459 lines
17 KiB
C#
459 lines
17 KiB
C#
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// Copyright 2017 Google Inc. All rights reserved.
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//
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// Licensed under the MIT License, you may not use this file except in
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// compliance with the License. You may obtain a copy of the License at
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//
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// http://www.opensource.org/licenses/mit-license.php
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if UNITY_2017_2_OR_NEWER
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using UnityEngine.XR;
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#else
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using XRSettings = UnityEngine.VR.VRSettings;
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#endif // UNITY_2017_2_OR_NEWER
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/// Implementation of _GvrPointerInputModule_
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public class GvrPointerInputModuleImpl {
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/// Interface for controlling the actual InputModule.
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public IGvrInputModuleController ModuleController { get; set; }
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/// Interface for executing events.
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public IGvrEventExecutor EventExecutor { get; set; }
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/// Determines whether pointer input is active in VR Mode only (`true`), or all of the
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/// time (`false`). Set to false if you plan to use direct screen taps or other
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/// input when not in VR Mode.
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public bool VrModeOnly { get; set; }
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/// The GvrPointerScrollInput used to route Scroll Events through _EventSystem_
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public GvrPointerScrollInput ScrollInput { get; set; }
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/// PointerEventData from the most recent frame.
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public PointerEventData CurrentEventData { get; private set; }
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/// The GvrBasePointer which will be responding to pointer events.
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public GvrBasePointer Pointer {
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get {
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return pointer;
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}
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set {
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if (pointer == value) {
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return;
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}
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TryExitPointer();
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pointer = value;
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}
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}
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private GvrBasePointer pointer;
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private Vector2 lastPose;
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private bool isPointerHovering = false;
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// Active state
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private bool isActive = false;
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public bool ShouldActivateModule() {
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bool isVrModeEnabled = !VrModeOnly;
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isVrModeEnabled |= XRSettings.enabled;
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bool activeState = ModuleController.ShouldActivate() && isVrModeEnabled;
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if (activeState != isActive) {
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isActive = activeState;
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}
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return activeState;
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}
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public void DeactivateModule() {
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TryExitPointer();
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ModuleController.Deactivate();
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if (CurrentEventData != null) {
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HandlePendingClick();
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HandlePointerExitAndEnter(CurrentEventData, null);
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CurrentEventData = null;
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}
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ModuleController.eventSystem.SetSelectedGameObject(null, ModuleController.GetBaseEventData());
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}
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public bool IsPointerOverGameObject(int pointerId) {
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return CurrentEventData != null && CurrentEventData.pointerEnter != null;
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}
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public void Process() {
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// If the pointer is inactive, make sure it is exited if necessary.
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if (!IsPointerActiveAndAvailable()) {
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TryExitPointer();
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}
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// Save the previous Game Object
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GameObject previousObject = GetCurrentGameObject();
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CastRay();
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UpdateCurrentObject(previousObject);
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UpdatePointer(previousObject);
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// True during the frame that the trigger has been pressed.
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bool triggerDown = false;
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// True if the trigger is held down.
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bool triggering = false;
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if (IsPointerActiveAndAvailable()) {
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triggerDown = Pointer.TriggerDown;
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triggering = Pointer.Triggering;
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}
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bool handlePendingClickRequired = !triggering;
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// Handle input
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if (!triggerDown && triggering) {
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HandleDrag();
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} else if (triggerDown && !CurrentEventData.eligibleForClick) {
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// New trigger action.
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HandleTriggerDown();
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} else if (handlePendingClickRequired) {
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// Check if there is a pending click to handle.
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HandlePendingClick();
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}
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ScrollInput.HandleScroll(GetCurrentGameObject(), CurrentEventData, Pointer, EventExecutor);
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}
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private void CastRay() {
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Vector2 currentPose = lastPose;
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if (IsPointerActiveAndAvailable()) {
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currentPose = GvrMathHelpers.NormalizedCartesianToSpherical(Pointer.PointerTransform.forward);
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}
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if (CurrentEventData == null) {
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CurrentEventData = new PointerEventData(ModuleController.eventSystem);
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lastPose = currentPose;
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}
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// Store the previous raycast result.
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RaycastResult previousRaycastResult = CurrentEventData.pointerCurrentRaycast;
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// The initial cast must use the enter radius.
