An input pointer. These trigger touch events and mouse events. There's one set of pointers for the overall project (InputPointer.All). If there's a pointer on the screen at all times (i.e. desktops) then the set is always at least 1 in size.
Public Member Functions | |
InputPointer () | |
void | Add () |
Adds this pointer to the available set so it'll get updated. More... | |
float | GetMinDragDistance () |
Finds the minimum drag distance. Always greater than zero. More... | |
virtual bool | Relocate (out UnityEngine.Vector2 delta) |
Update ScreenX/ScreenY. More... | |
void | SetButton (int unityButtonID) |
Sets ButtonID mapping from the Unity ID to the W3C ones. More... | |
void | Click (int unityButtonID) |
Clicks this pointer - same as SetPressure(1). More... | |
void | Release (int unityButtonID) |
Releases this pointer - same as SetPressure(0). More... | |
IEventTarget | ResolveTarget () |
Attempts to resolve LatestHit to an event target. Prefers to use Input.TargetResolver but falls back searching for a script on the gameobject which implements it. Will search up the hierarchy too. More... | |
void | SetPressure (float v) |
Sets the pressure level. More... | |
Public Attributes | |
const int | DRAG_UNKNOWN =0 |
Not tested if a pointer is in the dragging state yet. More... | |
const int | DRAG_NOT_AVAILABLE =1 |
Tried to drag something that isn't actually draggable. More... | |
const int | DRAGGING =2 |
Dragging something. More... | |
const int | SELECTING =4 |
Selecting something. More... | |
bool | StillAlive =true |
Used by pointers that don't stick around (fingers and styluses). They're marked as still alive until they don't show up in the touch set anymore. It's always unfortunate that we have to do things like this; the underlying API's are event based but Unity would rather we poll instead. More... | |
int | ID =-1 |
A unique ID for this pointer. More... | |
bool | FireTouchEvents |
True if this pointer should fire touch events. More... | |
float | ScreenX |
The current X coordinate on the screen. More... | |
float | ScreenY |
The current Y coordinate on the screen. More... | |
float | DocumentX |
The current X coordinate on the document that ActiveOver is in. More... | |
float | DocumentY |
The current Y coordinate on the document that ActiveOver is in. More... | |
int | DragStatus =DRAG_UNKNOWN |
The current drag status. See e.g. DRAG_UNKNOWN. More... | |
float | DownDocumentX |
The X coordinate when the pointer went down (clicked). More... | |
float | DownDocumentY |
The Y coordinate when the pointer went down (clicked). More... | |
bool | Removed |
This occurs with touch pointers. They get marked as removed when the finger is no longer on the screen. More... | |
float | MinDragDistance |
The current minimum drag distance. More... | |
Element | ActiveUpdating |
Used by e.g. dragging. The element that is "pressed" can be different from the one being actually dragged. More... | |
Element | ActiveOver |
The element that this pointer is currently over. More... | |
Element | ActivePressed |
The element that this pointer last pressed/ clicked on. More... | |
float | Pressure |
The latest pressure. More... | |
int | ButtonID |
The latest button that went down. More... | |
bool | LatestHitSuccess |
True if LatestRayHit is valid (because it hit something). More... | |
UnityEngine.RaycastHit | LatestHit |
If WorldUI's receive input, a ray must be fired from CameraFor3DInput to attempt input. This is the lastest ray result. UI.MouseOver updates this immediately; it's updated at the UI rate otherwise. More... | |
long | pointerId =0 |
A globally unique ID. More... | |
bool | isPrimary =true |
Is this the primary pointer? They all are by default in PowerUI (everything receives the 'legacy' mouse events). More... | |
Static Package Functions | |
static void | Tidy () |
Removes the pointers marked for removal. More... | |
Static Package Attributes | |
static int | PointerCount |
To avoid resizing this array repeatedly, we track how many are actually in use. More... | |
static InputPointer[] | AllRaw =new InputPointer[1] |
The raw set of all available input pointers. PointerCount is how many indices are actually in use. More... | |
Properties | |
static InputPointer[] | All [get] |
The set of all input pointers that are currently actively doing something. Note that this array gets built when you request this property; If you want extra speed, access AllRaw and use PointerCount instead. More... | |
virtual string | pointerType [get] |
The type of input pointer. More... | |
virtual float | tangentialPressure [get] |
The 'barrel' pressure when available. More... | |
virtual double | width [get] |
The width of the active pointer area in CSS pixels. More... | |
virtual double | height [get] |
The height of the active pointer area in CSS pixels. More... | |
virtual float | tiltX [get] |
The x tilt of the pointer. More... | |
virtual float | tiltY [get] |
The y tilt of the pointer. More... | |
virtual float | twist [get] |
The rotation angle of an input when available. More... | |
bool | IsDown [get] |
True if this input is currently down. More... | |
float | startX [get] |
The X coordinate when the pointer went down (clicked). Same as DownDocumentX More... | |
float | startY [get] |
The Y coordinate when the pointer went down (clicked). Same as DownDocumentY More... | |
bool | MovedBeyondDragDistance [get] |
Checks if the delta between DocumentX/Y and DownDocumentX/Y is bigger than our min drag size. More... | |
Static Private Member Functions | |
static void | ResizePointerStack () |
Doubles the size of the pointer stack, AllRaw. More... | |
Static Private Attributes | |
static long | GlobalID =0 |
A globally unique ID. More... | |
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Adds this pointer to the available set so it'll get updated.
