com.unity.uiextensions.nosa.../Runtime/Scripts/Controls/Sliders/BoxSlider.cs

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Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
///Credit judah4
///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Sliders/BoxSlider")]
public class BoxSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
{
public enum Direction
{
LeftToRight,
RightToLeft,
BottomToTop,
TopToBottom,
}
[Serializable]
public class BoxSliderEvent : UnityEvent<float, float> { }
[SerializeField]
private RectTransform m_HandleRect;
public RectTransform HandleRect { get { return m_HandleRect; } set { if (SetClass(ref m_HandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } }
[Space(6)]
[SerializeField]
private float m_MinValue = 0;
public float MinValue { get { return m_MinValue; } set { if (SetStruct(ref m_MinValue, value)) { SetX(m_ValueX); SetY(m_ValueY); UpdateVisuals(); } } }
[SerializeField]
private float m_MaxValue = 1;
public float MaxValue { get { return m_MaxValue; } set { if (SetStruct(ref m_MaxValue, value)) { SetX(m_ValueX); SetY(m_ValueY); UpdateVisuals(); } } }
[SerializeField]
private bool m_WholeNumbers = false;
public bool WholeNumbers { get { return m_WholeNumbers; } set { if (SetStruct(ref m_WholeNumbers, value)) { SetX(m_ValueX); SetY(m_ValueY); UpdateVisuals(); } } }
[SerializeField]
private float m_ValueX = 1f;
public float ValueX
{
get
{
if (WholeNumbers)
return Mathf.Round(m_ValueX);
return m_ValueX;
}
set
{
SetX(value);
}
}
public float NormalizedValueX
{
get
{
if (Mathf.Approximately(MinValue, MaxValue))
return 0;
return Mathf.InverseLerp(MinValue, MaxValue, ValueX);
}
set
{
this.ValueX = Mathf.Lerp(MinValue, MaxValue, value);
}
}
[SerializeField]
private float m_ValueY = 1f;
public float ValueY
{
get
{
if (WholeNumbers)
return Mathf.Round(m_ValueY);
return m_ValueY;
}
set
{
SetY(value);
}
}
public float NormalizedValueY
{
get
{
if (Mathf.Approximately(MinValue, MaxValue))
return 0;
return Mathf.InverseLerp(MinValue, MaxValue, ValueY);
}
set
{
this.ValueY = Mathf.Lerp(MinValue, MaxValue, value);
}
}
[Space(6)]
// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
[SerializeField]
private BoxSliderEvent m_OnValueChanged = new BoxSliderEvent();
public BoxSliderEvent OnValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }
// Private fields
private Transform m_HandleTransform;
private RectTransform m_HandleContainerRect;
// The offset from handle position to mouse down position
private Vector2 m_Offset = Vector2.zero;
private DrivenRectTransformTracker m_Tracker;
// Size of each step.
float StepSize { get { return WholeNumbers ? 1 : (MaxValue - MinValue) * 0.1f; } }
protected BoxSlider()
{ }
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (WholeNumbers)
{
m_MinValue = Mathf.Round(m_MinValue);
m_MaxValue = Mathf.Round(m_MaxValue);
}
UpdateCachedReferences();
SetX(m_ValueX, false);
SetY(m_ValueY, false);
// Update rects since other things might affect them even if value didn't change.
if(!Application.isPlaying) UpdateVisuals();
#if UNITY_2018_3_OR_NEWER
if (!Application.isPlaying)
#else
var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
#endif
{
CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
}
}
#endif // if UNITY_EDITOR
public virtual void Rebuild(CanvasUpdate executing)
{
#if UNITY_EDITOR
if (executing == CanvasUpdate.Prelayout)
OnValueChanged.Invoke(ValueX, ValueY);
#endif
}
public void LayoutComplete()
{
}
public void GraphicUpdateComplete()
{
}
public static bool SetClass<T>(ref T currentValue, T newValue) where T : class
{
if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue)))
return false;
currentValue = newValue;
return true;
}
public static bool SetStruct<T>(ref T currentValue, T newValue) where T : struct
{
if (currentValue.Equals(newValue))
return false;
currentValue = newValue;
return true;
}
protected override void OnEnable()
{
base.OnEnable();
UpdateCachedReferences();
SetX(m_ValueX, false);
SetY(m_ValueY, false);
// Update rects since they need to be initialized correctly.
