558 lines
22 KiB
C#
558 lines
22 KiB
C#
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine;
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using UnityEngine.Assertions;
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using System;
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namespace Oculus.Interaction
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{
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public class PointableCanvasEventArgs
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{
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public readonly Canvas Canvas;
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public readonly GameObject Hovered;
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public readonly bool Dragging;
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public PointableCanvasEventArgs(Canvas canvas, GameObject hovered, bool dragging)
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{
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Canvas = canvas;
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Hovered = hovered;
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Dragging = dragging;
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}
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}
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/// <summary>
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/// IPointerInteractableModule manages all InteractableCanvas events in
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/// the scene and translates them into pointer events for Unity Canvas UIs.
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/// </summary>
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public class PointableCanvasModule : PointerInputModule
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{
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public static event Action<PointableCanvasEventArgs> WhenSelected;
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public static event Action<PointableCanvasEventArgs> WhenUnselected;
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public static event Action<PointableCanvasEventArgs> WhenSelectableHovered;
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public static event Action<PointableCanvasEventArgs> WhenSelectableUnhovered;
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[SerializeField]
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private bool _useInitialPressPositionForDrag = true;
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private Camera _pointerEventCamera;
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private static PointableCanvasModule _instance = null;
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private static PointableCanvasModule Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindObjectOfType<PointableCanvasModule>();
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}
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return _instance;
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}
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}
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public static void RegisterPointableCanvas(IPointableCanvas pointerCanvas)
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{
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Assert.IsNotNull(Instance, "A PointableCanvasModule is required in the scene.");
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Instance.AddPointerCanvas(pointerCanvas);
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}
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public static void UnregisterPointableCanvas(IPointableCanvas pointerCanvas)
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{
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Instance?.RemovePointerCanvas(pointerCanvas);
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}
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private Dictionary<int, Pointer> _pointerMap = new Dictionary<int, Pointer>();
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private List<RaycastResult> _raycastResultCache = new List<RaycastResult>();
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private List<Pointer> _pointersForDeletion = new List<Pointer>();
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private Dictionary<IPointableCanvas, Action<PointerArgs>> _pointerCanvasActionMap =
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new Dictionary<IPointableCanvas, Action<PointerArgs>>();
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private void AddPointerCanvas(IPointableCanvas pointerCanvas)
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{
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Action<PointerArgs> pointerCanvasAction = (args) => HandlePointerEvent(pointerCanvas.Canvas, args);
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_pointerCanvasActionMap.Add(pointerCanvas, pointerCanvasAction);
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pointerCanvas.OnPointerEvent += pointerCanvasAction;
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}
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private void RemovePointerCanvas(IPointableCanvas pointerCanvas)
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{
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Action<PointerArgs> pointerCanvasAction = _pointerCanvasActionMap[pointerCanvas];
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_pointerCanvasActionMap.Remove(pointerCanvas);
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pointerCanvas.OnPointerEvent -= pointerCanvasAction;
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List<int> pointerIDs = new List<int>(_pointerMap.Keys);
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foreach (int pointerID in pointerIDs)
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{
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Pointer pointer = _pointerMap[pointerID];
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if (pointer.Canvas != pointerCanvas.Canvas)
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{
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continue;
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}
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pointer.MarkForDeletion();
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_pointersForDeletion.Add(pointer);
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_pointerMap.Remove(pointerID);
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}
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}
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private void HandlePointerEvent(Canvas canvas, PointerArgs args)
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{
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Pointer pointer;
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switch (args.PointerEvent)
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{
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case PointerEvent.Hover:
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pointer = new Pointer(canvas);
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pointer.PointerEventData = new PointerEventData(eventSystem);
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pointer.SetPosition(args.Position);
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_pointerMap.Add(args.Identifier, pointer);
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break;
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case PointerEvent.Unhover:
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pointer = _pointerMap[args.Identifier];
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_pointerMap.Remove(args.Identifier);
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pointer.MarkForDeletion();
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_pointersForDeletion.Add(pointer);
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break;
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case PointerEvent.Select:
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pointer = _pointerMap[args.Identifier];
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pointer.SetPosition(args.Position);
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pointer.Press();
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break;
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case PointerEvent.Unselect:
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pointer = _pointerMap[args.Identifier];
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pointer.SetPosition(args.Position);
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pointer.Release();
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break;
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case PointerEvent.Move:
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pointer = _pointerMap[args.Identifier];
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pointer.SetPosition(args.Position);
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break;
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}
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}
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/// <summary>
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/// Pointer class that is used for state associated with IPointables that are currently
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/// tracked by any IPointableCanvases in the scene.
