VR4Medical/ICI/Library/PackageCache/com.unity.xr.interaction.toolkit@42ef3600567b/Runtime/UI/PointerModel.cs
2025-07-29 13:45:50 +03:00

410 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
namespace UnityEngine.XR.Interaction.Toolkit.UI
{
/// <summary>
/// A series of flags to determine if a button has been pressed or released since the last time checked.
/// Useful for identifying press/release events that occur in a single frame or sample.
/// </summary>
[Flags]
public enum ButtonDeltaState
{
/// <summary>
/// No change since last time checked.
/// </summary>
NoChange = 0,
/// <summary>
/// Button pressed since last time checked.
/// </summary>
Pressed = 1 << 0,
/// <summary>
/// Button released since last time checked.
/// </summary>
Released = 1 << 1,
}
/// <summary>
/// Represents the state of a single mouse button within the Unity UI (UGUI) system. Keeps track of various book-keeping regarding clicks, drags, and presses.
/// Can be converted to and from PointerEventData for sending into Unity UI (UGUI).
/// </summary>
public struct MouseButtonModel
{
internal struct ImplementationData
{
/// <summary>
/// Used to cache whether or not the current mouse button is being dragged.
/// </summary>
/// <seealso cref="PointerEventData.dragging"/>
public bool isDragging { get; set; }
/// <summary>
/// Used to cache the last time this button was pressed.
/// </summary>
/// <seealso cref="PointerEventData.clickTime"/>
public float pressedTime { get; set; }
/// <summary>
/// The position on the screen that this button was last pressed.
/// In the same scale as <see cref="PointerModel.position"/>, and caches the same value as <see cref="PointerEventData.pressPosition"/>.
/// </summary>
/// <seealso cref="PointerEventData.pressPosition"/>
public Vector2 pressedPosition { get; set; }
/// <summary>
/// The Raycast data from the time it was pressed.
/// </summary>
/// <seealso cref="PointerEventData.pointerPressRaycast"/>
public RaycastResult pressedRaycast { get; set; }
/// <summary>
/// The last GameObject pressed on that can handle press or click events.
/// </summary>
/// <seealso cref="PointerEventData.pointerPress"/>
public GameObject pressedGameObject { get; set; }
/// <summary>
/// The last GameObject pressed on regardless of whether it can handle events or not.
/// </summary>
/// <seealso cref="PointerEventData.rawPointerPress"/>
public GameObject pressedGameObjectRaw { get; set; }
/// <summary>
/// The GameObject currently being dragged if any.
/// </summary>
/// <seealso cref="PointerEventData.pointerDrag"/>
public GameObject draggedGameObject { get; set; }
/// <summary>
/// Resets this object to its default, unused state.
/// </summary>
public void Reset()
{
isDragging = false;
pressedTime = 0f;
pressedPosition = Vector2.zero;
pressedRaycast = new RaycastResult();
pressedGameObject = pressedGameObjectRaw = draggedGameObject = null;
}
}
/// <summary>
/// Used to store the current binary state of the button. When set, will also track the changes between calls of <see cref="OnFrameFinished"/> in <see cref="lastFrameDelta"/>.
/// </summary>
public bool isDown
{
get => m_IsDown;
set
{
if (m_IsDown != value)
{
m_IsDown = value;
lastFrameDelta |= value ? ButtonDeltaState.Pressed : ButtonDeltaState.Released;
}
}
}
/// <summary>
/// A set of flags to identify the changes that have occurred between calls of <see cref="OnFrameFinished"/>.
/// </summary>
internal ButtonDeltaState lastFrameDelta { get; private set; }
/// <summary>
/// Resets this object to it's default, unused state.
/// </summary>
public void Reset()
{
lastFrameDelta = ButtonDeltaState.NoChange;
m_IsDown = false;
m_ImplementationData.Reset();
}
/// <summary>
/// Call this on each frame in order to reset properties that detect whether or not a certain condition was met this frame.
