Checkin with FlowLayoutGroup, HorrizontalScrollSnap fixes

Added the WIP for the new ScollSnap with fixes

--HG--
branch : develop_4.6
release
Simon (darkside) Jackson 2015-10-01 19:29:58 +01:00
parent c20194ad92
commit e1e48e7514
7 changed files with 903 additions and 2 deletions

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@ -1024,5 +1024,268 @@ namespace UnityEditor.UI
}
#endregion
#region New ScrollSnapCode
static public void FixedScrollSnapBase(MenuCommand menuCommand, string name, ScrollSnap.ScrollDirection direction, int itemVisible, int itemCount, Vector2 itemSize)
{
GameObject scrollSnapRoot = CreateUIElementRoot(name, menuCommand, s_ThickGUIElementSize);
GameObject itemList = CreateUIObject("List", scrollSnapRoot);
// Set RectTransform to stretch
RectTransform rectTransformScrollSnapRoot = scrollSnapRoot.GetComponent<RectTransform>();
rectTransformScrollSnapRoot.anchorMin = new Vector2(0.5f, 0.5f);
rectTransformScrollSnapRoot.anchorMax = new Vector2(0.5f, 0.5f);
rectTransformScrollSnapRoot.anchoredPosition = Vector2.zero;
if (direction == ScrollSnap.ScrollDirection.Horizontal)
{
rectTransformScrollSnapRoot.sizeDelta = new Vector2(itemVisible * itemSize.x, itemSize.y);
}
else
{
rectTransformScrollSnapRoot.sizeDelta = new Vector2(itemSize.x, itemVisible * itemSize.y);
}
Image image = scrollSnapRoot.AddComponent<Image>();
image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpriteResourcePath);
image.type = Image.Type.Sliced;
image.color = new Color(1f, 1f, 1f, 1f);
Mask listMask = scrollSnapRoot.AddComponent<Mask>();
listMask.showMaskGraphic = false;
ScrollRect scrollRect = scrollSnapRoot.AddComponent<ScrollRect>();
scrollRect.vertical = direction == ScrollSnap.ScrollDirection.Vertical;
scrollRect.horizontal = direction == ScrollSnap.ScrollDirection.Horizontal;
ScrollSnap scrollSnap = scrollSnapRoot.AddComponent<ScrollSnap>();
scrollSnap.direction = direction;
scrollSnap.itemsVisibleAtOnce = itemVisible;
//Setup Content container
RectTransform rectTransformContent = itemList.GetComponent<RectTransform>();
rectTransformContent.anchorMin = Vector2.zero;
rectTransformContent.anchorMax = new Vector2(1f, 1f);
//rectTransformContent.anchoredPosition = Vector2.zero;
rectTransformContent.sizeDelta = Vector2.zero;
scrollRect.content = rectTransformContent;
//Setup Item list container
if (direction == ScrollSnap.ScrollDirection.Horizontal)
{
itemList.AddComponent<HorizontalLayoutGroup> ();
ContentSizeFitter sizeFitter = itemList.AddComponent<ContentSizeFitter>();
sizeFitter.horizontalFit = ContentSizeFitter.FitMode.MinSize;
}
else
{
itemList.AddComponent<VerticalLayoutGroup> ();
ContentSizeFitter sizeFitter = itemList.AddComponent<ContentSizeFitter>();
sizeFitter.verticalFit = ContentSizeFitter.FitMode.MinSize;
}
//Setup children
for (var i = 0; i < itemCount; i ++)
{
GameObject item = CreateUIObject (string.Format("Item_{0:00}", i), itemList);
GameObject childText = CreateUIObject ("Text", item);
Image pageImage = item.AddComponent<Image> ();
pageImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite> (kStandardSpritePath);
pageImage.type = Image.Type.Sliced;
pageImage.color = s_DefaultSelectableColor;
LayoutElement elementLayout = item.AddComponent<LayoutElement> ();
if (direction == ScrollSnap.ScrollDirection.Horizontal)
{
elementLayout.minWidth = itemSize.x;
}
else
{
elementLayout.minHeight = itemSize.y;
}
RectTransform rectTransformPage01 = item.GetComponent<RectTransform> ();
rectTransformPage01.anchorMin = new Vector2 (0f, 0.5f);
rectTransformPage01.anchorMax = new Vector2 (0f, 0.5f);
//rectTransformPage01.anchoredPosition = Vector2.zero;
//rectTransformPage01.sizeDelta = Vector2.zero;
rectTransformPage01.pivot = new Vector2 (0f, 0.5f);
//Setup Text on Page01
Text text = childText.AddComponent<Text> ();
text.text = item.name;
text.alignment = TextAnchor.MiddleCenter;
text.color = new Color (0.196f, 0.196f, 0.196f);
//Setup Text 1st Child
RectTransform rectTransformPage01Text = childText.GetComponent<RectTransform> ();
rectTransformPage01Text.anchorMin = new Vector2 (0.5f, 0.5f);
rectTransformPage01Text.anchorMax = new Vector2 (0.5f, 0.5f);
//rectTransformPage01Text.anchoredPosition = Vector2.zero;
//rectTransformPage01Text.sizeDelta = Vector2.zero;
rectTransformPage01Text.pivot = new Vector2 (0.5f, 0.5f);
}
Selection.activeGameObject = scrollSnapRoot;
}
[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Horizontal Single Item", false)]
