Unity UGUI事件系统源码简单剖析

调用堆栈
EventSystem.Update -> BaseInputModule.Process -> StandaloneInputModule.Process ->StandaloneInputModule.ProcessTouchEvents

        //Event.Update
        protected virtual void Update()
        {
            if (current != this)
                return;
            TickModules();

            bool changedModule = false;
            for (var i = 0; i < m_SystemInputModules.Count; i++)
            {
                var module = m_SystemInputModules[i];
                if (module.IsModuleSupported() && module.ShouldActivateModule())
                {
                    if (m_CurrentInputModule != module)
                    {
                        ChangeEventModule(module);
                        changedModule = true;
                    }
                    break;
                }
            }

            // no event module set... set the first valid one...
            if (m_CurrentInputModule == null)
            {
                for (var i = 0; i < m_SystemInputModules.Count; i++)
                {
                    var module = m_SystemInputModules[i];
                    if (module.IsModuleSupported())
                    {
                        ChangeEventModule(module);
                        changedModule = true;
                        break;
                    }
                }
            }
            //调用InputModule的Process方法
            if (!changedModule && m_CurrentInputModule != null)
                m_CurrentInputModule.Process();
        }
        //StandaloneInputModule .Process
        public override void Process()
        {
            if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
                return;

            bool usedEvent = SendUpdateEventToSelectedObject();

            if (eventSystem.sendNavigationEvents)
            {
                if (!usedEvent)
                    usedEvent |= SendMoveEventToSelectedObject();

                if (!usedEvent)
                    SendSubmitEventToSelectedObject();
            }

            // touch needs to take precedence because of the mouse emulation layer
            //处理事件
            if (!ProcessTouchEvents() && input.mousePresent)
                ProcessMouseEvent();
        }
        //StandaloneInputModule .ProcessTouchEvents
        private bool ProcessTouchEvents()
        {
            for (int i = 0; i < input.touchCount; ++i)
            {
                Touch touch = input.GetTouch(i);

                if (touch.type == TouchType.Indirect)
                    continue;

                bool released;
                bool pressed;
                var pointer = GetTouchPointerEventData(touch, out pressed, out released); //获取当前事件响应的对象
 pressed和released分边表示是否为事件开始和事件结束
                
                ProcessTouchPress(pointer, pressed, released);//分别处理事件的开端和结束
                if (!released)
                {
                    ProcessMove(pointer);//处理move事件
                    ProcessDrag(pointer);//处理drag事件
                }
                else
                    RemovePointerData(pointer);
            }
            return input.touchCount > 0;
        }
  • 获取事件响应raycast对象,并返回该事件是否为开始或结束事件
        /// <summary>
        /// Given a touch populate the PointerEventData and return if we are pressed or released.
        /// </summary>
        /// <param name="input">Touch being processed</param>
        /// <param name="pressed">Are we pressed this frame</param>
        /// <param name="released">Are we released this frame</param>
        /// <returns></returns>
        protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
        {
            PointerEventData pointerData;
            var created = GetPointerData(input.fingerId, out pointerData, true);

            pointerData.Reset();

            pressed = created || (input.phase == TouchPhase.Began);
            released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);

            if (created)
                pointerData.position = input.position;

            if (pressed)
                pointerData.delta = Vector2.zero;
            else
                pointerData.delta = input.position - pointerData.position;

            pointerData.position = input.position;

            pointerData.button = PointerEventData.InputButton.Left;

            if (input.phase == TouchPhase.Canceled)
            {
                pointerData.pointerCurrentRaycast = new RaycastResult();
            }
            else
            {
                eventSystem.RaycastAll(pointerData, m_RaycastResultCache);//raycast获取当前点所有可响应的对象,UGUI通过GraphicRaycaster获取canvas下面所有勾选了Raycast的Graphic(graphic.Raycast),并将所有的对象按照深度排序

                var raycast = FindFirstRaycast(m_RaycastResultCache);//最终只取第一个响应对象
                pointerData.pointerCurrentRaycast = raycast;
                m_RaycastResultCache.Clear();
            }
            return pointerData;
        }
  • 处理初始化事件点和释放事件点
/// <summary>
        /// This method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself.
        /// </summary>
        /// <param name="pointerEvent">Event data relating to the touch event, such as position and ID to be passed to the touch event destination object.</param>
        /// <param name="pressed">This is true for the first frame of a touch event, and false thereafter. This can therefore be used to determine the instant a touch event occurred.</param>
        /// <param name="released">This is true only for the last frame of a touch event.</param>
        /// <remarks>
        /// This method can be overridden in derived classes to change how touch press events are handled.
        /// </remarks>
        protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
        {
            var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;

