630 lines
27 KiB
C#
630 lines
27 KiB
C#
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
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using System;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Editor;
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#endif
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////TODO: respect cursor lock mode
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////TODO: investigate how driving the HW cursor behaves when FPS drops low
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//// (also, maybe we can add support where we turn the gamepad mouse on and off automatically based on whether the system mouse is used)
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////TODO: add support for acceleration
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////TODO: automatically scale mouse speed to resolution such that it stays constant regardless of resolution
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////TODO: make it work with PlayerInput such that it will automatically look up actions in the actual PlayerInput instance it is used with (based on the action IDs it has)
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////REVIEW: should we default the SW cursor position to the center of the screen?
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////REVIEW: consider this for inclusion directly in the input system
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namespace UnityEngine.InputSystem.UI
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{
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/// <summary>
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/// A component that creates a virtual <see cref="Mouse"/> device and drives its input from gamepad-style inputs. This effectively
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/// adds a software mouse cursor.
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/// </summary>
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/// <remarks>
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/// This component can be used with UIs that are designed for mouse input, i.e. need to be operated with a cursor.
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/// By hooking up the <see cref="InputAction"/>s of this component to gamepad input and directing <see cref="cursorTransform"/>
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/// to the UI transform of the cursor, you can use this component to drive an on-screen cursor.
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///
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/// Note that this component does not actually trigger UI input itself. Instead, it creates a virtual <see cref="Mouse"/>
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/// device which can then be picked up elsewhere (such as by <see cref="InputSystemUIInputModule"/>) where mouse/pointer input
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/// is expected.
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///
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/// Also note that if there is a <see cref="Mouse"/> added by the platform, it is not impacted by this component. More specifically,
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/// the system mouse cursor will not be moved or otherwise used by this component.
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///
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/// Input from the component is visible in the same frame as the source input on its actions by virtue of using <see cref="InputState.Change"/>.
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/// </remarks>
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/// <seealso cref="Gamepad"/>
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/// <seealso cref="Mouse"/>
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[AddComponentMenu("Input/Virtual Mouse")]
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[HelpURL(InputSystem.kDocUrl + "/manual/UISupport.html#virtual-mouse-cursor-control")]
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public class VirtualMouseInput : MonoBehaviour
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{
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/// <summary>
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/// Optional transform that will be updated to correspond to the current mouse position.
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/// </summary>
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/// <value>Transform to update with mouse position.</value>
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/// <remarks>
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/// This is useful for having a UI object that directly represents the mouse cursor. Simply add both the
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/// <c>VirtualMouseInput</c> component and an <a href="https://docs.unity3d.com/Manual/script-Image.html">Image</a>
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/// component and hook the <a href="https://docs.unity3d.com/ScriptReference/RectTransform.html">RectTransform</a>
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/// component for the UI object into here. The object as a whole will then follow the generated mouse cursor
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/// motion.
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/// </remarks>
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public RectTransform cursorTransform
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{
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get => m_CursorTransform;
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set => m_CursorTransform = value;
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}
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/// <summary>
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/// How many pixels per second the cursor travels in one axis when the respective axis from
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/// <see cref="stickAction"/> is 1.
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/// </summary>
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/// <value>Mouse speed in pixels per second.</value>
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public float cursorSpeed
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{
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get => m_CursorSpeed;
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set => m_CursorSpeed = value;
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}
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/// <summary>
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/// Determines which cursor representation to use. If this is set to <see cref="CursorMode.SoftwareCursor"/>
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/// (the default), then <see cref="cursorGraphic"/> and <see cref="cursorTransform"/> define a software cursor
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/// that is made to correspond to the position of <see cref="virtualMouse"/>. If this is set to <see
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/// cref="CursorMode.HardwareCursorIfAvailable"/> and there is a native <see cref="Mouse"/> device present,
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/// the component will take over that mouse device and disable it (so as for it to not also generate position
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/// updates). It will then use <see cref="Mouse.WarpCursorPosition"/> to move the system mouse cursor to
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/// correspond to the position of the <see cref="virtualMouse"/>. In this case, <see cref="cursorGraphic"/>
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/// will be disabled and <see cref="cursorTransform"/> will not be updated.
