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376 lines
13 KiB
376 lines
13 KiB
namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// Base class that all EventSystem events inherit from.
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/// </summary>
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public interface IEventSystemHandler
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{
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnPointerEnter callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IPointerEnterHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect pointer enter events
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/// </summary>
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void OnPointerEnter(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnPointerExit callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IPointerExitHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect pointer exit events
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/// </summary>
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void OnPointerExit(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnPointerDown callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IPointerDownHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect pointer down events.
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/// </summary>
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void OnPointerDown(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnPointerUp callbacks.
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/// Note: In order to receive OnPointerUp callbacks, you must also implement the EventSystems.IPointerDownHandler|IPointerDownHandler interface
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IPointerUpHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect pointer up events.
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/// </summary>
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void OnPointerUp(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnPointerClick callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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/// <remarks>
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/// Use the IPointerClickHandler Interface to handle click input using OnPointerClick callbacks. Ensure an Event System exists in the Scene to allow click detection. For click detection on non-UI GameObjects, ensure a EventSystems.PhysicsRaycaster is attached to the Camera.
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour, IPointerClickHandler
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/// {
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/// //Detect if a click occurs
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/// public void OnPointerClick(PointerEventData pointerEventData)
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/// {
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/// //Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
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/// Debug.Log(name + " Game Object Clicked!");
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/// }
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/// }
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/// </code>
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/// </example>
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public interface IPointerClickHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect clicks.
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/// </summary>
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void OnPointerClick(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnBeginDrag callbacks.
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/// Note: You need to implement IDragHandler in addition to IBeginDragHandler.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IBeginDragHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by a BaseInputModule before a drag is started.
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/// </summary>
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void OnBeginDrag(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnInitializePotentialDrag callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IInitializePotentialDragHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by a BaseInputModule when a drag has been found but before it is valid to begin the drag.
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/// </summary>
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void OnInitializePotentialDrag(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnDrag callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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/// using UnityEngine.UI;
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///
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/// [RequireComponent(typeof(Image))]
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/// public class DragMe : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
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/// {
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/// public bool dragOnSurfaces = true;
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///
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/// private GameObject m_DraggingIcon;
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/// private RectTransform m_DraggingPlane;
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///
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/// public void OnBeginDrag(PointerEventData eventData)
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/// {
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/// var canvas = FindInParents<Canvas>(gameObject);
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/// if (canvas == null)
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/// return;
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///
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/// // We have clicked something that can be dragged.
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/// // What we want to do is create an icon for this.
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/// m_DraggingIcon = new GameObject("icon");
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///
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/// m_DraggingIcon.transform.SetParent(canvas.transform, false);
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/// m_DraggingIcon.transform.SetAsLastSibling();
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///
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/// var image = m_DraggingIcon.AddComponent<Image>();
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///
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/// image.sprite = GetComponent<Image>().sprite;
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/// image.SetNativeSize();
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///
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/// if (dragOnSurfaces)
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/// m_DraggingPlane = transform as RectTransform;
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/// else
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/// m_DraggingPlane = canvas.transform as RectTransform;
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///
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/// SetDraggedPosition(eventData);
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/// }
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///
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/// public void OnDrag(PointerEventData data)
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/// {
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/// if (m_DraggingIcon != null)
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/// SetDraggedPosition(data);
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/// }
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///
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/// private void SetDraggedPosition(PointerEventData data)
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/// {
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/// if (dragOnSurfaces && data.pointerEnter != null && data.pointerEnter.transform as RectTransform != null)
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/// m_DraggingPlane = data.pointerEnter.transform as RectTransform;
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///
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/// var rt = m_DraggingIcon.GetComponent<RectTransform>();
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/// Vector3 globalMousePos;
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/// if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlane, data.position, data.pressEventCamera, out globalMousePos))
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/// {
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/// rt.position = globalMousePos;
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/// rt.rotation = m_DraggingPlane.rotation;
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/// }
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/// }
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///
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/// public void OnEndDrag(PointerEventData eventData)
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/// {
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/// if (m_DraggingIcon != null)
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/// Destroy(m_DraggingIcon);
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/// }
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///
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/// static public T FindInParents<T>(GameObject go) where T : Component
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/// {
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/// if (go == null) return null;
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/// var comp = go.GetComponent<T>();
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///
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/// if (comp != null)
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/// return comp;
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///
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/// Transform t = go.transform.parent;
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/// while (t != null && comp == null)
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/// {
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/// comp = t.gameObject.GetComponent<T>();
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/// t = t.parent;
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/// }
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/// return comp;
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/// }
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/// }
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/// </code>
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/// </example>
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public interface IDragHandler : IEventSystemHandler
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{
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/// <summary>
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/// When dragging is occurring this will be called every time the cursor is moved.
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/// </summary>
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void OnDrag(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnEndDrag callbacks.
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/// Note: You need to implement IDragHandler in addition to IEndDragHandler.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IEndDragHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by a BaseInputModule when a drag is ended.
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/// </summary>
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void OnEndDrag(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnDrop callbacks.
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/// </summary>
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/// <example>
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/// <code>
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class DropMe : MonoBehaviour, IDropHandler
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/// {
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/// public void OnDrop(PointerEventData data)
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/// {
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/// if (data.pointerDrag != null)
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/// {
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/// Debug.Log ("Dropped object was: " + data.pointerDrag);
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/// }
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/// }
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/// }
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/// </code>
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/// </example>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IDropHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by a BaseInputModule on a target that can accept a drop.
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/// </summary>
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void OnDrop(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnScroll callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IScrollHandler : IEventSystemHandler
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{
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/// <summary>
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/// Use this callback to detect scroll events.
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/// </summary>
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void OnScroll(PointerEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnUpdateSelected callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IUpdateSelectedHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by the EventSystem when the object associated with this EventTrigger is updated.
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/// </summary>
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/// <example>
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/// <code>
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class UpdateSelectedExample : MonoBehaviour, IUpdateSelectedHandler
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/// {
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/// public void OnUpdateSelected(BaseEventData data)
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/// {
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/// Debug.Log("OnUpdateSelected called.");
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/// }
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/// }
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/// </code>
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/// </example>
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void OnUpdateSelected(BaseEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnSelect callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface ISelectHandler : IEventSystemHandler
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{
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void OnSelect(BaseEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnDeselect callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IDeselectHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by the EventSystem when a new object is being selected.
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/// </summary>
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void OnDeselect(BaseEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnMove callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface IMoveHandler : IEventSystemHandler
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{
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/// <summary>
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/// Called by a BaseInputModule when a move event occurs.
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/// </summary>
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void OnMove(AxisEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnSubmit callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface ISubmitHandler : IEventSystemHandler
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{
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void OnSubmit(BaseEventData eventData);
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}
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/// <summary>
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/// Interface to implement if you wish to receive OnCancel callbacks.
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/// </summary>
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/// <remarks>
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/// Criteria for this event is implementation dependent. For example see StandAloneInputModule.
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/// </remarks>
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public interface ICancelHandler : IEventSystemHandler
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{
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void OnCancel(BaseEventData eventData);
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}
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}
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