Upstream merge from develop_4.6

--HG--
branch : develop_5.2
release
Simon (darkside) Jackson 2015-12-23 19:25:22 +00:00
commit d187674e00
36 changed files with 158 additions and 191 deletions

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@ -1,54 +0,0 @@
///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Bound Tooltip/Tooltip Trigger")]
public class BoundTooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
{
[TextAreaAttribute]
public string text;
public bool useMousePosition = false;
public Vector3 offset;
public void OnPointerEnter(PointerEventData eventData)
{
if (useMousePosition)
{
StartHover(new Vector3(eventData.position.x, eventData.position.y, 0f));
}
else
{
StartHover(transform.position + offset);
}
}
public void OnSelect(BaseEventData eventData)
{
StartHover(transform.position);
}
public void OnPointerExit(PointerEventData eventData)
{
StopHover();
}
public void OnDeselect(BaseEventData eventData)
{
StopHover();
}
void StartHover(Vector3 position)
{
BoundTooltipItem.Instance.ShowTooltip(text, position);
}
void StopHover()
{
BoundTooltipItem.Instance.HideTooltip();
}
}
}

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@ -253,14 +253,8 @@ namespace UnityEngine.UI.Extensions
/// Update the UI renderer mesh.
/// </summary>
protected override void OnPopulateMesh(Mesh toFill)
protected override void OnFillVBO(List<UIVertex> vbo)
{
List<UIVertex> vbo = new List<UIVertex>();
using (var helper = new VertexHelper(toFill))
{
helper.GetUIVertexStream(vbo);
}
switch (type)
{
case Type.Simple:
@ -276,12 +270,6 @@ namespace UnityEngine.UI.Extensions
GenerateFilledSprite(vbo, m_PreserveAspect);
break;
}
using (var helper = new VertexHelper())
{
helper.AddUIVertexTriangleStream(vbo);
helper.FillMesh(toFill);
}
}
#region Various fill functions

5
Scripts/ToolTips.meta Normal file
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///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Bound Tooltip/Tooltip Trigger")]
public class BoundTooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
{
public string text;
public void OnPointerEnter(PointerEventData eventData)
{
StartHover(new Vector3(eventData.position.x, eventData.position.y, 0f));
}
public void OnSelect(BaseEventData eventData)
{
StartHover(transform.position);
}
public void OnPointerExit(PointerEventData eventData)
{
StopHover();
}
public void OnDeselect(BaseEventData eventData)
{
StopHover();
}
void StartHover(Vector3 position)
{
BoundTooltipItem.Instance.ShowTooltip(text, position);
}
void StopHover()
{
BoundTooltipItem.Instance.HideTooltip();
}
}
}

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@ -1,119 +0,0 @@
/// Credit AriathTheWise
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
/// Extended to include a HELD state that continually fires while the button is held down.
/// Refactored so it can be added to any button and expose the events in the editor.
/// Unselect fix by @Sfyne
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// UIButton
/// </summary>
[AddComponentMenu("UI/Extensions/UI Selectable Extension")]
[RequireComponent(typeof(Selectable))]
public class UISelectableExtension : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
#region Sub-Classes
[System.Serializable]
public class UIButtonEvent : UnityEvent<PointerEventData.InputButton> { }
#endregion
#region Events
[Tooltip("Event that fires when a button is initially pressed down")]
public UIButtonEvent OnButtonPress;
[Tooltip("Event that fires when a button is released")]
public UIButtonEvent OnButtonRelease;
[Tooltip("Event that continually fires while a button is held down")]
public UIButtonEvent OnButtonHeld;
#endregion
private bool _pressed;
private PointerEventData _heldEventData;
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
//Can't set the state as it's too locked down.
//DoStateTransition(SelectionState.Pressed, false);
if (OnButtonPress != null)
{
OnButtonPress.Invoke(eventData.button);
}
_pressed = true;
_heldEventData = eventData;
}
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
//DoStateTransition(SelectionState.Normal, false);
if (OnButtonRelease != null)
{
OnButtonRelease.Invoke(eventData.button);
}
_pressed = false;
_heldEventData = null;
}
void Update()
{
if (!_pressed)
return;
if (OnButtonHeld != null)
{
OnButtonHeld.Invoke(_heldEventData.button);
}
}
/// <summary>
/// Test method to verify a control has been clicked
/// </summary>
public void TestClicked()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Clicked");
#endif
}
/// <summary>
/// Test method to verify a controll is pressed
/// </summary>
public void TestPressed()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Pressed");
#endif
}
/// <summary>
/// est method to verify if a control is released
/// </summary>
public void TestReleased()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Released");
#endif
}
/// <summary>
/// est method to verify if a control is being held
/// </summary>
public void TestHold()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Held");
#endif
}
//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
void OnDisable ()
{
_pressed = false;
}
}
}

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/// Credit AriathTheWise
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
/// Extended to include a HELD state that continually fires while the button is held down.
/// Refactored so it can be added to any button and expose the events in the editor.
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// UIButton
/// </summary>
[AddComponentMenu("UI/Extensions/UI Selectable Extension")]
[RequireComponent(typeof(Selectable))]
public class UISelectableExtension : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
#region Sub-Classes
[System.Serializable]
public class UIButtonEvent : UnityEvent<PointerEventData.InputButton> { }
#endregion
#region Events
[Tooltip("Event that fires when a button is initially pressed down")]
public UIButtonEvent OnButtonPress;
[Tooltip("Event that fires when a button is released")]
public UIButtonEvent OnButtonRelease;
[Tooltip("Event that continually fires while a button is held down")]
public UIButtonEvent OnButtonHeld;
#endregion
private bool _pressed;
private PointerEventData _heldEventData;
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
//Can't set the state as it's too locked down.
//DoStateTransition(SelectionState.Pressed, false);
if (OnButtonPress != null)
{
OnButtonPress.Invoke(eventData.button);
}
_pressed = true;
_heldEventData = eventData;
}
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
//DoStateTransition(SelectionState.Normal, false);
if (OnButtonRelease != null)
{
OnButtonRelease.Invoke(eventData.button);
}
_pressed = false;
_heldEventData = null;
}
void Update()
{
if (!_pressed)
return;
if (OnButtonHeld != null)
{
OnButtonHeld.Invoke(_heldEventData.button);
}
}
/// <summary>
/// Test method to verify a control has been clicked
/// </summary>
public void TestClicked()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Clicked");
#endif
}
/// <summary>
/// Test method to verify a controll is pressed
/// </summary>
public void TestPressed()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Pressed");
#endif
}
/// <summary>
/// est method to verify if a control is released
/// </summary>
public void TestReleased()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Released");
#endif
}
/// <summary>
/// est method to verify if a control is being held
/// </summary>
public void TestHold()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Held");
#endif
}
}
}

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