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/// </summary>
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/// <value>Whether the system mouse cursor (if present) should be made to correspond with the virtual mouse position.</value>
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/// <remarks>
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/// Note that regardless of which mode is used for the cursor, mouse input is expected to be picked up from <see cref="virtualMouse"/>.
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///
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/// Note that if <see cref="CursorMode.HardwareCursorIfAvailable"/> is used, the software cursor is still used
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/// if no native <see cref="Mouse"/> device is present.
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/// </remarks>
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public CursorMode cursorMode
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{
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get => m_CursorMode;
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set
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{
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if (m_CursorMode == value)
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return;
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// If we're turning it off, make sure we re-enable the system mouse.
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if (m_CursorMode == CursorMode.HardwareCursorIfAvailable && m_SystemMouse != null)
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{
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InputSystem.EnableDevice(m_SystemMouse);
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m_SystemMouse = null;
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}
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m_CursorMode = value;
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if (m_CursorMode == CursorMode.HardwareCursorIfAvailable)
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TryEnableHardwareCursor();
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else if (m_CursorGraphic != null)
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m_CursorGraphic.enabled = true;
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}
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}
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/// <summary>
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/// The UI graphic element that represents the mouse cursor.
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/// </summary>
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/// <value>Graphic element for the software mouse cursor.</value>
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/// <remarks>
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/// If <see cref="cursorMode"/> is set to <see cref="CursorMode.HardwareCursorIfAvailable"/>, this graphic will
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/// be disabled.
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///
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/// Also, this UI component implicitly determines the <c>Canvas</c> that defines the screen area for the cursor.
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/// The canvas that this graphic is on will be looked up using <c>GetComponentInParent</c> and then the <c>Canvas.pixelRect</c>
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/// of the canvas is used as the bounds for the cursor motion range.
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/// </remarks>
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/// <seealso cref="CursorMode.SoftwareCursor"/>
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public Graphic cursorGraphic
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{
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get => m_CursorGraphic;
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set
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{
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m_CursorGraphic = value;
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TryFindCanvas();
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}
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}
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/// <summary>
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/// Multiplier for values received from <see cref="scrollWheelAction"/>.
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/// </summary>
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/// <value>Multiplier for scroll values.</value>
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public float scrollSpeed
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{
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get => m_ScrollSpeed;
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set => m_ScrollSpeed = value;
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}
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/// <summary>
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/// The virtual mouse device that the component feeds with input.
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/// </summary>
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/// <value>Instance of virtual mouse or <c>null</c>.</value>
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/// <remarks>
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/// This is only initialized after the component has been enabled for the first time. Note that
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/// when subsequently disabling the component, the property will continue to return the mouse device
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/// but the device will not be added to the system while the component is not enabled.
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/// </remarks>
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public Mouse virtualMouse => m_VirtualMouse;
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/// <summary>
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/// The Vector2 stick input that drives the mouse cursor, i.e. <see cref="Pointer.position"/> on
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/// <see cref="virtualMouse"/> and the <a
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/// href="https://docs.unity3d.com/ScriptReference/RectTransform-anchoredPosition.html">anchoredPosition</a>
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/// on <see cref="cursorTransform"/> (if set).
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/// </summary>
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/// <value>Stick input that drives cursor position.</value>
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/// <remarks>
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/// This should normally be bound to controls such as <see cref="Gamepad.leftStick"/> and/or
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/// <see cref="Gamepad.rightStick"/>.
