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This logic allows dragging without selection. + private void OnMouseUp() + { + if (wasDragging) + return; + + selected = !selected; + gameObject.GetComponent().material.SetColor("_Color", !selected ? Color.blue : Color.white); + } +} diff --git a/Assets/Samples/MouseEvents/OnMouseEventDragSample.cs.meta b/Assets/Samples/MouseEvents/OnMouseEventDragSample.cs.meta new file mode 100644 index 0000000000..94b185a00e --- /dev/null +++ b/Assets/Samples/MouseEvents/OnMouseEventDragSample.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ada8b9297ed9f4284ac385e04a6d84e7 \ No newline at end of file diff --git a/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity b/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity new file mode 100644 index 0000000000..85c39ecdaa --- /dev/null +++ b/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity @@ -0,0 +1,568 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 10 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 0 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 12 + m_Resolution: 2 + m_BakeResolution: 40 + m_AtlasSize: 1024 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 2 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 512 + m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 256 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 1 + m_PVRDenoiserTypeDirect: 1 + m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeAO: 1 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVREnvironmentMIS: 1 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 1 + m_PVRFilteringGaussRadiusAO: 1 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 + m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0} + m_LightingSettings: {fileID: 0} +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 3 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &696383075 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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{fileID: 696383077} + - {fileID: 2103964653} + - {fileID: 1370017267} + - {fileID: 755211108} diff --git a/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity.meta b/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity.meta new file mode 100644 index 0000000000..d28e935504 --- /dev/null +++ b/Assets/Samples/MouseEvents/OnMouseEventsTestScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 33ceddc7416b0478aa52a8bf42140b65 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/MouseEvents/OnMouseHoverSample.cs b/Assets/Samples/MouseEvents/OnMouseHoverSample.cs new file mode 100644 index 0000000000..ce29052aa1 --- /dev/null +++ b/Assets/Samples/MouseEvents/OnMouseHoverSample.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; + +public class OnMouseHoverSample : MonoBehaviour +{ + private bool selected; + + // This can be used to select objects. + private void OnMouseUpAsButton() + { + selected = !selected; + gameObject.GetComponent().material.SetColor("_Color", selected ? Color.blue : Color.white); + } + + // Highlight the object when the cursor is over it. + private void OnMouseEnter() + { + if (selected) + return; + gameObject.GetComponent().material.SetColor("_Color", Color.green); + } + + // Set back to a normal state. + private void OnMouseExit() + { + if (selected) + return; + gameObject.GetComponent().material.SetColor("_Color", Color.white); + } + + // This allows highlighting the object right after deselection, where the cursor is over the object. + private void OnMouseOver() + { + if (selected) + return; + gameObject.GetComponent().material.SetColor("_Color", Color.green); + } +} diff --git a/Assets/Samples/MouseEvents/OnMouseHoverSample.cs.meta b/Assets/Samples/MouseEvents/OnMouseHoverSample.cs.meta new file mode 100644 index 0000000000..fc4a1ebacd --- /dev/null +++ b/Assets/Samples/MouseEvents/OnMouseHoverSample.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dfa3000288be14ff2b00dd409f1298c7 \ No newline at end of file diff --git a/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs b/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs new file mode 100644 index 0000000000..2e6e566614 --- /dev/null +++ b/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs @@ -0,0 +1,199 @@ +#if UNITY_6000_4_OR_NEWER +using System; +using System.Collections; +using System.Collections.Generic; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.TestTools; +using Is = UnityEngine.TestTools.Constraints.Is; + + +partial class CoreTests +{ + internal GameObject SetUpScene() + { + var gameObject = GameObject.CreatePrimitive(PrimitiveType.Cube); + gameObject.transform.position = Vector3.zero; + var camera = new GameObject("MainCamera").AddComponent(); + camera.transform.position = new Vector3(0, 0, -2f); + camera.tag = "MainCamera"; + return gameObject; + } + + private static HashSet _testDevices = new HashSet { typeof(Mouse), typeof(Pen), typeof(Touchscreen) }; + // OnMouseOver/Exit and Hover events are not supported for touch + private static HashSet _testDevicesNoTouch = new HashSet { typeof(Mouse), typeof(Pen) }; + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseDown([ValueSource(nameof(_testDevices))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + + Set(pointer, new Vector2(vec.x, vec.y), true, false); + yield return null; + + Assert.That(gameObject.transform.position, Is.EqualTo(new Vector3(0, 0, 1)), "No MouseDown event received."); + } + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseUp([ValueSource(nameof(_testDevices))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + Set(pointer, new Vector2(vec.x, vec.y), true, false); + yield return null; + Set(pointer, vec, false, true); + yield