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/// </summary>
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private class Pointer
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{
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public PointerEventData PointerEventData { get; set; }
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public bool MarkedForDeletion { get; private set; }
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private Canvas _canvas;
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public Canvas Canvas => _canvas;
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private Vector3 _position;
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public Vector3 Position => _position;
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private GameObject _hoveredSelectable;
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public GameObject HoveredSelectable => _hoveredSelectable;
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private bool _pressing = false;
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private bool _pressed;
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private bool _released;
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public Pointer(Canvas canvas)
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{
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_canvas = canvas;
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_pressed = _released = false;
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}
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public void Press()
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{
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if (_pressing) return;
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_pressing = true;
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_pressed = true;
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}
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public void Release()
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{
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if (!_pressing) return;
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_pressing = false;
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_released = true;
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}
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public void ReadAndResetPressedReleased(out bool pressed, out bool released)
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{
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pressed = _pressed;
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released = _released;
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_pressed = _released = false;
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}
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public void MarkForDeletion()
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{
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MarkedForDeletion = true;
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Release();
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}
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public void SetPosition(Vector3 position)
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{
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_position = position;
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}
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public void SetHoveredSelectable(GameObject hoveredSelectable)
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{
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_hoveredSelectable = hoveredSelectable;
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}
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}
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protected bool _started = false;
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protected override void Start()
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{
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this.BeginStart(ref _started, base.Start);
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this.EndStart(ref _started);
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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if (_started)
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{
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_pointerEventCamera = gameObject.AddComponent<Camera>();
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_pointerEventCamera.nearClipPlane = 0.1f;
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// We do not need this camera to be enabled to serve this module's purposes:
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// as a dependency for Canvases and for its WorldToScreenPoint functionality
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_pointerEventCamera.enabled = false;
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}
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}
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protected override void OnDisable()
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{
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if (_started)
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{
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Destroy(_pointerEventCamera);
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_pointerEventCamera = null;
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}
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base.OnDisable();
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}
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// Based On FindFirstRaycast
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protected static RaycastResult FindFirstRaycastWithinCanvas(List<RaycastResult> candidates, Canvas canvas)
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{
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GameObject candidateGameObject;
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Canvas candidateCanvas;
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for (var i = 0; i < candidates.Count; ++i)
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{
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candidateGameObject = candidates[i].gameObject;
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if (candidateGameObject == null) continue;
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candidateCanvas = candidateGameObject.GetComponentInParent<Canvas>();
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if (candidateCanvas == null) continue;
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if (candidateCanvas.rootCanvas != canvas) continue;
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return candidates[i];
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}
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return new RaycastResult();
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}
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private void UpdateRaycasts(Pointer pointer, out bool pressed, out bool released)
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{
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PointerEventData pointerEventData = pointer.PointerEventData;
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Vector2 prevPosition = pointerEventData.position;
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Canvas canvas = pointer.Canvas;
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canvas.worldCamera = _pointerEventCamera;
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pointerEventData.Reset();
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pointer.ReadAndResetPressedReleased(out pressed, out released);
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Vector3 position = Vector3.zero;
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var plane = new Plane(-1f * canvas.transform.forward, canvas.transform.position);
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var ray = new Ray(pointer.Position - canvas.transform.forward, canvas.transform.forward);
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float enter;
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if (plane.Raycast(ray, out enter))
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{
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position = ray.GetPoint(enter);
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}
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// We need to position our camera at an offset from the Pointer position or else
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// a graphic raycast may ignore a world canvas that's outside of our regular camera view(s)
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_pointerEventCamera.transform.position = pointer.Position - canvas.transform.forward;
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_pointerEventCamera.transform.LookAt(pointer.Position, canvas.transform.up);
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Vector2 pointerPosition = _pointerEventCamera.WorldToScreenPoint(position);
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pointerEventData.position = pointerPosition;
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// RaycastAll raycasts against with every GraphicRaycaster in the scene,
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// including nested ones like in the case of a dropdown
