Example #1
0
        /// <summary>
        /// Interactive calls this method on state change
        /// </summary>
        /// <param name="state">
        /// Enum containing the following states:
        /// DefaultState: normal state of the button
        /// FocusState: gameObject has gaze
        /// PressState: currently being pressed
        /// SelectedState: selected and has no other interaction
        /// FocusSelected: selected with gaze
        /// PressSelected: selected and pressed
        /// Disabled: button is disabled
        /// DisabledSelected: the button is not interactive, but in it's alternate state (toggle button)
        /// </param>
        public virtual void SetState(Interactive.ButtonStateEnum state)
        {
            switch (state)
            {
            case Interactive.ButtonStateEnum.Default:
                break;

            case Interactive.ButtonStateEnum.Focus:
                break;

            case Interactive.ButtonStateEnum.Press:
                break;

            case Interactive.ButtonStateEnum.Selected:
                break;

            case Interactive.ButtonStateEnum.FocusSelected:
                break;

            case Interactive.ButtonStateEnum.PressSelected:
                break;

            case Interactive.ButtonStateEnum.Disabled:
                break;

            case Interactive.ButtonStateEnum.DisabledSelected:
                break;

            default:
                break;
            }

            State = state;
        }
Example #2
0
 /// <summary>
 /// swap the texture based on the theme
 /// </summary>
 /// <param Name="state"></param>
 private void SetTexture(Interactive.ButtonStateEnum state)
 {
     if (mTextureTheme != null)
     {
         mMaterial.SetTexture("_MainTex", mTextureTheme.GetThemeValue(state));
     }
 }
Example #3
0
        /// <summary>
        /// Set active state
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);
            bool show = (state == Interactive.ButtonStateEnum.FocusSelected || state == Interactive.ButtonStateEnum.Focus || state == Interactive.ButtonStateEnum.Press || state == Interactive.ButtonStateEnum.PressSelected);

            for (int i = 0; i < Targets.Length; ++i)
            {
                Targets[i].SetActive(show);
            }
        }
        /// <summary>
        /// Interactive calls this method on state change
        /// </summary>
        /// <param name="state">
        /// Enum containing the following states:
        /// DefaultState: normal state of the button
        /// FocusState: gameObject has gaze
        /// PressState: currently being pressed
        /// SelectedState: selected and has no other interaction
        /// FocusSelected: selected with gaze
        /// PressSelected: selected and pressed
        /// Disabled: button is disabled
        /// DisabledSelected: the button is not interactive, but in it's alternate state (toggle button)
        /// </param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            int colorIndex = -1;
            switch (state)
            {
                case Interactive.ButtonStateEnum.Default:
                    this.gameObject.transform.localScale = EffectScale[0];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 0;
                    break;
                case Interactive.ButtonStateEnum.Focus:
                    this.gameObject.transform.localScale = EffectScale[1];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 0;
                    break;
                case Interactive.ButtonStateEnum.Press:
                    this.gameObject.transform.localPosition = EffectPosition[1];
                    colorIndex = 0;
                    break;
                case Interactive.ButtonStateEnum.Selected:
                    this.gameObject.transform.localScale = EffectScale[0];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 1;
                    break;
                case Interactive.ButtonStateEnum.FocusSelected:
                    this.gameObject.transform.localScale = EffectScale[1];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 1;
                    break;
                case Interactive.ButtonStateEnum.PressSelected:
                    this.gameObject.transform.localPosition = EffectPosition[1];
                    colorIndex = 1;
                    break;
                case Interactive.ButtonStateEnum.Disabled:
                    this.gameObject.transform.localScale = EffectScale[0];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 0;
                    break;
                case Interactive.ButtonStateEnum.DisabledSelected:
                    this.gameObject.transform.localScale = EffectScale[0];
                    this.gameObject.transform.localPosition = EffectPosition[0];
                    colorIndex = 1;
                    break;
                default:
                    break;
            }

