51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
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#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
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using System;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem.Layouts;
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////TODO: custom icon for OnScreenButton component
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namespace UnityEngine.InputSystem.OnScreen
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{
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/// <summary>
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/// A button that is visually represented on-screen and triggered by touch or other pointer
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/// input.
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/// </summary>
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[AddComponentMenu("Input/On-Screen Button")]
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[HelpURL(InputSystem.kDocUrl + "/manual/OnScreen.html#on-screen-buttons")]
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public class OnScreenButton : OnScreenControl, IPointerDownHandler, IPointerUpHandler
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{
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public void OnPointerUp(PointerEventData eventData)
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{
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SendValueToControl(0.0f);
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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SendValueToControl(1.0f);
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}
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////TODO: pressure support
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/*
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/// <summary>
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/// If true, the button's value is driven from the pressure value of touch or pen input.
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/// </summary>
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/// <remarks>
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/// This essentially allows having trigger-like buttons as on-screen controls.
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/// </remarks>
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[SerializeField] private bool m_UsePressure;
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*/
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[InputControl(layout = "Button")]
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[SerializeField]
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private string m_ControlPath;
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protected override string controlPathInternal
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{
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get => m_ControlPath;
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set => m_ControlPath = value;
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}
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}
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}
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#endif
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