This class manages input such as clicking, hovering and keypresses.
|
static void | Clear () |
| Clears all active elements. More...
|
|
static void | ClearMouseOvers (UIEvent mouseEvent, int fromIndex) |
| Clears mouse overs from the list and calls onmouseout with the given event. More...
|
|
static void | SetMousePosition (Vector2 position) |
| Used internally. Don't call this from within a 2D resolver. Locates the mouse at the given position. More...
|
|
static void | Update () |
| Updates mouse overs and the mouse position. More...
|
|
static bool | OnKeyUp (int keyCode, char character) |
| Tells the UI a key was released. More...
|
|
static bool | OnKeyDown (int keyCode, char character) |
| Tells the UI a key was pressed down. More...
|
|
static bool | OnKeyPress (bool down, char character, int keyCode) |
| Tells the UI a key was pressed. More...
|
|
static bool | OnMouseDown (int x, int y) |
| Tells the UI the mouse was clicked. More...
|
|
static bool | OnMouseUp (int x, int y) |
| Tells the UI the mouse was released. More...
|
|
static void | ClickOn (Element element, UIEvent uiEvent) |
| Runs a click which may bubble all the way to the root from the given element. More...
|
|
static void | MouseOn (Element element, UIEvent uiEvent) |
| Runs a mouseover which may bubble all the way to the root from the given element. More...
|
|
static bool | OnMouseOver (int x, int y) |
| Checks if the mouse is over the UI and runs the mouse over methods. More...
|
|
static HitResult | HandleUIHit (RaycastHit hit) |
| Checks if the given hit was on a WorldUI. If it was, it runs the click and returns true. More...
|
|
static HitResult | HandleWorldUIHit (RaycastHit hit) |
| Checks if the given hit was on a WorldUI. If it was, it runs the click and returns true. More...
|
|
|
static int | MouseX |
| The computed mouseX coordinate on the currently focused UI. May originate from a raycast for WorldUIs. More...
|
|
static int | MouseY |
| The computed mouseY coordinate on the currently focused UI. May originate from a raycast for WorldUIs. More...
|
|
static Element | Focused |
| The currently focused element. More...
|
|
static Element | Focusing |
| The currently focusing element. More...
|
|
static Vector2 | MousePosition |
| The position of the mouse in pixels from the top left corner. More...
|
|
static RaycastHit | LatestRayHit |
| 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...
|
|
static Camera | CameraFor3DInput |
| The camera used for 3D input. Defaults to Camera.main if this is null. More...
|
|
static InputMode | Mode =InputMode.Screen |
| The mode of input. Use UI.InputMode to change this correctly. This defines how a click/tap should be resolved to an element. More...
|
|
static MousePositionResolver2D | OnResolve2D |
| Used to resolve the 2D location of the mouse. If used, apply your results to MousePosition. More...
|
|
static MousePositionResolver3D | OnResolve3D |
| Used to resolve the 3D location of the mouse. More...
|
|
static InputMode | WorldInputMode =InputMode.None |
| The mode of input for worldUI's. More...
|
|
static List< Element > | MouseOvers =new List<Element>() |
| The set of all elements that currently have the mouse over them. This is essentially a stack; The element at the front of the list is the element on top. This is because the event bubbles upwards starting at the deepest element in the DOM. More...
|
|
static List< Element > | LastMouseDown =new List<Element>() |
| The latest elements to receive a mousedown. More than one because it's possible to click on a whole bunch of elements at the same time. More...
|
|