struct MAGES::Interaction::TrackedDeviceModel::ButtonState¶
Overview¶
A struct storing the state of a button. More…
struct ButtonState { // properties bool IsPressed; bool IgnoreNextClick; float PressTime; bool ClickedOnSameGameObject; bool WasPressedThisFrame; bool WasReleasedThisFrame; // methods void CopyPressStateTo(PointerEventData eventData); void CopyPressStateFrom(PointerEventData eventData); };
Detailed Documentation¶
A struct storing the state of a button.
Properties¶
bool IsPressed
Gets or sets a value indicating whether this button is pressed or not.
bool IgnoreNextClick
Gets or sets a value indicating whether to ignore next click. When we “release” a button other than through user interaction (e.g. through focus switching), we don’t want this to count as an actual release that ends up clicking. This flag will cause generated events to have eligibleForClick
to be false.
float PressTime
Gets or sets the time this button was pressed.
bool ClickedOnSameGameObject
Gets or sets a value indicating whether this button has clicked on the same gameobject.
bool WasPressedThisFrame
Gets or sets a value indicating whether this button was pressed this frame.
bool WasReleasedThisFrame
Gets or sets a value indicating whether this button was released this frame.
Methods¶
void CopyPressStateTo(PointerEventData eventData)
Copies the press state to the given event data.
Parameters:
eventData |
The event data to copy the press state to. |
void CopyPressStateFrom(PointerEventData eventData)
Copies the press state from the given event data.
Parameters:
eventData |
The event data to copy the press state from. |