#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI using System; using System.Collections.Generic; using UnityEngine.EventSystems; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Utilities; using UnityEngine.Serialization; using UnityEngine.UI; #if UNITY_EDITOR using UnityEditor; #endif ////FIXME: The UI is currently not reacting to pointers until they are moved after the UI module has been enabled. What needs to //// happen is that point, trackedDevicePosition, and trackedDeviceOrientation have initial state checks. However, for touch, //// we do *not* want to react to the initial value as then we also get presses (unlike with other pointers). Argh. ////REVIEW: I think this would be much better served by having a composite type input for each of the three basic types of input (pointer, navigation, tracked) //// I.e. there'd be a PointerInput, a NavigationInput, and a TrackedInput composite. This would solve several problems in one go and make //// it much more obvious which inputs go together. //// NOTE: This does not actually solve the problem. Even if, for example, we have a PointerInput value struct and a PointerInputComposite //// that binds the individual inputs to controls, and then we use it to bind touch0 as a pointer input source, there may still be multiple //// touchscreens and thus multiple touches coming in through the same composite. This leads back to the same situation. ////REVIEW: The current input model has too much complexity for pointer input; find a way to simplify this. ////REVIEW: how does this/uGUI support drag-scrolls on touch? [GESTURES] ////REVIEW: how does this/uGUI support two-finger right-clicks with touch? [GESTURES] ////TODO: add ability to query which device was last used with any of the actions ////REVIEW: also give access to the last/current UI event? ////TODO: ToString() method a la PointerInputModule namespace UnityEngine.InputSystem.UI { /// /// Input module that takes its input from input actions. /// /// /// This UI input module has the advantage over other such modules that it doesn't have to know /// what devices and types of devices input is coming from. Instead, the actions hide the actual /// sources of input from the module. /// /// When adding this component from code (such as through GameObject.AddComponent), the /// resulting module will automatically have a set of default input actions assigned to it /// (see ). /// [HelpURL(InputSystem.kDocUrl + "/manual/UISupport.html#setting-up-ui-input")] public class InputSystemUIInputModule : BaseInputModule { /// /// Whether to clear the current selection when a click happens that does not hit any GameObject. /// /// If true (default), clicking outside of any GameObject will reset the current selection. /// /// By toggling this behavior off, background clicks will keep the current selection. I.e. /// EventSystem.currentSelectedGameObject will not be changed. /// public bool deselectOnBackgroundClick { get => m_DeselectOnBackgroundClick; set => m_DeselectOnBackgroundClick = value; } /// /// How to deal with the presence of pointer-type input from multiple devices. /// /// /// By default, this is set to which will /// treat input from and devices as coming from a single on-screen pointer /// but will treat input from devices such as and as /// their own discrete pointers. /// /// The primary effect of this setting is to determine whether the user can concurrently point at more than /// a single UI element or not. Whenever multiple pointers are allowed, more than one element may have a pointer /// over it at any one point and thus several elements can be interacted with concurrently. /// public UIPointerBehavior pointerBehavior { get => m_PointerBehavior; set => m_PointerBehavior = value; } /// /// Where to position the pointer when the cursor is locked. /// /// /// By default, the pointer is positioned at -1, -1 in screen space when the cursor is locked. This has implications /// for using ray casters like because the raycasts will be sent from the pointer /// position. By setting the value of to , /// the raycasts will be sent from the center of the screen. This is useful when trying to interact with world space UI /// using the and interfaces when the cursor /// is locked. /// /// public CursorLockBehavior cursorLockBehavior { get => m_CursorLockBehavior; set => m_CursorLockBehavior = value; } /// /// A root game object to support correct navigation in local multi-player UIs. /// /// In local multi-player games where each player has their own UI, players should not be able to navigate into /// another player's UI. Each player should have their own instance of an InputSystemUIInputModule, and this property /// should be set to the root game object containing all UI objects for that player. If set, navigation using the /// action will be constrained to UI objects under that root. /// /// internal GameObject localMultiPlayerRoot { get => m_LocalMultiPlayerRoot; set => m_LocalMultiPlayerRoot = value; } /// /// Called by EventSystem when the input module is made current. /// public override void ActivateModule() { base.ActivateModule(); // Select firstSelectedGameObject if nothing is selected ATM. var toSelect = eventSystem.currentSelectedGameObject; if (toSelect == null) toSelect = eventSystem.firstSelectedGameObject; eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData()); } /// /// Check whether the given pointer or touch is currently hovering over a GameObject. /// /// ID of the pointer or touch. Meaning this should correspond to either /// PointerEventData.pointerId or . The pointer ID /// generally corresponds to the of the pointer device. An exception /// to this are touches as a may have multiple pointers (one for each active /// finger). For touch, you can use the of the touch. /// /// Note that for touch, a pointer will stay valid for one frame before being removed. In other words, /// when or is received for a touch /// and the touch was over a GameObject, the associated pointer is still considered over that /// object for the frame in which the touch ended. /// /// To check whether any pointer is over a GameObject, simply pass a negative value such as -1. /// True if the given pointer is currently hovering over a GameObject. /// /// The result is true if the given pointer has caused an IPointerEnter event to be sent to a /// GameObject. /// /// This method can be invoked via EventSystem.current.IsPointerOverGameObject. /// /// Be aware that this method relies on state set up during UI event processing that happens in EventSystem.Update, /// that is, as part of MonoBehaviour updates. This step happens after input processing. /// Thus, calling this method earlier than that in the frame will make it poll state from last frame. /// /// Calling this method from within an callback (such as ) /// will result in a warning. See the "UI vs Game Input" sample shipped with the Input System package for /// how to deal with this fact. /// /// /// /// // In general, the pointer ID corresponds to the device ID: /// EventSystem.current.IsPointerOverGameObject(XRController.leftHand.deviceId); /// EventSystem.current.IsPointerOverGameObject(Mouse.current.deviceId); /// /// // For touch input, pass the ID of a touch: /// EventSystem.current.IsPointerOverGameObject(Touchscreen.primaryTouch.touchId.ReadValue()); /// /// // But can also pass the ID of the entire Touchscreen in which case the result /// // is true if any touch is over a GameObject: /// EventSystem.current.IsPointerOverGameObject(Touchscreen.current.deviceId); /// /// // Finally, any negative value will be interpreted as "any pointer" and will /// // return true if any one pointer is currently over a GameObject: /// EventSystem.current.IsPointerOverGameObject(-1); /// EventSystem.current.IsPointerOverGameObject(); // Equivalent. /// /// /// /// /// public override bool IsPointerOverGameObject(int pointerOrTouchId) { if (InputSystem.isProcessingEvents) Debug.LogWarning( "Calling IsPointerOverGameObject() from within event processing (such as from InputAction callbacks) will not work as expected; it will query UI state from the last frame"); var stateIndex = -1; if (pointerOrTouchId < 0) { if (m_CurrentPointerId != -1) { stateIndex = m_CurrentPointerIndex; } else { // No current pointer. Can happen, for example, when a touch just ended and its pointer record // was removed as a result. If we still have some active pointer, use it. if (m_PointerStates.length > 0) stateIndex = 0; } } else { stateIndex = GetPointerStateIndexFor(pointerOrTouchId); } if (stateIndex == -1) return false; return m_PointerStates[stateIndex].eventData.pointerEnter != null; } /// /// Returns the most recent raycast information for a given pointer or touch. /// /// ID of the pointer or touch. Meaning this should correspond to either /// PointerEventData.pointerId or . The pointer ID /// generally corresponds to the of the pointer device. An exception /// to this are touches as a may have multiple pointers (one for each active /// finger). For touch, you can use the of the touch. /// /// Negative values will return an invalid . /// The most recent raycast information. /// /// This method is for the most recent raycast, but depending on when it's called is not guaranteed to be for the current frame. /// This method can be used to determine raycast distances and hit information for visualization. ///
/// Use to determine if pointer hit anything. ///