static public void AddFixedItemScrollSnapHorizontalSingle(MenuCommand menuCommand)
{
FixedScrollSnapBase (menuCommand, "Scroll Snap Horizontal Single", ScrollSnap.ScrollDirection.Horizontal, 1, 3, new Vector2(100, 100));
}
[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Horizontal Multiple Items", false)]
static public void AddFixedItemScrollSnapHorizontalMultiple(MenuCommand menuCommand)
{
FixedScrollSnapBase (menuCommand, "Scroll Snap Horizontal Multiple", ScrollSnap.ScrollDirection.Horizontal, 3, 15, new Vector2(100, 100));
}
[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Vertical Single Item", false)]
static public void AddFixedItemScrollSnapVerticalSingle(MenuCommand menuCommand)
{
FixedScrollSnapBase (menuCommand, "Scroll Snap Vertical Multiple", ScrollSnap.ScrollDirection.Vertical, 1, 3, new Vector2(100, 100));
}
[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Vertical Multiple Items", false)]
static public void AddFixedItemScrollSnapVerticalMultiple(MenuCommand menuCommand)
{
FixedScrollSnapBase (menuCommand, "Scroll Snap Vertical Multiple", ScrollSnap.ScrollDirection.Vertical, 3, 15, new Vector2(100, 100));
}
#endregion
}
}

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@ -165,7 +165,7 @@ namespace UnityEngine.UI.Extensions
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
currentRowWidth -= SpacingX;
// Layout the final row
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth - (_rowList.Count > 1 ? SpacingX : 0), padding.left, h, axis);
}
_rowList.Clear();

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@ -211,7 +211,7 @@ namespace UnityEngine.UI.Extensions
RectTransform child = _screensContainer.transform.GetChild(i).gameObject.GetComponent<RectTransform>();
currentXPosition = _offset + i * _step;
child.anchoredPosition = new Vector2(currentXPosition, 0f);
child.sizeDelta = new Vector2(gameObject.GetComponent<RectTransform>().sizeDelta.x, gameObject.GetComponent<RectTransform>().sizeDelta.y);
child.sizeDelta = new Vector2(gameObject.GetComponent<RectTransform>().rect.width, gameObject.GetComponent<RectTransform>().rect.height);
}
_dimension = currentXPosition + _offset * -1;

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@ -0,0 +1,495 @@
/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
/// Update by xesenix - rewrited almost entire code
/// - configuration for direction move instead of 2 concurrent class (easiear to change direction in editor)
/// - supports list layouted with horizontal or vertical layout need to match direction with type of layout used
/// - dynamicly checks if scrolled list size changes and recalculates anchor positions
/// and item size based on itemsVisibleAtOnce and size of root container
/// if you dont wish to use this auto resize turn of autoLayoutItems
/// - fixed current page made it independant from pivot
/// - replaced pagination with delegate function
using System;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[ExecuteInEditMode]
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("UI/Extensions/Scroll Snap")]
public class ScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
// needed becouse of reversed behavior of axis Y compared to X
// (positions of children lower in children list in horizontal directions grows when in vertical it gets smaller)
public enum ScrollDirection {
Horizontal,
Vertical
};
public delegate void PageSnapChange(int page);
public event PageSnapChange onPageChange;
public ScrollDirection direction = ScrollDirection.Horizontal;
protected ScrollRect scrollRect;
protected RectTransform scrollRectTransform;
protected Transform listContainerTransform;
protected RectTransform rectTransform;
protected int items = 0;
int pages;
protected int startingPage = 0;
// anchor points to lerp to to see child on certain indexes
protected Vector3[] pageAnchorPositions;
protected Vector3 lerpTarget;
protected bool lerp;
// item list related
protected float listContainerMinPosition;
protected float listContainerMaxPosition;
protected float listContainerSize;
protected RectTransform listContainerRectTransform;
protected Vector2 listContainerCachedSize;
protected float itemSize;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject nextButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject prevButton;
[Tooltip("Number of items visible in one page of scroll frame.")]
