FiE-Game/Assets/Control Mapper/Integration/UnityUI/RewiredStandaloneInputModule.cs

854 lines
35 KiB
C#
Raw Normal View History

// Copyright (c) 2016 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
// Based on Unity StandaloneInputModule.cs, version 5.3
// https://bitbucket.org/Unity-Technologies/ui/src/b5f9aae6ff7c2c63a521a1cb8b3e3da6939b191b/UnityEngine.UI/EventSystem/InputModules?at=5.3
#pragma warning disable 0219
#pragma warning disable 0618
#pragma warning disable 0649
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using System.Collections.Generic;
namespace Rewired.Integration.UnityUI {
[AddComponentMenu("Event/Rewired Standalone Input Module")]
public class RewiredStandaloneInputModule : PointerInputModule {
#region Rewired Variables and Properties
private const string DEFAULT_ACTION_MOVE_HORIZONTAL = "UIHorizontal";
private const string DEFAULT_ACTION_MOVE_VERTICAL = "UIVertical";
private const string DEFAULT_ACTION_SUBMIT = "UISubmit";
private const string DEFAULT_ACTION_CANCEL = "UICancel";
private int[] playerIds;
private bool recompiling;
private bool isTouchSupported;
/// <summary>
/// Allow all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.
/// </summary>
[SerializeField]
[Tooltip("Use all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.")]
private bool useAllRewiredGamePlayers = false;
/// <summary>
/// Allow the Rewired System Player to control the UI.
/// </summary>
[SerializeField]
[Tooltip("Allow the Rewired System Player to control the UI.")]
private bool useRewiredSystemPlayer = false;
/// <summary>
/// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.
/// </summary>
[SerializeField]
[Tooltip("A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.")]
private int[] rewiredPlayerIds = new int[1] { 0 };
/// <summary>
/// Allow only Players with Player.isPlaying = true to control the UI.
/// </summary>
[SerializeField]
[Tooltip("Allow only Players with Player.isPlaying = true to control the UI.")]
private bool usePlayingPlayersOnly = false;
/// <summary>
/// Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.
/// </summary>
[SerializeField]
[Tooltip("Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.")]
private bool moveOneElementPerAxisPress;
/// <summary>
/// Allow all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.
/// </summary>
public bool UseAllRewiredGamePlayers {
get { return useAllRewiredGamePlayers; }
set {
bool changed = value != useAllRewiredGamePlayers;
useAllRewiredGamePlayers = value;
if(changed) SetupRewiredVars();
}
}
/// <summary>
/// Allow the Rewired System Player to control the UI.
/// </summary>
public bool UseRewiredSystemPlayer {
get { return useRewiredSystemPlayer; }
set {
bool changed = value != useRewiredSystemPlayer;
useRewiredSystemPlayer = value;
if(changed) SetupRewiredVars();
}
}
/// <summary>
/// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.
/// Returns a clone of the array.
/// </summary>
public int[] RewiredPlayerIds {
get { return (int[])rewiredPlayerIds.Clone(); }
set {
rewiredPlayerIds = (value != null ? (int[])value.Clone() : new int[0]);
SetupRewiredVars();
}
}
/// <summary>
/// Allow only Players with Player.isPlaying = true to control the UI.
/// </summary>
public bool UsePlayingPlayersOnly {
get { return usePlayingPlayersOnly; }
set { usePlayingPlayersOnly = value; }
}
/// <summary>
/// Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.
/// </summary>
public bool MoveOneElementPerAxisPress {
get { return moveOneElementPerAxisPress; }
set { moveOneElementPerAxisPress = value; }
}
/// <summary>
/// Allows the mouse to be used to select elements.
/// </summary>
public bool allowMouseInput {
get { return m_allowMouseInput; }
set { m_allowMouseInput = value; }
}
/// <summary>
/// Allows the mouse to be used to select elements if the device also supports touch control.
/// </summary>
public bool allowMouseInputIfTouchSupported {
get { return m_allowMouseInputIfTouchSupported; }
set { m_allowMouseInputIfTouchSupported = value; }
}
private bool isMouseSupported {
get {
if(!Input.mousePresent) return false;
if(!m_allowMouseInput) return false;
return isTouchSupported ? m_allowMouseInputIfTouchSupported : true;
}
}
#endregion
private float m_PrevActionTime;
Vector2 m_LastMoveVector;
int m_ConsecutiveMoveCount = 0;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
[SerializeField]
private string m_HorizontalAxis = DEFAULT_ACTION_MOVE_HORIZONTAL;
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
[Tooltip("Name of the vertical axis for movement (if axis events are used).")]
private string m_VerticalAxis = DEFAULT_ACTION_MOVE_VERTICAL;
/// <summary>
/// Name of the action used to submit.
