/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; namespace Oculus.Interaction { /// /// Override Toggle to clear state on drag while still bubbling events up through /// the hierarchy. Particularly useful for buttons inside of scroll views. /// public class ToggleDeselect : Toggle { [SerializeField] private bool _clearStateOnDrag = false; public bool ClearStateOnDrag { get { return _clearStateOnDrag; } set { _clearStateOnDrag = value; } } public void OnBeginDrag(PointerEventData pointerEventData) { if (!_clearStateOnDrag) { return; } InstantClearState(); DoStateTransition(SelectionState.Normal, true); ExecuteEvents.ExecuteHierarchy( transform.parent.gameObject, pointerEventData, ExecuteEvents.beginDragHandler ); } } }