diff --git a/Scripts/HSVPicker/HexRGB.cs b/Scripts/HSVPicker/HexRGB.cs index c63ba66..0c3ba70 100644 --- a/Scripts/HSVPicker/HexRGB.cs +++ b/Scripts/HSVPicker/HexRGB.cs @@ -7,7 +7,8 @@ namespace UnityEngine.UI.Extensions { public class HexRGB : MonoBehaviour { - public Text textColor; + // Unity 5.1/2 needs an InputFiled vs grabbing the text component + public InputField hexInput; public HSVPicker hsvpicker; @@ -15,7 +16,7 @@ namespace UnityEngine.UI.Extensions { Color color = hsvpicker.currentColor; string hex = ColorToHex(color); - textColor.text = hex; + hexInput.text = hex; } public static string ColorToHex(Color color) @@ -28,8 +29,7 @@ namespace UnityEngine.UI.Extensions public void ManipulateViaHex2RGB() { - string hex = textColor.text; - + string hex = hexInput.text; Vector3 rgb = Hex2RGB(hex); Color color = NormalizeVector4(rgb, 255f, 1f); print(rgb); diff --git a/Scripts/InputModules.meta b/Scripts/InputModules.meta new file mode 100644 index 0000000..2969fc2 --- /dev/null +++ b/Scripts/InputModules.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: a0789c2f62bad6b4c800a3dc502fa18e +folderAsset: yes +DefaultImporter: + userData: diff --git a/Scripts/AimerInputModule.cs b/Scripts/InputModules/AimerInputModule.cs similarity index 100% rename from Scripts/AimerInputModule.cs rename to Scripts/InputModules/AimerInputModule.cs diff --git a/Scripts/AimerInputModule.cs.meta b/Scripts/InputModules/AimerInputModule.cs.meta similarity index 78% rename from Scripts/AimerInputModule.cs.meta rename to Scripts/InputModules/AimerInputModule.cs.meta index 9a98d82..ee7993f 100644 --- a/Scripts/AimerInputModule.cs.meta +++ b/Scripts/InputModules/AimerInputModule.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f7d3d69aa5226dc4493464d3b5e4ddc3 +guid: 08b9f423b73fdfb47b59e7de89863600 MonoImporter: serializedVersion: 2 defaultReferences: [] diff --git a/Scripts/InputModules/GamePadInputModule.cs b/Scripts/InputModules/GamePadInputModule.cs new file mode 100644 index 0000000..f58ce8e --- /dev/null +++ b/Scripts/InputModules/GamePadInputModule.cs @@ -0,0 +1,227 @@ +using System; +using UnityEngine.Serialization; + +namespace UnityEngine.EventSystems +{ + [AddComponentMenu("Event/GamePad Input Module")] + public class GamePadInputModule : BaseInputModule + { + private float m_PrevActionTime; + Vector2 m_LastMoveVector; + int m_ConsecutiveMoveCount = 0; + + protected GamePadInputModule() + {} + + [SerializeField] + private string m_HorizontalAxis = "Horizontal"; + + /// + /// Name of the vertical axis for movement (if axis events are used). + /// + [SerializeField] + private string m_VerticalAxis = "Vertical"; + + /// + /// Name of the submit button. + /// + [SerializeField] + private string m_SubmitButton = "Submit"; + + /// + /// Name of the submit button. + /// + [SerializeField] + private string m_CancelButton = "Cancel"; + + [SerializeField] + private float m_InputActionsPerSecond = 10; + + [SerializeField] + private float m_RepeatDelay = 0.5f; + + public float inputActionsPerSecond + { + get { return m_InputActionsPerSecond; } + set { m_InputActionsPerSecond = value; } + } + + public float repeatDelay + { + get { return m_RepeatDelay; } + set { m_RepeatDelay = value; } + } + + /// + /// Name of the horizontal axis for movement (if axis events are used). + /// + public string horizontalAxis + { + get { return m_HorizontalAxis; } + set { m_HorizontalAxis = value; } + } + + /// + /// Name of the vertical axis for movement (if axis events are used). + /// + public string verticalAxis + { + get { return m_VerticalAxis; } + set { m_VerticalAxis = value; } + } + + public string submitButton + { + get { return m_SubmitButton; } + set { m_SubmitButton = value; } + } + + public string cancelButton + { + get { return m_CancelButton; } + set { m_CancelButton = value; } + } + + public override bool ShouldActivateModule() + { + if (!base.ShouldActivateModule()) + return false; + + var shouldActivate = true; + shouldActivate |= Input.GetButtonDown(m_SubmitButton); + shouldActivate |= Input.GetButtonDown(m_CancelButton); + shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f); + shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f); + return shouldActivate; + } + + public override void ActivateModule() + { + StandaloneInputModule StandAloneSystem = GetComponent(); + + if (StandAloneSystem && StandAloneSystem.enabled) + { + Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " + + "please remove it from the Event System in this scene or disable it when this module is in use"); + } + + base.ActivateModule(); + + var toSelect = eventSystem.currentSelectedGameObject; + if (toSelect == null) + toSelect = eventSystem.firstSelectedGameObject; + + eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData()); + } + + public override void DeactivateModule() + { + base.DeactivateModule(); + } + + public override void Process() + { + bool usedEvent = SendUpdateEventToSelectedObject(); + + if (eventSystem.sendNavigationEvents) + { + if (!usedEvent) + usedEvent |= SendMoveEventToSelectedObject(); + + if (!usedEvent) + SendSubmitEventToSelectedObject(); + } + } + + /// + /// Process submit keys. + /// + protected bool SendSubmitEventToSelectedObject() + { + if (eventSystem.currentSelectedGameObject == null) + return false; + + var data = GetBaseEventData(); + if (Input.GetButtonDown(m_SubmitButton)) + ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler); + + if (Input.GetButtonDown(m_CancelButton)) + ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler); + return data.used; + } + + private Vector2 GetRawMoveVector() + { + Vector2 move = Vector2.zero; + move.x = Input.GetAxisRaw(m_HorizontalAxis); + move.y = Input.GetAxisRaw(m_VerticalAxis); + + if (Input.GetButtonDown(m_HorizontalAxis)) + { + if (move.x < 0) + move.x = -1f; + if (move.x > 0) + move.x = 1f; + } + if (Input.GetButtonDown(m_VerticalAxis)) + { + if (move.y < 0) + move.y = -1f; + if (move.y > 0) + move.y = 1f; + } + return move; + } + + /// + /// Process events. + /// + protected bool SendMoveEventToSelectedObject() + { + float time = Time.unscaledTime; + + Vector2 movement = GetRawMoveVector(); + if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) + { + m_ConsecutiveMoveCount = 0; + return false; + } + + // If user pressed key again, always allow event + bool allow = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis); + bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0); + if (!allow) + { + // Otherwise, user held down key or axis. + // If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event. + if (similarDir && m_ConsecutiveMoveCount == 1) + allow = (time > m_PrevActionTime + m_RepeatDelay); + // If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate. + else + allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); + } + if (!allow) + return false; + + // Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")"); + var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f); + ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); + if (!similarDir) + m_ConsecutiveMoveCount = 0; + m_ConsecutiveMoveCount++; + m_PrevActionTime = time; + m_LastMoveVector = movement; + return axisEventData.used; + } + + protected bool SendUpdateEventToSelectedObject() + { + if (eventSystem.currentSelectedGameObject == null) + return false; + + var data = GetBaseEventData(); + ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); + return data.used; + } + } +} diff --git a/Scripts/InputModules/GamePadInputModule.cs.meta b/Scripts/InputModules/GamePadInputModule.cs.meta new file mode 100644 index 0000000..a331d60 --- /dev/null +++ b/Scripts/InputModules/GamePadInputModule.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 26158f38115d49a4a915f46c7eced4ab +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Scripts/Primatives/UICircle.cs b/Scripts/Primatives/UICircle.cs index dfa8748..5f222cc 100644 --- a/Scripts/Primatives/UICircle.cs +++ b/Scripts/Primatives/UICircle.cs @@ -6,7 +6,7 @@ using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Primitives/UI Circle")] - public class UICircle : Graphic + public class UICircle : MaskableGraphic { [SerializeField] Texture m_Texture; diff --git a/Scripts/Utilities/HoverTooltip.cs b/Scripts/Utilities/HoverTooltip.cs new file mode 100644 index 0000000..8de77a0 --- /dev/null +++ b/Scripts/Utilities/HoverTooltip.cs @@ -0,0 +1,314 @@ +/// Credit drHogan +/// Sourced from - http://www.hammerandravens.com/multi-use-tooltip-system-in-unity3d/ + +namespace UnityEngine.UI.Extensions +{ + public class HoverTooltip : MonoBehaviour + { + //manually selectable padding for the background image + public int horizontalPadding; + public int verticalPadding; + + //tooltip text + public Text thisText; + + //horizontal layout of the tooltip + public