Files
Keep-It-Alive/Assets/CarbonInput/Scripts/CarbonInputModule.cs
2020-04-18 18:14:51 +10:00

469 lines
16 KiB
C#

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace CarbonInput {
[AddComponentMenu("Event/Carbon Input Module")]
public class CarbonInputModule : PointerInputModule {
private const float Threshold = 0.3f;
public PlayerIndex Player = PlayerIndex.Any;
public CAxis HorizontalAxis = CAxis.LX;
public bool InvertHorizontal;
public CAxis VerticalAxis = CAxis.LY;
public bool InvertVertical = true;
public CButton SubmitButton = CButton.A;
public CButton CancelButton = CButton.B;
private float m_PrevActionTime;
private Vector2 m_LastMoveVector;
private int m_ConsecutiveMoveCount;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
private Vector2 _lastRawMove;
private bool HorizontalPressed { get { return Math.Abs(_lastRawMove.x) < Threshold && Math.Abs(GamePad.GetAxis(HorizontalAxis, Player)) > Threshold; } }
private bool VerticalPressed { get { return Math.Abs(_lastRawMove.y) < Threshold && Math.Abs(GamePad.GetAxis(VerticalAxis, Player)) > Threshold; } }
protected CarbonInputModule() {
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public enum InputMode {
Mouse,
Buttons
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public InputMode inputMode {
get { return InputMode.Mouse; }
}
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private float m_RepeatDelay = 0.5f;
[SerializeField]
[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
private bool m_ForceModuleActive;
[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead (UnityUpgradable) -> forceModuleActive")]
public bool allowActivationOnMobileDevice {
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
public bool forceModuleActive {
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
public float inputActionsPerSecond {
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
public float repeatDelay {
get { return m_RepeatDelay; }
set { m_RepeatDelay = value; }
}
public override void UpdateModule() {
m_LastMousePosition = m_MousePosition;
m_MousePosition = Input.mousePosition;
}
public override bool IsModuleSupported() {
return m_ForceModuleActive || Input.mousePresent || Input.touchSupported;
}
public override bool ShouldActivateModule() {
if(!base.ShouldActivateModule())
return false;
var state = GamePad.GetState(Player);
var shouldActivate = m_ForceModuleActive;
shouldActivate |= state.Pressed(SubmitButton);
shouldActivate |= state.Pressed(CancelButton);
shouldActivate |= GetRawMoveVector().sqrMagnitude > 0.0f;
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= Input.GetMouseButtonDown(0);
if(Input.touchCount > 0)
shouldActivate = true;
return shouldActivate;
}
public override void ActivateModule() {
base.ActivateModule();
m_MousePosition = Input.mousePosition;
m_LastMousePosition = Input.mousePosition;
var toSelect = eventSystem.currentSelectedGameObject;
if(toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule() {
base.DeactivateModule();
ClearSelection();
}
public override void Process() {
bool usedEvent = SendUpdateEventToSelectedObject();
if(eventSystem.sendNavigationEvents) {
if(!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if(!usedEvent)
SendSubmitEventToSelectedObject();
}
// touch needs to take precedence because of the mouse emulation layer
if(!ProcessTouchEvents())
ProcessMouseEvent();
_lastRawMove = GetRawMoveVector();
}
private bool ProcessTouchEvents() {
for(int i = 0; i < Input.touchCount; ++i) {
Touch input = Input.GetTouch(i);
if(input.type == TouchType.Indirect)
continue;
bool released;
bool pressed;
var pointer = GetTouchPointerEventData(input, out pressed, out released);
ProcessTouchPress(pointer, pressed, released);
if(!released) {
ProcessMove(pointer);
ProcessDrag(pointer);
} else
RemovePointerData(pointer);
}
return Input.touchCount > 0;
}
private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) {
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if(pressed) {
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
if(pointerEvent.pointerEnter != currentOverGo) {
// send a pointer enter to the touched element if it isn't the one to select...
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
pointerEvent.pointerEnter = currentOverGo;
}
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if(newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if(newPressed == pointerEvent.lastPress) {
var diffTime = time - pointerEvent.clickTime;
if(diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
} else {
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if(released) {
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.pointerDrag = null;
// send exit events as we need to simulate this on touch up on touch device
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
pointerEvent.pointerEnter = null;
}
}
/// <summary>
/// Process submit keys.
/// </summary>
protected bool SendSubmitEventToSelectedObject() {
if(eventSystem.currentSelectedGameObject == null)
return false;
var state = GamePad.GetState(Player);
var data = GetBaseEventData();
if(state.Pressed(SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if(state.Pressed(CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
return data.used;
}
private Vector2 GetMoveVector() {
var x = GamePad.GetAxis(HorizontalAxis, Player);
if(InvertHorizontal) x = -x;
var y = GamePad.GetAxis(VerticalAxis, Player);
if(InvertVertical) y = -y;
return new Vector2(x, y);
}
private Vector2 GetRawMoveVector() {
Vector2 move = GetMoveVector();
if(HorizontalPressed) {
if(move.x < 0)
move.x = -1f;
if(move.x > 0)
move.x = 1f;
}
if(VerticalPressed) {
if(move.y < 0)
move.y = -1f;
if(move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process keyboard events.
/// </summary>
protected bool SendMoveEventToSelectedObject() {
float time = Time.unscaledTime;
Vector2 movement = GetRawMoveVector();
if(Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) {
m_ConsecutiveMoveCount = 0;
return false;
}
// If user pressed key again, always allow event
bool allow = HorizontalPressed || VerticalPressed;
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
if(!allow) {
// Otherwise, user held down key or axis.
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
if(similarDir && m_ConsecutiveMoveCount == 1)
allow = (time > m_PrevActionTime + m_RepeatDelay);
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
else
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
}
if(!allow)
return false;
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if(axisEventData.moveDir != MoveDirection.None) {
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
if(!similarDir)
m_ConsecutiveMoveCount = 0;
m_ConsecutiveMoveCount++;
m_PrevActionTime = time;
m_LastMoveVector = movement;
} else {
m_ConsecutiveMoveCount = 0;
}
return axisEventData.used;
}
protected void ProcessMouseEvent() {
ProcessMouseEvent(0);
}
/// <summary>
/// Process all mouse events.
/// </summary>
protected void ProcessMouseEvent(int id) {
var mouseData = GetMousePointerEventData(id);
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
// Process the first mouse button fully
ProcessMousePress(leftButtonData);
ProcessMove(leftButtonData.buttonData);
ProcessDrag(leftButtonData.buttonData);
// Now process right / middle clicks
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData.buttonData);
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData);
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData.buttonData);
if(!Mathf.Approximately(leftButtonData.buttonData.scrollDelta.sqrMagnitude, 0.0f)) {
var scrollHandler = ExecuteEvents.GetEventHandler<IScrollHandler>(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, ExecuteEvents.scrollHandler);
}
}
protected bool SendUpdateEventToSelectedObject() {
if(eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
return data.used;
}
/// <summary>
/// Process the current mouse press.
/// </summary>
protected void ProcessMousePress(MouseButtonEventData data) {
var pointerEvent = data.buttonData;
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if(data.PressedThisFrame()) {
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if(newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if(newPressed == pointerEvent.lastPress) {
var diffTime = time - pointerEvent.clickTime;
if(diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
} else {
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if(pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if(data.ReleasedThisFrame()) {
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// redo pointer enter / exit to refresh state
// so that if we moused over somethign that ignored it before
// due to having pressed on something else
// it now gets it.
if(currentOverGo != pointerEvent.pointerEnter) {
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
}
}
}
}