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inline |
Clicks this pointer - same as SetPressure(1).
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Finds the minimum drag distance. Always greater than zero.
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Releases this pointer - same as SetPressure(0).
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inlinevirtual |
Update ScreenX/ScreenY.
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inlinestaticprivate |
Doubles the size of the pointer stack, AllRaw.
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Attempts to resolve LatestHit to an event target. Prefers to use Input.TargetResolver but falls back searching for a script on the gameobject which implements it. Will search up the hierarchy too.
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inline |
Sets ButtonID mapping from the Unity ID to the W3C ones.
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Sets the pressure level.
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inlinestaticpackage |
Removes the pointers marked for removal.
Element PowerUI.InputPointer.ActiveOver |
The element that this pointer is currently over.
Element PowerUI.InputPointer.ActivePressed |
The element that this pointer last pressed/ clicked on.
Element PowerUI.InputPointer.ActiveUpdating |
Used by e.g. dragging. The element that is "pressed" can be different from the one being actually dragged.
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staticpackage |
The raw set of all available input pointers. PointerCount is how many indices are actually in use.
int PowerUI.InputPointer.ButtonID |
The latest button that went down.
float PowerUI.InputPointer.DocumentX |
The current X coordinate on the document that ActiveOver is in.
float PowerUI.InputPointer.DocumentY |
The current Y coordinate on the document that ActiveOver is in.
float PowerUI.InputPointer.DownDocumentX |
The X coordinate when the pointer went down (clicked).
float PowerUI.InputPointer.DownDocumentY |
The Y coordinate when the pointer went down (clicked).
const int PowerUI.InputPointer.DRAG_NOT_AVAILABLE =1 |
Tried to drag something that isn't actually draggable.
const int PowerUI.InputPointer.DRAG_UNKNOWN =0 |
Not tested if a pointer is in the dragging state yet.
const int PowerUI.InputPointer.DRAGGING =2 |
Dragging something.
int PowerUI.InputPointer.DragStatus =DRAG_UNKNOWN |
The current drag status. See e.g. DRAG_UNKNOWN.
bool PowerUI.InputPointer.FireTouchEvents |
True if this pointer should fire touch events.
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staticprivate |
A globally unique ID.
int PowerUI.InputPointer.ID =-1 |
A unique ID for this pointer.
bool PowerUI.InputPointer.isPrimary =true |
Is this the primary pointer? They all are by default in PowerUI (everything receives the 'legacy' mouse events).
UnityEngine.RaycastHit PowerUI.InputPointer.LatestHit |
bool PowerUI.InputPointer.LatestHitSuccess |
True if LatestRayHit is valid (because it hit something).
float PowerUI.InputPointer.MinDragDistance |
The current minimum drag distance.
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staticpackage |
To avoid resizing this array repeatedly, we track how many are actually in use.
long PowerUI.InputPointer.pointerId =0 |
A globally unique ID.
float PowerUI.InputPointer.Pressure |
The latest pressure.
bool PowerUI.InputPointer.Removed |
This occurs with touch pointers. They get marked as removed when the finger is no longer on the screen.
float PowerUI.InputPointer.ScreenX |
The current X coordinate on the screen.
float PowerUI.InputPointer.ScreenY |
The current Y coordinate on the screen.
const int PowerUI.InputPointer.SELECTING =4 |
Selecting something.
bool PowerUI.InputPointer.StillAlive =true |
Used by pointers that don't stick around (fingers and styluses). They're marked as still alive until they don't show up in the touch set anymore. It's always unfortunate that we have to do things like this; the underlying API's are event based but Unity would rather we poll instead.
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staticget |
The set of all input pointers that are currently actively doing something. Note that this array gets built when you request this property; If you want extra speed, access AllRaw and use PointerCount instead.
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get |
The height of the active pointer area in CSS pixels.
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get |
True if this input is currently down.
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Checks if the delta between DocumentX/Y and DownDocumentX/Y is bigger than our min drag size.
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The type of input pointer.
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The X coordinate when the pointer went down (clicked). Same as DownDocumentX
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The Y coordinate when the pointer went down (clicked). Same as DownDocumentY
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get |
The 'barrel' pressure when available.
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get |
The x tilt of the pointer.
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get |
The y tilt of the pointer.
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get |
The rotation angle of an input when available.
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get |
The width of the active pointer area in CSS pixels.