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if (IsPointerActiveAndAvailable()) {
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Pointer.ShouldUseExitRadiusForRaycast = false;
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}
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// Cast a ray into the scene
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CurrentEventData.Reset();
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// Set the position to the center of the camera.
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// This is only necessary if using the built-in Unity raycasters.
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RaycastResult raycastResult;
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CurrentEventData.position = GvrVRHelpers.GetViewportCenter();
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bool isPointerActiveAndAvailable = IsPointerActiveAndAvailable();
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if (isPointerActiveAndAvailable) {
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RaycastAll();
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raycastResult = ModuleController.FindFirstRaycast(ModuleController.RaycastResultCache);
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if (Pointer.ControllerInputDevice == null || Pointer.ControllerInputDevice.IsDominantHand) {
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CurrentEventData.pointerId = (int)GvrControllerHand.Dominant;
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} else {
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CurrentEventData.pointerId = (int)GvrControllerHand.NonDominant;
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}
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} else {
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raycastResult = new RaycastResult();
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raycastResult.Clear();
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}
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// If we were already pointing at an object we must check that object against the exit radius
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// to make sure we are no longer pointing at it to prevent flicker.
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if (previousRaycastResult.gameObject != null
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&& raycastResult.gameObject != previousRaycastResult.gameObject
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&& isPointerActiveAndAvailable) {
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Pointer.ShouldUseExitRadiusForRaycast = true;
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RaycastAll();
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RaycastResult firstResult = ModuleController.FindFirstRaycast(ModuleController.RaycastResultCache);
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if (firstResult.gameObject == previousRaycastResult.gameObject) {
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raycastResult = firstResult;
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}
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}
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if (raycastResult.gameObject != null && raycastResult.worldPosition == Vector3.zero) {
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raycastResult.worldPosition =
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GvrMathHelpers.GetIntersectionPosition(CurrentEventData.enterEventCamera, raycastResult);
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}
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CurrentEventData.pointerCurrentRaycast = raycastResult;
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// Find the real screen position associated with the raycast
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// Based on the results of the hit and the state of the pointerData.
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if (raycastResult.gameObject != null) {
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CurrentEventData.position = raycastResult.screenPosition;
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} else if (IsPointerActiveAndAvailable() && CurrentEventData.enterEventCamera != null) {
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Vector3 pointerPos = Pointer.MaxPointerEndPoint;
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CurrentEventData.position = CurrentEventData.enterEventCamera.WorldToScreenPoint(pointerPos);
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}
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ModuleController.RaycastResultCache.Clear();
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CurrentEventData.delta = currentPose - lastPose;
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lastPose = currentPose;
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// Check to make sure the Raycaster being used is a GvrRaycaster.
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if (raycastResult.module != null
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&& !(raycastResult.module is GvrPointerGraphicRaycaster)
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&& !(raycastResult.module is GvrPointerPhysicsRaycaster)) {
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Debug.LogWarning("Using Raycaster (Raycaster: " + raycastResult.module.GetType() +
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", Object: " + raycastResult.module.name + "). It is recommended to use " +
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"GvrPointerPhysicsRaycaster or GvrPointerGrahpicRaycaster with GvrPointerInputModule.");
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}
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}
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private void UpdateCurrentObject(GameObject previousObject) {
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if (CurrentEventData == null) {
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return;
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}
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// Send enter events and update the highlight.
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GameObject currentObject = GetCurrentGameObject(); // Get the pointer target
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HandlePointerExitAndEnter(CurrentEventData, currentObject);
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// Update the current selection, or clear if it is no longer the current object.
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var selected = EventExecutor.GetEventHandler<ISelectHandler>(currentObject);
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if (selected == ModuleController.eventSystem.currentSelectedGameObject) {
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EventExecutor.Execute(ModuleController.eventSystem.currentSelectedGameObject, ModuleController.GetBaseEventData(),
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ExecuteEvents.updateSelectedHandler);
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} else {
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ModuleController.eventSystem.SetSelectedGameObject(null, CurrentEventData);
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}
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// Execute hover event.