/// </summary>
[SerializeField]
[Tooltip("Name of the action used to submit.")]
private string m_SubmitButton = DEFAULT_ACTION_SUBMIT;
/// <summary>
/// Name of the action used to cancel.
/// </summary>
[SerializeField]
[Tooltip("Name of the action used to cancel.")]
private string m_CancelButton = DEFAULT_ACTION_CANCEL;
/// <summary>
/// Number of selection changes allowed per second when a movement button/axis is held in a direction.
/// </summary>
[SerializeField]
[Tooltip("Number of selection changes allowed per second when a movement button/axis is held in a direction.")]
private float m_InputActionsPerSecond = 10;
/// <summary>
/// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.
/// </summary>
[SerializeField]
[Tooltip("Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.")]
private float m_RepeatDelay = 0.0f;
/// <summary>
/// Allows the mouse to be used to select elements.
/// </summary>
[SerializeField]
[Tooltip("Allows the mouse to be used to select elements.")]
private bool m_allowMouseInput = true;
/// <summary>
/// Allows the mouse to be used to select elements if the device also supports touch control.
/// </summary>
[SerializeField]
[Tooltip("Allows the mouse to be used to select elements if the device also supports touch control.")]
private bool m_allowMouseInputIfTouchSupported = true;
/// <summary>
/// Forces the module to always be active.
/// </summary>
[SerializeField]
[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
[Tooltip("Forces the module to always be active.")]
private bool m_ForceModuleActive;
/// <summary>
/// Allows the module to control UI input on mobile devices..
/// </summary>
[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead")]
public bool allowActivationOnMobileDevice {
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
/// <summary>
/// Forces the module to always be active.
/// </summary>
public bool forceModuleActive {
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
// <summary>
/// Number of selection changes allowed per second when a movement button/axis is held in a direction.
/// </summary>
public float inputActionsPerSecond {
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
/// <summary>
/// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.
/// </summary>
public float repeatDelay {
get { return m_RepeatDelay; }
set { m_RepeatDelay = value; }
}
/// <summary>
/// Name of the horizontal axis for movement (if axis events are used).
/// </summary>
public string horizontalAxis {
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
public string verticalAxis {
get { return m_VerticalAxis; }
set { m_VerticalAxis = value; }
}
/// <summary>
/// Name of the action used to submit.
/// </summary>
public string submitButton {
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
/// <summary>
/// Name of the action used to cancel.
/// </summary>
public string cancelButton {
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
// Constructor
protected RewiredStandaloneInputModule() { }
// Methods
protected override void Awake() {
base.Awake();
// Determine if touch is supported
isTouchSupported = Input.touchSupported;
// Deactivate the TouchInputModule because it has been deprecated in 5.3. Functionality was moved into here on all versions.
TouchInputModule tim = GetComponent<TouchInputModule>();
if(tim != null) {
tim.enabled = false;
#if UNITY_EDITOR
Debug.LogWarning("The TouchInputModule is no longer used as the functionality has been moved into the RewiredStandaloneInputModule. Please remove the TouchInputModule component.");
#endif
}
// Initialize Rewired
InitializeRewired();
}
public override void UpdateModule() {
CheckEditorRecompile();
if(recompiling) return;
if(!ReInput.isReady) return;
if(isMouseSupported) {
m_LastMousePosition = m_MousePosition;
m_MousePosition = UnityEngine.Input.mousePosition;
}
}
public override bool IsModuleSupported() {
return true; // there is never any reason this module should not be supported now that TouchInputModule is deprecated, so always return true.
