playtest-unity/playtest/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/UIElements/PanelEventHandler.cs

502 lines
18 KiB
C#

using UnityEngine.EventSystems;
namespace UnityEngine.UIElements
{
// This code is disabled unless the UI Toolkit package or the com.unity.modules.uielements module are present.
// The UIElements module is always present in the Editor but it can be stripped from a project build if unused.
#if PACKAGE_UITOOLKIT
/// <summary>
/// Use this class to handle input and send events to UI Toolkit runtime panels.
/// </summary>
[AddComponentMenu("UI Toolkit/Panel Event Handler (UI Toolkit)")]
public class PanelEventHandler : UIBehaviour, IPointerMoveHandler, IPointerUpHandler, IPointerDownHandler,
ISubmitHandler, ICancelHandler, IMoveHandler, IScrollHandler, ISelectHandler, IDeselectHandler,
IPointerExitHandler, IPointerEnterHandler, IRuntimePanelComponent
{
private BaseRuntimePanel m_Panel;
/// <summary>
/// The panel that this component relates to. If panel is null, this component will have no effect.
/// Will be set to null automatically if panel is Disposed from an external source.
/// </summary>
public IPanel panel
{
get => m_Panel;
set
{
var newPanel = (BaseRuntimePanel)value;
if (m_Panel != newPanel)
{
UnregisterCallbacks();
m_Panel = newPanel;
RegisterCallbacks();
}
}
}
private GameObject selectableGameObject => m_Panel?.selectableGameObject;
private EventSystem eventSystem => UIElementsRuntimeUtility.activeEventSystem as EventSystem;
private bool isCurrentFocusedPanel => m_Panel != null && eventSystem != null &&
eventSystem.currentSelectedGameObject == selectableGameObject;
private Focusable currentFocusedElement => m_Panel?.focusController.GetLeafFocusedElement();
private readonly PointerEvent m_PointerEvent = new PointerEvent();
protected override void OnEnable()
{
base.OnEnable();
RegisterCallbacks();
}
protected override void OnDisable()
{
base.OnDisable();
UnregisterCallbacks();
}
void RegisterCallbacks()
{
if (m_Panel != null)
{
m_Panel.destroyed += OnPanelDestroyed;
m_Panel.visualTree.RegisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
m_Panel.visualTree.RegisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
}
}
void UnregisterCallbacks()
{
if (m_Panel != null)
{
m_Panel.destroyed -= OnPanelDestroyed;
m_Panel.visualTree.UnregisterCallback<FocusEvent>(OnElementFocus, TrickleDown.TrickleDown);
m_Panel.visualTree.UnregisterCallback<BlurEvent>(OnElementBlur, TrickleDown.TrickleDown);
}
}
void OnPanelDestroyed()
{
panel = null;
}
void OnElementFocus(FocusEvent e)
{
if (!m_Selecting && eventSystem != null)
eventSystem.SetSelectedGameObject(selectableGameObject);
}
void OnElementBlur(BlurEvent e)
{
// Important: if panel discards focus entirely, it doesn't discard EventSystem selection necessarily.
// Also note that if we arrive here through eventSystem.SetSelectedGameObject -> OnDeselect,
// eventSystem.currentSelectedGameObject will still have its old value and we can't reaffect it immediately.
}
private bool m_Selecting;
public void OnSelect(BaseEventData eventData)
{
m_Selecting = true;
try
{
// This shouldn't conflict with EditorWindow calling Panel.Focus (only on Editor-type panels).
m_Panel?.Focus();
}
finally
{
m_Selecting = false;
}
}
public void OnDeselect(BaseEventData eventData)
{
m_Panel?.Blur();
}
public void OnPointerMove(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
return;
using (var e = PointerMoveEvent.GetPooled(m_PointerEvent))
{
SendEvent(e, eventData);
}
}
public void OnPointerUp(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Up))
return;
using (var e = PointerUpEvent.GetPooled(m_PointerEvent))
{
SendEvent(e, eventData);
if (e.pressedButtons == 0)
PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, null);
}
}
public void OnPointerDown(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData, PointerEventType.Down))
return;
if (eventSystem != null)
eventSystem.SetSelectedGameObject(selectableGameObject);
using (var e = PointerDownEvent.GetPooled(m_PointerEvent))
{
SendEvent(e, eventData);
PointerDeviceState.SetPlayerPanelWithSoftPointerCapture(e.pointerId, m_Panel);
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
return;
// If a pointer exit is called while the pointer is still on top of this object, it means
// there's something else removing the pointer, so we might need to send a PointerCancelEvent.