            if (mRenderer != null && colorIndex > -1)
            {
                mRenderer.material.color = EffectColors[colorIndex];
            }
        }
        /// <summary>
        /// Fade in or out based on focus
        /// </summary>
        /// <param Name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (state == Interactive.ButtonStateEnum.FocusSelected || state == Interactive.ButtonStateEnum.Focus || state == Interactive.ButtonStateEnum.Press || state == Interactive.ButtonStateEnum.PressSelected)
            {
                mFadeController.FadeIn();
            }
            else
            {
                mFadeController.FadeOut();
            }
        }
Example #6
0
 public override void SetState(Interactive.ButtonStateEnum state)
 {
     /*
      * string stateString = "";
      * switch (state)
      * {
      *  case Interactive.ButtonStateEnum.Selected:
      *      stateString = TextPop;
      *      break;
      * }
      * TextField.text = stateString;
      */
 }
        /// <summary>
        /// set the colors
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mInnerColorTheme != null)
            {
                ColorBlender.StartTransition(mInnerColorTheme.GetThemeValue(state), InnerMaterial.name);
            }

            if (mOuterColorTheme != null)
            {
                ColorBlender.StartTransition(mOuterColorTheme.GetThemeValue(state), OuterMaterial.name);
            }
        }
Example #8
0
        /// <summary>
        /// Set or fade the colors
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mColorTheme != null)
            {
                if (ColorBlender != null)
                {
                    ColorBlender.StartTransition(mColorTheme.GetThemeValue(state));
                }
                else if (mMaterial != null)
                {
                    mMaterial.color = mColorTheme.GetThemeValue(state);
                }
            }
        }
        /// <summary>
        /// Set the text value
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            string label = "";

            if (state == Interactive.ButtonStateEnum.FocusSelected || state == Interactive.ButtonStateEnum.Selected || state == Interactive.ButtonStateEnum.PressSelected || state == Interactive.ButtonStateEnum.DisabledSelected)
            {
                label = SelectedLabel;
            }
            else
            {
                label = DefaultLabel;
            }

            Label.text = label;
        }
Example #10
0
        /// <summary>
        /// Set the Scale
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mScaleTheme != null)
            {
                if (ScaleTweener != null)
                {
                    ScaleTweener.TargetValue = mScaleTheme.GetThemeValue(state);
                    ScaleTweener.StartRunning();
                }
                else
                {
                    transform.localScale = mScaleTheme.GetThemeValue(state);
                }
            }
        }
        /// <summary>
        /// Set the position
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mPositionTheme != null)
            {
                if (MovePositionTweener != null)
                {
                    MovePositionTweener.TargetValue = mPositionTheme.GetThemeValue(state);
                    MovePositionTweener.StartRunning();
                }
                else
                {
                    transform.localPosition = mPositionTheme.GetThemeValue(state);
                }
            }
        }
Example #12
0
        /// <summary>
        /// Animate the position
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mMoveToPosition != null)
            {
                if (state == Interactive.ButtonStateEnum.FocusSelected || state == Interactive.ButtonStateEnum.Selected || state == Interactive.ButtonStateEnum.PressSelected || state == Interactive.ButtonStateEnum.DisabledSelected)
                {
                    mMoveToPosition.TargetValue = SelectPosition;
                    mMoveToPosition.StartRunning();
                }
                else
                {
                    mMoveToPosition.TargetValue = DefaultPosition;
                    mMoveToPosition.StartRunning();
                }
            }
        }
        /// <summary>
        /// Interactive calls this method on state change
        /// </summary>
        /// <param Name="state">
        /// Enum containing the following states:
        /// DefaultState: normal state of the button
        /// FocusState: gameObject has gaze
        /// PressState: currently being pressed
        /// SelectedState: selected and has no other interaction
        /// FocusSelected: selected with gaze
        /// PressSelected: selected and pressed
        /// Disabled: button is disabled
        /// DisabledSelected: the button is not interactive, but in it's alternate state (toggle button)
        /// </param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            string stateString = "Default";

            switch (state)
            {
            case Interactive.ButtonStateEnum.Default:
                stateString = "Default";
                break;

            case Interactive.ButtonStateEnum.Focus:
                stateString = "Focus";
                break;

            case Interactive.ButtonStateEnum.Press:
                stateString = "Press";
                break;

            case Interactive.ButtonStateEnum.Selected:
                stateString = "Selected";
                break;

            case Interactive.ButtonStateEnum.FocusSelected:
                stateString = "FocusSelected";
                break;

            case Interactive.ButtonStateEnum.PressSelected:
                stateString = "PressSelected";
                break;

            case Interactive.ButtonStateEnum.Disabled:
                stateString = "Disabled";
                break;

            case Interactive.ButtonStateEnum.DisabledSelected:
                stateString = "DisabledSelected";
                break;