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if (currentObject != null && currentObject == previousObject) {
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EventExecutor.ExecuteHierarchy(currentObject, CurrentEventData, GvrExecuteEventsExtension.pointerHoverHandler);
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}
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}
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private void UpdatePointer(GameObject previousObject) {
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if (CurrentEventData == null) {
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return;
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}
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GameObject currentObject = GetCurrentGameObject(); // Get the pointer target
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bool isPointerActiveAndAvailable = IsPointerActiveAndAvailable();
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bool isInteractive = CurrentEventData.pointerPress != null ||
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EventExecutor.GetEventHandler<IPointerClickHandler>(currentObject) != null ||
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EventExecutor.GetEventHandler<IDragHandler>(currentObject) != null;
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if (isPointerHovering && currentObject != null && currentObject == previousObject) {
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if (isPointerActiveAndAvailable) {
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Pointer.OnPointerHover(CurrentEventData.pointerCurrentRaycast, isInteractive);
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}
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} else {
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// If the object's don't match or the hovering object has been destroyed
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// then the pointer has exited.
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if (previousObject != null || (currentObject == null && isPointerHovering)) {
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if (isPointerActiveAndAvailable) {
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Pointer.OnPointerExit(previousObject);
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}
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isPointerHovering = false;
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}
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if (currentObject != null) {
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if (isPointerActiveAndAvailable) {
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Pointer.OnPointerEnter(CurrentEventData.pointerCurrentRaycast, isInteractive);
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}
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isPointerHovering = true;
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}
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}
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}
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private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold) {
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if (!useDragThreshold)
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return true;
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return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
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}
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private void HandleDrag() {
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bool moving = CurrentEventData.IsPointerMoving();
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bool shouldStartDrag = ShouldStartDrag(CurrentEventData.pressPosition,
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CurrentEventData.position,
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ModuleController.eventSystem.pixelDragThreshold,
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CurrentEventData.useDragThreshold);
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if (moving && shouldStartDrag && CurrentEventData.pointerDrag != null && !CurrentEventData.dragging) {
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EventExecutor.Execute(CurrentEventData.pointerDrag, CurrentEventData,
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ExecuteEvents.beginDragHandler);
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CurrentEventData.dragging = true;
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}
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// Drag notification
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if (CurrentEventData.dragging && moving && CurrentEventData.pointerDrag != null) {
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// Before doing drag we should cancel any pointer down state
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// And clear selection!
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if (CurrentEventData.pointerPress != CurrentEventData.pointerDrag) {
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EventExecutor.Execute(CurrentEventData.pointerPress, CurrentEventData, ExecuteEvents.pointerUpHandler);
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CurrentEventData.eligibleForClick = false;
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CurrentEventData.pointerPress = null;
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CurrentEventData.rawPointerPress = null;
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}
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EventExecutor.Execute(CurrentEventData.pointerDrag, CurrentEventData, ExecuteEvents.dragHandler);
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}
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}
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private void HandlePendingClick() {
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if (CurrentEventData == null || (!CurrentEventData.eligibleForClick && !CurrentEventData.dragging)) {
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return;
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}
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if (IsPointerActiveAndAvailable()) {
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Pointer.OnPointerClickUp();
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}
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var go = CurrentEventData.pointerCurrentRaycast.gameObject;
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// Send pointer up and click events.
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EventExecutor.Execute(CurrentEventData.pointerPress, CurrentEventData, ExecuteEvents.pointerUpHandler);
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GameObject pointerClickHandler = EventExecutor.GetEventHandler<IPointerClickHandler>(go);
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if (CurrentEventData.pointerPress == pointerClickHandler && CurrentEventData.eligibleForClick) {
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EventExecutor.Execute(CurrentEventData.pointerPress, CurrentEventData, ExecuteEvents.pointerClickHandler);
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}
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if (CurrentEventData != null && CurrentEventData.pointerDrag != null && CurrentEventData.dragging) {
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EventExecutor.ExecuteHierarchy(go, CurrentEventData, ExecuteEvents.dropHandler);
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EventExecutor.Execute(CurrentEventData.pointerDrag, CurrentEventData, ExecuteEvents.endDragHandler);
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}
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if (CurrentEventData != null) {
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// Clear the click state.
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CurrentEventData.pointerPress = null;
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CurrentEventData.rawPointerPress = null;
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CurrentEventData.eligibleForClick = false;
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CurrentEventData.clickCount = 0;
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CurrentEventData.clickTime = 0;
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CurrentEventData.pointerDrag = null;
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CurrentEventData.dragging = false;
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}
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}
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private void HandleTriggerDown() {
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var go = CurrentEventData.pointerCurrentRaycast.gameObject;
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// Send pointer down event.
