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(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 (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(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; }