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/// </remarks>
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public InputActionProperty stickAction
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{
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get => m_StickAction;
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set => SetAction(ref m_StickAction, value);
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}
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/// <summary>
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/// Optional button input that determines when <see cref="Mouse.leftButton"/> is pressed on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.leftButton"/>.</value>
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public InputActionProperty leftButtonAction
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{
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get => m_LeftButtonAction;
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set
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{
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_LeftButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetAction(ref m_LeftButtonAction, value);
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_LeftButtonAction, m_ButtonActionTriggeredDelegate, true);
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}
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}
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/// <summary>
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/// Optional button input that determines when <see cref="Mouse.rightButton"/> is pressed on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.rightButton"/>.</value>
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public InputActionProperty rightButtonAction
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{
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get => m_RightButtonAction;
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set
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{
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_RightButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetAction(ref m_RightButtonAction, value);
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_RightButtonAction, m_ButtonActionTriggeredDelegate, true);
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}
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}
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/// <summary>
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/// Optional button input that determines when <see cref="Mouse.middleButton"/> is pressed on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.middleButton"/>.</value>
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public InputActionProperty middleButtonAction
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{
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get => m_MiddleButtonAction;
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set
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{
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_MiddleButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetAction(ref m_MiddleButtonAction, value);
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_MiddleButtonAction, m_ButtonActionTriggeredDelegate, true);
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}
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}
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/// <summary>
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/// Optional button input that determines when <see cref="Mouse.forwardButton"/> is pressed on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.forwardButton"/>.</value>
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public InputActionProperty forwardButtonAction
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{
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get => m_ForwardButtonAction;
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set
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{
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_ForwardButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetAction(ref m_ForwardButtonAction, value);
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_ForwardButtonAction, m_ButtonActionTriggeredDelegate, true);
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}
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}
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/// <summary>
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/// Optional button input that determines when <see cref="Mouse.forwardButton"/> is pressed on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.forwardButton"/>.</value>
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public InputActionProperty backButtonAction
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{
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get => m_BackButtonAction;
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set
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{
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_BackButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetAction(ref m_BackButtonAction, value);
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if (m_ButtonActionTriggeredDelegate != null)
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SetActionCallback(m_BackButtonAction, m_ButtonActionTriggeredDelegate, true);
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}
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}
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/// <summary>
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/// Optional Vector2 value input that determines the value of <see cref="Mouse.scroll"/> on
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/// <see cref="virtualMouse"/>.
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/// </summary>
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/// <value>Input for <see cref="Mouse.scroll"/>.</value>
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/// <remarks>
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/// In case you want to only bind vertical scrolling, simply have a <see cref="Composites.Vector2Composite"/>
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/// with only <c>Up</c> and <c>Down</c> bound and <c>Left</c> and <c>Right</c> deleted or bound to nothing.
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/// </remarks>
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public InputActionProperty scrollWheelAction
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{
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get => m_ScrollWheelAction;
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set => SetAction(ref m_ScrollWheelAction, value);
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}
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protected void OnEnable()
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{
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// Hijack system mouse, if enabled.
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if (m_CursorMode == CursorMode.HardwareCursorIfAvailable)
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TryEnableHardwareCursor();
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// Add mouse device.
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if (m_VirtualMouse == null)
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m_VirtualMouse = (Mouse)InputSystem.AddDevice("VirtualMouse");
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else if (!m_VirtualMouse.added)
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InputSystem.AddDevice(m_VirtualMouse);
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// Set initial cursor position.
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if (m_CursorTransform != null)
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{
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var position = m_CursorTransform.anchoredPosition;
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InputState.Change(m_VirtualMouse.position, position);
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m_SystemMouse?.WarpCursorPosition(position);
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}
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// Hook into input update.
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if (m_AfterInputUpdateDelegate == null)
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m_AfterInputUpdateDelegate = OnAfterInputUpdate;
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InputSystem.onAfterUpdate += m_AfterInputUpdateDelegate;
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// Hook into actions.
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if (m_ButtonActionTriggeredDelegate == null)
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m_ButtonActionTriggeredDelegate = OnButtonActionTriggered;
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SetActionCallback(m_LeftButtonAction, m_ButtonActionTriggeredDelegate, true);
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SetActionCallback(m_RightButtonAction, m_ButtonActionTriggeredDelegate, true);
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SetActionCallback(m_MiddleButtonAction, m_ButtonActionTriggeredDelegate, true);
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SetActionCallback(m_ForwardButtonAction, m_ButtonActionTriggeredDelegate, true);
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SetActionCallback(m_BackButtonAction, m_ButtonActionTriggeredDelegate, true);
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// Enable actions.