/// /// public RaycastResult GetLastRaycastResult(int pointerOrTouchId) { var stateIndex = GetPointerStateIndexFor(pointerOrTouchId); if (stateIndex == -1) return default; return m_PointerStates[stateIndex].eventData.pointerCurrentRaycast; } private RaycastResult PerformRaycast(ExtendedPointerEventData eventData) { if (eventData == null) throw new ArgumentNullException(nameof(eventData)); // If it's an event from a tracked device, see if we have a TrackedDeviceRaycaster and give it // the first shot. if (eventData.pointerType == UIPointerType.Tracked && TrackedDeviceRaycaster.s_Instances.length > 0) { for (var i = 0; i < TrackedDeviceRaycaster.s_Instances.length; ++i) { var trackedDeviceRaycaster = TrackedDeviceRaycaster.s_Instances[i]; m_RaycastResultCache.Clear(); trackedDeviceRaycaster.PerformRaycast(eventData, m_RaycastResultCache); if (m_RaycastResultCache.Count > 0) { var raycastResult = m_RaycastResultCache[0]; m_RaycastResultCache.Clear(); return raycastResult; } } return default; } // Otherwise pass it along to the normal raycasting logic. eventSystem.RaycastAll(eventData, m_RaycastResultCache); var result = FindFirstRaycast(m_RaycastResultCache); m_RaycastResultCache.Clear(); return result; } // Mouse, pen, touch, and tracked device pointer input all go through here. private void ProcessPointer(ref PointerModel state) { var eventData = state.eventData; // Sync position. var pointerType = eventData.pointerType; if (pointerType == UIPointerType.MouseOrPen && Cursor.lockState == CursorLockMode.Locked) { eventData.position = m_CursorLockBehavior == CursorLockBehavior.OutsideScreen ? new Vector2(-1, -1) : new Vector2(Screen.width / 2f, Screen.height / 2f); ////REVIEW: This is consistent with StandaloneInputModule but having no deltas in locked mode seems wrong eventData.delta = default; } else if (pointerType == UIPointerType.Tracked) { var position = state.worldPosition; var rotation = state.worldOrientation; if (m_XRTrackingOrigin != null) { position = m_XRTrackingOrigin.TransformPoint(position); rotation = m_XRTrackingOrigin.rotation * rotation; } eventData.trackedDeviceOrientation = rotation; eventData.trackedDevicePosition = position; } else { eventData.delta = state.screenPosition - eventData.position; eventData.position = state.screenPosition; } // Clear the 'used' flag. eventData.Reset(); // Raycast from current position. eventData.pointerCurrentRaycast = PerformRaycast(eventData); // Sync position for tracking devices. For those, we can only do this // after the raycast as the screen-space position is a byproduct of the raycast. if (pointerType == UIPointerType.Tracked && eventData.pointerCurrentRaycast.isValid) { var screenPos = eventData.pointerCurrentRaycast.screenPosition; eventData.delta = screenPos - eventData.position; eventData.position = eventData.pointerCurrentRaycast.screenPosition; } ////REVIEW: for touch, we only need the left button; should we skip right and middle button processing? then we also don't need to copy to/from the event // Left mouse button. Movement and scrolling is processed with event set left button. eventData.button = PointerEventData.InputButton.Left; state.leftButton.CopyPressStateTo(eventData); // Unlike StandaloneInputModule, we process moves before processing buttons. This way // UI elements get pointer enters/exits before they get button ups/downs and clicks. ProcessPointerMovement(ref state, eventData); // We always need to process move-related events in order to get PointerEnter and Exit events // when we change UI state (e.g. show/hide objects) without moving the pointer. This unfortunately // also means that we will invariably raycast on every update. // However, after that, early out at this point when there's no changes to the pointer state (except // for tracked pointers as the tracking origin may have moved). if (!state.changedThisFrame && (xrTrackingOrigin == null || state.pointerType != UIPointerType.Tracked)) return; ProcessPointerButton(ref state.leftButton, eventData); ProcessPointerButtonDrag(ref state.leftButton, eventData); ProcessPointerScroll(ref state, eventData); // Right mouse button. eventData.button = PointerEventData.InputButton.Right; state.rightButton.CopyPressStateTo(eventData); ProcessPointerButton(ref state.rightButton, eventData); ProcessPointerButtonDrag(ref state.rightButton, eventData); // Middle mouse button. eventData.button = PointerEventData.InputButton.Middle; state.middleButton.CopyPressStateTo(eventData); ProcessPointerButton(ref state.middleButton, eventData); ProcessPointerButtonDrag(ref state.middleButton, eventData); } // if we are using a MultiplayerEventSystem, ignore any transforms // not under the current MultiplayerEventSystem's root. private bool PointerShouldIgnoreTransform(Transform t) { if (eventSystem is MultiplayerEventSystem multiplayerEventSystem && multiplayerEventSystem.playerRoot != null) { if (!t.IsChildOf(multiplayerEventSystem.playerRoot.transform)) return true; } return false; } private void ProcessPointerMovement(ref PointerModel pointer, ExtendedPointerEventData eventData) { var currentPointerTarget = // If the pointer is a touch that was released the *previous* frame, we generate pointer-exit events // and then later remove the pointer. eventData.pointerType == UIPointerType.Touch && !pointer.leftButton.isPressed && !pointer.leftButton.wasReleasedThisFrame ? null : eventData.pointerCurrentRaycast.gameObject; ProcessPointerMovement(eventData, currentPointerTarget); } private void ProcessPointerMovement(ExtendedPointerEventData eventData, GameObject currentPointerTarget) { #if UNITY_2021_1_OR_NEWER // If the pointer moved, send move events to all UI elements the pointer is // currently over. var wasMoved = eventData.IsPointerMoving(); if (wasMoved) { for (var i = 0; i < eventData.hovered.Count; ++i) ExecuteEvents.Execute(eventData.hovered[i], eventData, ExecuteEvents.pointerMoveHandler); } #endif // If we have no target or pointerEnter has been deleted, // we just send exit events to anything we are tracking // and then exit. if (currentPointerTarget == null || eventData.pointerEnter == null) { for (var i = 0; i < eventData.hovered.Count; ++i) ExecuteEvents.Execute(eventData.hovered[i], eventData, ExecuteEvents.pointerExitHandler); eventData.hovered.Clear(); if (currentPointerTarget == null) { eventData.pointerEnter = null; return; } } if (eventData.pointerEnter == currentPointerTarget && currentPointerTarget) return; var commonRoot = FindCommonRoot(eventData.pointerEnter, currentPointerTarget)?.transform; // We walk up the tree until a common root and the last entered and current entered object is found. // Then send exit and enter events up to, but not including, the common root. if (eventData.pointerEnter != null) { for (var current = eventData.pointerEnter.transform; current != null && current != commonRoot; current = current.parent) { ExecuteEvents.Execute(current.gameObject, eventData, ExecuteEvents.pointerExitHandler); eventData.hovered.Remove(current.gameObject); } } eventData.pointerEnter = currentPointerTarget; if (currentPointerTarget != null) { for (var current = currentPointerTarget.transform; current != null && current != commonRoot && !PointerShouldIgnoreTransform(current); current = current.parent) { ExecuteEvents.Execute(current.gameObject, eventData, ExecuteEvents.pointerEnterHandler); #if UNITY_2021_1_OR_NEWER if (wasMoved) ExecuteEvents.Execute(current.gameObject, eventData, ExecuteEvents.pointerMoveHandler); #endif eventData.hovered.Add(current.gameObject); } } } private const float kClickSpeed = 0.3f; private void ProcessPointerButton(ref PointerModel.ButtonState button, PointerEventData eventData) { var currentOverGo = eventData.pointerCurrentRaycast.gameObject; if (currentOverGo != null && PointerShouldIgnoreTransform(currentOverGo.transform)) return; // Button press. if (button.wasPressedThisFrame) { button.pressTime = InputRuntime.s_Instance.unscaledGameTime; eventData.delta = Vector2.zero; eventData.dragging = false; eventData.pressPosition = eventData.position; eventData.pointerPressRaycast = eventData.pointerCurrentRaycast; eventData.eligibleForClick = true; eventData.useDragThreshold = true; var selectHandler = ExecuteEvents.GetEventHandler(currentOverGo); // If we have clicked something new, deselect the old thing and leave 'selection handling' up // to the press event (except if there's none and we're told to not deselect in that case). if (selectHandler != eventSystem.currentSelectedGameObject && (selectHandler != null || m_DeselectOnBackgroundClick)) eventSystem.SetSelectedGameObject(null, eventData); // Invoke OnPointerDown, if present. var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, eventData, ExecuteEvents.pointerDownHandler); // If no GO responded to OnPointerDown, look for one that responds to OnPointerClick. // NOTE: This only looks up the handler. We don't invoke OnPointerClick here. if (newPressed == null) newPressed = ExecuteEvents.GetEventHandler(currentOverGo); // Reset click state if delay to last release was too long or if we didn't // press on the same object as last time. The latter part we don't know until // we've actually run the press handler. button.clickedOnSameGameObject = newPressed == eventData.lastPress && button.pressTime - eventData.clickTime <= kClickSpeed; if (eventData.clickCount > 0 && !button.clickedOnSameGameObject) { eventData.clickCount = default; eventData.clickTime = default; } // Set pointerPress. This nukes lastPress. Meaning that after OnPointerDown, lastPress will // become null. eventData.pointerPress = newPressed; eventData.rawPointerPress = currentOverGo; // Save the drag handler for drag events during this mouse down. eventData.pointerDrag = ExecuteEvents.GetEventHandler(currentOverGo); if (eventData.pointerDrag != null) ExecuteEvents.Execute(eventData.pointerDrag, eventData, ExecuteEvents.initializePotentialDrag); } // Button release. if (button.wasReleasedThisFrame) { // Check for click. Release must be on same GO that we pressed on and we must not // have moved beyond our move tolerance (doing so will set eligibleForClick to false). // NOTE: There's two difference to click handling here compared to StandaloneInputModule. // 1) StandaloneInputModule counts clicks entirely on press meaning that clickCount is increased // before a click