UpdateVisuals();
}
protected override void OnDisable()
{
m_Tracker.Clear();
base.OnDisable();
}
void UpdateCachedReferences()
{
if (m_HandleRect)
{
m_HandleTransform = m_HandleRect.transform;
if (m_HandleTransform.parent != null)
m_HandleContainerRect = m_HandleTransform.parent.GetComponent<RectTransform>();
}
else
{
m_HandleContainerRect = null;
}
}
// Set the valueUpdate the visible Image.
void SetX(float input)
{
SetX(input, true);
}
void SetX(float input, bool sendCallback)
{
// Clamp the input
float newValue = Mathf.Clamp(input, MinValue, MaxValue);
if (WholeNumbers)
newValue = Mathf.Round(newValue);
// If the stepped value doesn't match the last one, it's time to update
if (m_ValueX == newValue)
return;
m_ValueX = newValue;
UpdateVisuals();
if (sendCallback)
m_OnValueChanged.Invoke(newValue, ValueY);
}
void SetY(float input)
{
SetY(input, true);
}
void SetY(float input, bool sendCallback)
{
// Clamp the input
float newValue = Mathf.Clamp(input, MinValue, MaxValue);
if (WholeNumbers)
newValue = Mathf.Round(newValue);
// If the stepped value doesn't match the last one, it's time to update
if (m_ValueY == newValue)
return;
m_ValueY = newValue;
UpdateVisuals();
if (sendCallback)
m_OnValueChanged.Invoke(ValueX, newValue);
}
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
UpdateVisuals();
}
enum Axis
{
Horizontal = 0,
Vertical = 1
}
// Force-update the slider. Useful if you've changed the properties and want it to update visually.
private void UpdateVisuals()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
UpdateCachedReferences();
#endif
m_Tracker.Clear();
//to business!
if (m_HandleContainerRect != null)
{
m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors);
Vector2 anchorMin = Vector2.zero;
Vector2 anchorMax = Vector2.one;
anchorMin[0] = anchorMax[0] = (NormalizedValueX);
anchorMin[1] = anchorMax[1] = (NormalizedValueY);
if (Application.isPlaying)
{
m_HandleRect.anchorMin = anchorMin;
m_HandleRect.anchorMax = anchorMax;
}
}
}
// Update the slider's position based on the mouse.
void UpdateDrag(PointerEventData eventData, Camera cam)
{
RectTransform clickRect = m_HandleContainerRect;
if (clickRect != null && clickRect.rect.size[0] > 0)
{
Vector2 localCursor;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor))
return;
localCursor -= clickRect.rect.position;
float val = Mathf.Clamp01((localCursor - m_Offset)[0] / clickRect.rect.size[0]);
NormalizedValueX = (val);
float valY = Mathf.Clamp01((localCursor - m_Offset)[1] / clickRect.rect.size[1]);
NormalizedValueY = (valY);
}
}
private bool CanDrag(PointerEventData eventData)
{
return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
}
public override void OnPointerDown(PointerEventData eventData)
{
if (!CanDrag(eventData))
return;
base.OnPointerDown(eventData);
m_Offset = Vector2.zero;
if (m_HandleContainerRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.position, eventData.enterEventCamera))
{
Vector2 localMousePos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out localMousePos))
m_Offset = localMousePos;
m_Offset.y = -m_Offset.y;
}
else
{
// Outside the slider handle - jump to this point instead
UpdateDrag(eventData, eventData.pressEventCamera);
}
}
public virtual void OnDrag(PointerEventData eventData)
{
if (!CanDrag(eventData))
return;
UpdateDrag(eventData, eventData.pressEventCamera);
}
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
eventData.useDragThreshold = false;
}
}
}