/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
///
/// VR extension of PointerInputModule which supports gaze and controller pointing.
///
public class OVRInputModule : PointerInputModule
{
[Tooltip("Object which points with Z axis. E.g. CentreEyeAnchor from OVRCameraRig")]
public Transform rayTransform;
public OVRCursor m_Cursor;
[Tooltip("Gamepad button to act as gaze click")]
public OVRInput.Button joyPadClickButton = OVRInput.Button.One;
[Tooltip("Keyboard button to act as gaze click")]
public KeyCode gazeClickKey = KeyCode.Space;
[Header("Physics")]
[Tooltip("Perform an sphere cast to determine correct depth for gaze pointer")]
public bool performSphereCastForGazepointer;
[Header("Gamepad Stick Scroll")]
[Tooltip("Enable scrolling with the right stick on a gamepad")]
public bool useRightStickScroll = true;
[Tooltip("Deadzone for right stick to prevent accidental scrolling")]
public float rightStickDeadZone = 0.15f;
[Header("Touchpad Swipe Scroll")]
[Tooltip("Enable scrolling by swiping the touchpad")]
public bool useSwipeScroll = true;
[Tooltip("Minimum trackpad movement in pixels to start swiping")]
public float swipeDragThreshold = 2;
[Tooltip("Distance scrolled when swipe scroll occurs")]
public float swipeDragScale = 1f;
[Tooltip("Invert X axis on touchpad")]
public bool InvertSwipeXAxis = false;
// The raycaster that gets to do pointer interaction (e.g. with a mouse), gaze interaction always works
[NonSerialized]
public OVRRaycaster activeGraphicRaycaster;
[Header("Dragging")]
[Tooltip("Minimum pointer movement in degrees to start dragging")]
public float angleDragThreshold = 1;
[SerializeField]
private float m_SpherecastRadius = 1.0f;
// The following region contains code exactly the same as the implementation
// of StandaloneInputModule. It is copied here rather than inheriting from StandaloneInputModule
// because most of StandaloneInputModule is private so it isn't possible to easily derive from.
// Future changes from Unity to StandaloneInputModule will make it possible for this class to
// derive from StandaloneInputModule instead of PointerInput module.
//
// The following functions are not present in the following region since they have modified
// versions in the next region:
// Process
// ProcessMouseEvent
// UseMouse
#region StandaloneInputModule code
private float m_NextAction;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
protected OVRInputModule()
{}
#if UNITY_EDITOR
protected override void Reset()
{
allowActivationOnMobileDevice = true;
}
#endif
[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; }
}
[Header("Standalone Input Module")]
[SerializeField]
private string m_HorizontalAxis = "Horizontal";
///
/// Name of the vertical axis for movement (if axis events are used).
///
[SerializeField]
private string m_VerticalAxis = "Vertical";
///
/// Name of the submit button.
///
[SerializeField]
private string m_SubmitButton = "Submit";
///
/// Name of the submit button.
///
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private bool m_AllowActivationOnMobileDevice;
public bool allowActivationOnMobileDevice
{
get { return m_AllowActivationOnMobileDevice; }
set { m_AllowActivationOnMobileDevice = value; }
}
public float inputActionsPerSecond
{
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
///
/// Name of the horizontal axis for movement (if axis events are used).
///
public string horizontalAxis
{
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
///
/// Name of the vertical axis for movement (if axis events are used).
///
public string verticalAxis
{
get { return m_VerticalAxis; }
set { m_VerticalAxis = value; }
}
public string submitButton
{
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
public string cancelButton
{
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
public override void UpdateModule()
{
#if ENABLE_LEGACY_INPUT_MANAGER
m_LastMousePosition = m_MousePosition;
m_MousePosition = Input.mousePosition;
#endif
}
public override bool IsModuleSupported()
{
// Check for mouse presence instead of whether touch is supported,
// as you can connect mouse to a tablet and in that case we'd want
// to use StandaloneInputModule for non-touch input events.
return m_AllowActivationOnMobileDevice || Input.mousePresent;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
#if ENABLE_LEGACY_INPUT_MANAGER
var shouldActivate = Input.GetButtonDown(m_SubmitButton);
shouldActivate |= Input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= Input.GetMouseButtonDown(0);
return shouldActivate;
#else
return false;
#endif
}
public override void ActivateModule()
{
base.ActivateModule();
#if ENABLE_LEGACY_INPUT_MANAGER
m_MousePosition = Input.mousePosition;
m_LastMousePosition = Input.mousePosition;
#endif
var toSelect = eventSystem.currentSelectedGameObject;
if (toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule()
{
base.DeactivateModule();
ClearSelection();
}
///
/// Process submit keys.