has actually happened. // 2) StandaloneInputModule increases click counts even if something is eventually not deemed a // click and OnPointerClick is thus never invoked. var pointerClickHandler = ExecuteEvents.GetEventHandler(currentOverGo); var isClick = eventData.pointerPress == pointerClickHandler && eventData.eligibleForClick; if (isClick) { // Count clicks. if (button.clickedOnSameGameObject) { // We re-clicked on the same UI element within 0.3 seconds so count // it as a repeat click. ++eventData.clickCount; } else { // First click on this object. eventData.clickCount = 1; } eventData.clickTime = InputRuntime.s_Instance.unscaledGameTime; } // Invoke OnPointerUp. ExecuteEvents.Execute(eventData.pointerPress, eventData, ExecuteEvents.pointerUpHandler); // Invoke OnPointerClick or OnDrop. if (isClick) ExecuteEvents.Execute(eventData.pointerPress, eventData, ExecuteEvents.pointerClickHandler); else if (eventData.dragging && eventData.pointerDrag != null) ExecuteEvents.ExecuteHierarchy(currentOverGo, eventData, ExecuteEvents.dropHandler); eventData.eligibleForClick = false; eventData.pointerPress = null; eventData.rawPointerPress = null; if (eventData.dragging && eventData.pointerDrag != null) ExecuteEvents.Execute(eventData.pointerDrag, eventData, ExecuteEvents.endDragHandler); eventData.dragging = false; eventData.pointerDrag = null; button.ignoreNextClick = false; } button.CopyPressStateFrom(eventData); } private void ProcessPointerButtonDrag(ref PointerModel.ButtonState button, ExtendedPointerEventData eventData) { if (!eventData.IsPointerMoving() || (eventData.pointerType == UIPointerType.MouseOrPen && Cursor.lockState == CursorLockMode.Locked) || eventData.pointerDrag == null) return; // Detect drags. if (!eventData.dragging) { if (!eventData.useDragThreshold || (eventData.pressPosition - eventData.position).sqrMagnitude >= (double)eventSystem.pixelDragThreshold * eventSystem.pixelDragThreshold * (eventData.pointerType == UIPointerType.Tracked ? m_TrackedDeviceDragThresholdMultiplier : 1)) { // Started dragging. Invoke OnBeginDrag. ExecuteEvents.Execute(eventData.pointerDrag, eventData, ExecuteEvents.beginDragHandler); eventData.dragging = true; } } if (eventData.dragging) { // If we moved from our initial press object, process an up for that object. if (eventData.pointerPress != eventData.pointerDrag) { ExecuteEvents.Execute(eventData.pointerPress, eventData, ExecuteEvents.pointerUpHandler); eventData.eligibleForClick = false; eventData.pointerPress = null; eventData.rawPointerPress = null; } ExecuteEvents.Execute(eventData.pointerDrag, eventData, ExecuteEvents.dragHandler); button.CopyPressStateFrom(eventData); } } private static void ProcessPointerScroll(ref PointerModel pointer, PointerEventData eventData) { var scrollDelta = pointer.scrollDelta; if (!Mathf.Approximately(scrollDelta.sqrMagnitude, 0.0f)) { eventData.scrollDelta = scrollDelta; var scrollHandler = ExecuteEvents.GetEventHandler(eventData.pointerEnter); ExecuteEvents.ExecuteHierarchy(scrollHandler, eventData, ExecuteEvents.scrollHandler); } } internal void ProcessNavigation(ref NavigationModel navigationState) { var usedSelectionChange = false; if (eventSystem.currentSelectedGameObject != null) { var data = GetBaseEventData(); ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); usedSelectionChange = data.used; } // Don't send move events if disabled in the EventSystem. if (!eventSystem.sendNavigationEvents) return; // Process move. var movement = navigationState.move; if (!usedSelectionChange && (!Mathf.Approximately(movement.x, 0f) || !Mathf.Approximately(movement.y, 0f))) { var time = InputRuntime.s_Instance.unscaledGameTime; var moveVector = navigationState.move; var moveDirection = MoveDirection.None; if (moveVector.sqrMagnitude > 0) { if (Mathf.Abs(moveVector.x) > Mathf.Abs(moveVector.y)) moveDirection = moveVector.x > 0 ? MoveDirection.Right : MoveDirection.Left; else moveDirection = moveVector.y > 0 ? MoveDirection.Up : MoveDirection.Down; } ////REVIEW: is resetting move repeats when direction changes really useful behavior? if (moveDirection != m_NavigationState.lastMoveDirection) m_NavigationState.consecutiveMoveCount = 0; if (moveDirection != MoveDirection.None) { var allow = true; if (m_NavigationState.consecutiveMoveCount != 0) { if (m_NavigationState.consecutiveMoveCount > 1) allow = time > m_NavigationState.lastMoveTime + moveRepeatRate; else allow = time > m_NavigationState.lastMoveTime + moveRepeatDelay; } if (allow) { var eventData = m_NavigationState.eventData; if (eventData == null) { eventData = new ExtendedAxisEventData(eventSystem); m_NavigationState.eventData = eventData; } eventData.Reset(); eventData.moveVector = moveVector; eventData.moveDir = moveDirection; if (IsMoveAllowed(eventData)) { ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, eventData, ExecuteEvents.moveHandler); usedSelectionChange = eventData.used; m_NavigationState.consecutiveMoveCount = m_NavigationState.consecutiveMoveCount + 1; m_NavigationState.lastMoveTime = time; m_NavigationState.lastMoveDirection = moveDirection; } } } else m_NavigationState.consecutiveMoveCount = 0; } else { m_NavigationState.consecutiveMoveCount = 0; } // Process submit and cancel events. if (!usedSelectionChange && eventSystem.currentSelectedGameObject != null) { // NOTE: Whereas we use callbacks for the other actions, we rely on WasPressedThisFrame() for // submit and cancel. This makes their behavior inconsistent with pointer click behavior where // a click will register on button *up*, but consistent with how other UI systems work where // click occurs on key press. This nuance in behavior becomes important in combination with // action enable/disable changes in response to submit or cancel. We react to button *down* // instead of *up*, so button *up* will come in *after* we have applied the state change. var submitAction = m_SubmitAction?.action; var cancelAction = m_CancelAction?.action; var data = GetBaseEventData(); if (cancelAction != null && cancelAction.WasPressedThisFrame()) ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler); if (!data.used && submitAction != null && submitAction.WasPressedThisFrame()) ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler); } } private bool IsMoveAllowed(AxisEventData eventData) { if (m_LocalMultiPlayerRoot == null) return true; if (eventSystem.currentSelectedGameObject == null) return true; var selectable = eventSystem.currentSelectedGameObject.GetComponent(); if (selectable == null) return true; Selectable navigationTarget = null; switch (eventData.moveDir) { case MoveDirection.Right: navigationTarget = selectable.FindSelectableOnRight(); break; case MoveDirection.Up: navigationTarget = selectable.FindSelectableOnUp(); break; case MoveDirection.Left: navigationTarget = selectable.FindSelectableOnLeft(); break; case MoveDirection.Down: navigationTarget = selectable.FindSelectableOnDown(); break; } if (navigationTarget == null) return true; return navigationTarget.transform.IsChildOf(m_LocalMultiPlayerRoot.transform); } [FormerlySerializedAs("m_RepeatDelay")] [Tooltip("The Initial delay (in seconds) between an initial move action and a repeated move action.")] [SerializeField] private float m_MoveRepeatDelay = 0.5f; [FormerlySerializedAs("m_RepeatRate")] [Tooltip("The speed (in seconds) that the move action repeats itself once repeating (max 1 per frame).")] [SerializeField] private float m_MoveRepeatRate = 0.1f; [Tooltip("Scales the Eventsystem.DragThreshold, for tracked devices, to make selection easier.")] // Hide this while we still have to figure out what to do with this. private float m_TrackedDeviceDragThresholdMultiplier = 2.0f; [Tooltip("Transform representing the real world origin for tracking devices. When using the XR Interaction Toolkit, this should be pointing to the XR Rig's Transform.")] [SerializeField] private Transform m_XRTrackingOrigin; /// /// Delay in seconds between an initial move action and a repeated move action while is actuated. /// /// /// While is being held down, the input module will first wait for seconds /// after the first actuation of and then trigger a move event every seconds. /// /// /// /// public float moveRepeatDelay { get => m_MoveRepeatDelay; set => m_MoveRepeatDelay = value; } /// /// Delay in seconds between repeated move actions while is actuated. /// /// /// While is being held down, the input module will first wait for seconds /// after the first actuation of and then trigger a move event every seconds. /// /// Note that a maximum of one will be sent per frame. This means that even if multiple time /// increments of the repeat delay have passed since the last update, only one move repeat event will be generated. /// /// /// /// public float moveRepeatRate { get => m_MoveRepeatRate; set => m_MoveRepeatRate = value; } private bool explictlyIgnoreFocus => InputSystem.settings.backgroundBehavior == InputSettings.BackgroundBehavior.IgnoreFocus; private bool shouldIgnoreFocus { // By default, key this on whether running the background is enabled or not. Rationale is that // if running in the background is enabled, we already have rules in place what kind of input // is allowed through and what isn't. And for the input that *IS* allowed through, the UI should // react. get => explictlyIgnoreFocus || InputRuntime.s_Instance.runInBackground; } [Obsolete("'repeatRate' has been obsoleted; use 'moveRepeatRate' instead. (UnityUpgradable) -> moveRepeatRate", false)] public float repeatRate { get => moveRepeatRate; set => moveRepeatRate = value; } [Obsolete("'repeatDelay' has been obsoleted; use 'moveRepeatDelay' instead. (UnityUpgradable) -> moveRepeatDelay", false)] public float repeatDelay { get => moveRepeatDelay; set => moveRepeatDelay = value; } /// /// A representing the real world origin for tracking devices. /// This is used to convert real world positions and