C# Class POINTER_INFO, marblemadness

Tracks important information about the status of a pointing device (mouse, finger, arbitrary ray)
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Public Properties

Property Type Description
actionID int
active bool
activeTime float
callerIsControl bool
camera Camera
devicePos Vector3
evt INPUT_EVENT
hitInfo UnityEngine.RaycastHit
id int
inputDelta Vector3
isTap bool
layerMask int
origPos Vector3
prevRay Ray
ray Ray
rayDepth float
targetObj IUIObject
type POINTER_TYPE

Public Methods

Method Description
Copy ( POINTER_INFO, ptr ) : void
Reset ( int actID ) : void
Reuse ( POINTER_INFO, ptr ) : void

Method Details

Copy() public method

public Copy ( POINTER_INFO, ptr ) : void
ptr POINTER_INFO,
return void

Reset() public method

public Reset ( int actID ) : void
actID int
return void

Reuse() public method

public Reuse ( POINTER_INFO, ptr ) : void
ptr POINTER_INFO,
return void

Property Details

actionID public property

ID of the current action. A new action ID is assigned each time the pointer goes "active" anew.
public int actionID
return int

active public property

A touch is currently active (finger is still on the pad, mouse button is held, etc).
public bool active
return bool

activeTime public property

The time (based on Time.time) that the pointer went active. This value is 0 when the pointer is not active.
public float activeTime
return float

callerIsControl public property

Signals whether the caller that is sending this pointer info is a control or not.
public bool callerIsControl
return bool

camera public property

The camera with which this pointer was used. This indicates which camera generated the ray information.
public Camera camera
return Camera

devicePos public property

Current position of the input device (mouse, finger, whatever). When using a mouse or touchpad, this is the screen position. When using a ray, this is the position of the pointer in world space as projected from the camera a distance specified by the UIManager's "Ray Depth" value.
public Vector3 devicePos
return Vector3

evt public property

The type of event the state of this pointer has generated
public INPUT_EVENT evt
return INPUT_EVENT

hitInfo public property

Struct that holds info about the raycast hit (if any) against a UI element.
public RaycastHit,UnityEngine hitInfo
return UnityEngine.RaycastHit

id public property

ID of the pointer.
public int id
return int

inputDelta public property

Change in the devicePos since the last polling.
public Vector3 inputDelta
return Vector3

isTap public property

Gets set to false after a touch/click moves beyond the drag threshold.
public bool isTap
return bool

layerMask public property

The layer mask for this pointer.
public int layerMask
return int

origPos public property

Original position where the touch/click began. When using a mouse or touchpad, this is the screen position. When using a ray, this is the position of the pointer in world space as projected from the camera a distance specified by the UIManager's "Ray Depth" value.
public Vector3 origPos
return Vector3

prevRay public property

The ray from the previous polling.
public Ray prevRay
return Ray

ray public property

The ray projecting into the world for this pointing device.
public Ray ray
return Ray

rayDepth public property

Depth into the scene the ray is to be/was cast.
public float rayDepth
return float

targetObj public property

The IUIObject that this pointer is affecting, if any.
public IUIObject targetObj
return IUIObject

type public property

The type of pointer this is.
public POINTER_TYPE type
return POINTER_TYPE