// Copyright (c) 2015 Augie R. Maddox, Guavaman Enterprises. All rights reserved. #if UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_2023 || UNITY_6000 || UNITY_6000_0_OR_NEWER #define UNITY_2020_PLUS #endif #if UNITY_2019 || UNITY_2020_PLUS #define UNITY_2019_PLUS #endif #pragma warning disable 0219 #pragma warning disable 0618 #pragma warning disable 0649 namespace Rewired.UI.ControlMapper { using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; public static class UISelectionUtility { #if UNITY_2019_PLUS private static Selectable[] s_reusableAllSelectables = new Selectable[0]; #endif // Find the next selectable object in the specified world-space direction. public static Selectable FindNextSelectable(Selectable selectable, Transform transform, Vector3 direction) { RectTransform rectTransform = transform as RectTransform; if(rectTransform == null) return null; IList allSelectables; int selectableCount; #if UNITY_2019_PLUS // Resize array as needed to fit all Selectables if (Selectable.allSelectableCount > s_reusableAllSelectables.Length) { s_reusableAllSelectables = new Selectable[Selectable.allSelectableCount]; } // Unity made a breaking API change in 2019.1.5 that removed the ref keyword. There is no clean way to catch it. #if UNITY_2019_1_0 || UNITY_2019_1_1 || UNITY_2019_1_2 || UNITY_2019_1_3 || UNITY_2019_1_4 // 2019.1 up to 2019.1.4 selectableCount = Selectable.AllSelectablesNoAlloc(ref s_reusableAllSelectables); allSelectables = s_reusableAllSelectables; #else // all future versions selectableCount = Selectable.AllSelectablesNoAlloc(s_reusableAllSelectables); allSelectables = s_reusableAllSelectables; #endif #else // pre-2019 versions allSelectables = Selectable.allSelectables; selectableCount = allSelectables.Count; #endif direction.Normalize(); Vector2 localDir = direction; Vector2 searchStartPos = UITools.GetPointOnRectEdge(rectTransform, localDir); // search from point on rect edge from center out in direction bool isHoriz = localDir == Vector2.right * -1f || localDir == Vector2.right; float minCenterDistSqMag = Mathf.Infinity; float minDirectLineSqMag = Mathf.Infinity; Selectable bestCenterDistPick = null; Selectable bestDirectLinePick = null; const float length = 999999f; // Mathf.Infinity fails Vector2 directLineCastEndPos = searchStartPos + localDir * length; for(int i = 0; i < selectableCount; ++i) { Selectable targetSelectable = allSelectables[i]; if(targetSelectable == selectable || targetSelectable == null) continue; // skip if self or null if(targetSelectable.navigation.mode == Navigation.Mode.None) continue; // skip if non-navigable // Allow selection of non-interactable elements because it makes navigating easier and more predictable // but the CanvasGroup interactable value is private in Selectable #if !UNITY_WSA // Reflect to get group intaractability if non-interactable bool canvasGroupAllowsInteraction = targetSelectable.IsInteractable() || Utils.ReflectionTools.GetPrivateField(targetSelectable, "m_GroupsAllowInteraction"); if(!canvasGroupAllowsInteraction) continue; // skip if disabled by canvas group, otherwise allow it #else // Can't do private field reflection in Metro if(!targetSelectable.IsInteractable()) continue; // skip if disabled #endif var targetSelectableRectTransform = targetSelectable.transform as RectTransform; if(targetSelectableRectTransform == null) continue; // Check direct line cast from center edge of object in direction pressed float directLineSqMag; Rect targetSelecableRect = UITools.InvertY(UITools.TransformRectTo(targetSelectableRectTransform, transform, targetSelectableRectTransform.rect)); // Check for direct line rect intersection if(Utils.MathTools.LineIntersectsRect(searchStartPos, directLineCastEndPos, targetSelecableRect, out directLineSqMag)) { if(isHoriz) directLineSqMag *= 0.25f; // give extra bonus to horizontal directions because most of the UI groups are laid out horizontally if(directLineSqMag < minDirectLineSqMag) { minDirectLineSqMag = directLineSqMag; bestDirectLinePick = targetSelectable; } } // Check distance to center Vector2 targetSelectableCenter = Utils.UnityTools.TransformPoint(targetSelectableRectTransform, transform, targetSelectableRectTransform.rect.center); Vector2 searchPosToTargetSelectableCenter = targetSelectableCenter - searchStartPos; const float maxSafeAngle = 75.0f; // Get the angle the target center deviates from straight float angle = Mathf.Abs(Vector2.Angle(localDir, searchPosToTargetSelectableCenter)); if(angle > maxSafeAngle) continue; // only consider if within a reasonable angle of the desired direction float score = searchPosToTargetSelectableCenter.sqrMagnitude; // Lower score is better if(score < minCenterDistSqMag) { minCenterDistSqMag = score; bestCenterDistPick = targetSelectable; } } // Choose between direct line and center dist if(bestDirectLinePick != null && bestCenterDistPick != null) { if(minDirectLineSqMag > minCenterDistSqMag) { return bestCenterDistPick; } return bestDirectLinePick; } #if UNITY_2019_PLUS System.Array.Clear(s_reusableAllSelectables, 0, s_reusableAllSelectables.Length); #endif return bestDirectLinePick ?? bestCenterDistPick; } } }