[RangeAttribute(1,100)]
public int itemsVisibleAtOnce = 1;
[Tooltip("Sets minimum width of list items to 1/itemsVisibleAtOnce.")]
public bool autoLayoutItems = true;
[Tooltip("If you wish to update scrollbar numberOfSteps to number of active children on list.")]
public bool linkScrolbarSteps = false;
public Boolean useFastSwipe = true;
public int fastSwipeThreshold = 100;
// drag related
protected bool startDrag = true;
protected Vector3 positionOnDragStart = new Vector3();
protected int pageOnDragStart;
protected bool fastSwipeTimer = false;
protected int fastSwipeCounter = 0;
protected int fastSwipeTarget = 10;
// Use this for initialization
void Start()
{
lerp = false;
scrollRect = gameObject.GetComponent<ScrollRect> ();
scrollRectTransform = gameObject.GetComponent<RectTransform> ();
listContainerTransform = scrollRect.content;
listContainerRectTransform = listContainerTransform.GetComponent<RectTransform> ();
rectTransform = listContainerTransform.gameObject.GetComponent<RectTransform> ();
UpdateListItemsSize();
UpdateListItemPositions();
ChangePage (CurrentPage ());
if (nextButton)
{
nextButton.GetComponent<Button> ().onClick.AddListener (() => { NextScreen (); });
}
if (prevButton)
{
prevButton.GetComponent<Button> ().onClick.AddListener (() => { PreviousScreen (); });
}
}
public void UpdateListItemsSize()
{
float size = 0;
if (direction == ScrollSnap.ScrollDirection.Horizontal)
{
size = scrollRectTransform.rect.width / itemsVisibleAtOnce;
}
else
{
size = scrollRectTransform.rect.height / itemsVisibleAtOnce;
}
itemSize = size;
if (autoLayoutItems && size != itemSize)
{
if (direction == ScrollSnap.ScrollDirection.Horizontal)
{
foreach (var tr in listContainerTransform)
{
GameObject child = ((Transform)tr).gameObject;
if (child.activeInHierarchy)
{
var childLayout = child.GetComponent<LayoutElement> ();
if (childLayout == null)
{
childLayout = child.AddComponent<LayoutElement> ();
}
childLayout.minWidth = itemSize;
}
}
}
else
{
foreach (var tr in listContainerTransform)
{
GameObject child = ((Transform)tr).gameObject;
if (child.activeInHierarchy)
{
var childLayout = child.GetComponent<LayoutElement> ();
if (childLayout == null)
{
childLayout = child.AddComponent<LayoutElement> ();
}
childLayout.minHeight = itemSize;
}
}
}
}
}
public void UpdateListItemPositions()
{
if (!listContainerRectTransform.rect.size.Equals(listContainerCachedSize))
{
// checking how many children of list are active
int activeCount = 0;
foreach (var tr in listContainerTransform) {
if (((Transform)tr).gameObject.activeInHierarchy) {
activeCount++;
}
}
// if anything changed since last check reinitialize anchors list
items = 0;
Array.Resize(ref pageAnchorPositions, activeCount);
if (activeCount > 0)
{
pages = Mathf.Max (activeCount - itemsVisibleAtOnce + 1, 1);
if (direction == ScrollDirection.Horizontal)
{
// looking for list spanning range min/max
scrollRect.horizontalNormalizedPosition = 0;
listContainerMaxPosition = listContainerTransform.localPosition.x;
scrollRect.horizontalNormalizedPosition = 1;
listContainerMinPosition = listContainerTransform.localPosition.x;
listContainerSize = listContainerMaxPosition - listContainerMinPosition;
for (var i = 0; i < pages; i ++)
{
pageAnchorPositions[i] = new Vector3(
listContainerMaxPosition - itemSize * i,
listContainerTransform.localPosition.y,
listContainerTransform.localPosition.z
);
}
}
else
{
// looking for list spanning range
scrollRect.verticalNormalizedPosition = 1;
listContainerMinPosition = listContainerTransform.localPosition.y;
scrollRect.verticalNormalizedPosition = 0;
listContainerMaxPosition = listContainerTransform.localPosition.y;
listContainerSize = listContainerMaxPosition - listContainerMinPosition;
for (var i = 0; i < pages; i ++)
{
pageAnchorPositions[i] = new Vector3(
listContainerTransform.localPosition.x,
listContainerMinPosition + itemSize * i,
listContainerTransform.localPosition.z
);
}
foreach (var tr in listContainerTransform) {
if (((Transform)tr).gameObject.activeInHierarchy) {
activeCount++;
}
}
}
UpdateScrollbar(linkScrolbarSteps);
