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

359 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/Event Trigger")]
/// <summary>
/// Receives events from the EventSystem and calls registered functions for each event.
/// </summary>
/// <remarks>
/// The EventTrigger can be used to specify functions you wish to be called for each EventSystem event.
/// You can assign multiple functions to a single event and whenever the EventTrigger receives that event it will call those functions in the order they were provided.
///
/// NOTE: Attaching this component to a GameObject will make that object intercept ALL events, and no events will propagate to parent objects.
/// </remarks>
/// <example>
/// There are two ways to intercept events: You could extend EventTrigger, and override the functions for the events you are interested in intercepting; as shown in this example:
/// <code>
/// <![CDATA[
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class EventTriggerExample : EventTrigger
/// {
/// public override void OnBeginDrag(PointerEventData data)
/// {
/// Debug.Log("OnBeginDrag called.");
/// }
///
/// public override void OnCancel(BaseEventData data)
/// {
/// Debug.Log("OnCancel called.");
/// }
///
/// public override void OnDeselect(BaseEventData data)
/// {
/// Debug.Log("OnDeselect called.");
/// }
///
/// public override void OnDrag(PointerEventData data)
/// {
/// Debug.Log("OnDrag called.");
/// }
///
/// public override void OnDrop(PointerEventData data)
/// {
/// Debug.Log("OnDrop called.");
/// }
///
/// public override void OnEndDrag(PointerEventData data)
/// {
/// Debug.Log("OnEndDrag called.");
/// }
///
/// public override void OnInitializePotentialDrag(PointerEventData data)
/// {
/// Debug.Log("OnInitializePotentialDrag called.");
/// }
///
/// public override void OnMove(AxisEventData data)
/// {
/// Debug.Log("OnMove called.");
/// }
///
/// public override void OnPointerClick(PointerEventData data)
/// {
/// Debug.Log("OnPointerClick called.");
/// }
///
/// public override void OnPointerDown(PointerEventData data)
/// {
/// Debug.Log("OnPointerDown called.");
/// }
///
/// public override void OnPointerEnter(PointerEventData data)
/// {
/// Debug.Log("OnPointerEnter called.");
/// }
///
/// public override void OnPointerExit(PointerEventData data)
/// {
/// Debug.Log("OnPointerExit called.");
/// }
///
/// public override void OnPointerUp(PointerEventData data)
/// {
/// Debug.Log("OnPointerUp called.");
/// }
///
/// public override void OnScroll(PointerEventData data)
/// {
/// Debug.Log("OnScroll called.");
/// }
///
/// public override void OnSelect(BaseEventData data)
/// {
/// Debug.Log("OnSelect called.");
/// }
///
/// public override void OnSubmit(BaseEventData data)
/// {
/// Debug.Log("OnSubmit called.");
/// }
///
/// public override void OnUpdateSelected(BaseEventData data)
/// {
/// Debug.Log("OnUpdateSelected called.");
/// }
/// }
/// ]]>
///</code>
/// or you can specify individual delegates:
/// <code>
/// <![CDATA[
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
///
/// public class EventTriggerDelegateExample : MonoBehaviour
/// {
/// void Start()
/// {
/// EventTrigger trigger = GetComponent<EventTrigger>();
/// EventTrigger.Entry entry = new EventTrigger.Entry();
/// entry.eventID = EventTriggerType.PointerDown;
/// entry.callback.AddListener((data) => { OnPointerDownDelegate((PointerEventData)data); });
/// trigger.triggers.Add(entry);
/// }
///
/// public void OnPointerDownDelegate(PointerEventData data)
/// {
/// Debug.Log("OnPointerDownDelegate called.");
/// }
/// }
/// ]]>
///</code>
/// </example>
public class EventTrigger :
MonoBehaviour,
IPointerEnterHandler,
IPointerExitHandler,
IPointerDownHandler,
IPointerUpHandler,
IPointerClickHandler,
IInitializePotentialDragHandler,
IBeginDragHandler,
IDragHandler,
IEndDragHandler,
IDropHandler,
IScrollHandler,
IUpdateSelectedHandler,
ISelectHandler,
IDeselectHandler,
IMoveHandler,
ISubmitHandler,
ICancelHandler
{
[Serializable]
/// <summary>
/// UnityEvent class for Triggers.
/// </summary>
public class TriggerEvent : UnityEvent<BaseEventData>
{}
[Serializable]
/// <summary>
/// An Entry in the EventSystem delegates list.
/// </summary>
/// <remarks>
/// It stores the callback and which event type should this callback be fired.
/// </remarks>
public class Entry
{
/// <summary>
/// What type of event is the associated callback listening for.
