com.unity.uiextensions.nosa.../Runtime/Scripts/Controls/Sliders/MinMaxSlider.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 brogan89
///Sourced from - https://github.com/brogan89/MinMaxSlider
using System;
using TMPro;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Sliders/MinMax Slider")]
public class MinMaxSlider : Selectable, IBeginDragHandler, IDragHandler, IEndDragHandler
{
private enum DragState
{
Both,
Min,
Max
}
[Header("UI Controls")]
[SerializeField] private Camera customCamera = null;
[SerializeField] private RectTransform sliderBounds = null;
[SerializeField] private RectTransform minHandle = null;
[SerializeField] private RectTransform maxHandle = null;
[SerializeField] private RectTransform middleGraphic = null;
// text components (optional)
[Header("Display Text (Optional)")]
[SerializeField] private TextMeshProUGUI minText = null;
[SerializeField] private TextMeshProUGUI maxText = null;
[SerializeField] private string textFormat = "0";
// values
[Header("Limits")]
[SerializeField] private float minLimit = 0;
[SerializeField] private float maxLimit = 100;
[Header("Values")]
public bool wholeNumbers;
[SerializeField] private float minValue = 25;
[SerializeField] private float maxValue = 75;
public MinMaxValues Values => new MinMaxValues(minValue, maxValue, minLimit, maxLimit);
public RectTransform SliderBounds { get => sliderBounds; set => sliderBounds = value; }
public RectTransform MinHandle { get => minHandle; set => minHandle = value; }
public RectTransform MaxHandle { get => maxHandle; set => maxHandle = value; }
public RectTransform MiddleGraphic { get => middleGraphic; set => middleGraphic = value; }
public TextMeshProUGUI MinText { get => minText; set => minText = value; }
public TextMeshProUGUI MaxText { get => maxText; set => maxText = value; }
/// <summary>
/// Event invoked when either slider value has changed
/// <para></para>
/// T0 = min, T1 = max
/// </summary>
[Serializable]
public class SliderEvent : UnityEvent<float, float> { }
public SliderEvent onValueChanged = new SliderEvent();
private Vector2 dragStartPosition;
private float dragStartMinValue01;
private float dragStartMaxValue01;
private DragState dragState;
private bool passDragEvents; // this allows drag events to be passed through to scrollers
private Camera mainCamera;
private Canvas parentCanvas;
private bool isOverlayCanvas;
protected override void Start()
{
base.Start();
if (!sliderBounds)
{
sliderBounds = transform as RectTransform;
}
parentCanvas = GetComponentInParent<Canvas>();
isOverlayCanvas = parentCanvas.renderMode == RenderMode.ScreenSpaceOverlay;
mainCamera = customCamera != null ? customCamera : Camera.main;
}
public void SetLimits(float minLimit, float maxLimit)
{
this.minLimit = wholeNumbers ? Mathf.RoundToInt(minLimit) : minLimit;
this.maxLimit = wholeNumbers ? Mathf.RoundToInt(maxLimit) : maxLimit;
}
public void SetValues(MinMaxValues values, bool notify = true)
{
SetValues(values.minValue, values.maxValue, values.minLimit, values.maxLimit, notify);
}
public void SetValues(float minValue, float maxValue, bool notify = true)
{
SetValues(minValue, maxValue, minLimit, maxLimit, notify);
}
public void SetValues(float minValue, float maxValue, float minLimit, float maxLimit, bool notify = true)
{
this.minValue = wholeNumbers ? Mathf.RoundToInt(minValue) : minValue;
this.maxValue = wholeNumbers ? Mathf.RoundToInt(maxValue) : maxValue;
SetLimits(minLimit, maxLimit);
RefreshSliders();
UpdateText();
UpdateMiddleGraphic();
if (notify)
{
// event
onValueChanged.Invoke(this.minValue, this.maxValue);
}
}
private void RefreshSliders()
{
SetSliderAnchors();
float clampedMin = Mathf.Clamp(minValue, minLimit, maxLimit);
SetMinHandleValue01(minHandle, GetPercentage(minLimit, maxLimit, clampedMin));
float clampedMax = Mathf.Clamp(maxValue, minLimit, maxLimit);
SetMaxHandleValue01(maxHandle, GetPercentage(minLimit, maxLimit, clampedMax));
}
private void SetSliderAnchors()
{
minHandle.anchorMin = new Vector2(0, 0.5f);
minHandle.anchorMax = new Vector2(0, 0.5f);
minHandle.pivot = new Vector2(0.5f, 0.5f);
maxHandle.anchorMin = new Vector2(1, 0.5f);
maxHandle.anchorMax = new Vector2(1, 0.5f);
maxHandle.pivot = new Vector2(0.5f, 0.5f);
}
private void UpdateText()
{
if (minText)
{
minText.SetText(minValue.ToString(textFormat));
}
if (maxText)
{
maxText.SetText(maxValue.ToString(textFormat));
}
}
private void UpdateMiddleGraphic()
{
if (!middleGraphic) return;
middleGraphic.anchorMin = Vector2.zero;
middleGraphic.anchorMax = Vector2.one;
middleGraphic.offsetMin = new Vector2(minHandle.anchoredPosition.x, 0);
middleGraphic.offsetMax = new Vector2(maxHandle.anchoredPosition.x, 0);
}
#region IDragHandler
public void OnBeginDrag(PointerEventData eventData)
{
passDragEvents = Math.Abs(eventData.delta.x) < Math.Abs(eventData.delta.y);
if (passDragEvents)
{
PassDragEvents<IBeginDragHandler>(x => x.OnBeginDrag(eventData));
}
else
{
Camera uiCamera = isOverlayCanvas ? null : mainCamera;
RectTransformUtility.ScreenPointToLocalPointInRectangle(sliderBounds, eventData.position, uiCamera, out dragStartPosition);