return null; + Assert.That(gameObject.transform.position, Is.EqualTo(new Vector3(0, 0, 2)), "No MouseUp event received."); + } + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseUpAsButton([ValueSource(nameof(_testDevices))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + Set(pointer, new Vector2(vec.x, vec.y), true, false); + yield return null; + Set(pointer, vec, false, true); + yield return null; + Assert.That(gameObject.transform.position, Is.EqualTo(new Vector3(0, 0, 1)), "No MouseUpAsButton event received."); + } + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseDrag([ValueSource(nameof(_testDevices))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + Set(pointer, new Vector2(vec.x, vec.y), false, false); + yield return null; + Set(pointer, new Vector2(vec.x, vec.y), true, false); + yield return null; + Set(pointer, new Vector2(vec.x + 1f, vec.y), false, false); + yield return null; + Assert.That(gameObject.transform.position, Is.EqualTo(new Vector3(0, 0, 3)), "No MouseDrag event received."); + } + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseEnterAndMouseExit([ValueSource(nameof(_testDevicesNoTouch))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + Set(pointer, new Vector2(0, 0), false, false); + yield return null; + Set(pointer, new Vector2(vec.x, vec.y), false, false); + yield return null; + Assert.That(gameObject.GetComponent().material.color, Is.EqualTo(Color.green), "No MouseEnter event received."); + + Set(pointer, new Vector2(0, 0), false, false); + yield return null; + Assert.That(gameObject.GetComponent().material.color, Is.EqualTo(Color.red), "No MouseExit event received."); + } + + [UnityTest] + [Category("MouseEvents")] + public IEnumerator MouseEvents_CanReceiveOnMouseOver([ValueSource(nameof(_testDevicesNoTouch))] Type pointerType) + { + var pointer = (Pointer)InputSystem.s_Manager.AddDevice(pointerType); + InputSystem.AddDevice(pointer); + + var gameObject = SetUpScene(); + gameObject.AddComponent(); + var vec = Camera.main.WorldToScreenPoint(gameObject.transform.position); + Set(pointer, new Vector2(vec.x, vec.y), false, false); + yield return null; + Assert.That(gameObject.GetComponent().material.color, Is.EqualTo(Color.blue), "No MouseOver event received."); + } + + void Set(Pointer pointer, Vector2 point, bool pressed, bool released) + { + if (pointer is Touchscreen touchscreen) + { + if (pressed) + BeginTouch(0, point, false, touchscreen); + else if (released) + EndTouch(0, point, delta: default, false, touchscreen); + else + MoveTouch(0, point, delta: default, false, touchscreen); + return; + } + Move(pointer.position, point); + if (pressed) + Press(pointer.press); + else if (released) + Release(pointer.press); + } +} + +internal class OnMouseEventsTest : MonoBehaviour +{ + private void OnMouseDown() + { + gameObject.transform.position = new Vector3(0, 0, 1); + } + + private void OnMouseUp() + { + gameObject.transform.position = new Vector3(0, 0, 2); + } + + private void OnMouseDrag() + { + gameObject.transform.position = new Vector3(0, 0, 3); + } + + private void OnMouseEnter() + { + gameObject.GetComponent().material.color = Color.green; + } + + private void OnMouseExit() + { + gameObject.GetComponent().material.color = Color.red; + } +} + +internal class OnMousEventTestTwo : MonoBehaviour +{ + private void OnMouseUpAsButton() + { + gameObject.transform.position = new Vector3(0, 0, 1); + } + + private void OnMouseOver() + { + gameObject.GetComponent().material.color = Color.blue; + } + + private void OnMouseDrag() + { + gameObject.transform.position = new Vector3(0, 0, 3); + } +} +#endif diff --git a/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs.meta b/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs.meta new file mode 100644 index 0000000000..e82e9e59d3 --- /dev/null +++ b/Assets/Tests/InputSystem/CoreTests_MouseEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 144d5c4139fb74b2892f1402205b496c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index d6e7542213..7bcfe54ada 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -16,6 +16,7 @@ however, it has to be formatted properly to pass verification tests. ### Added - Exposed MediaPlayPause, MediaRewind, MediaForward keys on Keyboard. +- Added OnMouse events for the InputSystem from editor version 6.3, including samples and tests. - Added a new fluent API `WithSuppressedActionPropagation()` to `UnityEngine.InputSystem.InputActionRebindingExtensions` that allows suppressing actions from firing during interactive rebinding while allowing state updates to avoid actions triggering after state event suppression (default). ISXB-1546. - Added a new Monobehavior `InputActionLabel` to rebinding sample to allow dynamic text showing relevant binding for an `InputAction`. diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 4926f14b08..49512ff874 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -15,6 +15,7 @@ using UnityEngine.InputSystem.Utilities; using UnityEngine.InputSystem.Layouts; using Unity.Profiling; +using UnityEngineInternal.Input; #if UNITY_EDITOR using UnityEngine.InputSystem.Editor; @@ -3703,6 +3704,12 @@ private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer ev //// mess in the event buffer //// same goes for events that someone may queue from a change monitor callback InvokeAfterUpdateCallback(updateType); + //send pointer data to backend for OnMouseEvents +#if UNITY_6000_4_OR_NEWER + var pointer = Pointer.current; + if (pointer != null && gameIsPlaying) + NativeInputSystem.DoSendMouseEvents(pointer.press.isPressed, pointer.press.wasPressedThisFrame, pointer.position.x.value, pointer.position.y.value); +#endif m_CurrentUpdate = default; }