///
private bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetButtonDown(m_SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if (Input.GetButtonDown(m_CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
#endif
return data.used;
}
private bool AllowMoveEventProcessing(float time)
{
#if ENABLE_LEGACY_INPUT_MANAGER
bool allow = Input.GetButtonDown(m_HorizontalAxis);
allow |= Input.GetButtonDown(m_VerticalAxis);
allow |= (time > m_NextAction);
return allow;
#else
return false;
#endif
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxisRaw(m_HorizontalAxis);
move.y = Input.GetAxisRaw(m_VerticalAxis);
if (Input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (Input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
///
/// Process keyboard events.
///
private bool SendMoveEventToSelectedObject()
{
float time = Time.unscaledTime;
if (!AllowMoveEventProcessing(time))
return false;
Vector2 movement = GetRawMoveVector();
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if (!Mathf.Approximately(axisEventData.moveVector.x, 0f)
|| !Mathf.Approximately(axisEventData.moveVector.y, 0f))
{
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
}
m_NextAction = time + 1f / m_InputActionsPerSecond;
return axisEventData.used;
}
private bool SendUpdateEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
return data.used;
}
///
/// Process the current mouse press.
///
private 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;
if (pointerEvent.IsVRPointer())
{
#if ENABLE_LEGACY_INPUT_MANAGER
pointerEvent.SetSwipeStart(Input.mousePosition);
#endif
}
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(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(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(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null)
{
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);
}
}
}
#endregion
#region Modified StandaloneInputModule methods
///
/// Process all mouse events. This is the same as the StandaloneInputModule version except that
/// it takes MouseState as a parameter, allowing it to be used for both Gaze and Mouse
/// pointerss.
///
private void ProcessMouseEvent(MouseState mouseData)
{
var pressed = mouseData.AnyPressesThisFrame();
var released = mouseData.AnyReleasesThisFrame();
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
if (!UseMouse(pressed, released, leftButtonData.buttonData))
return;
// 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(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, ExecuteEvents.scrollHandler);
}
}
///
/// Process this InputModule. Same as the StandaloneInputModule version, except that it calls
/// ProcessMouseEvent twice, once for gaze pointers, and once for mouse pointers.
///
public override void Process()
{
bool usedEvent = SendUpdateEventToSelectedObject();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
ProcessMouseEvent(GetGazePointerData());
#if !UNITY_ANDROID
ProcessMouseEvent(GetCanvasPointerData());
#endif
}
///
/// Decide if mouse events need to be processed this frame. Same as StandloneInputModule except
/// that the IsPointerMoving method from this class is used, instead of the method on PointerEventData
///
private static bool UseMouse(bool pressed, bool released, PointerEventData pointerData)
{
if (pressed || released || IsPointerMoving(pointerData) || pointerData.IsScrolling())
return true;
return false;
}
#endregion
///
/// Convenience function for cloning PointerEventData
///
/// Copy this value
/// to this object
protected void CopyFromTo(OVRPointerEventData @from, OVRPointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
@to.worldSpaceRay = @from.worldSpaceRay;
}
///
/// Convenience function for cloning PointerEventData
///
/// Copy this value
/// to this object
protected new void CopyFromTo(PointerEventData @from, PointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
}
// In the following region we extend the PointerEventData system implemented in PointerInputModule
// We define an additional dictionary for ray(e.g. gaze) based pointers. Mouse pointers still use the dictionary
// in PointerInputModule
#region PointerEventData pool
// Pool for OVRRayPointerEventData for ray based pointers
protected Dictionary m_VRRayPointerData = new Dictionary();
protected bool GetPointerData(int id, out OVRPointerEventData data, bool create)
{
if (!m_VRRayPointerData.TryGetValue(id, out data) && create)
{
data = new OVRPointerEventData(eventSystem)
{
pointerId = id,
};
m_VRRayPointerData.Add(id, data);
return true;
}
return false;
}
///
/// Clear pointer state for both types of pointer
///
protected new void ClearSelection()
{
var baseEventData = GetBaseEventData();
foreach (var pointer in m_PointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
foreach (var pointer in m_VRRayPointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
m_PointerData.Clear();
eventSystem.SetSelectedGameObject(null, baseEventData);
}
#endregion
///
/// For RectTransform, calculate it's normal in world space
///
static Vector3 GetRectTransformNormal(RectTransform rectTransform)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
Vector3 BottomEdge = corners[3] - corners[0];
Vector3 LeftEdge = corners[1] - corners[0];
rectTransform.GetWorldCorners(corners);
return Vector3.Cross(BottomEdge, LeftEdge).normalized;
}
private readonly MouseState m_MouseState = new MouseState();
// The following 2 functions are equivalent to PointerInputModule.GetMousePointerEventData but are customized to
// get data for ray pointers and canvas mouse pointers.