startingPage = Mathf.Min(startingPage, pages);
ResetPage();
}
items = activeCount;
listContainerCachedSize.Set (listContainerRectTransform.rect.size.x, listContainerRectTransform.rect.size.y);
}
}
public void ResetPage()
{
if (direction == ScrollDirection.Horizontal)
{
scrollRect.horizontalNormalizedPosition = pages > 1 ? (float)startingPage / (float)(pages - 1) : 0;
}
else
{
scrollRect.verticalNormalizedPosition = pages > 1 ? (float)(pages - startingPage - 1) / (float)(pages - 1) : 0;
}
}
protected void UpdateScrollbar(bool linkSteps)
{
if (linkSteps)
{
if (direction == ScrollDirection.Horizontal)
{
if (scrollRect.horizontalScrollbar != null)
{
scrollRect.horizontalScrollbar.numberOfSteps = pages;
}
}
else
{
if (scrollRect.verticalScrollbar != null)
{
scrollRect.verticalScrollbar.numberOfSteps = pages;
}
}
}
else
{
if (direction == ScrollDirection.Horizontal)
{
if (scrollRect.horizontalScrollbar != null)
{
scrollRect.horizontalScrollbar.numberOfSteps = 0;
}
}
else
{
if (scrollRect.verticalScrollbar != null)
{
scrollRect.verticalScrollbar.numberOfSteps = 0;
}
}
}
}
void Update()
{
UpdateListItemsSize();
UpdateListItemPositions();
if (lerp)
{
UpdateScrollbar(false);
listContainerTransform.localPosition = Vector3.Lerp(listContainerTransform.localPosition, lerpTarget, 7.5f * Time.deltaTime);
if (Vector3.Distance(listContainerTransform.localPosition, lerpTarget) < 0.001f)
{
listContainerTransform.localPosition = lerpTarget;
lerp = false;
UpdateScrollbar(linkScrolbarSteps);
}
//change the info bullets at the bottom of the screen. Just for visual effect
if (Vector3.Distance(listContainerTransform.localPosition, lerpTarget) < 10f)
{
ChangePage(CurrentPage());
}
}
if (fastSwipeTimer)
{
fastSwipeCounter++;
}
}
private bool fastSwipe = false; //to determine if a fast swipe was performed
//Function for switching screens with buttons
public void NextScreen()
{
UpdateListItemPositions ();
if (CurrentPage() < pages - 1)
{
lerp = true;
lerpTarget = pageAnchorPositions[CurrentPage() + 1];
ChangePage(CurrentPage() + 1);
}
}
//Function for switching screens with buttons
public void PreviousScreen()
{
UpdateListItemPositions ();
if (CurrentPage() > 0)
{
lerp = true;
lerpTarget = pageAnchorPositions[CurrentPage() - 1];
ChangePage(CurrentPage() - 1);
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void NextScreenCommand()
{
if (pageOnDragStart < pages - 1)
{
int targetPage = Mathf.Min(pages - 1, pageOnDragStart + itemsVisibleAtOnce);
lerp = true;
lerpTarget = pageAnchorPositions[targetPage];
ChangePage(targetPage);
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void PrevScreenCommand()
{
if (pageOnDragStart > 0)
{
int targetPage = Mathf.Max(0, pageOnDragStart - itemsVisibleAtOnce);
lerp = true;
lerpTarget = pageAnchorPositions[targetPage];
ChangePage(targetPage);
}
}
//returns the current screen that the is seeing
public int CurrentPage()
{
float pos;
if (direction == ScrollDirection.Horizontal)
{
pos = listContainerMaxPosition - listContainerTransform.localPosition.x;
pos = Mathf.Clamp(pos, 0, listContainerSize);
}
else
{
pos = listContainerTransform.localPosition.y - listContainerMinPosition;
pos = Mathf.Clamp(pos, 0, listContainerSize);
}
float page = pos / itemSize;
return Mathf.Clamp(Mathf.RoundToInt(page), 0, pages);
}
//changes the bullets on the bottom of the page - pagination
private void ChangePage(int currentPage)
{
startingPage = currentPage;
if (onPageChange != null)
{
onPageChange(currentPage);
}
}
#region Interfaces
public void OnBeginDrag(PointerEventData eventData)
{
UpdateScrollbar(false);
fastSwipeCounter = 0;
fastSwipeTimer = true;
positionOnDragStart = eventData.position;
pageOnDragStart = CurrentPage();
}
public void OnEndDrag(PointerEventData eventData)
{
startDrag = true;
float change = 0;
if (direction == ScrollDirection.Horizontal)
{
change = positionOnDragStart.x - eventData.position.x;
}
else
{
change = -positionOnDragStart.y + eventData.position.y;
}
if (useFastSwipe)
{
fastSwipe = false;
fastSwipeTimer = false;
if (fastSwipeCounter <= fastSwipeTarget)
