Files
QuestAppLauncher/Assets/Scripts/ScrollRectOverride.cs
2020-05-02 19:29:40 -07:00

218 lines
8.5 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using ControllerSelection;
using System.ComponentModel;
namespace QuestAppLauncher
{
public class ScrollRectOverride : ScrollRect, IMoveHandler, IPointerClickHandler, IScrollHandler, IDragHandler
{
// Scrolling speed multiplier
private const float SpeedMultiplier = 15f;
// Maximum speed multiplier
private const float MaxSpeedMultiplier = 150f;
// Speed multiplier increase percentage per frame
// How the value is calculated: We want to increase from 15 -> 150 in ~2 sec. At 90Hz, that's ~180 frames. So 150=15*(x)^180.
private const float SpeedMultiplierIncrease = 1.0128f;
// Last frame's speed multiplier
private float lastSpeedMultiplier = 0f;
// Height of a single cell in the grid
private float cellHeight = 0f;
// Tracking space used for ray cast
public Transform trackingSpace = null;
// Box collider used for ray cast
private BoxCollider boxCollider = null;
// Whether the pointer is within bounds of the scroll rect
private bool isInBounds = false;
// Parent OVRRawRayCaster
private OVRRawRaycaster parentRawRaycaster = null;
void Start()
{
this.cellHeight = this.transform.GetComponentInChildren<GridLayoutGroup>().cellSize.y;
this.boxCollider = GetComponent<BoxCollider>();
// Find parent OVRRawRayCaster
Transform t = this.gameObject.transform;
while (t.parent != null)
{
parentRawRaycaster = t.parent.GetComponent<OVRRawRaycaster>();
if (parentRawRaycaster != null)
{
break;
}
t = t.parent.transform;
}
}
void Update()
{
// The scroll view has a viewport that masks the UI that is outside the scroll view.
// However, it does not filter any ray casting that is outside the mask!
// This means that the box colliders of the individual cells still get hit outside the scroll view itself,
// which can interfer with the tabs above the scroll view.
//
// To fix this issue, we cast a ray from current pointer to the scroll view's box collider.
// If we get a hit, it means we're inside the scroll view - so we enable all the children box
// colliders, which will behave as expected.
// If we do not get a hit, it means that we're outside the scroll view - so we disable all the children
// box colliders, which addresses the issue above.
var activeControllerLeft = OVRInputHelpers.GetConnectedControllers(OVRInputHelpers.HandFilter.Left);
Ray pointerLeft;
bool gotRayLeft = OVRInputHelpers.GetSelectionRay(activeControllerLeft, this.trackingSpace, out pointerLeft);
var activeControllerRight = OVRInputHelpers.GetConnectedControllers(OVRInputHelpers.HandFilter.Right);
Ray pointerRight;
bool gotRayRight = OVRInputHelpers.GetSelectionRay(activeControllerRight, this.trackingSpace, out pointerRight);
RaycastHit hitLeft;
RaycastHit hitRight;
if (gotRayLeft && this.boxCollider.Raycast(pointerLeft, out hitLeft, 500) || gotRayRight && this.boxCollider.Raycast(pointerRight, out hitRight, 500))
{
// We got a hit in the scroll view. Check if we're already within the bounds - if so, do nothing.
if (!isInBounds)
{
// We entered the scroll view, so enable box colliders on children.
foreach (var boxCollider in this.content.gameObject.GetComponentsInChildren<BoxCollider>())
{
boxCollider.enabled = true;
}
isInBounds = true;
}
}
else if (isInBounds)
{
// We are outside the scroll view and were previously inside, so disable box colliders on children.
foreach (var boxCollider in this.content.gameObject.GetComponentsInChildren<BoxCollider>())
{
boxCollider.enabled = false;
}
isInBounds = false;
}
// Get vector from either left or right thumbstick
var moveVector = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
if (moveVector.x == 0 && moveVector.y == 0)
{
moveVector = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
}
if (moveVector.x == 0 && moveVector.y == 0)
{
moveVector = OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad);
}
if (moveVector.x == 0 && moveVector.y == 0)
{
moveVector = OVRInput.Get(OVRInput.Axis2D.SecondaryTouchpad);
}
if (moveVector.y == 0)
{
// No y-movement, so return. Also reset the speed multiplier
this.lastSpeedMultiplier = 0;
return;
}
// Scroll by a fixed amount proportional to thumbstick position on each frame
// and map this to a fraction of the total viewport size:
// moveVector.y: The thumbstick vertical position normalized to [-1,1].
// Time.deltaTime: The time delta since last frame
// speedMultiplier: Just a multiplier to get a good scrolling speed. Increase over time to speed up scrolling.
// So, moveVector.y * Time.deltaTime * speedMultiplier = the amount to scroll in "units"
// proportional to thumbstick position since last frame.
// this.cellHeight / this.content.sizeDelta.y = cell height / total content height.
float speedMultiplier = Mathf.Clamp(this.lastSpeedMultiplier * SpeedMultiplierIncrease, SpeedMultiplier, MaxSpeedMultiplier);
float verticalIncrement = moveVector.y * Time.deltaTime * speedMultiplier * this.cellHeight / this.content.sizeDelta.y;
this.lastSpeedMultiplier = speedMultiplier;
this.verticalNormalizedPosition = Mathf.Clamp01(this.verticalNormalizedPosition + verticalIncrement);
}
void OnEnable()
{
// When this scroll view is enabled, make sure we resize the box collider appropriately.
ResizeBoxCollider();
}
protected override void OnRectTransformDimensionsChange()
{
// When the scroll view rect size changes, make sure we resize the box collider appropriately.
ResizeBoxCollider();
}
private void ResizeBoxCollider()
{
// Resize the scroll view's box collider to match the scroll view rect size.
var rect = transform.GetComponent<RectTransform>();
var boxCollider = transform.GetComponent<BoxCollider>();
boxCollider.size = new Vector3(rect.rect.width, rect.rect.height, 0);
Debug.LogFormat("Resizing box collider: {0} x {1}", boxCollider.size.x, boxCollider.size.y);
}
public void OnPointerClick(PointerEventData e)
{
}
public override void OnBeginDrag(PointerEventData eventData)
{
// Only handle dragging if hands are active. Use thumbstick on controllers.
if (!OVRPlugin.GetHandTrackingEnabled())
{
return;
}
if (null != parentRawRaycaster)
{
parentRawRaycaster.OnBeginDrag(eventData);
}
base.OnBeginDrag(eventData);
}
public override void OnEndDrag(PointerEventData eventData)
{
// Only handle dragging if hands are active. Use thumbstick on controllers.
if (!OVRPlugin.GetHandTrackingEnabled())
{
return;
}
if (null != parentRawRaycaster)
{
parentRawRaycaster.OnEndDrag(eventData);
}
base.OnEndDrag(eventData);
}
void IMoveHandler.OnMove(AxisEventData e)
{
}
void IScrollHandler.OnScroll(PointerEventData eventData)
{
base.OnScroll(eventData);
}
void OnMouseDrag()
{
}
void OnMouseUp()
{
}
void OnMouseDown()
{
}
}
}