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eventSystem.RaycastAll(pointerEventData, _raycastResultCache);
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RaycastResult firstResult = FindFirstRaycastWithinCanvas(_raycastResultCache, canvas);
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pointer.PointerEventData.pointerCurrentRaycast = firstResult;
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_raycastResultCache.Clear();
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// We use a static translation offset from the canvas for 2D position delta tracking
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_pointerEventCamera.transform.position = canvas.transform.position - canvas.transform.forward;
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_pointerEventCamera.transform.LookAt(canvas.transform.position, canvas.transform.up);
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pointerPosition = _pointerEventCamera.WorldToScreenPoint(position);
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pointerEventData.position = pointerPosition;
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if (pressed)
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{
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pointerEventData.delta = Vector2.zero;
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}
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else
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{
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pointerEventData.delta = pointerEventData.position - prevPosition;
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}
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pointerEventData.button = PointerEventData.InputButton.Left;
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}
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public override void Process()
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{
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foreach (Pointer pointer in _pointersForDeletion)
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{
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ProcessPointer(pointer, true);
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}
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_pointersForDeletion.Clear();
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foreach (Pointer pointer in _pointerMap.Values)
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{
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ProcessPointer(pointer);
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}
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}
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private void ProcessPointer(Pointer pointer, bool forceRelease = false)
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{
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bool pressed = false;
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bool released = false;
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bool wasDragging = pointer.PointerEventData.dragging;
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UpdateRaycasts(pointer, out pressed, out released);
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PointerEventData pointerEventData = pointer.PointerEventData;
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UpdatePointerEventData(pointerEventData, pressed, released);
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released |= forceRelease;
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if (!released)
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{
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ProcessMove(pointerEventData);
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ProcessDrag(pointerEventData);
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}
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else
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{
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HandlePointerExitAndEnter(pointerEventData, null);
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RemovePointerData(pointerEventData);
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}
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HandleSelectableHover(pointer, wasDragging);
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HandleSelectablePress(pointer, pressed, released, wasDragging);
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}
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private void HandleSelectableHover(Pointer pointer, bool wasDragging)
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{
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bool dragging = pointer.PointerEventData.dragging || wasDragging;
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GameObject currentOverGo = pointer.PointerEventData.pointerCurrentRaycast.gameObject;
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GameObject prevHoveredSelectable = pointer.HoveredSelectable;
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GameObject newHoveredSelectable = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
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pointer.SetHoveredSelectable(newHoveredSelectable);
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if (newHoveredSelectable != null && newHoveredSelectable != prevHoveredSelectable)
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{
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WhenSelectableHovered?.Invoke(new PointableCanvasEventArgs(pointer.Canvas, pointer.HoveredSelectable, dragging));
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}
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else if (prevHoveredSelectable != null && newHoveredSelectable == null)
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{
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WhenSelectableUnhovered?.Invoke(new PointableCanvasEventArgs(pointer.Canvas, pointer.HoveredSelectable, dragging));
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}
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}
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private void HandleSelectablePress(Pointer pointer, bool pressed, bool released, bool wasDragging)
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{
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bool dragging = pointer.PointerEventData.dragging || wasDragging;
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if (pressed)
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{
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WhenSelected?.Invoke(new PointableCanvasEventArgs(pointer.Canvas, pointer.HoveredSelectable, dragging));
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}
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else if (released && !pointer.MarkedForDeletion)
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{
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// Unity handles UI selection on release, so we verify the hovered element has been selected
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bool hasSelectedHoveredObject = pointer.HoveredSelectable != null &&
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pointer.HoveredSelectable == pointer.PointerEventData.selectedObject;
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GameObject selectedObject = hasSelectedHoveredObject ? pointer.HoveredSelectable : null;
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WhenUnselected?.Invoke(new PointableCanvasEventArgs(pointer.Canvas, selectedObject, dragging));
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}
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}
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/// <summary>
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/// This method is based on ProcessTouchPoint in StandaloneInputModule,
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/// but is instead used for Pointer events
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/// </summary>
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protected void UpdatePointerEventData(PointerEventData pointerEvent, bool pressed, bool released)
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{
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var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
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// PointerDown notification
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if (pressed)
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{
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pointerEvent.eligibleForClick = true;
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pointerEvent.delta = Vector2.zero;
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pointerEvent.dragging = false;
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pointerEvent.useDragThreshold = true;
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pointerEvent.pressPosition = pointerEvent.position;
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pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
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DeselectIfSelectionChanged(currentOverGo, pointerEvent);
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if (pointerEvent.pointerEnter != currentOverGo)
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{
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// send a pointer enter to the touched element if it isn't the one to select...