HorizontalLayoutGroup hlG; + + //tooltip background image + public RectTransform bgImage; + Image bgImageSource; + + //needed as the layout refreshes only on the first Update() call + bool firstUpdate; + + //if the tooltip is inside a UI element + bool inside; + + //size of the tooltip, needed to track if out of screen + // public float width; + // public float height; + + //detect canvas mode so to apply different behaviors to different canvas modes, currently only RenderMode.ScreenSpaceCamera implemented + int canvasMode; + RenderMode GUIMode; + + //the scene GUI camera + Camera GUICamera; + + //the default tooltip object has the following pivots, so that the offset from the mouse is always proportional to the screen resolution (the y pivot) + //Pivot(0.5,-0.5) + + //screen viewport corners for out of screen detection + Vector3 lowerLeft; + Vector3 upperRight; + + //scale factor of proportionality to the reference resolution (1280x720) + float currentYScaleFactor; + float currentXScaleFactor; + + //standard X and Y offsets of the new tooltip + float defaultYOffset; + float defaultXOffset; + + //real on screen sizes of the tooltip object + float tooltipRealHeight; + float tooltipRealWidth; + + // Use this for initialization + void Start() + { + //in this line you need to change the string in order to get your Camera //TODO MAYBE DO IT FROM THE INSPECTOR + GUICamera = GameObject.Find("GUICamera").GetComponent(); + GUIMode = this.transform.parent.parent.GetComponent().renderMode; + + bgImageSource = bgImage.GetComponent(); + + //at start the pointer is never to be considered over and UI element + inside = false; + + //assign the tooltip to the singleton GUI class manager for fast access + //TacticalGUIManager.tgm.mmttp = this; + + //hide the tooltip + HideTooltipVisibility(); + this.transform.parent.gameObject.SetActive(false); + } + + + //single string input tooltip + public void SetTooltip(string text) + { + NewTooltip(); + + //init tooltip string + thisText.text = text; + + //call the position function + OnScreenSpaceCamera(); + } + + + //multi string/line input tooltip (each string of the input array is a new line) + public void SetTooltip(string[] texts) + { + NewTooltip(); + + //build up the tooltip line after line with the input + string tooltipText = ""; + int index = 0; + foreach (string newLine in texts) + { + if (index == 0) + { + tooltipText += newLine; + } + else + { + tooltipText += ("\n" + newLine); + } + index++; + } + + //init tooltip string + thisText.text = tooltipText; + + //call the position function + OnScreenSpaceCamera(); + } + + + + //temporary call to don't fuck up old code, will be removed + public void SetTooltip(string text, bool test) + { + NewTooltip(); + + //init tooltip string + thisText.text = text; + + //call the position function + OnScreenSpaceCamera(); + } + + + //position function, currently not working correctly due to the use of pivots and not manual offsets, soon to be fixed + public void OnScreenSpaceCamera() + { + //get the dynamic position of the pous in viewport coordinates + Vector3 newPos = GUICamera.ScreenToViewportPoint(Input.mousePosition); + + // store in val the updated position (x or y) of the tooltip edge of interest + float val; + + //store the new offset to impose in case of out of screen + float yOffSet = 0f; + float xOffSet = 0f; + + //check for right edge of screen + //obtain the x coordinate of the right edge of the tooltip + val = ((GUICamera.ViewportToScreenPoint(newPos).x) + (tooltipRealWidth * bgImage.pivot.x)); + + //evaluate if the right edge of the tooltip goes out of screen + if (val > (upperRight.x)) + { + float distFromRight = upperRight.x - val; + + xOffSet = distFromRight; + + //assign the new modified coordinates to the tooltip and convert to screen coordinates + Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f); + + newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x; + } + + //check for left edge of screen + //obtain the x coordinate of the left edge of the tooltip + val = ((GUICamera.ViewportToScreenPoint(newPos).x) - (tooltipRealWidth * bgImage.pivot.x)); + + //evaluate if the left edge of the tooltip goes out of screen + if (val < (lowerLeft.x)) + { + float distFromLeft = lowerLeft.x - val; + + xOffSet = -distFromLeft; + + //assign the new modified coordinates to the tooltip and convert to screen coordinates + Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f); + + newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x; + } + + //check for upper edge of the screen + //obtain the y coordinate of the upper edge of the tooltip + val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)) - (tooltipRealHeight))); + //evaluate if the upper edge of the tooltip goes out of screen + if (val > (upperRight.y)) + { + float distFromUpper = upperRight.y - val; + yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)); + + if (distFromUpper > (defaultYOffset * 0.75)) + { + //shorten the temporary offset up to a certain distance from the tooltip + yOffSet = distFromUpper; + } + else + { + //if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip) + yOffSet = ((defaultYOffset) - (tooltipRealHeight) * 2f); + } + + //assign the new modified coordinates to the tooltip and convert to screen coordinates + Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f); + newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y; + } + + //check for lower edge of the screen + //obtain the y coordinate of the lower edge of the tooltip + val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)))); + + //evaluate if the upper edge of the tooltip goes out of screen + if (val < (lowerLeft.y)) + { + float distFromLower = lowerLeft.y - val; + yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)); + + if (distFromLower < (defaultYOffset * 0.75 - tooltipRealHeight)) + { + //shorten the temporary offset up to a certain distance from the tooltip + yOffSet = distFromLower; + } + else + { + //if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip) + yOffSet = ((tooltipRealHeight) * 2f); + } + + //assign the new modified coordinates to the tooltip and convert to screen coordinates + Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f); + newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y; + } + + this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f); + this.transform.parent.gameObject.SetActive(true); + inside = true; + } + + //call to hide tooltip when hovering out from the object + public void HideTooltip() + { + if (GUIMode == RenderMode.ScreenSpaceCamera) + { + if (this != null) + { + this.transform.parent.gameObject.SetActive(false); + inside = false; + HideTooltipVisibility(); + } + } + } + + // Update is called once per frame + void Update() + { + LayoutInit(); + if (inside) + { + if (GUIMode == RenderMode.ScreenSpaceCamera) + { + OnScreenSpaceCamera(); + } + } + } + + //this function is used in order to setup the size of the tooltip by cheating on the HorizontalLayoutBehavior. The resize is done in the first update. + void LayoutInit() + { + if (firstUpdate) + { + firstUpdate = false; + + bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding); + + defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)); + defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x)); + + tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor; + tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor; + + ActivateTooltipVisibility(); + } + } + + //init basic variables on a new tooltip set + void NewTooltip() + { + firstUpdate = true; + + lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f)); + upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f)); + + currentYScaleFactor = Screen.height / this.transform.root.GetComponent().referenceResolution.y; + currentXScaleFactor = Screen.width / this.transform.root.GetComponent().referenceResolution.x; + + } + + //used to visualize the tooltip one update call after it has been built (to avoid flickers) + public void ActivateTooltipVisibility() + { + Color textColor = thisText.color; + thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f); + bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f); + } + + //used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers) + public void HideTooltipVisibility() + { + Color textColor = thisText.color; + thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f); + bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f); + } + + } +} \ No newline at end of file diff --git a/Scripts/Utilities/HoverTooltip.cs.meta b/Scripts/Utilities/HoverTooltip.cs.meta new file mode 100644 index 0000000..fb195ea --- /dev/null +++ b/Scripts/Utilities/HoverTooltip.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 87cd933870c6506418344281b3cb86fc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: