FittsLaw/Assets/Oculus/VR/Scripts/Util/OVRInputModule.cs
2018-10-08 23:54:11 -04:00

914 lines
38 KiB
C#

/************************************************************************************
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift 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/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus VR 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 System;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
/// <summary>
/// VR extension of PointerInputModule which supports gaze and controller pointing.
/// </summary>
public class OVRInputModule : PointerInputModule
{
[Tooltip("Object which points with Z axis. E.g. CentreEyeAnchor from OVRCameraRig")]
public Transform rayTransform;
[Tooltip("Gamepad button to act as gaze click")]
public OVRInput.Button joyPadClickButton = OVRInput.Button.One;
[Tooltip("Keyboard button to act as gaze click")]
public KeyCode gazeClickKey = KeyCode.Space;
[Header("Physics")]
[Tooltip("Perform an sphere cast to determine correct depth for gaze pointer")]
public bool performSphereCastForGazepointer;
[Tooltip("Match the gaze pointer normal to geometry normal for physics colliders")]
public bool matchNormalOnPhysicsColliders;
[Header("Gamepad Stick Scroll")]
[Tooltip("Enable scrolling with the right stick on a gamepad")]
public bool useRightStickScroll = true;
[Tooltip("Deadzone for right stick to prevent accidental scrolling")]
public float rightStickDeadZone = 0.15f;
[Header("Touchpad Swipe Scroll")]
[Tooltip("Enable scrolling by swiping the GearVR touchpad")]
public bool useSwipeScroll = true;
[Tooltip("Minimum trackpad movement in pixels to start swiping")]
public float swipeDragThreshold = 2;
[Tooltip("Distance scrolled when swipe scroll occurs")]
public float swipeDragScale = 1f;
/* It's debatable which way left and right are on the Gear VR touchpad since it's facing away from you
* the following bool allows this to be swapped*/
[Tooltip("Invert X axis on touchpad")]
public bool InvertSwipeXAxis = false;
// The raycaster that gets to do pointer interaction (e.g. with a mouse), gaze interaction always works
[NonSerialized]
public OVRRaycaster activeGraphicRaycaster;
[Header("Dragging")]
[Tooltip("Minimum pointer movement in degrees to start dragging")]
public float angleDragThreshold = 1;
// The following region contains code exactly the same as the implementation
// of StandaloneInputModule. It is copied here rather than inheriting from StandaloneInputModule
// because most of StandaloneInputModule is private so it isn't possible to easily derive from.
// Future changes from Unity to StandaloneInputModule will make it possible for this class to
// derive from StandaloneInputModule instead of PointerInput module.
//
// The following functions are not present in the following region since they have modified
// versions in the next region:
// Process
// ProcessMouseEvent
// UseMouse
#region StandaloneInputModule code
private float m_NextAction;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
protected OVRInputModule()
{}
#if UNITY_EDITOR
protected override void Reset()
{
allowActivationOnMobileDevice = true;
}
#endif
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public enum InputMode
{
Mouse,
Buttons
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public InputMode inputMode
{
get { return InputMode.Mouse; }
}
[Header("Standalone Input Module")]
[SerializeField]
private string m_HorizontalAxis = "Horizontal";
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
private string m_VerticalAxis = "Vertical";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_SubmitButton = "Submit";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private bool m_AllowActivationOnMobileDevice;
public bool allowActivationOnMobileDevice
{
get { return m_AllowActivationOnMobileDevice; }
set { m_AllowActivationOnMobileDevice = value; }
}
public float inputActionsPerSecond
{
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = 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; }
}
public string submitButton
{
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
public string cancelButton
{
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
public override void UpdateModule()
{
m_LastMousePosition = m_MousePosition;
m_MousePosition = Input.mousePosition;
}
public override bool IsModuleSupported()
{
// Check for mouse presence instead of whether touch is supported,
// as you can connect mouse to a tablet and in that case we'd want
// to use StandaloneInputModule for non-touch input events.
return m_AllowActivationOnMobileDevice || Input.mousePresent;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
var shouldActivate = Input.GetButtonDown(m_SubmitButton);
shouldActivate |= Input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= Input.GetMouseButtonDown(0);
return shouldActivate;
}
public override void ActivateModule()
{
base.ActivateModule();
m_MousePosition = Input.mousePosition;
m_LastMousePosition = Input.mousePosition;
var toSelect = eventSystem.currentSelectedGameObject;
if (toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule()
{
base.DeactivateModule();
ClearSelection();
}
/// <summary>
/// Process submit keys.
