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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
[AddComponentMenu("Event/TUIO Input Module")]
public class TUIOInputModule : PointerInputModule
{
protected TUIOInputModule()
{
}
public override bool IsModuleSupported()
{
return TUIOManager.Instance.IsReady();
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
return TUIOManager.Instance.touches.Count > 0;
}
public override void Process()
{
ProcessTUIOEvents();
}
void OnApplicationFocus(bool hasFocus)
{
_hasFocus = hasFocus;
}
private void Update()
{
//return;
if (_hasFocus)
return;
UpdateModule();
Process();
}
private bool ProcessTUIOEvents()
{
foreach (int key in TUIOManager.Instance.touches.Keys)
{
Touch touch = TUIOManager.Instance.touches[key];
if (touch.type == TouchType.Indirect)
{
print("touch.type == TouchType.Indirect");
//continue;
}
bool released;
bool pressed;
var pointer = GetTouchPointerEventData(touch, out pressed, out released);
if(released)
{
// print("remove 2, " + touch.fingerId);
}
ProcessTouchPress(pointer, pressed, released);
if (!released)
{
ProcessMove(pointer);
ProcessDrag(pointer);
}
else
RemovePointerData(pointer);
}
return TUIOManager.Instance.touches.Count > 0;
}
protected 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;
}
}
private bool _hasFocus;
}