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m_StickAction.action?.Enable();
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m_LeftButtonAction.action?.Enable();
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m_RightButtonAction.action?.Enable();
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m_MiddleButtonAction.action?.Enable();
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m_ForwardButtonAction.action?.Enable();
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m_BackButtonAction.action?.Enable();
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m_ScrollWheelAction.action?.Enable();
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}
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protected void OnDisable()
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{
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// Remove mouse device.
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if (m_VirtualMouse != null && m_VirtualMouse.added)
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InputSystem.RemoveDevice(m_VirtualMouse);
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// Let go of system mouse.
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if (m_SystemMouse != null)
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{
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InputSystem.EnableDevice(m_SystemMouse);
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m_SystemMouse = null;
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}
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// Remove ourselves from input update.
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if (m_AfterInputUpdateDelegate != null)
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InputSystem.onAfterUpdate -= m_AfterInputUpdateDelegate;
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// Disable actions.
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m_StickAction.action?.Disable();
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m_LeftButtonAction.action?.Disable();
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m_RightButtonAction.action?.Disable();
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m_MiddleButtonAction.action?.Disable();
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m_ForwardButtonAction.action?.Disable();
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m_BackButtonAction.action?.Disable();
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m_ScrollWheelAction.action?.Disable();
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// Unhock from actions.
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if (m_ButtonActionTriggeredDelegate != null)
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{
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SetActionCallback(m_LeftButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetActionCallback(m_RightButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetActionCallback(m_MiddleButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetActionCallback(m_ForwardButtonAction, m_ButtonActionTriggeredDelegate, false);
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SetActionCallback(m_BackButtonAction, m_ButtonActionTriggeredDelegate, false);
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}
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m_LastTime = default;
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m_LastStickValue = default;
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}
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private void TryFindCanvas()
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{
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m_Canvas = m_CursorGraphic?.GetComponentInParent<Canvas>();
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}
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private void TryEnableHardwareCursor()
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{
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var devices = InputSystem.devices;
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for (var i = 0; i < devices.Count; ++i)
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{
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var device = devices[i];
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if (device.native && device is Mouse mouse)
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{
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m_SystemMouse = mouse;
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break;
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}
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}
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if (m_SystemMouse == null)
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{
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if (m_CursorGraphic != null)
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m_CursorGraphic.enabled = true;
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return;
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}
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InputSystem.DisableDevice(m_SystemMouse);
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// Sync position.
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if (m_VirtualMouse != null)
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m_SystemMouse.WarpCursorPosition(m_VirtualMouse.position.value);
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// Turn off mouse cursor image.
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if (m_CursorGraphic != null)
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m_CursorGraphic.enabled = false;
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}
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private void UpdateMotion()
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{
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if (m_VirtualMouse == null)
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return;
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// Read current stick value.
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var stickAction = m_StickAction.action;
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if (stickAction == null)
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return;
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var stickValue = stickAction.ReadValue<Vector2>();
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if (Mathf.Approximately(0, stickValue.x) && Mathf.Approximately(0, stickValue.y))
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{
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// Motion has stopped.
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m_LastTime = default;
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m_LastStickValue = default;
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}
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else
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{
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var currentTime = InputState.currentTime;
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if (Mathf.Approximately(0, m_LastStickValue.x) && Mathf.Approximately(0, m_LastStickValue.y))
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{
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// Motion has started.
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m_LastTime = currentTime;
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}
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// Compute delta.
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var deltaTime = (float)(currentTime - m_LastTime);
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var delta = new Vector2(m_CursorSpeed * stickValue.x * deltaTime, m_CursorSpeed * stickValue.y * deltaTime);
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// Update position.
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var currentPosition = m_VirtualMouse.position.value;
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var newPosition = currentPosition + delta;
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////REVIEW: for the hardware cursor, clamp to something else?
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// Clamp to canvas.
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if (m_Canvas != null)
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{
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// Clamp to canvas.