            // PointerDown notification
            if (pressed)
            {
                pointerEvent.eligibleForClick = true;
                pointerEvent.delta = Vector2.zero;
                pointerEvent.dragging = false;
                pointerEvent.useDragThreshold = true;
                pointerEvent.pressPosition = pointerEvent.position;
                pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;

                DeselectIfSelectionChanged(currentOverGo, pointerEvent);

                if (pointerEvent.pointerEnter != currentOverGo)
                {
                    // send a pointer enter to the touched element if it isn't the one to select...
                    HandlePointerExitAndEnter(pointerEvent, currentOverGo);
                    pointerEvent.pointerEnter = currentOverGo;
                }
                
                 //获取并执行实现pointerDownHandler的对象方法
                // search for the control that will receive the press
                // if we can't find a press handler set the press
                // handler to be what would receive a click.
                var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
                //从当前响应Graphic对象节点冒泡寻找第一个实现IPointerClickHandler的脚本对象
                // didnt find a press handler... search for a click handler
                if (newPressed == null)
                    newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);

                // Debug.Log("Pressed: " + newPressed);

                float time = Time.unscaledTime;

                if (newPressed == pointerEvent.lastPress)
                {
                    var diffTime = time - pointerEvent.clickTime;
                    if (diffTime < 0.3f)
                        ++pointerEvent.clickCount;
                    else
                        pointerEvent.clickCount = 1;

                    pointerEvent.clickTime = time;
                }
                else
                {
                    pointerEvent.clickCount = 1;
                }

                pointerEvent.pointerPress = newPressed;
                pointerEvent.rawPointerPress = currentOverGo;

                pointerEvent.clickTime = time;

                // Save the drag handler as well
                pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);

                if (pointerEvent.pointerDrag != null)
                    ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);

                m_InputPointerEvent = pointerEvent;
            }

            // PointerUp notification
            if (released)
            {
                // Debug.Log("Executing pressup on: " + pointer.pointerPress);
                ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);

                // Debug.Log("KeyCode: " + pointer.eventData.keyCode);

                // see if we mouse up on the same element that we clicked on...
                var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);

                // PointerClick and Drop events
                if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
                {
                    ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
                }
                else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
                {
                    ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
                }

                pointerEvent.eligibleForClick = false;
                pointerEvent.pointerPress = null;
                pointerEvent.rawPointerPress = null;

                if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
                    ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);

                pointerEvent.dragging = false;
                pointerEvent.pointerDrag = null;

                // send exit events as we need to simulate this on touch up on touch device
                ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
                pointerEvent.pointerEnter = null;

                m_InputPointerEvent = pointerEvent;
            }
        }

//处理拖拽事件

        /// <summary>
        /// Process the drag for the current frame with the given pointer event.
        /// </summary>
        protected virtual void ProcessDrag(PointerEventData pointerEvent)
        {
            if (!pointerEvent.IsPointerMoving() ||
                Cursor.lockState == CursorLockMode.Locked ||
                pointerEvent.pointerDrag == null)
                return;

            if (!pointerEvent.dragging
                && ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
            {
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
                pointerEvent.dragging = true;
            }

            // Drag notification
            if (pointerEvent.dragging)
            {
                // Before doing drag we should cancel any pointer down state
                // And clear selection!
                if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
                {
                    ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);

                    pointerEvent.eligibleForClick = false;
                    pointerEvent.pointerPress = null;
                    pointerEvent.rawPointerPress = null;
                }
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
            }
        }
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