.pressPosition;
m_ImplementationData.pressedWorldPosition = eventData.pressWorldPosition;
m_ImplementationData.pressedRaycast = eventData.pointerPressRaycast;
m_ImplementationData.pressedGameObject = eventData.pointerPress;
m_ImplementationData.pressedGameObjectRaw = eventData.rawPointerPress;
m_ImplementationData.draggedGameObject = eventData.pointerDrag;
m_ImplementationData.hoverTargets.Clear();
m_ImplementationData.hoverTargets.AddRange(eventData.hovered);
currentRaycast = eventData.pointerCurrentRaycast;
currentRaycastEndpointIndex = eventData.rayHitIndex;
}
}
}