Added alternate toggle control at request of Martin Sharkbomb, adds events to the toggle group for value changed

Plus a property to access the single selected toggle (although I'd recommend using the ActiveToggles IEnumerable

--HG--
branch : develop_5.3
pull/413/head
Simon (darkside) Jackson 2015-12-19 15:12:10 +00:00
parent f74241cb13
commit 84edb62e91
4 changed files with 375 additions and 0 deletions

View File

@ -0,0 +1,241 @@
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
/// <summary>
/// Simple toggle -- something that has an 'on' and 'off' states: checkbox, toggle button, radio button, etc.
/// </summary>
[AddComponentMenu("UI/Extensions/Extensions Toggle", 31)]
[RequireComponent(typeof(RectTransform))]
public class ExtensionsToggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement
{
public enum ToggleTransition
{
None,
Fade
}
[Serializable]
public class ToggleEvent : UnityEvent<bool>
{ }
/// <summary>
/// Transition type.
/// </summary>
public ToggleTransition toggleTransition = ToggleTransition.Fade;
/// <summary>
/// Graphic the toggle should be working with.
/// </summary>
public Graphic graphic;
// group that this toggle can belong to
[SerializeField]
private ExtensionsToggleGroup m_Group;
public ExtensionsToggleGroup group
{
get { return m_Group; }
set
{
m_Group = value;
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
SetToggleGroup(m_Group, true);
PlayEffect(true);
}
}
}
/// <summary>
/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
/// </summary>
public ToggleEvent onValueChanged = new ToggleEvent();
// Whether the toggle is on
[FormerlySerializedAs("m_IsActive")]
[Tooltip("Is the toggle currently on or off?")]
[SerializeField]
private bool m_IsOn;
protected ExtensionsToggle()
{ }
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
Set(m_IsOn, false);
PlayEffect(toggleTransition == ToggleTransition.None);
var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
}
#endif // if UNITY_EDITOR
public virtual void Rebuild(CanvasUpdate executing)
{
#if UNITY_EDITOR
if (executing == CanvasUpdate.Prelayout)
onValueChanged.Invoke(m_IsOn);
#endif
}
public virtual void LayoutComplete()
{ }
public virtual void GraphicUpdateComplete()
{ }
protected override void OnEnable()
{
base.OnEnable();
SetToggleGroup(m_Group, false);
PlayEffect(true);
}
protected override void OnDisable()
{
SetToggleGroup(null, false);
base.OnDisable();
}
protected override void OnDidApplyAnimationProperties()
{
// Check if isOn has been changed by the animation.
// Unfortunately there is no way to check if we don�t have a graphic.
if (graphic != null)
{
bool oldValue = !Mathf.Approximately(graphic.canvasRenderer.GetColor().a, 0);
if (m_IsOn != oldValue)
{
m_IsOn = oldValue;
Set(!oldValue);
}
}
base.OnDidApplyAnimationProperties();
}
private void SetToggleGroup(ExtensionsToggleGroup newGroup, bool setMemberValue)
{
ExtensionsToggleGroup oldGroup = m_Group;
// Sometimes IsActive returns false in OnDisable so don't check for it.
// Rather remove the toggle too often than too little.
if (m_Group != null)
m_Group.UnregisterToggle(this);
// At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable.
// That's why we use the setMemberValue parameter.
if (setMemberValue)
m_Group = newGroup;
// Only register to the new group if this Toggle is active.
if (m_Group != null && IsActive())
m_Group.RegisterToggle(this);
// If we are in a new group, and this toggle is on, notify group.
// Note: Don't refer to m_Group here as it's not guaranteed to have been set.
if (newGroup != null && newGroup != oldGroup && isOn && IsActive())
m_Group.NotifyToggleOn(this);
}
/// <summary>
/// Whether the toggle is currently active.
/// </summary>
public bool isOn
{
get { return m_IsOn; }
set
{
Set(value);
}
}
void Set(bool value)
{
Set(value, true);
}
void Set(bool value, bool sendCallback)
{
if (m_IsOn == value)
return;
// if we are in a group and set to true, do group logic
m_IsOn = value;
if (m_Group != null && IsActive())
