using System; using System.Text; using System.Collections.Generic; namespace UnityEngine.EventSystems { /// <summary> /// Each touch event creates one of these containing all the relevant information. /// </summary> public class PointerEventData : BaseEventData { /// <summary> /// Input press tracking. /// </summary> public enum InputButton { /// <summary> /// Left button /// </summary> Left = 0, /// <summary> /// Right button. /// </summary> Right = 1, /// <summary> /// Middle button /// </summary> Middle = 2 } /// <summary> /// The state of a press for the given frame. /// </summary> public enum FramePressState { /// <summary> /// Button was pressed this frame. /// </summary> Pressed, /// <summary> /// Button was released this frame. /// </summary> Released, /// <summary> /// Button was pressed and released this frame. /// </summary> PressedAndReleased, /// <summary> /// Same as last frame. /// </summary> NotChanged } /// <summary> /// The object that received 'OnPointerEnter'. /// </summary> public GameObject pointerEnter { get; set; } // The object that received OnPointerDown private GameObject m_PointerPress; /// <summary> /// The raw GameObject for the last press event. This means that it is the 'pressed' GameObject even if it can not receive the press event itself. /// </summary> public GameObject lastPress { get; private set; } /// <summary> /// The object that the press happened on even if it can not handle the press event. /// </summary> public GameObject rawPointerPress { get; set; } /// <summary> /// The object that is receiving 'OnDrag'. /// </summary> public GameObject pointerDrag { get; set; } /// <summary> /// The object that should receive the 'OnPointerClick' event. /// </summary> public GameObject pointerClick { get; set; } /// <summary> /// RaycastResult associated with the current event. /// </summary> public RaycastResult pointerCurrentRaycast { get; set; } /// <summary> /// RaycastResult associated with the pointer press. /// </summary> public RaycastResult pointerPressRaycast { get; set; } public List<GameObject> hovered = new List<GameObject>(); /// <summary> /// Is it possible to click this frame /// </summary> public bool eligibleForClick { get; set; } /// <summary> /// Id of the pointer (touch id). /// </summary> public int pointerId { get; set; } /// <summary> /// Current pointer position. /// </summary> public Vector2 position { get; set; } /// <summary> /// Pointer delta since last update. /// </summary> public Vector2 delta { get; set; } /// <summary> /// Position of the press. /// </summary> public Vector2 pressPosition { get; set; } /// <summary> /// World-space position where a ray cast into the screen hits something /// </summary> [Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")] public Vector3 worldPosition { get; set; } /// <summary> /// World-space normal where a ray cast into the screen hits something /// </summary> [Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")] public Vector3 worldNormal { get; set; } /// <summary> /// The last time a click event was sent. Used for double click /// </summary> public float clickTime { get; set; } /// <summary> /// Number of clicks in a row. /// </summary> /// <example> /// <code> /// <![CDATA[ /// using UnityEngine; /// using System.Collections; /// using UnityEngine.UI; /// using UnityEngine.EventSystems;// Required when using Event data. /// /// public class ExampleClass : MonoBehaviour, IPointerDownHandler /// { /// public void OnPointerDown(PointerEventData eventData) /// { /// //Grab the number of consecutive clicks and assign it to an integer varible. /// int i = eventData.clickCount; /// //Display the click count. /// Debug.Log(i); /// } /// } /// ]]> ///</code> /// </example> public int clickCount { get; set; } /// <summary> /// The amount of scroll since the last update. /// </summary> public Vector2 scrollDelta { get; set; } /// <summary> /// Should a drag threshold be used? /// </summary> /// <remarks> /// If you do not want a drag threshold set this to false in IInitializePotentialDragHandler.OnInitializePotentialDrag. /// </remarks> public bool useDragThreshold { get; set; } /// <summary> /// Is a drag operation currently occuring. /// </summary> public bool dragging { get; set; } /// <summary> /// The EventSystems.PointerEventData.InputButton for this event. /// </summary> public InputButton button { get; set; } /// <summary> /// The amount of pressure currently applied by a touch. /// </summary> /// <remarks> /// If the device does not report pressure, the value of this property is 1.0f. /// </remarks> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public float pressure { get; set; } /// <summary> /// The