// This is necessary for touch pointers that are being released, because in UGUI the object
// that was last hovered will not always be the one receiving the pointer up.
if (eventData.pointerCurrentRaycast.gameObject == gameObject &&
eventData.pointerPressRaycast.gameObject != gameObject &&
m_PointerEvent.pointerId != PointerId.mousePointerId)
{
using (var e = PointerCancelEvent.GetPooled(m_PointerEvent))
{
SendEvent(e, eventData);
}
}
m_Panel.PointerLeavesPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
}
public void OnPointerEnter(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
return;
m_Panel.PointerEntersPanel(m_PointerEvent.pointerId, m_PointerEvent.position);
}
public void OnSubmit(BaseEventData eventData)
{
if (m_Panel == null)
return;
// Allow KeyDown/KeyUp events to be processed before navigation events.
var target = currentFocusedElement ?? m_Panel.visualTree;
ProcessImguiEvents(target);
using (var e = NavigationSubmitEvent.GetPooled(s_Modifiers))
{
e.target = target;
SendEvent(e, eventData);
}
}
public void OnCancel(BaseEventData eventData)
{
if (m_Panel == null)
return;
// Allow KeyDown/KeyUp events to be processed before navigation events.
var target = currentFocusedElement ?? m_Panel.visualTree;
ProcessImguiEvents(target);
using (var e = NavigationCancelEvent.GetPooled(s_Modifiers))
{
e.target = target;
SendEvent(e, eventData);
}
}
public void OnMove(AxisEventData eventData)
{
if (m_Panel == null)
return;
// Allow KeyDown/KeyUp events to be processed before navigation events.
var target = currentFocusedElement ?? m_Panel.visualTree;
ProcessImguiEvents(target);
using (var e = NavigationMoveEvent.GetPooled(eventData.moveVector, s_Modifiers))
{
e.target = target;
SendEvent(e, eventData);
}
// TODO: if runtime panel has no internal navigation, switch to the next UGUI selectable element.
}
public void OnScroll(PointerEventData eventData)
{
if (m_Panel == null || !ReadPointerData(m_PointerEvent, eventData))
return;
var scrollDelta = eventData.scrollDelta;
scrollDelta.y = -scrollDelta.y;
const float kPixelPerLine = 20;
// The old input system reported scroll deltas in lines, we report pixels.
// Need to scale as the UI system expects lines.
scrollDelta /= kPixelPerLine;
using (var e = WheelEvent.GetPooled(scrollDelta, m_PointerEvent))
{
SendEvent(e, eventData);
}
}
private void SendEvent(EventBase e, BaseEventData sourceEventData)
{
//e.runtimeEventData = sourceEventData;
m_Panel.SendEvent(e);
if (e.isPropagationStopped)
sourceEventData.Use();
}
private void SendEvent(EventBase e, Event sourceEvent)
{
m_Panel.SendEvent(e);
if (e.isPropagationStopped)
sourceEvent.Use();
}
void Update()
{
if (isCurrentFocusedPanel)
ProcessImguiEvents(currentFocusedElement ?? m_Panel.visualTree);
}
void LateUpdate()
{
// Empty the Event queue, look for EventModifiers.
ProcessImguiEvents(null);
}
private Event m_Event = new Event();
private static EventModifiers s_Modifiers = EventModifiers.None;
// Send IMGUI events to given focus-based target, if any, or simply flush the event queue if not.
// For uniformity of composite events (keyDown vs navigation), target should remain the same
// throughout the entire processing cycle.
void ProcessImguiEvents(Focusable target)
{
bool first = true;
while (Event.PopEvent(m_Event))
{
if (m_Event.type == EventType.Ignore || m_Event.type == EventType.Repaint ||
m_Event.type == EventType.Layout)
continue;
s_Modifiers = first ? m_Event.modifiers : (s_Modifiers | m_Event.modifiers);
first = false;
if (target != null)
{
ProcessKeyboardEvent(m_Event, target);
if (eventSystem.sendNavigationEvents)
ProcessTabEvent(m_Event, target);
}
}
}
void ProcessKeyboardEvent(Event e, Focusable target)
{
if (e.type == EventType.KeyUp)
{
SendKeyUpEvent(e, target);
}
else if (e.type == EventType.KeyDown)
{
SendKeyDownEvent(e, target);
}
}
// TODO: add an ITabHandler interface
void ProcessTabEvent(Event e, Focusable target)
{
if (e.ShouldSendNavigationMoveEventRuntime())
{
SendTabEvent(e, e.shift ? NavigationMoveEvent.Direction.Previous : NavigationMoveEvent.Direction.Next, target);
}
}
private void SendTabEvent(Event e, NavigationMoveEvent.Direction direction, Focusable target)
{
using (var ev = NavigationMoveEvent.GetPooled(direction, s_Modifiers))
{
ev.target = target;
SendEvent(ev, e);
}
}
private void SendKeyUpEvent(Event e, Focusable target)
{
using (var ev = KeyUpEvent.GetPooled('\0', e.keyCode, e.modifiers))
{
ev.target = target;
SendEvent(ev, e);
}
}