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var pixelRect = m_Canvas.pixelRect;
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newPosition.x = Mathf.Clamp(newPosition.x, pixelRect.xMin, pixelRect.xMax);
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newPosition.y = Mathf.Clamp(newPosition.y, pixelRect.yMin, pixelRect.yMax);
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}
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////REVIEW: the fact we have no events on these means that actions won't have an event ID to go by; problem?
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InputState.Change(m_VirtualMouse.position, newPosition);
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InputState.Change(m_VirtualMouse.delta, delta);
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// Update software cursor transform, if any.
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if (m_CursorTransform != null &&
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(m_CursorMode == CursorMode.SoftwareCursor ||
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(m_CursorMode == CursorMode.HardwareCursorIfAvailable && m_SystemMouse == null)))
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m_CursorTransform.anchoredPosition = newPosition;
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m_LastStickValue = stickValue;
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m_LastTime = currentTime;
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// Update hardware cursor.
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m_SystemMouse?.WarpCursorPosition(newPosition);
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}
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// Update scroll wheel.
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var scrollAction = m_ScrollWheelAction.action;
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if (scrollAction != null)
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{
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var scrollValue = scrollAction.ReadValue<Vector2>();
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scrollValue.x *= m_ScrollSpeed;
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scrollValue.y *= m_ScrollSpeed;
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InputState.Change(m_VirtualMouse.scroll, scrollValue);
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}
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}
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[Header("Cursor")]
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[Tooltip("Whether the component should set the cursor position of the hardware mouse cursor, if one is available. If so, "
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+ "the software cursor pointed (to by 'Cursor Graphic') will be hidden.")]
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[SerializeField] private CursorMode m_CursorMode;
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[Tooltip("The graphic that represents the software cursor. This is hidden if a hardware cursor (see 'Cursor Mode') is used.")]
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[SerializeField] private Graphic m_CursorGraphic;
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[Tooltip("The transform for the software cursor. Will only be set if a software cursor is used (see 'Cursor Mode'). Moving the cursor "
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+ "updates the anchored position of the transform.")]
|
|
[SerializeField] private RectTransform m_CursorTransform;
|
|
|
|
[Header("Motion")]
|
|
[Tooltip("Speed in pixels per second with which to move the cursor. Scaled by the input from 'Stick Action'.")]
|
|
[SerializeField] private float m_CursorSpeed = 400;
|
|
[Tooltip("Scale factor to apply to 'Scroll Wheel Action' when setting the mouse 'scrollWheel' control.")]
|
|
[SerializeField] private float m_ScrollSpeed = 45;
|
|
|
|
[Space(10)]
|
|
[Tooltip("Vector2 action that moves the cursor left/right (X) and up/down (Y) on screen.")]
|
|
[SerializeField] private InputActionProperty m_StickAction;
|
|
[Tooltip("Button action that triggers a left-click on the mouse.")]
|
|
[SerializeField] private InputActionProperty m_LeftButtonAction;
|
|
[Tooltip("Button action that triggers a middle-click on the mouse.")]
|
|
[SerializeField] private InputActionProperty m_MiddleButtonAction;
|
|
[Tooltip("Button action that triggers a right-click on the mouse.")]
|
|
[SerializeField] private InputActionProperty m_RightButtonAction;
|
|
[Tooltip("Button action that triggers a forward button (button #4) click on the mouse.")]
|
|
[SerializeField] private InputActionProperty m_ForwardButtonAction;
|
|
[Tooltip("Button action that triggers a back button (button #5) click on the mouse.")]
|
|
[SerializeField] private InputActionProperty m_BackButtonAction;
|
|
[Tooltip("Vector2 action that feeds into the mouse 'scrollWheel' action (scaled by 'Scroll Speed').")]
|
|
[SerializeField] private InputActionProperty m_ScrollWheelAction;
|
|
|
|
private Canvas m_Canvas; // Canvas that gives the motion range for the software cursor.
