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2025-01-25 04:38:09 +08:00

189 lines
4.6 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// This class makes it possible to activate or select something by pressing a key (such as space bar for example).
/// </summary>
[AddComponentMenu("NGUI/Interaction/Key Binding")]
public class UIKeyBinding : MonoBehaviour
{
static List<UIKeyBinding> mList = new List<UIKeyBinding>();
public enum Action
{
PressAndClick,
Select,
All,
}
public enum Modifier
{
Any,
Shift,
Control,
Alt,
None,
}
/// <summary>
/// Key that will trigger the binding.
/// </summary>
public KeyCode keyCode = KeyCode.None;
/// <summary>
/// Modifier key that must be active in order for the binding to trigger.
/// </summary>
public Modifier modifier = Modifier.Any;
/// <summary>
/// Action to take with the specified key.
/// </summary>
public Action action = Action.PressAndClick;
[System.NonSerialized] bool mIgnoreUp = false;
[System.NonSerialized] bool mIsInput = false;
[System.NonSerialized] bool mPress = false;
/// <summary>
/// Check to see if the specified key happens to be bound to some element.
/// </summary>
static public bool IsBound (KeyCode key)
{
for (int i = 0, imax = mList.Count; i < imax; ++i)
{
UIKeyBinding kb = mList[i];
if (kb != null && kb.keyCode == key) return true;
}
return false;
}
protected virtual void OnEnable () { mList.Add(this); }
protected virtual void OnDisable () { mList.Remove(this); }
/// <summary>
/// If we're bound to an input field, subscribe to its Submit notification.
/// </summary>
protected virtual void Start ()
{
UIInput input = GetComponent<UIInput>();
mIsInput = (input != null);
if (input != null) EventDelegate.Add(input.onSubmit, OnSubmit);
}
/// <summary>
/// Ignore the KeyUp message if the input field "ate" it.
/// </summary>
protected virtual void OnSubmit () { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; }
/// <summary>
/// Convenience function that checks whether the required modifier key is active.
/// </summary>
protected virtual bool IsModifierActive ()
{
if (modifier == Modifier.Any) return true;
if (modifier == Modifier.Alt)
{
if (UICamera.GetKey(KeyCode.LeftAlt) ||
UICamera.GetKey(KeyCode.RightAlt)) return true;
}
else if (modifier == Modifier.Control)
{
if (UICamera.GetKey(KeyCode.LeftControl) ||
UICamera.GetKey(KeyCode.RightControl)) return true;
}
else if (modifier == Modifier.Shift)
{
if (UICamera.GetKey(KeyCode.LeftShift) ||
UICamera.GetKey(KeyCode.RightShift)) return true;
}
else if (modifier == Modifier.None)
return
!UICamera.GetKey(KeyCode.LeftAlt) &&
!UICamera.GetKey(KeyCode.RightAlt) &&
!UICamera.GetKey(KeyCode.LeftControl) &&
!UICamera.GetKey(KeyCode.RightControl) &&
!UICamera.GetKey(KeyCode.LeftShift) &&
!UICamera.GetKey(KeyCode.RightShift);
return false;
}
/// <summary>
/// Process the key binding.
/// </summary>
protected virtual void Update ()
{
if (UICamera.inputHasFocus) return;
if (keyCode == KeyCode.None || !IsModifierActive()) return;
#if WINDWARD && UNITY_ANDROID
// NVIDIA Shield controller has an odd bug where it can open the on-screen keyboard via a KeyCode.Return binding,
// and then it can never be closed. I am disabling it here until I can track down the cause.
if (keyCode == KeyCode.Return && PlayerPrefs.GetInt("Start Chat") == 0) return;
#endif
#if UNITY_FLASH
bool keyDown = Input.GetKeyDown(keyCode);
bool keyUp = Input.GetKeyUp(keyCode);
#else
bool keyDown = UICamera.GetKeyDown(keyCode);
bool keyUp = UICamera.GetKeyUp(keyCode);
#endif
if (keyDown) mPress = true;
if (action == Action.PressAndClick || action == Action.All)
{
if (keyDown)
{
UICamera.currentKey = keyCode;
OnBindingPress(true);
}
if (mPress && keyUp)
{
UICamera.currentKey = keyCode;
OnBindingPress(false);
OnBindingClick();
}
}
if (action == Action.Select || action == Action.All)
{
if (keyUp)
{
if (mIsInput)
{
if (!mIgnoreUp && !UICamera.inputHasFocus)
{
if (mPress) UICamera.selectedObject = gameObject;
}
mIgnoreUp = false;
}
else if (mPress)
{
UICamera.hoveredObject = gameObject;
}
}
}
if (keyUp) mPress = false;
}
protected virtual void OnBindingPress (bool pressed) { UICamera.Notify(gameObject, "OnPress", pressed); }
protected virtual void OnBindingClick () { UICamera.Notify(gameObject, "OnClick", null); }
}