{
if (Math.Abs(change) > fastSwipeThreshold)
{
fastSwipe = true;
}
}
if (fastSwipe)
{
if (change > 0)
{
NextScreenCommand();
}
else
{
PrevScreenCommand();
}
}
else
{
lerp = true;
lerpTarget = pageAnchorPositions[CurrentPage()];
}
}
else
{
lerp = true;
lerpTarget = pageAnchorPositions[CurrentPage()];
}
}
public void OnDrag(PointerEventData eventData)
{
lerp = false;
if (startDrag)
{
OnBeginDrag(eventData);
startDrag = false;
}
}
#endregion
}
}

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@ -0,0 +1,127 @@
/// Credit zero3growlithe
/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
/// Update by xesenix - based on UIScrollToSelection centers on selected element in scrollrect which can move in XY
/// you can restrict movement by locking axis on ScrollRect component
/*USAGE:
Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to
and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
public class UIScrollToSelectionXY : MonoBehaviour
{
#region Variables
// settings
public float scrollSpeed = 10f;
[SerializeField]
private RectTransform layoutListGroup;
// temporary variables
private RectTransform targetScrollObject;
private bool scrollToSelection = true;
// references
private RectTransform scrollWindow;
private RectTransform currentCanvas;
private ScrollRect targetScrollRect;
#endregion
// Use this for initialization
private void Start()
{
targetScrollRect = GetComponent<ScrollRect>();
scrollWindow = targetScrollRect.GetComponent<RectTransform>();
}
// Update is called once per frame
private void Update()
{
ScrollRectToLevelSelection();
}
private void ScrollRectToLevelSelection()
{
// FIX: if you dont do that here events can have null value
var events = EventSystem.current;
// check main references
bool referencesAreIncorrect =
(targetScrollRect == null || layoutListGroup == null || scrollWindow == null);
if (referencesAreIncorrect == true)
{
return;
}
// get calculation references
RectTransform selection = events.currentSelectedGameObject != null ?
events.currentSelectedGameObject.GetComponent<RectTransform>() :
null;
if (selection != targetScrollObject)
{
scrollToSelection = true;
}
// check if scrolling is possible
bool isScrollDirectionUnknown = (selection == null || scrollToSelection == false);
if (isScrollDirectionUnknown == true || selection.transform.parent != layoutListGroup.transform)
{
return;
}
bool finishedX = false, finishedY = false;
if (targetScrollRect.vertical)
{
// move the current scroll rect to correct position
float selectionPos = -selection.anchoredPosition.y;
//float elementHeight = layoutListGroup.sizeDelta.y / layoutListGroup.transform.childCount;
//float maskHeight = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
float listPixelAnchor = layoutListGroup.anchoredPosition.y;
// get the element offset value depending on the cursor move direction
float offlimitsValue = 0;
offlimitsValue = listPixelAnchor - selectionPos;
// move the target scroll rect
targetScrollRect.verticalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.y) * Time.deltaTime * scrollSpeed;
finishedY = Mathf.Abs(offlimitsValue) < 2f;
}
if (targetScrollRect.horizontal)
{
// move the current scroll rect to correct position
float selectionPos = -selection.anchoredPosition.x;
//float elementWidth = layoutListGroup.sizeDelta.x / layoutListGroup.transform.childCount;
//float maskWidth = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
float listPixelAnchor = layoutListGroup.anchoredPosition.x;
// get the element offset value depending on the cursor move direction
float offlimitsValue = 0;
offlimitsValue = listPixelAnchor - selectionPos;
// move the target scroll rect
targetScrollRect.horizontalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.x) * Time.deltaTime * scrollSpeed;
finishedX = Mathf.Abs(offlimitsValue) < 2f;
}
// check if we reached our destination
if (finishedX && finishedY) {
scrollToSelection = false;
}
// save last object we were "heading to" to prevent blocking
targetScrollObject = selection;
}
}
}

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