/// </summary>
private bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
if (Input.GetButtonDown(m_SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if (Input.GetButtonDown(m_CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
return data.used;
}
private bool AllowMoveEventProcessing(float time)
{
bool allow = Input.GetButtonDown(m_HorizontalAxis);
allow |= Input.GetButtonDown(m_VerticalAxis);
allow |= (time > m_NextAction);
return allow;
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxisRaw(m_HorizontalAxis);
move.y = Input.GetAxisRaw(m_VerticalAxis);
if (Input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (Input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process keyboard events.
/// </summary>
private bool SendMoveEventToSelectedObject()
{
float time = Time.unscaledTime;
if (!AllowMoveEventProcessing(time))
return false;
Vector2 movement = GetRawMoveVector();
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if (!Mathf.Approximately(axisEventData.moveVector.x, 0f)
|| !Mathf.Approximately(axisEventData.moveVector.y, 0f))
{
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
}
m_NextAction = time + 1f / m_InputActionsPerSecond;
return axisEventData.used;
}
private 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>
private 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;
if (pointerEvent.IsVRPointer())
{
pointerEvent.SetSwipeStart(Input.mousePosition);
}
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)
{
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);
}
}
}
#endregion
#region Modified StandaloneInputModule methods
/// <summary>
/// Process all mouse events. This is the same as the StandaloneInputModule version except that
/// it takes MouseState as a parameter, allowing it to be used for both Gaze and Mouse
/// pointerss.
/// </summary>
private void ProcessMouseEvent(MouseState mouseData)
{
var pressed = mouseData.AnyPressesThisFrame();
var released = mouseData.AnyReleasesThisFrame();
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
if (!UseMouse(pressed, released, leftButtonData.buttonData))
return;
// 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);
}
}
/// <summary>
/// Process this InputModule. Same as the StandaloneInputModule version, except that it calls
/// ProcessMouseEvent twice, once for gaze pointers, and once for mouse pointers.
/// </summary>
public override void Process()
{
bool usedEvent = SendUpdateEventToSelectedObject();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
ProcessMouseEvent(GetGazePointerData());
#if !UNITY_ANDROID
ProcessMouseEvent(GetCanvasPointerData());
#endif
}
/// <summary>
/// Decide if mouse events need to be processed this frame. Same as StandloneInputModule except
/// that the IsPointerMoving method from this class is used, instead of the method on PointerEventData
/// </summary>
private static bool UseMouse(bool pressed, bool released, PointerEventData pointerData)
{
if (pressed || released || IsPointerMoving(pointerData) || pointerData.IsScrolling())
return true;
return false;
}
#endregion
/// <summary>
/// Convenience function for cloning PointerEventData
/// </summary>
/// <param name="from">Copy this value</param>
/// <param name="to">to this object</param>
protected void CopyFromTo(OVRPointerEventData @from, OVRPointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
@to.worldSpaceRay = @from.worldSpaceRay;
}
/// <summary>
/// Convenience function for cloning PointerEventData
/// </summary>
/// <param name="from">Copy this value</param>
/// <param name="to">to this object</param>
protected new void CopyFromTo(PointerEventData @from, PointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
}
// In the following region we extend the PointerEventData system implemented in PointerInputModule
// We define an additional dictionary for ray(e.g. gaze) based pointers. Mouse pointers still use the dictionary
// in PointerInputModule
#region PointerEventData pool
// Pool for OVRRayPointerEventData for ray based pointers
protected Dictionary<int, OVRPointerEventData> m_VRRayPointerData = new Dictionary<int, OVRPointerEventData>();
protected bool GetPointerData(int id, out OVRPointerEventData data, bool create)
{
if (!m_VRRayPointerData.TryGetValue(id, out data) && create)
{
data = new OVRPointerEventData(eventSystem)
{
pointerId = id,
};
m_VRRayPointerData.Add(id, data);
return true;
}
return false;
}
/// <summary>
/// Clear pointer state for both types of pointer
/// </summary>
protected new void ClearSelection()
{
var baseEventData = GetBaseEventData();
foreach (var pointer in m_PointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
foreach (var pointer in m_VRRayPointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
m_PointerData.Clear();
eventSystem.SetSelectedGameObject(null, baseEventData);
}
#endregion
/// <summary>
/// For RectTransform, calculate it's normal in world space
/// </summary>
static Vector3 GetRectTransformNormal(RectTransform rectTransform)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
Vector3 BottomEdge = corners[3] - corners[0];
Vector3 LeftEdge = corners[1] - corners[0];
rectTransform.GetWorldCorners(corners);
return Vector3.Cross(BottomEdge, LeftEdge).normalized;
}
private readonly MouseState m_MouseState = new MouseState();
// The following 2 functions are equivalent to PointerInputModule.GetMousePointerEventData but are customized to
// get data for ray pointers and canvas mouse pointers.