rotations for pointers into Unity's global space. /// When using the XR Interaction Toolkit, this should be pointing to the XR Rig's Transform. /// /// This will transform all tracked pointers. If unset, or set to null, the Unity world origin will be used as the basis for all tracked positions and rotations. public Transform xrTrackingOrigin { get => m_XRTrackingOrigin; set => m_XRTrackingOrigin = value; } /// /// Scales the drag threshold of EventSystem for tracked devices to make selection easier. /// public float trackedDeviceDragThresholdMultiplier { get => m_TrackedDeviceDragThresholdMultiplier; set => m_TrackedDeviceDragThresholdMultiplier = value; } private void SwapAction(ref InputActionReference property, InputActionReference newValue, bool actionsHooked, Action actionCallback) { if (property == newValue || (property != null && newValue != null && property.action == newValue.action)) return; if (property != null && actionCallback != null && actionsHooked) { property.action.performed -= actionCallback; property.action.canceled -= actionCallback; } var oldActionNull = property?.action == null; var oldActionEnabled = property?.action != null && property.action.enabled; TryDisableInputAction(property); property = newValue; #if DEBUG // We source inputs from arbitrary pointers through a set of pointer-related actions (point, click, etc). This means that in any frame, // multiple pointers may pipe input through to the same action and we do not want the disambiguation code in InputActionState.ShouldIgnoreControlStateChange() // to prevent input from getting to us. Thus, these actions should generally be set to InputActionType.PassThrough. // // We treat navigation actions differently as there is only a single NavigationModel for the UI that all navigation input feeds into. // Thus, those actions should be configured with disambiguation active (i.e. Move should be a Value action and Submit and Cancel should // be Button actions). This is especially important for Submit and Cancel as we get proper press and release action this way. if (newValue != null && newValue.action != null && newValue.action.type != InputActionType.PassThrough && !IsNavigationAction(newValue)) { Debug.LogWarning("Pointer-related actions used with the UI input module should generally be set to Pass-Through type so that the module can properly distinguish between " + $"input from multiple pointers (action {newValue.action} is set to {newValue.action.type})", this); } #endif if (newValue?.action != null && actionCallback != null && actionsHooked) { property.action.performed += actionCallback; property.action.canceled += actionCallback; } if (isActiveAndEnabled && newValue?.action != null && (oldActionEnabled || oldActionNull)) EnableInputAction(property); } #if DEBUG private bool IsNavigationAction(InputActionReference reference) { return reference == m_SubmitAction || reference == m_CancelAction || reference == m_MoveAction; } #endif /// /// An delivering a 2D screen position /// used as a cursor for pointing at UI elements. /// /// /// The values read from this action determine and . /// /// Together with , , , and /// , this forms the basis for pointer-type UI input. /// /// This action should have its set to and its /// set to "Vector2". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("Point"); /// /// pointAction.AddBinding("<Mouse>/position"); /// pointAction.AddBinding("<Touchscreen>/touch*/position"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).point = /// InputActionReference.Create(pointAction); /// /// /// /// /// /// /// public InputActionReference point { get => m_PointAction; set => SwapAction(ref m_PointAction, value, m_ActionsHooked, m_OnPointDelegate); } /// /// An delivering a Vector2 scroll wheel value /// used for sending events. /// /// /// The values read from this action determine . /// /// Together with , , , and /// , this forms the basis for pointer-type UI input. /// /// Note that the action is optional. A pointer is fully functional with just /// and alone. /// /// This action should have its set to and its /// set to "Vector2". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("scroll"); /// var scrollAction = map.AddAction("scroll"); /// /// pointAction.AddBinding("<Mouse>/position"); /// pointAction.AddBinding("<Touchscreen>/touch*/position"); /// /// scrollAction.AddBinding("<Mouse>/scroll"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).point = /// InputActionReference.Create(pointAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).scrollWheel = /// InputActionReference.Create(scrollAction); /// /// /// /// /// /// /// public InputActionReference scrollWheel { get => m_ScrollWheelAction; set => SwapAction(ref m_ScrollWheelAction, value, m_ActionsHooked, m_OnScrollWheelDelegate); } /// /// An delivering a float button value that determines /// whether the left button of a pointer is pressed. /// /// /// Clicks on this button will use for . /// /// Together with , , , and /// , this forms the basis for pointer-type UI input. /// /// Note that together with , this action is necessary for a pointer to be functional. The other clicks /// and are optional, however. /// /// This action should have its set to and its /// set to "Button". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("scroll"); /// var clickAction = map.AddAction("click"); /// /// pointAction.AddBinding("<Mouse>/position"); /// pointAction.AddBinding("<Touchscreen>/touch*/position"); /// /// clickAction.AddBinding("<Mouse>/leftButton"); /// clickAction.AddBinding("<Touchscreen>/touch*/press"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).point = /// InputActionReference.Create(pointAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).leftClick = /// InputActionReference.Create(clickAction); /// /// /// /// /// /// /// public InputActionReference leftClick { get => m_LeftClickAction; set => SwapAction(ref m_LeftClickAction, value, m_ActionsHooked, m_OnLeftClickDelegate); } /// /// An delivering a float button value that determines /// whether the middle button of a pointer is pressed. /// /// /// Clicks on this button will use for . /// /// Together with , , , and /// , this forms the basis for pointer-type UI input. /// /// Note that the action is optional. A pointer is fully functional with just /// and alone. /// /// This action should have its set to and its /// set to "Button". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("scroll"); /// var leftClickAction = map.AddAction("leftClick"); /// var middleClickAction = map.AddAction("middleClick"); /// /// pointAction.AddBinding("<Mouse>/position"); /// pointAction.AddBinding("<Touchscreen>/touch*/position"); /// /// leftClickAction.AddBinding("<Mouse>/leftButton"); /// leftClickAction.AddBinding("<Touchscreen>/touch*/press"); /// /// middleClickAction.AddBinding("<Mouse>/middleButton"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).point = /// InputActionReference.Create(pointAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).leftClick = /// InputActionReference.Create(leftClickAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).middleClick = /// InputActionReference.Create(middleClickAction); /// /// /// /// /// /// /// public InputActionReference middleClick { get => m_MiddleClickAction; set => SwapAction(ref m_MiddleClickAction, value, m_ActionsHooked, m_OnMiddleClickDelegate); } /// /// An delivering a float" button value that determines /// whether the right button of a pointer is pressed. /// /// /// Clicks on this button will use for . /// /// Together with , , , and /// , this forms the basis for pointer-type UI input. /// /// Note that the action is optional. A pointer is fully functional with just /// and alone. /// /// This action should have its set to and its /// set to "Button". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("scroll"); /// var leftClickAction = map.AddAction("leftClick"); /// var rightClickAction = map.AddAction("rightClick"); /// /// pointAction.AddBinding("<Mouse>/position"); /// pointAction.AddBinding("<Touchscreen>/touch*/position"); /// /// leftClickAction.AddBinding("<Mouse>/leftButton"); /// leftClickAction.AddBinding("<Touchscreen>/touch*/press"); /// /// rightClickAction.AddBinding("<Mouse>/rightButton"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).point = /// InputActionReference.Create(pointAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).leftClick = /// InputActionReference.Create(leftClickAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).rightClick = /// InputActionReference.Create(rightClickAction); /// /// /// /// /// /// /// public InputActionReference rightClick { get => m_RightClickAction; set => SwapAction(ref m_RightClickAction, value, m_ActionsHooked, m_OnRightClickDelegate); } /// /// An delivering a Vector2 2D motion vector /// used for sending navigation events. /// /// /// The events generated from this input will be received by . /// /// This action together with and form the sources for navigation-style /// UI input. /// /// This action should have its set to and its /// set to "Vector2". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("move"); /// var submitAction = map.AddAction("submit"); /// var cancelAction = map.AddAction("cancel"); /// /// moveAction.AddBinding("<Gamepad>/*stick"); /// moveAction.AddBinding("<Gamepad>/dpad"); /// submitAction.AddBinding("<Gamepad>/buttonSouth"); /// cancelAction.AddBinding("<Gamepad>/buttonEast"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).move = /// InputActionReference.Create(moveAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).submit = /// InputActionReference.Create(submitAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).cancelAction = /// InputActionReference.Create(cancelAction); /// /// /// /// /// public InputActionReference move { get => m_MoveAction; set => SwapAction(ref m_MoveAction, value, m_ActionsHooked, m_OnMoveDelegate); } /// /// An delivering a float button value that determines when ISubmitHandler /// is triggered. /// /// /// The events generated from this input will be received by . /// /// This action together with and form the sources for navigation-style /// UI input. /// /// This action should have its set to . /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("move"); /// var submitAction = map.AddAction("submit"); /// var cancelAction = map.AddAction("cancel"); /// /// moveAction.AddBinding("<Gamepad>/*stick"); /// moveAction.AddBinding("<Gamepad>/dpad"); /// submitAction.AddBinding("<Gamepad>/buttonSouth"); /// cancelAction.AddBinding("<Gamepad>/buttonEast"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).move = /// InputActionReference.Create(moveAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).submit = /// InputActionReference.Create(submitAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).cancelAction = /// InputActionReference.Create(cancelAction); /// /// /// /// /// public InputActionReference submit { get => m_SubmitAction; set => SwapAction(ref m_SubmitAction, value, m_ActionsHooked, null); } /// /// An delivering a float button value that determines when ICancelHandler /// is triggered. /// /// /// The events generated from this input will be received by . /// /// This action together with and form the sources for navigation-style /// UI input. /// /// This action should have its set to . /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var pointAction = map.AddAction("move"); /// var submitAction = map.AddAction("submit"); /// var cancelAction = map.AddAction("cancel"); /// /// moveAction.AddBinding("<Gamepad>/*stick"); /// moveAction.AddBinding("<Gamepad>/dpad"); /// submitAction.AddBinding("<Gamepad>/buttonSouth"); /// cancelAction.AddBinding("<Gamepad>/buttonEast"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).move = /// InputActionReference.Create(moveAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).submit = /// InputActionReference.Create(submitAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).cancelAction = /// InputActionReference.Create(cancelAction); /// /// /// /// /// public InputActionReference cancel { get => m_CancelAction; set => SwapAction(ref m_CancelAction, value, m_ActionsHooked, null); } /// /// An delivering a Quaternion value reflecting the orientation of s. /// In combination with , this is used to determine the transform of tracked devices from which /// to raycast into the UI scene. /// /// /// and together replace for /// UI input from . Other than that, UI input for tracked devices is no different from "normal" /// pointer-type input. This means that , , , and /// can all be used for tracked device input like for regular pointer input. /// /// This action should have its set to and its /// set to "Quaternion". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var positionAction = map.AddAction("position"); /// var orientationAction = map.AddAction("orientation"); /// var clickAction = map.AddAction("click"); /// /// positionAction.AddBinding("<TrackedDevice>/devicePosition"); /// orientationAction.AddBinding("<TrackedDevice>/deviceRotation"); /// clickAction.AddBinding("<TrackedDevice>/trigger"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).trackedDevicePosition = /// InputActionReference.Create(positionAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).trackedDeviceOrientation = /// InputActionReference.Create(orientationAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).leftClick = /// InputActionReference.Create(clickAction); /// /// /// /// public InputActionReference trackedDeviceOrientation { get => m_TrackedDeviceOrientationAction; set => SwapAction(ref m_TrackedDeviceOrientationAction, value, m_ActionsHooked, m_OnTrackedDeviceOrientationDelegate); } /// /// An delivering a Vector3 value reflecting the position of s. /// In combination with , this is used to determine the transform of tracked devices from which /// to raycast into the UI scene. /// /// /// and together replace for /// UI input from . Other than that, UI input for tracked devices is no different from "normal" /// pointer-type input. This means that , , , and /// can all be used for tracked device input like for regular pointer input. /// /// This action should have its set to and its /// set to "Vector3". /// /// /// /// var asset = ScriptableObject.Create<InputActionAsset>(); /// var map = asset.AddActionMap("UI"); /// var positionAction = map.AddAction("position"); /// var orientationAction = map.AddAction("orientation"); /// var clickAction = map.AddAction("click"); /// /// positionAction.AddBinding("<TrackedDevice>/devicePosition"); /// orientationAction.AddBinding("<TrackedDevice>/deviceRotation"); /// clickAction.AddBinding("<TrackedDevice>/trigger"); /// /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).trackedDevicePosition = /// InputActionReference.Create(positionAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).trackedDeviceOrientation = /// InputActionReference.Create(orientationAction); /// ((InputSystemUIInputModule)EventSystem.current.currentInputModule).leftClick = /// InputActionReference.Create(clickAction); /// /// /// /// public InputActionReference trackedDevicePosition { get => m_TrackedDevicePositionAction; set => SwapAction(ref m_TrackedDevicePositionAction, value, m_ActionsHooked, m_OnTrackedDevicePositionDelegate); } /// /// Assigns default input actions asset and input actions, similar to how defaults are assigned when creating UI module in editor. /// Useful for creating at runtime. /// /// /// This instantiates and assigns it to . It also /// assigns all the various individual actions such as and . /// /// Note that if an InputSystemUIInputModule component is programmatically added to a GameObject, /// it will automatically receive the default actions as part of its OnEnable method. Use /// to remove these assignments. /// /// /// /// var go = new GameObject(); /// go.AddComponent<EventSystem>(); /// /// // Adding the UI module like this will implicitly enable it and thus lead to /// // automatic assignment of the default input actions. /// var uiModule = go.AddComponent<InputSystemUIInputModule>(); /// /// // Manually remove the default input actions. /// uiModule.UnassignActions(); /// /// /// /// /// public void AssignDefaultActions() { var defaultActions = new DefaultInputActions(); actionsAsset = defaultActions.asset; cancel = InputActionReference.Create(defaultActions.UI.Cancel); submit = InputActionReference.Create(defaultActions.UI.Submit); move = InputActionReference.Create(defaultActions.UI.Navigate); leftClick = InputActionReference.Create(defaultActions.UI.Click); rightClick = InputActionReference.Create(defaultActions.UI.RightClick); middleClick = InputActionReference.Create(defaultActions.UI.MiddleClick); point = InputActionReference.Create(defaultActions.UI.Point); scrollWheel = InputActionReference.Create(defaultActions.UI.ScrollWheel); trackedDeviceOrientation = InputActionReference.Create(defaultActions.UI.TrackedDeviceOrientation); trackedDevicePosition = InputActionReference.Create(defaultActions.UI.TrackedDevicePosition); } /// /// Remove all action assignments, that is as well as all individual /// actions such as . /// /// /// If the current actions were enabled by the UI input module, they will be disabled in the process. /// /// public void UnassignActions() { actionsAsset = default; cancel = default; submit = default; move = default; leftClick = default; rightClick = default; middleClick = default; point = default; scrollWheel = default; trackedDeviceOrientation = default; trackedDevicePosition = default; } [Obsolete("'trackedDeviceSelect' has been obsoleted; use 'leftClick' instead.", true)] public InputActionReference trackedDeviceSelect { get => throw new InvalidOperationException(); set => throw new InvalidOperationException(); } #if UNITY_EDITOR protected override void Reset() { base.Reset(); var asset = (InputActionAsset)AssetDatabase.LoadAssetAtPath( UnityEngine.InputSystem.Editor.PlayerInputEditor.kDefaultInputActionsAssetPath, typeof(InputActionAsset)); // Setting default asset and actions when creating via inspector Editor.InputSystemUIInputModuleEditor.ReassignActions(this, asset); } #endif protected override void Awake() { base.Awake(); m_NavigationState.Reset(); } protected override void OnDestroy() { base.OnDestroy(); UnhookActions(); } protected override void OnEnable() { base.OnEnable(); if (m_OnControlsChangedDelegate == null) m_OnControlsChangedDelegate = OnControlsChanged; InputActionState.s_GlobalState.onActionControlsChanged.AddCallback(m_OnControlsChangedDelegate); if (HasNoActions()) AssignDefaultActions(); ResetPointers(); HookActions(); EnableAllActions(); } protected override void OnDisable() { ResetPointers(); InputActionState.s_GlobalState.onActionControlsChanged.RemoveCallback(m_OnControlsChangedDelegate); DisableAllActions(); UnhookActions(); base.OnDisable(); } private void ResetPointers() { var numPointers = m_PointerStates.length; for (var i = 0; i < numPointers; ++i) SendPointerExitEventsAndRemovePointer(0); m_CurrentPointerId = -1; m_CurrentPointerIndex = -1; m_CurrentPointerType = UIPointerType.None; } private bool HasNoActions() { if (m_ActionsAsset != null) return false; return m_PointAction?.action == null && m_LeftClickAction?.action == null && m_RightClickAction?.action == null && m_MiddleClickAction?.action == null && m_SubmitAction?.action == null && m_CancelAction?.action == null && m_ScrollWheelAction?.action == null && m_TrackedDeviceOrientationAction?.action == null && m_TrackedDevicePositionAction?.action == null; } private void