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July 18, 2016 23:26
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Standalone Input Module for ignoring mouse input.
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/* | |
The MIT License(MIT) | |
Copyright(c) 2014-2015, Unity Technologies | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
*/ | |
using System; | |
using UnityEngine.Serialization; | |
namespace UnityEngine.EventSystems { | |
[AddComponentMenu("Event/Controller Input Module")] | |
public class ControllerInputModule : PointerInputModule { | |
private float m_PrevActionTime; | |
Vector2 m_LastMoveVector; | |
int m_ConsecutiveMoveCount = 0; | |
protected ControllerInputModule() { } | |
[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 string m_HorizontalAxis = "Horizontal"; | |
/// <summary> | |
/// Name of the vertical axis for movement (if axis events are used). | |
/// </summary> | |
[SerializeField] | |
private string m_VerticalAxis = "Vertical"; | |
/// <summary> | |
/// Name of the submit button. | |
/// </summary> | |
[SerializeField] | |
private string m_SubmitButton = "Submit"; | |
/// <summary> | |
/// Name of the submit button. | |
/// </summary> | |
[SerializeField] | |
private string m_CancelButton = "Cancel"; | |
[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; } | |
} | |
/// <summary> | |
/// Name of the horizontal axis for movement (if axis events are used). | |
/// </summary> | |
public string horizontalAxis { | |
get { return m_HorizontalAxis; } | |
set { m_HorizontalAxis = value; } | |
} | |
/// <summary> | |
/// Name of the vertical axis for movement (if axis events are used). | |
/// </summary> | |
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 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_ForceModuleActive || Input.mousePresent; | |
} | |
public override bool ShouldActivateModule() { | |
if (!base.ShouldActivateModule()) | |
return false; | |
var shouldActivate = m_ForceModuleActive; | |
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); | |
return shouldActivate; | |
} | |
public override void ActivateModule() { | |
base.ActivateModule(); | |
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(); | |
} | |
} | |
/// <summary> | |
/// Process submit keys. | |
/// </summary> | |
protected bool SendSubmitEventToSelectedObject() { | |
if (eventSystem.currentSelectedGameObject == null) | |
return false; | |
var data = GetBaseEventData(); | |
if (Input.GetButtonDown(m_SubmitButton)) | |
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler); | |
if (Input.GetButtonDown(m_CancelButton)) | |
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler); | |
return data.used; | |
} | |
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; | |
} | |
/// <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 = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis); | |
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); | |
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); | |
if (!similarDir) | |
m_ConsecutiveMoveCount = 0; | |
m_ConsecutiveMoveCount++; | |
m_PrevActionTime = time; | |
m_LastMoveVector = movement; | |
return axisEventData.used; | |
} | |
protected bool SendUpdateEventToSelectedObject() { | |
if (eventSystem.currentSelectedGameObject == null) | |
return false; | |
var data = GetBaseEventData(); | |
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); | |
return data.used; | |
} | |
} | |
} |
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