/// <summary>
/// State for a pointer controlled by a world space ray. E.g. gaze pointer
/// </summary>
/// <returns></returns>
virtual protected MouseState GetGazePointerData()
{
// Get the OVRRayPointerEventData reference
OVRPointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
//Now set the world space ray. This ray is what the user uses to point at UI elements
leftData.worldSpaceRay = new Ray(rayTransform.position, rayTransform.forward);
leftData.scrollDelta = GetExtraScrollDelta();
//Populate some default values
leftData.button = PointerEventData.InputButton.Left;
leftData.useDragThreshold = true;
// Perform raycast to find intersections with world
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
// We're only interested in intersections from OVRRaycasters
if (ovrRaycaster)
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
leftData.position = ovrRaycaster.GetScreenPosition(raycast);
// Find the world position and normal the Graphic the ray intersected
RectTransform graphicRect = raycast.gameObject.GetComponent<RectTransform>();
if (graphicRect != null)
{
// Set are gaze indicator with this world position and normal
Vector3 worldPos = raycast.worldPosition;
Vector3 normal = GetRectTransformNormal(graphicRect);
OVRGazePointer.instance.SetPosition(worldPos, normal);
// Make sure it's being shown
OVRGazePointer.instance.RequestShow();
}
}
// Now process physical raycast intersections
OVRPhysicsRaycaster physicsRaycaster = raycast.module as OVRPhysicsRaycaster;
if (physicsRaycaster)
{
Vector3 position = raycast.worldPosition;
if (performSphereCastForGazepointer)
{
// Here we cast a sphere into the scene rather than a ray. This gives a more accurate depth
// for positioning a circular gaze pointer
List<RaycastResult> results = new List<RaycastResult>();
physicsRaycaster.Spherecast(leftData, results, OVRGazePointer.instance.GetCurrentRadius());
if (results.Count > 0 && results[0].distance < raycast.distance)
{
position = results[0].worldPosition;
}
}
leftData.position = physicsRaycaster.GetScreenPos(raycast.worldPosition);
// Show the cursor while pointing at an interactable object
OVRGazePointer.instance.RequestShow();
if (matchNormalOnPhysicsColliders)
{
OVRGazePointer.instance.SetPosition(position, raycast.worldNormal);
}
else
{
OVRGazePointer.instance.SetPosition(position);
}
}
// Stick default data values in right and middle slots for compatability
// copy the apropriate data into right and middle slots
OVRPointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
OVRPointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, GetGazeButtonState(), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, PointerEventData.FramePressState.NotChanged, rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, PointerEventData.FramePressState.NotChanged, middleData);
return m_MouseState;
}
/// <summary>
/// Get state for pointer which is a pointer moving in world space across the surface of a world space canvas.
/// </summary>
/// <returns></returns>
protected MouseState GetCanvasPointerData()
{
// Get the OVRRayPointerEventData reference
PointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
// Setup default values here. Set position to zero because we don't actually know the pointer
// positions. Each canvas knows the position of its canvas pointer.
leftData.position = Vector2.zero;
leftData.scrollDelta = Input.mouseScrollDelta;
leftData.button = PointerEventData.InputButton.Left;
if (activeGraphicRaycaster)
{
// Let the active raycaster find intersections on its canvas
activeGraphicRaycaster.RaycastPointer(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
if (ovrRaycaster) // raycast may not actually contain a result
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
Vector2 position = ovrRaycaster.GetScreenPosition(raycast);
leftData.delta = position - leftData.position;
leftData.position = position;
}
}
// copy the apropriate data into right and middle slots
PointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
PointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
return m_MouseState;
}
/// <summary>
/// New version of ShouldStartDrag implemented first in PointerInputModule. This version differs in that
/// for ray based pointers it makes a decision about whether a drag should start based on the angular change
/// the pointer has made so far, as seen from the camera. This also works when the world space ray is
/// translated rather than rotated, since the beginning and end of the movement are considered as angle from
/// the same point.
