// Copyright (c) 2024 Vuplex Inc. All rights reserved. // // Licensed under the Vuplex Commercial Software Library License, you may // not use this file except in compliance with the License. You may obtain // a copy of the License at // // https://vuplex.com/commercial-library-license // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. using System; using System.Reflection; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; using Vuplex.WebView.Internal; #if VUPLEX_MRTK using Microsoft.MixedReality.Toolkit.Input; #endif namespace Vuplex.WebView { [HelpURL("https://developer.vuplex.com/webview/IPointerInputDetector")] public class CanvasPointerInputDetector : DefaultPointerInputDetector { RectTransform _cachedRectTransform; CachingGetter _canvasGetter; protected override Vector2 _convertToNormalizedPoint(PointerEventData pointerEventData) { if (_canvasGetter == null) { _canvasGetter = new CachingGetter(GetComponentInParent, 1, this); } var canvas = _canvasGetter.GetValue(); var camera = canvas == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera; Vector2 localPoint; var mousePosition = pointerEventData.position; #if (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX) && !UNITY_EDITOR // To handle multiple displays on Windows and macOS, Display.RelativeMouseAt() must be used // to translate the mouse position. However, Unity's UI system still has a limitation where // this may not work when the monitors have different sizes / resolutions. // - https://issuetracker.unity3d.com/issues/buttons-hitbox-is-offset-when-building-standalone-project-for-two-screens var positionForDisplay = Display.RelativeMouseAt(new Vector3(mousePosition.x, mousePosition.y)); // RelativeMouseAt() returns Vector3.zero when multiple displays aren't supported. if (positionForDisplay != Vector3.zero) { mousePosition = new Vector2(positionForDisplay.x, positionForDisplay.y); } #endif RectTransformUtility.ScreenPointToLocalPointInRectangle(_getRectTransform(), mousePosition, camera, out localPoint); return _convertVector2ToNormalizedPoint(localPoint); } protected override Vector2 _convertToNormalizedPoint(Vector3 worldPosition) { var localPoint = _getRectTransform().InverseTransformPoint(worldPosition); var normalizedPoint = _convertVector2ToNormalizedPoint(localPoint); return normalizedPoint; } // Note: This method was originally named _convertToNormalizedPoint(Vector2), but since a Vector3 can be implicitly // converted to a Vector2, it caused this method to incorrectly be called instead of _convertToNormalizedPoint(Vector3) // in some cases. Vector2 _convertVector2ToNormalizedPoint(Vector2 localPoint) { var normalizedPoint = Rect.PointToNormalized(_getRectTransform().rect, localPoint); normalizedPoint.y = 1 - normalizedPoint.y; return normalizedPoint; } RectTransform _getRectTransform() { if (_cachedRectTransform == null) { _cachedRectTransform = GetComponent(); } return _cachedRectTransform; } protected override bool _positionIsZero(PointerEventData eventData) => eventData.position == Vector2.zero; void Start() { #if VUPLEX_MRTK // Add a NearInteractionTouchable script to allow touch interactions // to trigger the IMixedRealityPointerHandler methods. var touchable = gameObject.AddComponent(); touchable.EventsToReceive = TouchableEventType.Pointer; #endif } } }