float dragStartValue = GetValueOfPointInSliderBounds01(dragStartPosition);
dragStartMinValue01 = GetMinHandleValue01(minHandle);
dragStartMaxValue01 = GetMaxHandleValue01(maxHandle);
// set drag state
if (dragStartValue < dragStartMinValue01 || RectTransformUtility.RectangleContainsScreenPoint(minHandle, eventData.position, uiCamera))
{
dragState = DragState.Min;
minHandle.SetAsLastSibling();
}
else if (dragStartValue > dragStartMaxValue01 || RectTransformUtility.RectangleContainsScreenPoint(maxHandle, eventData.position, uiCamera))
{
dragState = DragState.Max;
maxHandle.SetAsLastSibling();
}
else
{
dragState = DragState.Both;
}
}
}
public void OnDrag(PointerEventData eventData)
{
if (passDragEvents)
{
PassDragEvents<IDragHandler>(x => x.OnDrag(eventData));
}
else if (minHandle && maxHandle)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(sliderBounds, eventData.position, isOverlayCanvas ? null : mainCamera, out Vector2 clickPosition);
SetSliderAnchors();
if (dragState == DragState.Min || dragState == DragState.Max)
{
float dragPosition01 = GetValueOfPointInSliderBounds01(clickPosition);
float minHandleValue = GetMinHandleValue01(minHandle);
float maxHandleValue = GetMaxHandleValue01(maxHandle);
if (dragState == DragState.Min)
SetMinHandleValue01(minHandle, Mathf.Clamp(dragPosition01, 0, maxHandleValue));
else if (dragState == DragState.Max)
SetMaxHandleValue01(maxHandle, Mathf.Clamp(dragPosition01, minHandleValue, 1));
}
else
{
float distancePercent = (clickPosition.x - dragStartPosition.x) / sliderBounds.rect.width;
SetMinHandleValue01(minHandle, dragStartMinValue01 + distancePercent);
SetMaxHandleValue01(maxHandle, dragStartMaxValue01 + distancePercent);
}
// set values
float min = Mathf.Lerp(minLimit, maxLimit, GetMinHandleValue01(minHandle));
float max = Mathf.Lerp(minLimit, maxLimit, GetMaxHandleValue01(maxHandle));
SetValues(min, max);
UpdateText();
UpdateMiddleGraphic();
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (passDragEvents)
{
PassDragEvents<IEndDragHandler>(x => x.OnEndDrag(eventData));
}
else
{
float minHandleValue = GetMinHandleValue01(minHandle);
float maxHandleValue = GetMaxHandleValue01(maxHandle);
// this safe guards a possible situation where the slides can get stuck
if (Math.Abs(minHandleValue) < MinMaxValues.FLOAT_TOL && Math.Abs(maxHandleValue) < MinMaxValues.FLOAT_TOL)
{
maxHandle.SetAsLastSibling();
}
else if (Math.Abs(minHandleValue - 1) < MinMaxValues.FLOAT_TOL && Math.Abs(maxHandleValue - 1) < MinMaxValues.FLOAT_TOL)
{
minHandle.SetAsLastSibling();
}
}
}
#endregion IDragHandler
private void PassDragEvents<T>(Action<T> callback) where T : IEventSystemHandler
{
Transform parent = transform.parent;
while (parent != null)
{
foreach (var component in parent.GetComponents<Component>())
{
if (!(component is T)) continue;
callback.Invoke((T)(IEventSystemHandler)component);
return;
}
parent = parent.parent;
}
}
/// <summary>
/// Sets position of max handle RectTransform
/// </summary>
/// <param name="handle"></param>
/// <param name="value01">Normalized handle position</param>
private void SetMaxHandleValue01(RectTransform handle, float value01)
{
handle.anchoredPosition = new Vector2(value01 * sliderBounds.rect.width - sliderBounds.rect.width + sliderBounds.offsetMax.x, handle.anchoredPosition.y);
}
/// <summary>
/// Sets position of min handle RectTransform
/// </summary>
/// <param name="handle"></param>
/// <param name="value01">Normalized handle position</param>
private void SetMinHandleValue01(RectTransform handle, float value01)
{
handle.anchoredPosition = new Vector2(value01 * sliderBounds.rect.width + sliderBounds.offsetMin.x, handle.anchoredPosition.y);
}
/// <summary>
/// Returns normalized position of max handle RectTransform
/// </summary>
/// <param name="handle"></param>
/// <returns>Normalized position of max handle RectTransform</returns>
private float GetMaxHandleValue01(RectTransform handle)
{
return 1 + (handle.anchoredPosition.x - sliderBounds.offsetMax.x) / sliderBounds.rect.width;
}
/// <summary>
/// Returns normalized position of min handle RectTransform
/// </summary>
/// <param name="handle"></param>
/// <returns>Normalized position of min handle RectTransform</returns>
private float GetMinHandleValue01(RectTransform handle)
{
return (handle.anchoredPosition.x - sliderBounds.offsetMin.x) / sliderBounds.rect.width;
}
/// <summary>
/// Returns normalized position of a point in a slider bounds rectangle
/// </summary>
/// <param name="position"></param>
/// <returns>Normalized position of a point in a slider bounds rectangle</returns>
private float GetValueOfPointInSliderBounds01(Vector2 position)
{
var width = sliderBounds.rect.width;
return Mathf.Clamp((position.x + width / 2) / width, 0, 1);
}
/// <summary>
/// Returns percentage of input based on min and max values
/// </summary>
/// <param name="min"></param>
/// <param name="max"></param>
/// <param name="input"></param>
/// <returns></returns>
private static float GetPercentage(float min, float max, float input)
{
return (input - min) / (max - min);
}
}
}