}
public override bool ShouldActivateModule() {
if(!base.ShouldActivateModule()) return false;
if(recompiling) return false;
if(!ReInput.isReady) return false;
bool shouldActivate = m_ForceModuleActive;
// Combine input for all players
for(int i = 0; i < playerIds.Length; i++) {
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
if(player == null) continue;
if(usePlayingPlayersOnly && !player.isPlaying) continue;
shouldActivate |= player.GetButtonDown(m_SubmitButton);
shouldActivate |= player.GetButtonDown(m_CancelButton);
if(moveOneElementPerAxisPress) { // axis press moves only to the next UI element with each press
shouldActivate |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
shouldActivate |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
} else { // default behavior - axis press scrolls quickly through UI elements
shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_VerticalAxis), 0.0f);
}
}
// Mouse input
if(isMouseSupported) {
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= UnityEngine.Input.GetMouseButtonDown(0);
}
// Touch input
if(isTouchSupported) {
for(int i = 0; i < Input.touchCount; ++i) {
Touch input = Input.GetTouch(i);
shouldActivate |= input.phase == TouchPhase.Began
|| input.phase == TouchPhase.Moved
|| input.phase == TouchPhase.Stationary;
}
}
return shouldActivate;
}
public override void ActivateModule() {
base.ActivateModule();
if(isMouseSupported) {
Vector2 mousePosition = UnityEngine.Input.mousePosition;
m_MousePosition = mousePosition;
m_LastMousePosition = mousePosition;
}
var toSelect = eventSystem.currentSelectedGameObject;
if(toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule() {
base.DeactivateModule();
ClearSelection();
}
public override void Process() {
if(!ReInput.isReady) return;
bool usedEvent = SendUpdateEventToSelectedObject();
if(eventSystem.sendNavigationEvents) {
if(!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if(!usedEvent)
SendSubmitEventToSelectedObject();
}
// touch needs to take precedence because of the mouse emulation layer
if(!ProcessTouchEvents()) {
if(isMouseSupported) ProcessMouseEvent();
}
}
private bool ProcessTouchEvents() {
if(!isTouchSupported) return false;
for(int i = 0; i < Input.touchCount; ++i) {
Touch input = Input.GetTouch(i);
#if UNITY_5_3_OR_NEWER
if(input.type == TouchType.Indirect)
continue;
#endif
bool released;
bool pressed;
var pointer = GetTouchPointerEventData(input, out pressed, out released);
ProcessTouchPress(pointer, pressed, released);
if(!released) {
ProcessMove(pointer);
ProcessDrag(pointer);
} else
RemovePointerData(pointer);
}
return Input.touchCount > 0;
}
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) {
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if(pressed) {
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
if(pointerEvent.pointerEnter != currentOverGo) {
// send a pointer enter to the touched element if it isn't the one to select...
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
pointerEvent.pointerEnter = currentOverGo;
}
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if(newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if(newPressed == pointerEvent.lastPress) {
var diffTime = time - pointerEvent.clickTime;
if(diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
} else {
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if(released) {
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.pointerDrag = null;
// send exit events as we need to simulate this on touch up on touch device
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
pointerEvent.pointerEnter = null;
}
}
/// <summary>
/// Process submit keys.
/// </summary>
protected bool SendSubmitEventToSelectedObject() {
if(eventSystem.currentSelectedGameObject == null)
return false;
if(recompiling) return false;
var data = GetBaseEventData();
for(int i = 0; i < playerIds.Length; i++) {
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
if(player == null) continue;
if(usePlayingPlayersOnly && !player.isPlaying) continue;
if(player.GetButtonDown(m_SubmitButton)) {
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
break;
}
if(player.GetButtonDown(m_CancelButton)) {
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
break;
}
}
return data.used;
}
private Vector2 GetRawMoveVector() {
if(recompiling) return Vector2.zero;
Vector2 move = Vector2.zero;
bool horizButton = false;
bool vertButton = false;
// Combine inputs of all Players
for(int i = 0; i < playerIds.Length; i++) {
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
if(player == null) continue;
if(usePlayingPlayersOnly && !player.isPlaying) continue;
if(moveOneElementPerAxisPress) { // axis press moves only to the next UI element with each press
float x = 0.0f;
if(player.GetButtonDown(m_HorizontalAxis)) x = 1.0f;
else if(player.GetNegativeButtonDown(m_HorizontalAxis)) x = -1.0f;
float y = 0.0f;
if(player.GetButtonDown(m_VerticalAxis)) y = 1.0f;
else if(player.GetNegativeButtonDown(m_VerticalAxis)) y = -1.0f;
move.x += x;
move.y += y;
} else { // default behavior - axis press scrolls quickly through UI elements
move.x += player.GetAxisRaw(m_HorizontalAxis);
move.y += player.GetAxisRaw(m_VerticalAxis);
}
horizButton |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
vertButton |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
}
if(horizButton) {
if(move.x < 0)
move.x = -1f;
if(move.x > 0)
move.x = 1f;
}
if(vertButton) {
if(move.y < 0)
move.y = -1f;
if(move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process keyboard events.
/// </summary>
protected bool SendMoveEventToSelectedObject() {
if(recompiling) return false; // never allow movement while recompiling
float time = Time.unscaledTime; // get the current time
// Check for zero movement and clear
Vector2 movement = GetRawMoveVector();
if(Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) {
m_ConsecutiveMoveCount = 0;
return false;
}
// Check if movement is in the same direction as previously
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
// Check if a button/key/axis was just pressed this frame
bool buttonJustPressed = CheckButtonOrKeyMovement(time);
// If user just pressed button/key/axis, always allow movement
bool allow = buttonJustPressed;
if(!allow) {
// Apply repeat delay and input actions per second limits
if(m_RepeatDelay > 0.0f) { // apply repeat delay
// Otherwise, user held down key or axis.