/// </summary>
public void OnFrameFinished() => lastFrameDelta = ButtonDeltaState.NoChange;
/// <summary>
/// Fills a <see cref="PointerEventData"/> with this mouse button's internally cached values.
/// </summary>
/// <param name="eventData">These objects are used to send data through the Unity UI (UGUI) system.</param>
public void CopyTo(PointerEventData eventData)
{
eventData.dragging = m_ImplementationData.isDragging;
eventData.clickTime = m_ImplementationData.pressedTime;
eventData.pressPosition = m_ImplementationData.pressedPosition;
eventData.pointerPressRaycast = m_ImplementationData.pressedRaycast;
eventData.pointerPress = m_ImplementationData.pressedGameObject;
eventData.rawPointerPress = m_ImplementationData.pressedGameObjectRaw;
eventData.pointerDrag = m_ImplementationData.draggedGameObject;
}
/// <summary>
/// Fills this object with the values from a <see cref="PointerEventData"/>.
/// </summary>
/// <param name="eventData">These objects are used to send data through the Unity UI (UGUI) system.</param>
public void CopyFrom(PointerEventData eventData)
{
m_ImplementationData.isDragging = eventData.dragging;
m_ImplementationData.pressedTime = eventData.clickTime;
m_ImplementationData.pressedPosition = eventData.pressPosition;
m_ImplementationData.pressedRaycast = eventData.pointerPressRaycast;
m_ImplementationData.pressedGameObject = eventData.pointerPress;
m_ImplementationData.pressedGameObjectRaw = eventData.rawPointerPress;
m_ImplementationData.draggedGameObject = eventData.pointerDrag;
}
bool m_IsDown;
ImplementationData m_ImplementationData;
}
struct PointerModel
{
internal struct InternalData
{
/// <summary>
/// This tracks the current GUI targets being hovered over.
/// </summary>
/// <seealso cref="PointerEventData.hovered"/>
public List<GameObject> hoverTargets { get; set; }
/// <summary>
/// Tracks the current enter/exit target being hovered over at any given moment.
/// </summary>
/// <seealso cref="PointerEventData.pointerEnter"/>
public GameObject pointerTarget { get; set; }
public void Reset()
{
pointerTarget = null;
if (hoverTargets == null)
hoverTargets = new List<GameObject>();
else
hoverTargets.Clear();
}
}
/// <summary>
/// An Id representing a unique pointer.
/// </summary>
public int pointerId { get; }
/// <summary>
/// A boolean value representing whether any mouse data has changed this frame, meaning that events should be processed.
/// </summary>
/// <remarks>
/// This only checks for changes in mouse state (<see cref="position"/>, <see cref="leftButton"/>, <see cref="rightButton"/>, <see cref="middleButton"/>, or <see cref="scrollDelta"/>).
/// </remarks>
public bool changedThisFrame { get; private set; }
int m_DisplayIndex;
/// <summary>
/// The index of the display that the mouse is currently on.
/// </summary>
public int displayIndex
{
get => m_DisplayIndex;
set
{
if (m_DisplayIndex != value)
{
m_DisplayIndex = value;
changedThisFrame = true;
}
}
}
Vector2 m_Position;
public Vector2 position
{
get => m_Position;
set
{
if (m_Position != value)
{
deltaPosition = value - m_Position;
m_Position = value;
changedThisFrame = true;
}
}
}
/// <summary>
/// The pixel-space change in <see cref="position"/> since the last call to <see cref="OnFrameFinished"/>.
/// </summary>
public Vector2 deltaPosition { get; private set; }
Vector2 m_ScrollDelta;
/// <summary>
/// The amount of scroll since the last call to <see cref="OnFrameFinished"/>.
/// </summary>
public Vector2 scrollDelta
{
get => m_ScrollDelta;
set
{
if (m_ScrollDelta != value)
{
m_ScrollDelta = value;
changedThisFrame = true;
}
}
}
MouseButtonModel m_LeftButton;
/// <summary>
/// Cached data and button state representing a left mouse button on a mouse.