EnableAllActions() { EnableInputAction(m_PointAction); EnableInputAction(m_LeftClickAction); EnableInputAction(m_RightClickAction); EnableInputAction(m_MiddleClickAction); EnableInputAction(m_MoveAction); EnableInputAction(m_SubmitAction); EnableInputAction(m_CancelAction); EnableInputAction(m_ScrollWheelAction); EnableInputAction(m_TrackedDeviceOrientationAction); EnableInputAction(m_TrackedDevicePositionAction); } private void DisableAllActions() { TryDisableInputAction(m_PointAction, true); TryDisableInputAction(m_LeftClickAction, true); TryDisableInputAction(m_RightClickAction, true); TryDisableInputAction(m_MiddleClickAction, true); TryDisableInputAction(m_MoveAction, true); TryDisableInputAction(m_SubmitAction, true); TryDisableInputAction(m_CancelAction, true); TryDisableInputAction(m_ScrollWheelAction, true); TryDisableInputAction(m_TrackedDeviceOrientationAction, true); TryDisableInputAction(m_TrackedDevicePositionAction, true); } private void EnableInputAction(InputActionReference inputActionReference) { var action = inputActionReference?.action; if (action == null) return; if (s_InputActionReferenceCounts.TryGetValue(action, out var referenceState)) { referenceState.refCount++; s_InputActionReferenceCounts[action] = referenceState; } else { // if the action is already enabled but its reference count is zero then it was enabled by // something outside the input module and the input module should never disable it. referenceState = new InputActionReferenceState {refCount = 1, enabledByInputModule = !action.enabled}; s_InputActionReferenceCounts.Add(action, referenceState); } action.Enable(); } private void TryDisableInputAction(InputActionReference inputActionReference, bool isComponentDisabling = false) { var action = inputActionReference?.action; if (action == null) return; // Don't decrement refCount when we were not responsible for incrementing it. // I.e. when we were not enabled yet. When OnDisabled is called, isActiveAndEnabled will // already have been set to false. In that case we pass isComponentDisabling to check if we // came from OnDisabled and therefore need to allow disabling. if (!isActiveAndEnabled && !isComponentDisabling) return; if (!s_InputActionReferenceCounts.TryGetValue(action, out var referenceState)) return; if (referenceState.refCount - 1 == 0 && referenceState.enabledByInputModule) { action.Disable(); s_InputActionReferenceCounts.Remove(action); return; } referenceState.refCount--; s_InputActionReferenceCounts[action] = referenceState; } private int GetPointerStateIndexFor(int pointerOrTouchId) { if (pointerOrTouchId == m_CurrentPointerId) return m_CurrentPointerIndex; for (var i = 0; i < m_PointerIds.length; ++i) if (m_PointerIds[i] == pointerOrTouchId) return i; // Search for Device or Touch Ids as a fallback for (var i = 0; i < m_PointerStates.length; ++i) { var eventData = m_PointerStates[i].eventData; if (eventData.touchId == pointerOrTouchId || (eventData.touchId != 0 && eventData.device.deviceId == pointerOrTouchId)) return i; } return -1; } private ref PointerModel GetPointerStateForIndex(int index) { if (index == 0) return ref m_PointerStates.firstValue; return ref m_PointerStates.additionalValues[index - 1]; } private int GetDisplayIndexFor(InputControl control) { int displayIndex = 0; if (control.device is Pointer pointerCast) { displayIndex = pointerCast.displayIndex.ReadValue(); Debug.Assert(displayIndex <= byte.MaxValue, "Display index was larger than expected"); } return displayIndex; } private int GetPointerStateIndexFor(ref InputAction.CallbackContext context) { if (CheckForRemovedDevice(ref context)) return -1; var phase = context.phase; return GetPointerStateIndexFor(context.control, createIfNotExists: phase != InputActionPhase.Canceled); } // This is the key method for determining which pointer a particular input is associated with. // The principal determinant is the device that is sending the input which, in general, is expected // to be a Pointer (Mouse, Pen, Touchscreen) or TrackedDevice. // // Note, however, that the input is not guaranteed to even come from a pointer-like device. One can // bind the space key to a left click, for example. As long as we have an active pointer that can // deliver position input, we accept that setup and treat pressing the space key the same as pressing // the left button input on the respective pointer. // // Quite a lot going on in this method but we're dealing with three different UI interaction paradigms // here which we all support from a single input path and allow seamless switching between. private int GetPointerStateIndexFor(InputControl control, bool createIfNotExists = true) { Debug.Assert(control != null, "Control must not be null"); ////REVIEW: Any way we can cut down on the hops all over memory that we're doing here? var device = control.device; ////TODO: We're repeatedly inspecting the control setup here. Do this once and only redo it if the control setup changes. ////REVIEW: It seems wrong that we are picking up an input here that is *NOT* reflected in our actions. We just end //// up reading a touchId control implicitly instead of allowing actions to deliver IDs to us. On the other hand, //// making that setup explicit in actions may be quite awkward and not nearly as robust. // Determine the pointer (and touch) ID. We default the pointer ID to the device // ID of the InputDevice. var controlParent = control.parent; var touchControlIndex = m_PointerTouchControls.IndexOfReference(controlParent); if (touchControlIndex != -1) { // For touches, we cache a reference to the control of a pointer so that we don't // have to continuously do ReadValue() on the touch ID control. m_CurrentPointerId = m_PointerIds[touchControlIndex]; m_CurrentPointerIndex = touchControlIndex; m_CurrentPointerType = UIPointerType.Touch; return touchControlIndex; } var pointerId = device.deviceId; var touchId = 0; var touchPosition = Vector2.zero; // Need to check if it's a touch so that we get a correct pointerId. if (controlParent is TouchControl touchControl) { touchId = touchControl.touchId.value; touchPosition = touchControl.position.value; } // Could be it's a toplevel control on Touchscreen (like "/position"). In that case, // read the touch ID from primaryTouch. else if (controlParent is Touchscreen touchscreen) { touchId = touchscreen.primaryTouch.touchId.value; touchPosition = touchscreen.primaryTouch.position.value; } int displayIndex = GetDisplayIndexFor(control); if (touchId != 0) pointerId = ExtendedPointerEventData.MakePointerIdForTouch(pointerId, touchId); // Early out if it's the last used pointer. // NOTE: Can't just compare by device here because of touchscreens potentially having multiple associated pointers. if (m_CurrentPointerId == pointerId) return m_CurrentPointerIndex; // Search m_PointerIds for an existing entry. // NOTE: This is a linear search but m_PointerIds is only IDs and the number of concurrent pointers // should be very low at any one point (in fact, we don't generally expect to have more than one // which is why we are using InlinedArrays). if (touchId == 0) // Not necessary for touches; see above. { for (var i = 0; i < m_PointerIds.length; i++) { if (m_PointerIds[i] == pointerId) { // Existing entry found. Make it the current pointer. m_CurrentPointerId = pointerId; m_CurrentPointerIndex = i; m_CurrentPointerType = m_PointerStates[i].pointerType; return i; } } } if (!createIfNotExists) return -1; // Determine pointer type. var pointerType = UIPointerType.None; if (touchId != 0) pointerType = UIPointerType.Touch; else if (HaveControlForDevice(device, point)) pointerType = UIPointerType.MouseOrPen; else if (HaveControlForDevice(device, trackedDevicePosition)) pointerType = UIPointerType.Tracked; ////REVIEW: For touch, probably makes sense to force-ignore any input other than from primaryTouch. // If the behavior is SingleUnifiedPointer, we only ever create a single pointer state // and use that for all pointer input that is coming in. if ((m_PointerBehavior == UIPointerBehavior.SingleUnifiedPointer && pointerType != UIPointerType.None) || (m_PointerBehavior == UIPointerBehavior.SingleMouseOrPenButMultiTouchAndTrack && pointerType == UIPointerType.MouseOrPen)) { if (m_CurrentPointerIndex == -1) { m_CurrentPointerIndex = AllocatePointer(pointerId, displayIndex, touchId, pointerType, control, device, touchId != 0 ? controlParent : null); } else { // Update pointer record to reflect current device. We know they're different because we checked // m_CurrentPointerId earlier in the method. // NOTE: This path may repeatedly switch the pointer type and ID on the same single event instance. ref var pointer = ref GetPointerStateForIndex(m_CurrentPointerIndex); var eventData = pointer.eventData; eventData.control = control; eventData.device = device; eventData.pointerType = pointerType; eventData.pointerId = pointerId; eventData.touchId = touchId; #if UNITY_2022_3_OR_NEWER eventData.displayIndex = displayIndex; #endif // Make sure these don't linger around when we switch to a different kind of pointer. eventData.trackedDeviceOrientation = default; eventData.trackedDevicePosition = default; } if (pointerType == UIPointerType.Touch) GetPointerStateForIndex(m_CurrentPointerIndex).screenPosition = touchPosition; m_CurrentPointerId = pointerId; m_CurrentPointerType = pointerType; return m_CurrentPointerIndex; } // No existing record for the device. Find out if the device has the ability to point at all. // If not, we need to use a pointer state from a different device (if present). var index = -1; if (pointerType != UIPointerType.None) { // Device has an associated position input. Create a new pointer record. index = AllocatePointer(pointerId, displayIndex, touchId, pointerType, control, device, touchId != 0 ? controlParent : null); } else { // Device has no associated position input. Find a pointer device to route the change into. // As a last resort, create a pointer without a position input. // If we have a current pointer, route the input into that. The majority of times we end // up in this branch, this should settle things. if (m_CurrentPointerId != -1) return m_CurrentPointerIndex; // NOTE: In most cases, we end up here when there is input on a non-pointer device bound to one of the pointer-related // actions before there is input from a pointer device. In this scenario, we don't have a pointer state allocated // for the device yet. // If we have anything bound to the `point` action, create a pointer for it. var pointControls = point?.action?.controls; var pointerDevice = pointControls.HasValue && pointControls.Value.Count > 0 ? pointControls.Value[0].device : null; if (pointerDevice != null && !