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
if(similarDir && m_ConsecutiveMoveCount == 1) { // this is the 2nd tick after the initial that activated the movement in this direction
allow = (time > m_PrevActionTime + m_RepeatDelay);
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
} else {
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); // apply input actions per second limit
}
} else { // not using a repeat delay
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); // apply input actions per second limit
}
}
if(!allow) return false; // movement not allowed, done
// Get the axis move event
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if(axisEventData.moveDir == MoveDirection.None) return false; // input vector was not enough to move this cycle, done
// Execute the move
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
// Update records and counters
if(!similarDir) m_ConsecutiveMoveCount = 0;
m_ConsecutiveMoveCount++;
m_PrevActionTime = time;
m_LastMoveVector = movement;
return axisEventData.used;
}
private bool CheckButtonOrKeyMovement(float time) {
bool allow = false;
for(int i = 0; i < playerIds.Length; i++) {
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
if(player == null) continue;
if(usePlayingPlayersOnly && !player.isPlaying) continue;
allow |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
allow |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
}
return allow;
}
protected void ProcessMouseEvent() {
ProcessMouseEvent(0);
}
/// <summary>
/// Process all mouse events.
/// </summary>
protected void ProcessMouseEvent(int id) {
// Breaking change to UnityEngine.EventSystems.PointerInputModule.GetMousePointerEventData() in Unity 5.1.2p1. This code cannot compile in these patch releases because no defines exist for patch releases
#if !UNITY_5 || (UNITY_5 && (UNITY_5_0 || UNITY_5_1_0 || UNITY_5_1_1 || UNITY_5_1_2))
var mouseData = GetMousePointerEventData();
#else
var mouseData = GetMousePointerEventData(id);
#endif
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
// Process the first mouse button fully
ProcessMousePress(leftButtonData);
ProcessMove(leftButtonData.buttonData);
ProcessDrag(leftButtonData.buttonData);
// Now process right / middle clicks
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData.buttonData);
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData.buttonData);
if(!Mathf.Approximately(leftButtonData.buttonData.scrollDelta.sqrMagnitude, 0.0f)) {
var scrollHandler = ExecuteEvents.GetEventHandler<IScrollHandler>(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, ExecuteEvents.scrollHandler);
}
}
protected bool SendUpdateEventToSelectedObject() {
if(eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
return data.used;
}
/// <summary>
/// Process the current mouse press.
/// </summary>
protected void ProcessMousePress(MouseButtonEventData data) {
var pointerEvent = data.buttonData;
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if(data.PressedThisFrame()) {
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if(newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if(newPressed == pointerEvent.lastPress) {
var diffTime = time - pointerEvent.clickTime;
if(diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
} else {
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if(data.ReleasedThisFrame()) {
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// redo pointer enter / exit to refresh state
// so that if we moused over somethign that ignored it before
// due to having pressed on something else
// it now gets it.
if(currentOverGo != pointerEvent.pointerEnter) {
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
}
}
#region Rewired Methods
private void InitializeRewired() {
if(!Rewired.ReInput.isReady) {
Debug.LogError("Rewired is not initialized! Are you missing a Rewired Input Manager in your scene?");
return;
}
Rewired.ReInput.EditorRecompileEvent += OnEditorRecompile;
SetupRewiredVars();
}
private void SetupRewiredVars() {
// Set up Rewired vars
// Set up Rewired Players
if(useAllRewiredGamePlayers) {
IList<Rewired.Player> rwPlayers = useRewiredSystemPlayer ? Rewired.ReInput.players.AllPlayers : Rewired.ReInput.players.Players;
playerIds = new int[rwPlayers.Count];
for(int i = 0; i < rwPlayers.Count; i++) {
playerIds[i] = rwPlayers[i].id;
}
} else {
int rewiredPlayerCount = rewiredPlayerIds.Length + (useRewiredSystemPlayer ? 1 : 0);
playerIds = new int[rewiredPlayerCount];
for(int i = 0; i < rewiredPlayerIds.Length; i++) {
playerIds[i] = Rewired.ReInput.players.GetPlayer(rewiredPlayerIds[i]).id;
}
if(useRewiredSystemPlayer) playerIds[rewiredPlayerCount - 1] = Rewired.ReInput.players.GetSystemPlayer().id;
}
}
private void CheckEditorRecompile() {
if(!recompiling) return;
if(!Rewired.ReInput.isReady) return;
recompiling = false;
InitializeRewired();
}
private void OnEditorRecompile() {
recompiling = true;
ClearRewiredVars();
}
private void ClearRewiredVars() {
Array.Clear(playerIds, 0, playerIds.Length);
}
#endregion
}
}