/// Used by Unity UI (UGUI) to keep track of persistent click, press, and drag states.
/// </summary>
public MouseButtonModel leftButton
{
get => m_LeftButton;
set
{
changedThisFrame |= (value.lastFrameDelta != ButtonDeltaState.NoChange);
m_LeftButton = value;
}
}
/// <summary>
/// Sets the pressed state of the left mouse button.
/// </summary>
public bool leftButtonPressed
{
set
{
changedThisFrame |= m_LeftButton.isDown != value;
m_LeftButton.isDown = value;
}
}
MouseButtonModel m_RightButton;
/// <summary>
/// Cached data and button state representing a right mouse button on a mouse.
/// Unity UI (UGUI) uses this to keep track of persistent click, press, and drag states.
/// </summary>
public MouseButtonModel rightButton
{
get => m_RightButton;
set
{
changedThisFrame |= (value.lastFrameDelta != ButtonDeltaState.NoChange);
m_RightButton = value;
}
}
/// <summary>
/// Sets the pressed state of the right mouse button.
/// </summary>
public bool rightButtonPressed
{
set
{
changedThisFrame |= m_RightButton.isDown != value;
m_RightButton.isDown = value;
}
}
MouseButtonModel m_MiddleButton;
/// <summary>
/// Cached data and button state representing a middle mouse button on a mouse.
/// Used by Unity UI (UGUI) to keep track of persistent click, press, and drag states.
/// </summary>
public MouseButtonModel middleButton
{
get => m_MiddleButton;
set
{
changedThisFrame |= (value.lastFrameDelta != ButtonDeltaState.NoChange);
m_MiddleButton = value;
}
}
/// <summary>
/// Sets the pressed state of the middle mouse button.
/// </summary>
public bool middleButtonPressed
{
set
{
changedThisFrame |= m_MiddleButton.isDown != value;
m_MiddleButton.isDown = value;
}
}
InternalData m_InternalData;
public PointerModel(int pointerId)
{
this.pointerId = pointerId;
changedThisFrame = false;
m_DisplayIndex = 0;
m_Position = Vector2.zero;
deltaPosition = Vector2.zero;
m_ScrollDelta = Vector2.zero;
m_LeftButton = new MouseButtonModel();
m_RightButton = new MouseButtonModel();
m_MiddleButton = new MouseButtonModel();
m_LeftButton.Reset();
m_RightButton.Reset();
m_MiddleButton.Reset();
m_InternalData = new InternalData();
m_InternalData.Reset();
}
/// <summary>
/// Call this at the end of polling for per-frame changes. This resets delta values, such as <see cref="deltaPosition"/>, <see cref="scrollDelta"/>, and <see cref="MouseButtonModel.lastFrameDelta"/>.
/// </summary>
public void OnFrameFinished()
{
changedThisFrame = false;
deltaPosition = Vector2.zero;
m_ScrollDelta = Vector2.zero;
m_LeftButton.OnFrameFinished();
m_RightButton.OnFrameFinished();
m_MiddleButton.OnFrameFinished();
}
public void CopyTo(PointerEventData eventData)
{
eventData.pointerId = pointerId;
#if UNITY_2022_3_OR_NEWER
eventData.displayIndex = m_DisplayIndex;
#endif
eventData.position = position;
eventData.delta = deltaPosition;
eventData.scrollDelta = scrollDelta;
eventData.pointerEnter = m_InternalData.pointerTarget;
eventData.hovered.Clear();
eventData.hovered.AddRange(m_InternalData.hoverTargets);
}
public void CopyFrom(PointerEventData eventData)
{
var hoverTargets = m_InternalData.hoverTargets;
m_InternalData.hoverTargets.Clear();
m_InternalData.hoverTargets.AddRange(eventData.hovered);
m_InternalData.hoverTargets = hoverTargets;
m_InternalData.pointerTarget = eventData.pointerEnter;
#if UNITY_2022_3_OR_NEWER
m_DisplayIndex = eventData.displayIndex;
#endif
}
}
}