/// </summary>
private bool ShouldStartDrag(PointerEventData pointerEvent)
{
if (!pointerEvent.useDragThreshold)
return true;
if (!pointerEvent.IsVRPointer())
{
// Same as original behaviour for canvas based pointers
return (pointerEvent.pressPosition - pointerEvent.position).sqrMagnitude >= eventSystem.pixelDragThreshold * eventSystem.pixelDragThreshold;
}
else
{
#if UNITY_ANDROID && !UNITY_EDITOR // On android allow swiping to start drag
if (useSwipeScroll && ((Vector3)pointerEvent.GetSwipeStart() - Input.mousePosition).magnitude > swipeDragThreshold)
{
return true;
}
#endif
// When it's not a screen space pointer we have to look at the angle it moved rather than the pixels distance
// For gaze based pointing screen-space distance moved will always be near 0
Vector3 cameraPos = pointerEvent.pressEventCamera.transform.position;
Vector3 pressDir = (pointerEvent.pointerPressRaycast.worldPosition - cameraPos).normalized;
Vector3 currentDir = (pointerEvent.pointerCurrentRaycast.worldPosition - cameraPos).normalized;
return Vector3.Dot(pressDir, currentDir) < Mathf.Cos(Mathf.Deg2Rad * (angleDragThreshold));
}
}
/// <summary>
/// The purpose of this function is to allow us to switch between using the standard IsPointerMoving
/// method for mouse driven pointers, but to always return true when it's a ray based pointer.
/// All real-world ray-based input devices are always moving so for simplicity we just return true
/// for them.
///
/// If PointerEventData.IsPointerMoving was virtual we could just override that in
/// OVRRayPointerEventData.
/// </summary>
/// <param name="pointerEvent"></param>
/// <returns></returns>
static bool IsPointerMoving(PointerEventData pointerEvent)
{
if (pointerEvent.IsVRPointer())
return true;
else
return pointerEvent.IsPointerMoving();
}
protected Vector2 SwipeAdjustedPosition(Vector2 originalPosition, PointerEventData pointerEvent)
{
#if UNITY_ANDROID && !UNITY_EDITOR
// On android we use the touchpad position (accessed through Input.mousePosition) to modify
// the effective cursor position for events related to dragging. This allows the user to
// use the touchpad to drag draggable UI elements
if (useSwipeScroll)
{
Vector2 delta = (Vector2)Input.mousePosition - pointerEvent.GetSwipeStart();
if (InvertSwipeXAxis)
delta.x *= -1;
return originalPosition + delta * swipeDragScale;
}
#endif
// If not Gear VR or swipe scroll isn't enabled just return original position
return originalPosition;
}
/// <summary>
/// Exactly the same as the code from PointerInputModule, except that we call our own
/// IsPointerMoving.
///
/// This would also not be necessary if PointerEventData.IsPointerMoving was virtual
/// </summary>
/// <param name="pointerEvent"></param>
protected override void ProcessDrag(PointerEventData pointerEvent)
{
Vector2 originalPosition = pointerEvent.position;
bool moving = IsPointerMoving(pointerEvent);
if (moving && pointerEvent.pointerDrag != null
&& !pointerEvent.dragging
&& ShouldStartDrag(pointerEvent))
{
if (pointerEvent.IsVRPointer())
{
//adjust the position used based on swiping action. Allowing the user to
//drag items by swiping on the GearVR touchpad
pointerEvent.position = SwipeAdjustedPosition (originalPosition, pointerEvent);
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
pointerEvent.dragging = true;
}
// Drag notification
if (pointerEvent.dragging && moving && pointerEvent.pointerDrag != null)
{
if (pointerEvent.IsVRPointer())
{
pointerEvent.position = SwipeAdjustedPosition(originalPosition, pointerEvent);
}
// Before doing drag we should cancel any pointer down state
// And clear selection!
if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
}
}
/// <summary>
/// Get state of button corresponding to gaze pointer
/// </summary>
/// <returns></returns>
virtual protected PointerEventData.FramePressState GetGazeButtonState()
{
var pressed = Input.GetKeyDown(gazeClickKey) || OVRInput.GetDown(joyPadClickButton);
var released = Input.GetKeyUp(gazeClickKey) || OVRInput.GetUp(joyPadClickButton);
#if UNITY_ANDROID && !UNITY_EDITOR
// On Gear VR the mouse button events correspond to touch pad events. We only use these as gaze pointer clicks
// on Gear VR because on PC the mouse clicks are used for actual mouse pointer interactions.
pressed |= Input.GetMouseButtonDown(0);
released |= Input.GetMouseButtonUp(0);
#endif
if (pressed && released)
return PointerEventData.FramePressState.PressedAndReleased;
if (pressed)
return PointerEventData.FramePressState.Pressed;
if (released)
return PointerEventData.FramePressState.Released;
return PointerEventData.FramePressState.NotChanged;
}
/// <summary>
/// Get extra scroll delta from gamepad
/// </summary>
protected Vector2 GetExtraScrollDelta()
{
Vector2 scrollDelta = new Vector2();
if (useRightStickScroll)
{
Vector2 s = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
if (Mathf.Abs(s.x) < rightStickDeadZone) s.x = 0;
if (Mathf.Abs(s.y) < rightStickDeadZone) s.y = 0;
scrollDelta = s;
}
return scrollDelta;
}
};
}