pressure applied to an additional pressure-sensitive control on the stylus. /// </summary> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public float tangentialPressure { get; set; } /// <summary> /// The angle of the stylus relative to the surface, in radians /// </summary> /// <remarks> /// A value of 0 indicates that the stylus is parallel to the surface. A value of pi/2 indicates that it is perpendicular to the surface. /// </remarks> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public float altitudeAngle { get; set; } /// <summary> /// The angle of the stylus relative to the x-axis, in radians. /// </summary> /// <remarks> /// A value of 0 indicates that the stylus is pointed along the x-axis of the device. /// </remarks> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public float azimuthAngle { get; set; } /// <summary> /// The rotation of the stylus around its axis, in radians. /// </summary> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public float twist { get; set; } /// <summary> /// An estimate of the radius of a touch. /// </summary> /// <remarks> /// Add `radiusVariance` to get the maximum touch radius, subtract it to get the minimum touch radius. /// </remarks> /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public Vector2 radius { get; set; } /// <summary> /// The accuracy of the touch radius. /// </summary> /// <remarks> /// Add this value to the radius to get the maximum touch radius, subtract it to get the minimum touch radius. /// </remarks> public Vector2 radiusVariance { get; set; } /// <summary> /// Specifies in the case of a pointer exit if the pointer has fully exited the area or if it has just entered a child. /// </summary> public bool fullyExited { get; set; } /// <summary> /// Specifies in the case of a pointer enter if the pointer has entered a new area or if it has just reentered a parent after leaving a child. /// </summary> public bool reentered { get; set; } /// <seealso cref="UnityEngine.UIElements.IPointerEvent" /> public PointerEventData(EventSystem eventSystem) : base(eventSystem) { eligibleForClick = false; pointerId = -1; position = Vector2.zero; // Current position of the mouse or touch event delta = Vector2.zero; // Delta since last update pressPosition = Vector2.zero; // Delta since the event started being tracked clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks) clickCount = 0; // Number of clicks in a row. 2 for a double-click for example. scrollDelta = Vector2.zero; useDragThreshold = true; dragging = false; button = InputButton.Left; pressure = 0f; tangentialPressure = 0f; altitudeAngle = 0f; azimuthAngle = 0f; twist = 0f; radius = Vector2.zero; radiusVariance = Vector2.zero; } /// <summary> /// Is the pointer moving. /// </summary> public bool IsPointerMoving() { return delta.sqrMagnitude > 0.0f; } /// <summary> /// Is scroll being used on the input device. /// </summary> public bool IsScrolling() { return scrollDelta.sqrMagnitude > 0.0f; } /// <summary> /// The camera associated with the last OnPointerEnter event. /// </summary> public Camera enterEventCamera { get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; } } /// <summary> /// The camera associated with the last OnPointerPress event. /// </summary> public Camera pressEventCamera { get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; } } /// <summary> /// The GameObject that received the OnPointerDown. /// </summary> public GameObject pointerPress { get { return m_PointerPress; } set { if (m_PointerPress == value) return; lastPress = m_PointerPress; m_PointerPress = value; } } public override string ToString() { var sb = new StringBuilder(); sb.AppendLine("<b>Position</b>: " + position); sb.AppendLine("<b>delta</b>: " + delta); sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick); sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter); sb.AppendLine("<b>pointerPress</b>: " + pointerPress); sb.AppendLine("<b>lastPointerPress</b>: " + lastPress); sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag); sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold); sb.AppendLine("<b>Current Raycast:</b>"); sb.AppendLine(pointerCurrentRaycast.ToString()); sb.AppendLine("<b>Press Raycast:</b>"); sb.AppendLine(pointerPressRaycast.ToString()); sb.AppendLine("<b>pressure</b>: " + pressure); sb.AppendLine("<b>tangentialPressure</b>: " + tangentialPressure); sb.AppendLine("<b>altitudeAngle</b>: " + altitudeAngle); sb.AppendLine("<b>azimuthAngle</b>: " + azimuthAngle); sb.AppendLine("<b>twist</b>: " + twist); sb.AppendLine("<b>radius</b>: " + radius); sb.AppendLine("<b>radiusVariance</b>: " + radiusVariance); return sb.ToString(); } } }