(pointerDevice is Touchscreen)) // Touchscreen only temporarily allocate pointer states. { // Create MouseOrPen style pointer. index = AllocatePointer(pointerDevice.deviceId, displayIndex, 0, UIPointerType.MouseOrPen, pointControls.Value[0], pointerDevice); } else { // Do the same but look at the `position` action. var positionControls = trackedDevicePosition?.action?.controls; var trackedDevice = positionControls.HasValue && positionControls.Value.Count > 0 ? positionControls.Value[0].device : null; if (trackedDevice != null) { // Create a Tracked style pointer. index = AllocatePointer(trackedDevice.deviceId, displayIndex, 0, UIPointerType.Tracked, positionControls.Value[0], trackedDevice); } else { // We got input from a non-pointer device and apparently there's no pointer we can route the // input into. Just create a pointer state for the device and leave it at that. index = AllocatePointer(pointerId, displayIndex, 0, UIPointerType.None, control, device); } } } if (pointerType == UIPointerType.Touch) GetPointerStateForIndex(index).screenPosition = touchPosition; m_CurrentPointerId = pointerId; m_CurrentPointerIndex = index; m_CurrentPointerType = pointerType; return index; } private int AllocatePointer(int pointerId, int displayIndex, int touchId, UIPointerType pointerType, InputControl control, InputDevice device, InputControl touchControl = null) { // Recover event instance from previous record. var eventData = default(ExtendedPointerEventData); if (m_PointerStates.Capacity > m_PointerStates.length) { if (m_PointerStates.length == 0) eventData = m_PointerStates.firstValue.eventData; else eventData = m_PointerStates.additionalValues[m_PointerStates.length - 1].eventData; } // Or allocate event. if (eventData == null) eventData = new ExtendedPointerEventData(eventSystem); eventData.pointerId = pointerId; #if UNITY_2022_3_OR_NEWER eventData.displayIndex = displayIndex; #endif eventData.touchId = touchId; eventData.pointerType = pointerType; eventData.control = control; eventData.device = device; // Allocate state. m_PointerIds.AppendWithCapacity(pointerId); m_PointerTouchControls.AppendWithCapacity(touchControl); return m_PointerStates.AppendWithCapacity(new PointerModel(eventData)); } private void SendPointerExitEventsAndRemovePointer(int index) { var eventData = m_PointerStates[index].eventData; if (eventData.pointerEnter != null) ProcessPointerMovement(eventData, null); RemovePointerAtIndex(index); } private void RemovePointerAtIndex(int index) { Debug.Assert(m_PointerStates[index].eventData.pointerEnter == null, "Pointer should have exited all objects before being removed"); // Retain event data so that we can reuse the event the next time we allocate a PointerModel record. var eventData = m_PointerStates[index].eventData; Debug.Assert(eventData != null, "Pointer state should have an event instance!"); // Update current pointer, if necessary. if (index == m_CurrentPointerIndex) { m_CurrentPointerId = -1; m_CurrentPointerIndex = -1; m_CurrentPointerType = default; } else if (m_CurrentPointerIndex == m_PointerIds.length - 1) { // We're about to move the last entry so update the index it will // be at. m_CurrentPointerIndex = index; } // Remove. Note that we may change the order of pointers here. This can save us needless copying // and m_CurrentPointerIndex should be the only index we get around for longer. m_PointerIds.RemoveAtByMovingTailWithCapacity(index); m_PointerTouchControls.RemoveAtByMovingTailWithCapacity(index); m_PointerStates.RemoveAtByMovingTailWithCapacity(index); Debug.Assert(m_PointerIds.length == m_PointerStates.length, "Pointer ID array should match state array in length"); // Put event instance back in place at one past last entry of array (which we know we have // as we just erased one entry). This entry will be the next one that will be used when we // allocate a new entry. // Wipe the event. // NOTE: We only wipe properties here that contain reference data. The rest we rely on // the event handling code to initialize when using the event. eventData.hovered.Clear(); eventData.device = null; eventData.pointerCurrentRaycast = default; eventData.pointerPressRaycast = default; eventData.pointerPress = default; // Twice to wipe lastPress, too. eventData.pointerPress = default; eventData.pointerDrag = default; eventData.pointerEnter = default; eventData.rawPointerPress = default; if (m_PointerStates.length == 0) m_PointerStates.firstValue.eventData = eventData; else m_PointerStates.additionalValues[m_PointerStates.length - 1].eventData = eventData; } // Remove any pointer that no longer has the ability to point. private void PurgeStalePointers() { for (var i = 0; i < m_PointerStates.length; ++i) { ref var state = ref GetPointerStateForIndex(i); var device = state.eventData.device; if (!device.added || // Check if device was removed altogether. (!HaveControlForDevice(device, point) && !HaveControlForDevice(device, trackedDevicePosition) && !HaveControlForDevice(device, trackedDeviceOrientation))) { SendPointerExitEventsAndRemovePointer(i); --i; } } m_NeedToPurgeStalePointers = false; } private static bool HaveControlForDevice(InputDevice device, InputActionReference actionReference) { var action = actionReference?.action; if (action == null) return false; var controls = action.controls; for (var i = 0; i < controls.Count; ++i) if (controls[i].device == device) return true; return false; } // The pointer actions we unfortunately cannot poll as we may be sourcing input from multiple pointers. private void OnPointCallback(InputAction.CallbackContext context) { // When a pointer is removed, there's like a non-zero coordinate on the position control and thus // we will see cancellations on the "Point" action. Ignore these as they provide no useful values // and we want to avoid doing a read of touch IDs in GetPointerStateFor() on an already removed // touchscreen. if (CheckForRemovedDevice(ref context) || context.canceled) return; var index = GetPointerStateIndexFor(context.control); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); state.screenPosition = context.ReadValue(); #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } // NOTE: In the click events, we specifically react to the Canceled phase to make sure we do NOT perform // button *clicks* when an action resets. However, we still need to send pointer ups. private bool IgnoreNextClick(ref InputAction.CallbackContext context, bool wasPressed) { // If explicitly ignoring focus due to setting, never ignore clicks if (explictlyIgnoreFocus) return false; // If a currently active click is cancelled (by focus change), ignore next click if device cannot run in background. // This prevents the cancelled click event being registered when focus is returned i.e. if // the button was released while another window was focused. return context.canceled && !InputRuntime.s_Instance.isPlayerFocused && !context.control.device.canRunInBackground && wasPressed; } private void OnLeftClickCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); bool wasPressed = state.leftButton.isPressed; state.leftButton.isPressed = context.ReadValueAsButton(); state.changedThisFrame = true; if (IgnoreNextClick(ref context, wasPressed)) state.leftButton.ignoreNextClick = true; #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private void OnRightClickCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); bool wasPressed = state.rightButton.isPressed; state.rightButton.isPressed = context.ReadValueAsButton(); state.changedThisFrame = true; if (IgnoreNextClick(ref context, wasPressed)) state.rightButton.ignoreNextClick = true; #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private void OnMiddleClickCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); bool wasPressed = state.middleButton.isPressed; state.middleButton.isPressed = context.ReadValueAsButton(); state.changedThisFrame = true; if (IgnoreNextClick(ref context, wasPressed)) state.middleButton.ignoreNextClick = true; #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private bool CheckForRemovedDevice(ref InputAction.CallbackContext context) { // When a device is removed, we want to simply cancel ongoing pointer // operations. Most importantly, we want to prevent GetPointerStateFor() // doing ReadValue() on touch ID controls when a touchscreen has already // been removed. if (context.canceled && !context.control.device.added) { m_NeedToPurgeStalePointers = true; return true; } return false; } internal const float kPixelPerLine = 20; private void OnScrollCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); // The old input system reported scroll deltas in lines, we report pixels. // Need to scale as the UI system expects lines. state.scrollDelta = context.ReadValue() * (1 / kPixelPerLine); #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private void OnMoveCallback(InputAction.CallbackContext context) { ////REVIEW: should we poll this? or set the action to not be pass-through? (ps4 controller is spamming this action) m_NavigationState.move = context.ReadValue(); } private void OnTrackedDeviceOrientationCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); state.worldOrientation = context.ReadValue(); #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private