init uniWindowController 0.9.8
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/*
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* UniWindowDragMove.cs
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*
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* 作者: Kirurobo http://twitter.com/kirurobo
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* 许可证: MIT
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_LEGACY_INPUT_MANAGER
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#elif ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace Kirurobo
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{
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public class UniWindowMoveHandle : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler, IPointerUpHandler
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{
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private UniWindowController _uniwinc;
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/// <summary>
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/// 窗口最大化时是否禁用移动
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/// </summary>
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[Tooltip("窗口已最大化(缩放)时禁用拖拽移动。")]
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public bool disableOnZoomed = true;
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/// <summary>
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/// 拖动中则为 true
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/// </summary>
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public bool IsDragging
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{
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get { return _isDragging; }
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}
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private bool _isDragging = false;
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/// <summary>
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/// 是否进行拖动
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/// </summary>
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private bool IsEnabled
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{
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get { return enabled && (!disableOnZoomed || !IsZoomed); }
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}
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/// <summary>
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/// 是否适配显示器或最大化
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/// </summary>
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private bool IsZoomed
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{
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get { return (_uniwinc && (_uniwinc.shouldFitMonitor || _uniwinc.isZoomed)); }
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}
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/// <summary>
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/// 记录拖动前自动命中测试是否启用
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/// </summary>
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private bool _isHitTestEnabled;
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/// <summary>
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/// 拖动开始时窗口内坐标[像素]
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/// </summary>
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private Vector2 _dragStartedPosition;
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// 首次帧更新前调用 Start
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void Start()
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{
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// 获取场景中的 UniWindowController
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_uniwinc = GameObject.FindAnyObjectByType<UniWindowController>();
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if (_uniwinc) _isHitTestEnabled = _uniwinc.isHitTestEnabled;
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//// 下面的代码似乎不需要,所以注释掉以免擅自更改
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//Input.simulateMouseWithTouches = false;
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}
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/// <summary>
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/// 拖动开始时的处理
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/// </summary>
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public void OnBeginDrag(PointerEventData eventData)
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{
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if (!IsEnabled)
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{
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return;
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}
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// 仅通过鼠标左键拖动
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if (eventData.button != PointerEventData.InputButton.Left) return;
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// Mac 上行为会有所不同
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// 实际上仅在 Retina 支持启用时,但 eventData.position 的坐标系与窗口坐标系的缩放会不一致
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#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
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_dragStartedPosition = _uniwinc.windowPosition - _uniwinc.cursorPosition;
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#else
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_dragStartedPosition = eventData.position;
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#endif
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// 如果 _isDragging 为 false,则判断即将开始拖动
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if (!_isDragging)
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{
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// 拖动期间禁用命中测试
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_isHitTestEnabled = _uniwinc.isHitTestEnabled;
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_uniwinc.isHitTestEnabled = false;
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_uniwinc.isClickThrough = false;
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}
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_isDragging = true;
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}
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/// <summary>
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/// 拖动结束时的处理
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/// </summary>
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public void OnEndDrag(PointerEventData eventData)
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{
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EndDragging();
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}
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/// <summary>
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/// 鼠标抬起时也视为拖动结束
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/// </summary>
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/// <param name="eventData"></param>
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public void OnPointerUp(PointerEventData eventData)
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{
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EndDragging();
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}
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/// <summary>
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/// 结束拖动
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/// </summary>
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private void EndDragging()
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{
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if (_isDragging)
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{
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_uniwinc.isHitTestEnabled = _isHitTestEnabled;
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}
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_isDragging = false;
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}
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/// <summary>
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/// 非最大化时,通过鼠标拖动移动窗口
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/// </summary>
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public void OnDrag(PointerEventData eventData)
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{
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if (!_uniwinc || !_isDragging) return;
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// 如果拖动移动已被禁用,则结束拖动
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if (!IsEnabled)
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{
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EndDragging();
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return;
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}
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// // 如果鼠标左键未按下,则结束拖动
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// if (eventData.button != PointerEventData.InputButton.Left) return;
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// [Shift]、[Ctrl]、[Alt]、[Command] 键按下期间不视为拖动
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var modifiers = UniWindowController.GetModifierKeys();
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if (modifiers != UniWindowController.ModifierKey.None) return;
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// 如果鼠标按钮已松开,则结束拖动
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var buttons = UniWindowController.GetMouseButtons();
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if ((buttons & UniWindowController.MouseButton.Left) == UniWindowController.MouseButton.None) {
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EndDragging();
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return;
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}
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// #if ENABLE_LEGACY_INPUT_MANAGER
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// // 在 Mac 上,如果在多显示器之间移动,EventSystem 的 OnEndDrag 可能无法正确调用,因此始终监控鼠标按钮
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// if (!Input.Mouse.Button(0).IsPressed) {
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// EndDragging();
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// return;
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// }
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// if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)
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// || Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)
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// || Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)) return;
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// #elif ENABLE_INPUT_SYSTEM
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// // 在 Mac 上,如果在多显示器之间移动,EventSystem 的 OnEndDrag 可能无法正确调用,因此始终监控鼠标按钮
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// if (!Mouse.current.leftButton.isPressed) {
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// EndDragging();
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// return;
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// }
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// if (Keyboard.current[Key.LeftShift].isPressed || Keyboard.current[Key.RightShift].isPressed
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// || Keyboard.current[Key.LeftCtrl].isPressed || Keyboard.current[Key.RightCtrl].isPressed
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// || Keyboard.current[Key.LeftAlt].isPressed || Keyboard.current[Key.RightAlt].isPressed) return;
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// #endif
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// 如果是全屏则不移动窗口
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// 在编辑器中可能会变为 true,因此仅在非编辑器环境下确认
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#if !UNITY_EDITOR
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if (Screen.fullScreen)
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{
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EndDragging();
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return;
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}
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#endif
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#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
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// 在 Mac 上,通过原生插件获取/设置光标位置
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_uniwinc.windowPosition = _uniwinc.cursorPosition + _dragStartedPosition;
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//Debug.Log("Drag start: " + _dragStartedPosition);
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#else
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// 在 Windows 上,为支持触控操作而使用 eventData.position
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// 将窗口移动与起始位置一致的屏幕位置偏移量
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_uniwinc.windowPosition += eventData.position - _dragStartedPosition;
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#endif
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}
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}
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}
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