FittsLaw/Assets/GoogleVR/Scripts/EventSystem/InputModule/GvrPointerInputModule.cs

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2018-10-08 23:54:11 -04:00
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the MIT License, you may not use this file except in
// compliance with the License. You may obtain a copy of the License at
//
// http://www.opensource.org/licenses/mit-license.php
//
// Unless required by applicable law or agreed to in writing, software
// 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 System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
/// This script provides an implemention of Unity's `BaseInputModule` class, so
/// that Canvas-based (_uGUI_) UI elements and 3D scene objects can be
/// interacted with in a Gvr Application.
///
/// This script is intended for use with either a
/// 3D Pointer with the Daydream Controller (Recommended for Daydream),
/// or a Gaze-based-Pointer (Recommended for Cardboard).
///
/// To use, attach to the scene's **EventSystem** object. Be sure to move it above the
/// other modules, such as _TouchInputModule_ and _StandaloneInputModule_, in order
/// for the Pointer to take priority in the event system.
///
/// If you are using a **Canvas**, set the _Render Mode_ to **World Space**,
/// and add the _GvrPointerGraphicRaycaster_ script to the object.
///
/// If you'd like pointers to work with 3D scene objects, add a _GvrPointerPhysicsRaycaster_ to the main camera,
/// and add a component that implements one of the _Event_ interfaces (_EventTrigger_ will work nicely) to
/// an object with a collider.
///
/// GvrPointerInputModule emits the following events: _Enter_, _Exit_, _Down_, _Up_, _Click_, _Select_,
/// _Deselect_, _UpdateSelected_, and _GvrPointerHover_. Scroll, move, and submit/cancel events are not emitted.
///
/// To use a 3D Pointer with the Daydream Controller:
/// - Add the prefab GoogleVR/Prefabs/UI/GvrControllerPointer to your scene.
/// - Set the parent of GvrControllerPointer to the same parent as the main camera
/// (With a local position of 0,0,0).
///
/// To use a Gaze-based-pointer:
/// - Add the prefab GoogleVR/Prefabs/UI/GvrReticlePointer to your scene.
/// - Set the parent of GvrReticlePointer to the main camera.
///
[AddComponentMenu("GoogleVR/GvrPointerInputModule")]
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrPointerInputModule")]
public class GvrPointerInputModule : BaseInputModule, IGvrInputModuleController {
/// Determines whether Pointer input is active in VR Mode only (`true`), or all of the
/// time (`false`). Set to false if you plan to use direct screen taps or other
/// input when not in VR Mode.
[Tooltip("Whether Pointer input is active in VR Mode only (true), or all the time (false).")]
public bool vrModeOnly = false;
[Tooltip("Manages scroll events for the input module.")]
public GvrPointerScrollInput scrollInput = new GvrPointerScrollInput();
public GvrPointerInputModuleImpl Impl { get; private set; }
public GvrEventExecutor EventExecutor { get; private set; }
public new EventSystem eventSystem {
get {
return base.eventSystem;
}
}
public List<RaycastResult> RaycastResultCache {
get {
return m_RaycastResultCache;
}
}
public static GvrBasePointer Pointer {
get {
GvrPointerInputModule module = FindInputModule();
if (module == null || module.Impl == null) {
return null;
}
return module.Impl.Pointer;
}
set {
GvrPointerInputModule module = FindInputModule();
if (module == null || module.Impl == null) {
return;
}
module.Impl.Pointer = value;
}
}
/// GvrBasePointer calls this when it is created.
/// If a pointer hasn't already been assigned, it
/// will assign the newly created one by default.
///
/// This simplifies the common case of having only one
/// GvrBasePointer so is can be automatically hooked up
/// to the manager. If multiple GvrBasePointers are in
/// the scene, the app has to take responsibility for
/// setting which one is active.
public static void OnPointerCreated(GvrBasePointer createdPointer) {
GvrPointerInputModule module = FindInputModule();
if (module == null || module.Impl == null) {
return;
}
if (module.Impl.Pointer == null) {
module.Impl.Pointer = createdPointer;
}
}
/// Helper function to find the Event Executor that is part of
/// the input module if one exists in the scene.
public static GvrEventExecutor FindEventExecutor() {
GvrPointerInputModule gvrInputModule = FindInputModule();
if (gvrInputModule == null) {
return null;
}
return gvrInputModule.EventExecutor;
}
/// Helper function to find the input module if one exists in the
/// scene and it is the active module.
public static GvrPointerInputModule FindInputModule() {
if (EventSystem.current == null) {
return null;
}
EventSystem eventSystem = EventSystem.current;
if (eventSystem == null) {
return null;
}
GvrPointerInputModule gvrInputModule =
eventSystem.GetComponent<GvrPointerInputModule>();
return gvrInputModule;
}
/// Convenience function to access what the current RaycastResult.
public static RaycastResult CurrentRaycastResult {
get {
GvrPointerInputModule inputModule = GvrPointerInputModule.FindInputModule();
if (inputModule == null) {
return new RaycastResult();
}
if (inputModule.Impl == null) {
return new RaycastResult();
}
if (inputModule.Impl.CurrentEventData == null) {
return new RaycastResult();
}
return inputModule.Impl.CurrentEventData.pointerCurrentRaycast;
}
}
public override bool ShouldActivateModule() {
return Impl.ShouldActivateModule();
}
public override void DeactivateModule() {
Impl.DeactivateModule();
}
public override bool IsPointerOverGameObject(int pointerId) {
return Impl.IsPointerOverGameObject(pointerId);
}
public override void Process() {
UpdateImplProperties();
Impl.Process();
}
protected override void Awake() {
base.Awake();
Impl = new GvrPointerInputModuleImpl();
EventExecutor = new GvrEventExecutor();
UpdateImplProperties();
}
public bool ShouldActivate() {
return base.ShouldActivateModule();
}
public void Deactivate() {
base.DeactivateModule();
}
public new GameObject FindCommonRoot(GameObject g1, GameObject g2) {
return BaseInputModule.FindCommonRoot(g1, g2);
}
public new BaseEventData GetBaseEventData() {
return base.GetBaseEventData();
}
public new RaycastResult FindFirstRaycast(List<RaycastResult> candidates) {
return BaseInputModule.FindFirstRaycast(candidates);
}
private void UpdateImplProperties() {
if (Impl == null) {
return;
}
Impl.ScrollInput = scrollInput;
Impl.VrModeOnly = vrModeOnly;
Impl.ModuleController = this;
Impl.EventExecutor = EventExecutor;
}
}