{
if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.allowSwitchOff))
{
m_IsOn = true;
m_Group.NotifyToggleOn(this);
}
}
// Always send event when toggle is clicked, even if value didn't change
// due to already active toggle in a toggle group being clicked.
// Controls like Dropdown rely on this.
// It's up to the user to ignore a selection being set to the same value it already was, if desired.
PlayEffect(toggleTransition == ToggleTransition.None);
if (sendCallback)
onValueChanged.Invoke(m_IsOn);
}
/// <summary>
/// Play the appropriate effect.
/// </summary>
private void PlayEffect(bool instant)
{
if (graphic == null)
return;
#if UNITY_EDITOR
if (!Application.isPlaying)
graphic.canvasRenderer.SetAlpha(m_IsOn ? 1f : 0f);
else
#endif
graphic.CrossFadeAlpha(m_IsOn ? 1f : 0f, instant ? 0f : 0.1f, true);
}
/// <summary>
/// Assume the correct visual state.
/// </summary>
protected override void Start()
{
PlayEffect(true);
}
private void InternalToggle()
{
if (!IsActive() || !IsInteractable())
return;
isOn = !isOn;
}
/// <summary>
/// React to clicks.
/// </summary>
public virtual void OnPointerClick(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
InternalToggle();
}
public virtual void OnSubmit(BaseEventData eventData)
{
InternalToggle();
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: bc733ccacdce62148ac1f46d1dd84ff6
timeCreated: 1450456340
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,110 @@
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.Events;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Extensions/Extensions Toggle Group")]
[DisallowMultipleComponent]
public class ExtensionsToggleGroup : UIBehaviour
{
[SerializeField]
private bool m_AllowSwitchOff = false;
public bool allowSwitchOff { get { return m_AllowSwitchOff; } set { m_AllowSwitchOff = value; } }
private List<ExtensionsToggle> m_Toggles = new List<ExtensionsToggle>();
[Serializable]
public class ToggleGroupEvent : UnityEvent<bool>
{ }
public ToggleGroupEvent onToggleGroupChanged = new ToggleGroupEvent();
public ToggleGroupEvent onToggleGroupToggleChanged = new ToggleGroupEvent();
public ExtensionsToggle SelectedToggle { get; private set; }
protected ExtensionsToggleGroup()
{ }
private void ValidateToggleIsInGroup(ExtensionsToggle toggle)
{
if (toggle == null || !m_Toggles.Contains(toggle))
throw new ArgumentException(string.Format("Toggle {0} is not part of ToggleGroup {1}", new object[] { toggle, this }));
}
public void NotifyToggleOn(ExtensionsToggle toggle)
{
ValidateToggleIsInGroup(toggle);
// disable all toggles in the group
for (var i = 0; i < m_Toggles.Count; i++)
{
if (m_Toggles[i] == toggle)
{
SelectedToggle = toggle;
continue;
}
m_Toggles[i].isOn = false;
}
onToggleGroupChanged.Invoke(AnyTogglesOn());
}
public void UnregisterToggle(ExtensionsToggle toggle)
{
if (m_Toggles.Contains(toggle))
{
m_Toggles.Remove(toggle);
toggle.onValueChanged.RemoveListener(NotifyToggleChanged);
}
}
private void NotifyToggleChanged(bool isOn)
{
onToggleGroupToggleChanged.Invoke(isOn);
}
public void RegisterToggle(ExtensionsToggle toggle)
{
if (!m_Toggles.Contains(toggle))
{
m_Toggles.Add(toggle);
toggle.onValueChanged.AddListener(NotifyToggleChanged);
}
}
public bool AnyTogglesOn()
{
return m_Toggles.Find(x => x.isOn) != null;
}
public IEnumerable<ExtensionsToggle> ActiveToggles()
{
return m_Toggles.Where(x => x.isOn);
}
public void SetAllTogglesOff()
{
bool oldAllowSwitchOff = m_AllowSwitchOff;
m_AllowSwitchOff = true;
for (var i = 0; i < m_Toggles.Count; i++)
m_Toggles[i].isOn = false;
m_AllowSwitchOff = oldAllowSwitchOff;
}
public void HasTheGroupToggle(bool value)
{
Debug.Log("Testing, the group has toggled [" + value + "]");
}
public void HasAToggleFlipped(bool value)
{
Debug.Log("Testing, a toggle has toggled [" + value + "]");
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: bf31acdd4bba9fc45b8a5cc6de985aee
timeCreated: 1450454546
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: