UnityGame/Library/PackageCache/com.unity.ugui/Runtime/UGUI/EventSystem/UIElements/PanelRaycaster.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityEngine.UIElements
{
// This code is disabled unless the UI Toolkit package or the com.unity.modules.uielements module are present.
// The UIElements module is always present in the Editor but it can be stripped from a project build if unused.
#if PACKAGE_UITOOLKIT
/// <summary>
/// A derived BaseRaycaster to raycast against UI Toolkit panel instances at runtime.
/// </summary>
[AddComponentMenu("UI Toolkit/Panel Raycaster (UI Toolkit)")]
public class PanelRaycaster : BaseRaycaster, IRuntimePanelComponent
{
private BaseRuntimePanel m_Panel;
/// <summary>
/// The panel that this component relates to. If panel is null, this component will have no effect.
/// Will be set to null automatically if panel is Disposed from an external source.
/// </summary>
public IPanel panel
{
get => m_Panel;
set
{
var newPanel = (BaseRuntimePanel)value;
if (m_Panel != newPanel)
{
UnregisterCallbacks();
m_Panel = newPanel;
RegisterCallbacks();
}
}
}
void RegisterCallbacks()
{
if (m_Panel != null)
{
m_Panel.destroyed += OnPanelDestroyed;
}
}
void UnregisterCallbacks()
{
if (m_Panel != null)
{
m_Panel.destroyed -= OnPanelDestroyed;
}
}
void OnPanelDestroyed()
{
panel = null;
}
private GameObject selectableGameObject => m_Panel?.selectableGameObject;
public override int sortOrderPriority => Mathf.FloorToInt(m_Panel?.sortingPriority ?? 0f);
public override int renderOrderPriority => int.MaxValue - (UIElementsRuntimeUtility.s_ResolvedSortingIndexMax - (m_Panel?.resolvedSortingIndex ?? 0));
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (m_Panel == null)
return;
var displayIndex = m_Panel.targetDisplay;
Vector3 eventPosition = MultipleDisplayUtilities.GetRelativeMousePositionForRaycast(eventData);
// Discard events that are not part of this display so the user does not interact with multiple displays at once.
if ((int) eventPosition.z != displayIndex)
return;
var position = eventPosition;
var delta = eventData.delta;
float h = Screen.height;
if (displayIndex > 0 && displayIndex < Display.displays.Length)
{
h = Display.displays[displayIndex].systemHeight;
}
position.y = h - position.y;
delta.y = -delta.y;
var eventSystem = UIElementsRuntimeUtility.activeEventSystem as EventSystem;
if (eventSystem == null || eventSystem.currentInputModule == null)
return;
var pointerId = eventSystem.currentInputModule.ConvertUIToolkitPointerId(eventData);
var capturingElement = m_Panel.GetCapturingElement(pointerId);
if (capturingElement is VisualElement ve && ve.panel != m_Panel)
return;
var capturingPanel = PointerDeviceState.GetPlayerPanelWithSoftPointerCapture(pointerId);
if (capturingPanel != null && capturingPanel != m_Panel)
return;
if (capturingElement == null && capturingPanel == null)
{
if (!m_Panel.ScreenToPanel(position, delta, out var panelPosition, out _))
return;
var pick = m_Panel.Pick(panelPosition);
if (pick == null)
return;
}
resultAppendList.Add(new RaycastResult
{
gameObject = selectableGameObject,
module = this,
screenPosition = eventPosition,
displayIndex = m_Panel.targetDisplay,
});
}
public override Camera eventCamera => null;
}
#endif
}