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CurrentEventData.pressPosition = CurrentEventData.position;
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CurrentEventData.pointerPressRaycast = CurrentEventData.pointerCurrentRaycast;
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CurrentEventData.pointerPress =
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EventExecutor.ExecuteHierarchy(go, CurrentEventData, ExecuteEvents.pointerDownHandler) ??
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EventExecutor.GetEventHandler<IPointerClickHandler>(go);
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// Save the pending click state.
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CurrentEventData.rawPointerPress = go;
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CurrentEventData.eligibleForClick = true;
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CurrentEventData.delta = Vector2.zero;
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CurrentEventData.dragging = false;
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CurrentEventData.useDragThreshold = true;
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CurrentEventData.clickCount = 1;
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CurrentEventData.clickTime = Time.unscaledTime;
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// Save the drag handler as well
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CurrentEventData.pointerDrag = EventExecutor.GetEventHandler<IDragHandler>(go);
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if (CurrentEventData.pointerDrag != null) {
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EventExecutor.Execute(CurrentEventData.pointerDrag, CurrentEventData, ExecuteEvents.initializePotentialDrag);
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}
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if (IsPointerActiveAndAvailable()) {
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Pointer.OnPointerClickDown();
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}
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}
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private GameObject GetCurrentGameObject() {
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if (CurrentEventData != null) {
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return CurrentEventData.pointerCurrentRaycast.gameObject;
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}
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return null;
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}
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// Modified version of BaseInputModule.HandlePointerExitAndEnter that calls EventExecutor instead of
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// UnityEngine.EventSystems.ExecuteEvents.
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private void HandlePointerExitAndEnter(PointerEventData currentPointerData, GameObject newEnterTarget) {
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// If we have no target or pointerEnter has been deleted then
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// just send exit events to anything we are tracking.
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// Afterwards, exit.
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if (newEnterTarget == null || currentPointerData.pointerEnter == null) {
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for (var i = 0; i < currentPointerData.hovered.Count; ++i) {
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EventExecutor.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerExitHandler);
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}
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currentPointerData.hovered.Clear();
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if (newEnterTarget == null) {
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currentPointerData.pointerEnter = newEnterTarget;
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return;
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}
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}
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// If we have not changed hover target.
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if (newEnterTarget && currentPointerData.pointerEnter == newEnterTarget) {
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return;
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}
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GameObject commonRoot = ModuleController.FindCommonRoot(currentPointerData.pointerEnter, newEnterTarget);
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// We already an entered object from last time.
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if (currentPointerData.pointerEnter != null) {
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// Send exit handler call to all elements in the chain
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// until we reach the new target, or null!
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Transform t = currentPointerData.pointerEnter.transform;
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|
|
|||
|
while (t != null) {
|
|||
|
// If we reach the common root break out!
|
|||
|
if (commonRoot != null && commonRoot.transform == t)
|
|||
|
break;
|
|||
|
|
|||
|
EventExecutor.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerExitHandler);
|
|||
|
currentPointerData.hovered.Remove(t.gameObject);
|
|||
|
t = t.parent;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Now issue the enter call up to but not including the common root.
|
|||
|
currentPointerData.pointerEnter = newEnterTarget;
|
|||
|
if (newEnterTarget != null) {
|
|||
|
Transform t = newEnterTarget.transform;
|
|||
|
|
|||
|
while (t != null && t.gameObject != commonRoot) {
|
|||
|
EventExecutor.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerEnterHandler);
|
|||
|
currentPointerData.hovered.Add(t.gameObject);
|
|||
|
t = t.parent;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void TryExitPointer() {
|
|||
|
if (Pointer == null) {
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
GameObject currentGameObject = GetCurrentGameObject();
|
|||
|
if (currentGameObject) {
|
|||
|
Pointer.OnPointerExit(currentGameObject);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private bool IsPointerActiveAndAvailable() {
|
|||
|
return pointer != null && pointer.IsAvailable;
|
|||
|
}
|
|||
|
|
|||
|
private void RaycastAll() {
|
|||
|
ModuleController.RaycastResultCache.Clear();
|
|||
|
ModuleController.eventSystem.RaycastAll(CurrentEventData, ModuleController.RaycastResultCache);
|
|||
|
}
|
|||
|
}
|