void OnTrackedDevicePositionCallback(InputAction.CallbackContext context) { var index = GetPointerStateIndexFor(ref context); if (index == -1) return; ref var state = ref GetPointerStateForIndex(index); state.worldPosition = context.ReadValue(); #if UNITY_2022_3_OR_NEWER state.eventData.displayIndex = GetDisplayIndexFor(context.control); #endif } private void OnControlsChanged(object obj) { m_NeedToPurgeStalePointers = true; } private void FilterPointerStatesByType() { var pointerTypeToProcess = UIPointerType.None; // Read all pointers device states // Find first pointer that has changed this frame to be processed later for (var i = 0; i < m_PointerStates.length; ++i) { ref var state = ref GetPointerStateForIndex(i); state.eventData.ReadDeviceState(); state.CopyTouchOrPenStateFrom(state.eventData); if (state.changedThisFrame && pointerTypeToProcess == UIPointerType.None) pointerTypeToProcess = state.pointerType; } // For SingleMouseOrPenButMultiTouchAndTrack, we keep a single pointer for mouse and pen but only for as // long as there is no touch or tracked input. If we get that kind, we remove the mouse/pen pointer. if (m_PointerBehavior == UIPointerBehavior.SingleMouseOrPenButMultiTouchAndTrack && pointerTypeToProcess != UIPointerType.None) { // var pointerTypeToProcess = m_PointerStates.firstValue.pointerType; if (pointerTypeToProcess == UIPointerType.MouseOrPen) { // We have input on a mouse or pen. Kill all touch and tracked pointers we may have. for (var i = 0; i < m_PointerStates.length; ++i) { if (m_PointerStates[i].pointerType != UIPointerType.MouseOrPen) { SendPointerExitEventsAndRemovePointer(i); --i; } } } else { // We have touch or tracked input. Kill mouse/pen pointer, if we have it. for (var i = 0; i < m_PointerStates.length; ++i) { if (m_PointerStates[i].pointerType == UIPointerType.MouseOrPen) { SendPointerExitEventsAndRemovePointer(i); --i; } } } } } public override void Process() { if (m_NeedToPurgeStalePointers) PurgeStalePointers(); // Reset devices of changes since we don't want to spool up changes once we gain focus. if (!eventSystem.isFocused && !shouldIgnoreFocus) { for (var i = 0; i < m_PointerStates.length; ++i) m_PointerStates[i].OnFrameFinished(); } else { // Navigation input. ProcessNavigation(ref m_NavigationState); FilterPointerStatesByType(); // Pointer input. for (var i = 0; i < m_PointerStates.length; i++) { ref var state = ref GetPointerStateForIndex(i); ProcessPointer(ref state); // If it's a touch and the touch has ended, release the pointer state. // NOTE: We defer this by one frame such that OnPointerUp happens in the frame of release // and OnPointerExit happens one frame later. This is so that IsPointerOverGameObject() // stays true for the touch in the frame of release (see UI_TouchPointersAreKeptForOneFrameAfterRelease). if (state.pointerType == UIPointerType.Touch && !state.leftButton.isPressed && !state.leftButton.wasReleasedThisFrame) { RemovePointerAtIndex(i); --i; continue; } state.OnFrameFinished(); } } } #if UNITY_2021_1_OR_NEWER public override int ConvertUIToolkitPointerId(PointerEventData sourcePointerData) { // Case 1369081: when using SingleUnifiedPointer, the same (default) pointerId should be sent to UIToolkit // regardless of pointer type or finger id. if (m_PointerBehavior == UIPointerBehavior.SingleUnifiedPointer) return UIElements.PointerId.mousePointerId; return sourcePointerData is ExtendedPointerEventData ep ? ep.uiToolkitPointerId : base.ConvertUIToolkitPointerId(sourcePointerData); } #endif private void HookActions() { if (m_ActionsHooked) return; if (m_OnPointDelegate == null) m_OnPointDelegate = OnPointCallback; if (m_OnLeftClickDelegate == null) m_OnLeftClickDelegate = OnLeftClickCallback; if (m_OnRightClickDelegate == null) m_OnRightClickDelegate = OnRightClickCallback; if (m_OnMiddleClickDelegate == null) m_OnMiddleClickDelegate = OnMiddleClickCallback; if (m_OnScrollWheelDelegate == null) m_OnScrollWheelDelegate = OnScrollCallback; if (m_OnMoveDelegate == null) m_OnMoveDelegate = OnMoveCallback; if (m_OnTrackedDeviceOrientationDelegate == null) m_OnTrackedDeviceOrientationDelegate = OnTrackedDeviceOrientationCallback; if (m_OnTrackedDevicePositionDelegate == null) m_OnTrackedDevicePositionDelegate = OnTrackedDevicePositionCallback; SetActionCallbacks(true); } private void UnhookActions() { if (!m_ActionsHooked) return; SetActionCallbacks(false); } private void SetActionCallbacks(bool install) { m_ActionsHooked = install; SetActionCallback(m_PointAction, m_OnPointDelegate, install); SetActionCallback(m_MoveAction, m_OnMoveDelegate, install); SetActionCallback(m_LeftClickAction, m_OnLeftClickDelegate, install); SetActionCallback(m_RightClickAction, m_OnRightClickDelegate, install); SetActionCallback(m_MiddleClickAction, m_OnMiddleClickDelegate, install); SetActionCallback(m_ScrollWheelAction, m_OnScrollWheelDelegate, install); SetActionCallback(m_TrackedDeviceOrientationAction, m_OnTrackedDeviceOrientationDelegate, install); SetActionCallback(m_TrackedDevicePositionAction, m_OnTrackedDevicePositionDelegate, install); } private static void SetActionCallback(InputActionReference actionReference, Action callback, bool install) { if (!install && callback == null) return; if (actionReference == null) return; var action = actionReference.action; if (action == null) return; if (install) { action.performed += callback; action.canceled += callback; } else { action.performed -= callback; action.canceled -= callback; } } private InputActionReference UpdateReferenceForNewAsset(InputActionReference actionReference) { var oldAction = actionReference?.action; if (oldAction == null) return null; var oldActionMap = oldAction.actionMap; Debug.Assert(oldActionMap != null, "Not expected to end up with a singleton action here"); var newActionMap = m_ActionsAsset?.FindActionMap(oldActionMap.name); if (newActionMap == null) return null; var newAction = newActionMap.FindAction(oldAction.name); if (newAction == null) return null; return InputActionReference.Create(newAction); } public InputActionAsset actionsAsset { get => m_ActionsAsset; set { if (value != m_ActionsAsset) { UnhookActions(); m_ActionsAsset = value; point = UpdateReferenceForNewAsset(point); move = UpdateReferenceForNewAsset(move); leftClick = UpdateReferenceForNewAsset(leftClick); rightClick = UpdateReferenceForNewAsset(rightClick); middleClick = UpdateReferenceForNewAsset(middleClick); scrollWheel = UpdateReferenceForNewAsset(scrollWheel); submit = UpdateReferenceForNewAsset(submit); cancel = UpdateReferenceForNewAsset(cancel); trackedDeviceOrientation = UpdateReferenceForNewAsset(trackedDeviceOrientation); trackedDevicePosition = UpdateReferenceForNewAsset(trackedDevicePosition); HookActions(); } } } [SerializeField, HideInInspector] private InputActionAsset m_ActionsAsset; [SerializeField, HideInInspector] private InputActionReference m_PointAction; [SerializeField, HideInInspector] private InputActionReference m_MoveAction; [SerializeField, HideInInspector] private InputActionReference m_SubmitAction; [SerializeField, HideInInspector] private InputActionReference m_CancelAction; [SerializeField, HideInInspector] private InputActionReference m_LeftClickAction; [SerializeField, HideInInspector] private InputActionReference m_MiddleClickAction; [SerializeField, HideInInspector] private InputActionReference m_RightClickAction; [SerializeField, HideInInspector] private InputActionReference m_ScrollWheelAction; [SerializeField, HideInInspector] private InputActionReference m_TrackedDevicePositionAction; [SerializeField, HideInInspector] private InputActionReference m_TrackedDeviceOrientationAction; [SerializeField] private bool m_DeselectOnBackgroundClick = true; [SerializeField] private UIPointerBehavior m_PointerBehavior = UIPointerBehavior.SingleMouseOrPenButMultiTouchAndTrack; [SerializeField, HideInInspector] internal CursorLockBehavior m_CursorLockBehavior = CursorLockBehavior.OutsideScreen; private static Dictionary s_InputActionReferenceCounts = new Dictionary(); private struct InputActionReferenceState { public int refCount; public bool enabledByInputModule; } [NonSerialized] private bool m_ActionsHooked; [NonSerialized] private bool m_NeedToPurgeStalePointers; private Action m_OnPointDelegate; private Action m_OnMoveDelegate; private Action m_OnLeftClickDelegate; private Action m_OnRightClickDelegate; private Action m_OnMiddleClickDelegate; private Action m_OnScrollWheelDelegate; private Action m_OnTrackedDevicePositionDelegate; private Action m_OnTrackedDeviceOrientationDelegate; private Action m_OnControlsChangedDelegate; // Pointer-type input (also tracking-type). [NonSerialized] private int m_CurrentPointerId = -1; // Keeping track of the current pointer avoids searches in most cases. [NonSerialized] private int m_CurrentPointerIndex = -1; [NonSerialized] internal UIPointerType m_CurrentPointerType = UIPointerType.None; internal InlinedArray m_PointerIds; // Index in this array maps to index in m_PointerStates. Separated out to make searching more efficient (we do a linear search). internal InlinedArray m_PointerTouchControls; internal InlinedArray m_PointerStates; // Navigation-type input. private NavigationModel m_NavigationState; [NonSerialized] private GameObject m_LocalMultiPlayerRoot; /// /// Controls the origin point of raycasts when the cursor is locked. /// public enum CursorLockBehavior { /// /// The internal pointer position will be set to -1, -1. This short-circuits the raycasting /// logic so no objects will be intersected. This is the default setting. /// OutsideScreen, /// /// Raycasts will originate from the center of the screen. This mode can be useful for /// example to check in pointer-driven FPS games if the player is looking at some world-space /// object that implements the and /// interfaces. /// ScreenCenter } } } #endif