|
|
private Mouse m_VirtualMouse;
|
|
private Mouse m_SystemMouse;
|
|
private Action m_AfterInputUpdateDelegate;
|
|
private Action<InputAction.CallbackContext> m_ButtonActionTriggeredDelegate;
|
|
private double m_LastTime;
|
|
private Vector2 m_LastStickValue;
|
|
|
|
private void OnButtonActionTriggered(InputAction.CallbackContext context)
|
|
{
|
|
if (m_VirtualMouse == null)
|
|
return;
|
|
|
|
// The button controls are bit controls. We can't (yet?) use InputState.Change to state
|
|
// the change of those controls as the state update machinery of InputManager only supports
|
|
// byte region updates. So we just grab the full state of our virtual mouse, then update
|
|
// the button in there and then simply overwrite the entire state.
|
|
|
|
var action = context.action;
|
|
MouseButton? button = null;
|
|
if (action == m_LeftButtonAction.action)
|
|
button = MouseButton.Left;
|
|
else if (action == m_RightButtonAction.action)
|
|
button = MouseButton.Right;
|
|
else if (action == m_MiddleButtonAction.action)
|
|
button = MouseButton.Middle;
|
|
else if (action == m_ForwardButtonAction.action)
|
|
button = MouseButton.Forward;
|
|
else if (action == m_BackButtonAction.action)
|
|
button = MouseButton.Back;
|
|
|
|
if (button != null)
|
|
{
|
|
var isPressed = context.control.IsPressed();
|
|
m_VirtualMouse.CopyState<MouseState>(out var mouseState);
|
|
mouseState.WithButton(button.Value, isPressed);
|
|
|
|
InputState.Change(m_VirtualMouse, mouseState);
|
|
}
|
|
}
|
|
|
|
private static void SetActionCallback(InputActionProperty field, Action<InputAction.CallbackContext> callback, bool install = true)
|
|
{
|
|
var action = field.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
// We don't need the performed callback as our mouse buttons are binary and thus
|
|
// we only care about started (1) and canceled (0).
|
|
|
|
if (install)
|
|
{
|
|
action.started += callback;
|
|
action.canceled += callback;
|
|
}
|
|
else
|
|
{
|
|
action.started -= callback;
|
|
action.canceled -= callback;
|
|
}
|
|
}
|
|
|
|
private static void SetAction(ref InputActionProperty field, InputActionProperty value)
|
|
{
|
|
var oldValue = field;
|
|
field = value;
|
|
|
|
if (oldValue.reference == null)
|
|
{
|
|
var oldAction = oldValue.action;
|
|
if (oldAction != null && oldAction.enabled)
|
|
{
|
|
oldAction.Disable();
|
|
if (value.reference == null)
|
|
value.action?.Enable();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnAfterInputUpdate()
|
|
{
|
|
UpdateMotion();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines how the cursor for the virtual mouse is represented.
|
|
/// </summary>
|
|
/// <seealso cref="cursorMode"/>
|
|
public enum CursorMode
|
|
{
|
|
/// <summary>
|
|
/// The cursor is represented as a UI element. See <see cref="cursorGraphic"/>.
|
|
/// </summary>
|
|
SoftwareCursor,
|
|
|
|
/// <summary>
|
|
/// If a native <see cref="Mouse"/> device is present, its cursor will be used and driven
|
|
/// by the virtual mouse using <see cref="Mouse.WarpCursorPosition"/>. The software cursor
|
|
/// referenced by <see cref="cursorGraphic"/> will be disabled.
|
|
///
|
|
/// Note that if no native <see cref="Mouse"/> is present, behavior will fall back to
|
|
/// <see cref="SoftwareCursor"/>.
|
|
/// </summary>
|
|
HardwareCursorIfAvailable,
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
[UnityEditor.CustomEditor(typeof(VirtualMouseInput))]
|
|
private class VirtualMouseInputEditor : UnityEditor.Editor
|
|
{
|
|
public void OnDisable()
|
|
{
|
|
new InputComponentEditorAnalytic(InputSystemComponent.VirtualMouseInput).Send();
|
|
new VirtualMouseInputEditorAnalytic(this).Send();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
#endif // PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
|