///
/// State for a pointer controlled by a world space ray. E.g. gaze pointer
///
///
virtual protected MouseState GetGazePointerData()
{
// Get the OVRRayPointerEventData reference
OVRPointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
//Now set the world space ray. This ray is what the user uses to point at UI elements
leftData.worldSpaceRay = new Ray(rayTransform.position, rayTransform.forward);
leftData.scrollDelta = GetExtraScrollDelta();
//Populate some default values
leftData.button = PointerEventData.InputButton.Left;
leftData.useDragThreshold = true;
// Perform raycast to find intersections with world
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
m_Cursor.SetCursorRay(rayTransform);
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
// We're only interested in intersections from OVRRaycasters
if (ovrRaycaster)
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
leftData.position = ovrRaycaster.GetScreenPosition(raycast);
// Find the world position and normal the Graphic the ray intersected
RectTransform graphicRect = raycast.gameObject.GetComponent();
if (graphicRect != null)
{
// Set are gaze indicator with this world position and normal
Vector3 worldPos = raycast.worldPosition;
Vector3 normal = GetRectTransformNormal(graphicRect);
m_Cursor.SetCursorStartDest(rayTransform.position, worldPos, normal);
}
}
// Now process physical raycast intersections
OVRPhysicsRaycaster physicsRaycaster = raycast.module as OVRPhysicsRaycaster;
if (physicsRaycaster)
{
Vector3 position = raycast.worldPosition;
if (performSphereCastForGazepointer)
{
// Here we cast a sphere into the scene rather than a ray. This gives a more accurate depth
// for positioning a circular gaze pointer
List results = new List();
physicsRaycaster.Spherecast(leftData, results, m_SpherecastRadius);
if (results.Count > 0 && results[0].distance < raycast.distance)
{
position = results[0].worldPosition;
}
}
leftData.position = physicsRaycaster.GetScreenPos(raycast.worldPosition);
m_Cursor.SetCursorStartDest(rayTransform.position, position, raycast.worldNormal);
}
// Stick default data values in right and middle slots for compatability
// copy the apropriate data into right and middle slots
OVRPointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
OVRPointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, GetGazeButtonState(), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, PointerEventData.FramePressState.NotChanged, rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, PointerEventData.FramePressState.NotChanged, middleData);
return m_MouseState;
}
///
/// Get state for pointer which is a pointer moving in world space across the surface of a world space canvas.
///
///
protected MouseState GetCanvasPointerData()
{
// Get the OVRRayPointerEventData reference
PointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
// Setup default values here. Set position to zero because we don't actually know the pointer
// positions. Each canvas knows the position of its canvas pointer.
leftData.position = Vector2.zero;
#if ENABLE_LEGACY_INPUT_MANAGER
leftData.scrollDelta = Input.mouseScrollDelta;
#endif
leftData.button = PointerEventData.InputButton.Left;
if (activeGraphicRaycaster)
{
// Let the active raycaster find intersections on its canvas
activeGraphicRaycaster.RaycastPointer(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
if (ovrRaycaster) // raycast may not actually contain a result
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
Vector2 position = ovrRaycaster.GetScreenPosition(raycast);
leftData.delta = position - leftData.position;
leftData.position = position;
}
}
// copy the apropriate data into right and middle slots
PointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = PointerEventData.InputButton.Right;
PointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = PointerEventData.InputButton.Middle;
#if ENABLE_LEGACY_INPUT_MANAGER
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
#endif
return m_MouseState;
}
///
/// New version of ShouldStartDrag implemented first in PointerInputModule. This version differs in that
/// for ray based pointers it makes a decision about whether a drag should start based on the angular change
/// the pointer has made so far, as seen from the camera. This also works when the world space ray is
/// translated rather than rotated, since the beginning and end of the movement are considered as angle from
/// the same point.
///
private bool ShouldStartDrag(PointerEventData pointerEvent)
{
if (!pointerEvent.useDragThreshold)
return true;
if (!pointerEvent.IsVRPointer())
{
// Same as original behaviour for canvas based pointers
return (pointerEvent.pressPosition - pointerEvent.position).sqrMagnitude >= eventSystem.pixelDragThreshold * eventSystem.pixelDragThreshold;
}
else
{
#if UNITY_ANDROID && !UNITY_EDITOR // On android allow swiping to start drag
if (useSwipeScroll && ((Vector3)pointerEvent.GetSwipeStart() - Input.mousePosition).magnitude > swipeDragThreshold)
{
return true;
}
#endif
// When it's not a screen space pointer we have to look at the angle it moved rather than the pixels distance
// For gaze based pointing screen-space distance moved will always be near 0
Vector3 cameraPos = pointerEvent.pressEventCamera.transform.position;
Vector3 pressDir = (pointerEvent.pointerPressRaycast.worldPosition - cameraPos).normalized;
Vector3 currentDir = (pointerEvent.pointerCurrentRaycast.worldPosition - cameraPos).normalized;
return Vector3.Dot(pressDir, currentDir) < Mathf.Cos(Mathf.Deg2Rad * (angleDragThreshold));
}
}
///
/// The purpose of this function is to allow us to switch between using the standard IsPointerMoving
/// method for mouse driven pointers, but to always return true when it's a ray based pointer.
/// All real-world ray-based input devices are always moving so for simplicity we just return true
/// for them.
///
/// If PointerEventData.IsPointerMoving was virtual we could just override that in
/// OVRRayPointerEventData.
///
///
///
static bool IsPointerMoving(PointerEventData pointerEvent)
{
if (pointerEvent.IsVRPointer())
return true;
else
return pointerEvent.IsPointerMoving();
}
protected Vector2 SwipeAdjustedPosition(Vector2 originalPosition, PointerEventData pointerEvent)
{
#if UNITY_ANDROID && !UNITY_EDITOR
// On android we use the touchpad position (accessed through Input.mousePosition) to modify
// the effective cursor position for events related to dragging. This allows the user to
// use the touchpad to drag draggable UI elements
if (useSwipeScroll)
{
Vector2 delta = (Vector2)Input.mousePosition - pointerEvent.GetSwipeStart();
if (InvertSwipeXAxis)
delta.x *= -1;
return originalPosition + delta * swipeDragScale;
}
#endif
return originalPosition;
}
///
/// Exactly the same as the code from PointerInputModule, except that we call our own
/// IsPointerMoving.
///
/// This would also not be necessary if PointerEventData.IsPointerMoving was virtual
///
///
protected override void ProcessDrag(PointerEventData pointerEvent)
{
Vector2 originalPosition = pointerEvent.position;
bool moving = IsPointerMoving(pointerEvent);
if (moving && pointerEvent.pointerDrag != null
&& !pointerEvent.dragging
&& ShouldStartDrag(pointerEvent))
{
if (pointerEvent.IsVRPointer())
{
//adjust the position used based on swiping action. Allowing the user to
//drag items by swiping on the touchpad
pointerEvent.position = SwipeAdjustedPosition (originalPosition, pointerEvent);
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
pointerEvent.dragging = true;
}
// Drag notification
if (pointerEvent.dragging && moving && pointerEvent.pointerDrag != null)
{
if (pointerEvent.IsVRPointer())
{
pointerEvent.position = SwipeAdjustedPosition(originalPosition, pointerEvent);
}
// Before doing drag we should cancel any pointer down state
// And clear selection!
if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
}
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
}
}
///
/// Get state of button corresponding to gaze pointer
///
///
virtual protected PointerEventData.FramePressState GetGazeButtonState()
{
//todo: enable for Unity Input System
#if ENABLE_LEGACY_INPUT_MANAGER
var pressed = Input.GetKeyDown(gazeClickKey) || OVRInput.GetDown(joyPadClickButton);
var released = Input.GetKeyUp(gazeClickKey) || OVRInput.GetUp(joyPadClickButton);
#if UNITY_ANDROID && !UNITY_EDITOR
pressed |= Input.GetMouseButtonDown(0);
released |= Input.GetMouseButtonUp(0);
#endif
#else
var pressed = OVRInput.GetDown(joyPadClickButton);
var released = OVRInput.GetUp(joyPadClickButton);
#endif
if (pressed && released)
return PointerEventData.FramePressState.PressedAndReleased;
if (pressed)
return PointerEventData.FramePressState.Pressed;
if (released)
return PointerEventData.FramePressState.Released;
return PointerEventData.FramePressState.NotChanged;
}
///
/// Get extra scroll delta from gamepad
///
protected Vector2 GetExtraScrollDelta()
{
Vector2 scrollDelta = new Vector2();
if (useRightStickScroll)
{
Vector2 s = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
if (Mathf.Abs(s.x) < rightStickDeadZone) s.x = 0;
if (Mathf.Abs(s.y) < rightStickDeadZone) s.y = 0;
scrollDelta = s;
}
return scrollDelta;
}
};
}