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HandlePointerExitAndEnter(pointerEvent, currentOverGo);
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pointerEvent.pointerEnter = currentOverGo;
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}
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// search for the control that will receive the press
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// if we can't find a press handler set the press
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// handler to be what would receive a click.
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var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
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// didnt find a press handler... search for a click handler
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if (newPressed == null)
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newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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float time = Time.unscaledTime;
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if (newPressed == pointerEvent.lastPress)
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{
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var diffTime = time - pointerEvent.clickTime;
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if (diffTime < 0.3f)
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++pointerEvent.clickCount;
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else
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pointerEvent.clickCount = 1;
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pointerEvent.clickTime = time;
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}
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else
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{
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pointerEvent.clickCount = 1;
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}
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pointerEvent.pointerPress = newPressed;
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pointerEvent.rawPointerPress = currentOverGo;
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pointerEvent.clickTime = time;
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// Save the drag handler as well
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pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
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if (pointerEvent.pointerDrag != null)
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
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}
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// PointerUp notification
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if (released)
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{
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
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// see if we mouse up on the same element that we clicked on...
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var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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// PointerClick and Drop events
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if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
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{
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
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}
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if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
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{
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ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
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}
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pointerEvent.eligibleForClick = false;
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pointerEvent.pointerPress = null;
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pointerEvent.rawPointerPress = null;
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if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
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pointerEvent.dragging = false;
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pointerEvent.pointerDrag = null;
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// send exit events as we need to simulate this on touch up on touch device
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ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
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pointerEvent.pointerEnter = null;
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}
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}
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/// <summary>
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/// Override of PointerInputModule's ProcessDrag to allow using the initial press position for drag begin.
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/// Set _useInitialPressPositionForDrag to false if you prefer the default behaviour of PointerInputModule.
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/// </summary>
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protected override void ProcessDrag(PointerEventData pointerEvent)
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{
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if (!pointerEvent.IsPointerMoving() ||
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Cursor.lockState == CursorLockMode.Locked ||
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pointerEvent.pointerDrag == null)
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return;
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if (!pointerEvent.dragging
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&& ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position,
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eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
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{
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if (_useInitialPressPositionForDrag)
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{
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pointerEvent.position = pointerEvent.pressPosition;
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}
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent,
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ExecuteEvents.beginDragHandler);
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pointerEvent.dragging = true;
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}
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// Drag notification
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if (pointerEvent.dragging)
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{
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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 (pointerEvent.pointerPress != pointerEvent.pointerDrag)
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{
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ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent,
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ExecuteEvents.pointerUpHandler);
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pointerEvent.eligibleForClick = false;
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pointerEvent.pointerPress = null;
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pointerEvent.rawPointerPress = null;
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}
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ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent,
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ExecuteEvents.dragHandler);
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}
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}
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/// <summary>
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/// Used in PointerInputModule's ProcessDrag implementation. Brought into this subclass with a protected
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/// signature (as opposed to the parent's private signature) to be used in this subclass's overridden ProcessDrag.
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/// </summary>
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protected static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
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{
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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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}
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}
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