private void SendKeyDownEvent(Event e, Focusable target)
{
using (var ev = KeyDownEvent.GetPooled(e.character, e.keyCode, e.modifiers))
{
ev.target = target;
SendEvent(ev, e);
}
}
private bool ReadPointerData(PointerEvent pe, PointerEventData eventData, PointerEventType eventType = PointerEventType.Default)
{
if (eventSystem == null || eventSystem.currentInputModule == null)
return false;
pe.Read(this, eventData, eventType);
// PointerEvents making it this far have been validated by PanelRaycaster already
m_Panel.ScreenToPanel(pe.position, pe.deltaPosition,
out var panelPosition, out var panelDelta, allowOutside:true);
pe.SetPosition(panelPosition, panelDelta);
return true;
}
enum PointerEventType
{
Default, Down, Up
}
class PointerEvent : IPointerEvent
{
public int pointerId { get; private set; }
public string pointerType { get; private set; }
public bool isPrimary { get; private set; }
public int button { get; private set; }
public int pressedButtons { get; private set; }
public Vector3 position { get; private set; }
public Vector3 localPosition { get; private set; }
public Vector3 deltaPosition { get; private set; }
public float deltaTime { get; private set; }
public int clickCount { get; private set; }
public float pressure { get; private set; }
public float tangentialPressure { get; private set; }
public float altitudeAngle { get; private set; }
public float azimuthAngle { get; private set; }
public float twist { get; private set; }
public Vector2 tilt { get; private set; }
public PenStatus penStatus { get; private set; }
public Vector2 radius { get; private set; }
public Vector2 radiusVariance { get; private set; }
public EventModifiers modifiers { get; private set; }
public bool shiftKey => (modifiers & EventModifiers.Shift) != 0;
public bool ctrlKey => (modifiers & EventModifiers.Control) != 0;
public bool commandKey => (modifiers & EventModifiers.Command) != 0;
public bool altKey => (modifiers & EventModifiers.Alt) != 0;
public bool actionKey =>
Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer
? commandKey
: ctrlKey;
public void Read(PanelEventHandler self, PointerEventData eventData, PointerEventType eventType)
{
pointerId = self.eventSystem.currentInputModule.ConvertUIToolkitPointerId(eventData);
bool InRange(int i, int start, int count) => i >= start && i < start + count;
pointerType =
InRange(pointerId, PointerId.touchPointerIdBase, PointerId.touchPointerCount) ? PointerType.touch :
InRange(pointerId, PointerId.penPointerIdBase, PointerId.penPointerCount) ? PointerType.pen :
PointerType.mouse;
isPrimary = pointerId == PointerId.mousePointerId ||
pointerId == PointerId.touchPointerIdBase ||
pointerId == PointerId.penPointerIdBase;
// Flip Y axis between input and UITK
var h = Screen.height;
var eventPosition = Display.RelativeMouseAt(eventData.position);
if (eventPosition != Vector3.zero)
{
// We support multiple display and display identification based on event position.
int eventDisplayIndex = (int)eventPosition.z;
if (eventDisplayIndex > 0 && eventDisplayIndex < Display.displays.Length)
h = Display.displays[eventDisplayIndex].systemHeight;
}
else
{
eventPosition = eventData.position;
}
var delta = eventData.delta;
eventPosition.y = h - eventPosition.y;
delta.y = -delta.y;
localPosition = position = eventPosition;
deltaPosition = delta;
deltaTime = 0; //TODO: find out what's expected here. Time since last frame? Since last sent event?
pressure = eventData.pressure;
tangentialPressure = eventData.tangentialPressure;
altitudeAngle = eventData.altitudeAngle;
azimuthAngle = eventData.azimuthAngle;
twist = eventData.twist;
tilt = eventData.tilt;
penStatus = eventData.penStatus;
radius = eventData.radius;
radiusVariance = eventData.radiusVariance;
modifiers = s_Modifiers;
if (eventType == PointerEventType.Default)
{
button = -1;
clickCount = 0;
}
else
{
button = Mathf.Max(0, (int)eventData.button);
clickCount = eventData.clickCount;
if (eventType == PointerEventType.Down)
{
// Case 1379054: UIToolkit assumes clickCount is increased before PointerDown, but UGUI does it after.
clickCount++;
PointerDeviceState.PressButton(pointerId, button);
}
else if (eventType == PointerEventType.Up)
{
PointerDeviceState.ReleaseButton(pointerId, button);
}
clickCount = Mathf.Max(1, clickCount);
}
pressedButtons = PointerDeviceState.GetPressedButtons(pointerId);
}
public void SetPosition(Vector3 positionOverride, Vector3 deltaOverride)
{
localPosition = position = positionOverride;
deltaPosition = deltaOverride;
}
}
}
#endif
}