/// </summary>
public EventTriggerType eventID = EventTriggerType.PointerClick;
/// <summary>
/// The desired TriggerEvent to be Invoked.
/// </summary>
public TriggerEvent callback = new TriggerEvent();
}
[FormerlySerializedAs("delegates")]
[SerializeField]
private List<Entry> m_Delegates;
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
[Obsolete("Please use triggers instead (UnityUpgradable) -> triggers", true)]
public List<Entry> delegates { get { return triggers; } set { triggers = value; } }
protected EventTrigger()
{}
/// <summary>
/// All the functions registered in this EventTrigger
/// </summary>
public List<Entry> triggers
{
get
{
if (m_Delegates == null)
m_Delegates = new List<Entry>();
return m_Delegates;
}
set { m_Delegates = value; }
}
private void Execute(EventTriggerType id, BaseEventData eventData)
{
for (int i = 0; i < triggers.Count; ++i)
{
var ent = triggers[i];
if (ent.eventID == id && ent.callback != null)
ent.callback.Invoke(eventData);
}
}
/// <summary>
/// Called by the EventSystem when the pointer enters the object associated with this EventTrigger.
/// </summary>
public virtual void OnPointerEnter(PointerEventData eventData)
{
Execute(EventTriggerType.PointerEnter, eventData);
}
/// <summary>
/// Called by the EventSystem when the pointer exits the object associated with this EventTrigger.
/// </summary>
public virtual void OnPointerExit(PointerEventData eventData)
{
Execute(EventTriggerType.PointerExit, eventData);
}
/// <summary>
/// Called by the EventSystem every time the pointer is moved during dragging.
/// </summary>
public virtual void OnDrag(PointerEventData eventData)
{
Execute(EventTriggerType.Drag, eventData);
}
/// <summary>
/// Called by the EventSystem when an object accepts a drop.
/// </summary>
public virtual void OnDrop(PointerEventData eventData)
{
Execute(EventTriggerType.Drop, eventData);
}
/// <summary>
/// Called by the EventSystem when a PointerDown event occurs.
/// </summary>
public virtual void OnPointerDown(PointerEventData eventData)
{
Execute(EventTriggerType.PointerDown, eventData);
}
/// <summary>
/// Called by the EventSystem when a PointerUp event occurs.
/// </summary>
public virtual void OnPointerUp(PointerEventData eventData)
{
Execute(EventTriggerType.PointerUp, eventData);
}
/// <summary>
/// Called by the EventSystem when a Click event occurs.
/// </summary>
public virtual void OnPointerClick(PointerEventData eventData)
{
Execute(EventTriggerType.PointerClick, eventData);
}
/// <summary>
/// Called by the EventSystem when a Select event occurs.
/// </summary>
public virtual void OnSelect(BaseEventData eventData)
{
Execute(EventTriggerType.Select, eventData);
}
/// <summary>
/// Called by the EventSystem when a new object is being selected.
/// </summary>
public virtual void OnDeselect(BaseEventData eventData)
{
Execute(EventTriggerType.Deselect, eventData);
}
/// <summary>
/// Called by the EventSystem when a new Scroll event occurs.
/// </summary>
public virtual void OnScroll(PointerEventData eventData)
{
Execute(EventTriggerType.Scroll, eventData);
}
/// <summary>
/// Called by the EventSystem when a Move event occurs.
/// </summary>
public virtual void OnMove(AxisEventData eventData)
{
Execute(EventTriggerType.Move, eventData);
}
/// <summary>
/// Called by the EventSystem when the object associated with this EventTrigger is updated.
/// </summary>
public virtual void OnUpdateSelected(BaseEventData eventData)
{
Execute(EventTriggerType.UpdateSelected, eventData);
}
/// <summary>
/// Called by the EventSystem when a drag has been found, but before it is valid to begin the drag.
/// </summary>
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
Execute(EventTriggerType.InitializePotentialDrag, eventData);
}
/// <summary>
/// Called before a drag is started.
/// </summary>
public virtual void OnBeginDrag(PointerEventData eventData)
{
Execute(EventTriggerType.BeginDrag, eventData);
}
/// <summary>
/// Called by the EventSystem once dragging ends.
/// </summary>
public virtual void OnEndDrag(PointerEventData eventData)
{
Execute(EventTriggerType.EndDrag, eventData);
}
/// <summary>
/// Called by the EventSystem when a Submit event occurs.
/// </summary>
public virtual void OnSubmit(BaseEventData eventData)
{
Execute(EventTriggerType.Submit, eventData);
}
/// <summary>
/// Called by the EventSystem when a Cancel event occurs.
/// </summary>
public virtual void OnCancel(BaseEventData eventData)
{
Execute(EventTriggerType.Cancel, eventData);
}
}
}