            default:
                break;
            }

            TextField.text = stateString;
        }
Example #14
0
        /// <summary>
        /// Set colors, position and label text
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mText != null)
            {
                if (mColorTheme != null)
                {
                    mText.color = mColorTheme.GetThemeValue(state);
                }

                if (ButtonLabels != null && this.name == "LabelDictation")
                {
                    if (InteractiveHost.IsSelected)
                    {
                        if (ButtonLabels.Selected != "")
                        {
                            mText.text = ButtonLabels.Selected;
                        }
                        else
                        {
                            mText.text = ButtonLabels.Default;
                        }
                    }
                    else
                    {
                        mText.text = ButtonLabels.Default;
                    }
                }
            }

            if (mPositionTheme != null)
            {
                if (MovePosition != null)
                {
                    MovePosition.TargetValue = mPositionTheme.GetThemeValue(state);
                    MovePosition.StartRunning();
                }
                else
                {
                    transform.localPosition = mPositionTheme.GetThemeValue(state);
                }
            }
        }
Example #15
0
        public Type GetThemeValue(Interactive.ButtonStateEnum state)
        {
            switch (state)
            {
            case Interactive.ButtonStateEnum.Default:
                CurrentValue = Default;
                break;

            case Interactive.ButtonStateEnum.Focus:
                CurrentValue = Focus;
                break;

            case Interactive.ButtonStateEnum.Press:
                CurrentValue = Press;
                break;

            case Interactive.ButtonStateEnum.Selected:
                CurrentValue = Selected;
                break;

            case Interactive.ButtonStateEnum.FocusSelected:
                CurrentValue = FocusSelected;
                break;

            case Interactive.ButtonStateEnum.PressSelected:
                CurrentValue = PressSelected;
                break;

            case Interactive.ButtonStateEnum.Disabled:
                CurrentValue = Disabled;
                break;

            case Interactive.ButtonStateEnum.DisabledSelected:
                CurrentValue = DisabledSelected;
                break;

            default:
                CurrentValue = Default;
                break;
            }

            return(CurrentValue);
        }
Example #16
0
        /// <summary>
        /// set states or start animaitons
        /// </summary>
        /// <param name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            if (mColorTheme != null)
            {
                if (ColorBlender != null)
                {
                    ColorBlender.StartTransition(mColorTheme.GetThemeValue(state));
                }
                else if (mMaterial != null)
                {
                    mMaterial.color = mColorTheme.GetThemeValue(state);
                }
            }

            if (mPositionTheme != null)
            {
                if (MovePosition != null)
                {
                    MovePosition.TargetValue = mPositionTheme.GetThemeValue(state);
                    MovePosition.StartRunning();
                }
                else
                {
                    transform.localPosition = mPositionTheme.GetThemeValue(state);
                }
            }

            if (mScaleTheme != null)
            {
                if (ScaleSize != null)
                {
                    ScaleSize.TargetValue = mScaleTheme.GetThemeValue(state);
                    ScaleSize.StartRunning();
                }
                else
                {
                    transform.localScale = mScaleTheme.GetThemeValue(state);
                }
            }
        }
Example #17
0
        /// <summary>
        /// Interactive calls this method on state change
        /// </summary>
        /// <param name="state">
        /// Enum containing the following states:
        /// DefaultState: normal state of the button
        /// FocusState: gameObject has gaze
        /// PressState: currently being pressed
        /// SelectedState: selected and has no other interaction
        /// FocusSelected: selected with gaze
        /// PressSelected: selected and pressed
        /// Disabled: button is disabled
        /// DisabledSelected: the button is not interactive, but in it's alternate state (toggle button)
        /// </param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            switch (state)
            {
            case Interactive.ButtonStateEnum.Default:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.Focus:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.Press:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.Selected:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.FocusSelected:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.PressSelected:
                mIsEnabled = true;
                break;

            case Interactive.ButtonStateEnum.Disabled:
                mIsEnabled = false;
                break;

            case Interactive.ButtonStateEnum.DisabledSelected:
                mIsEnabled = false;
                break;

            default:
                break;
            }

            TextField.text = mIsEnabled ? "(Enabled)" : "(Disabled)";
        }
 /// <summary>
 /// On the selected state, activate this game object
 /// </summary>
 /// <param Name="state"></param>
 public override void SetState(Interactive.ButtonStateEnum state)
 {
     base.SetState(state);
     TargetObject.SetActive(InteractiveHost.IsSelected);
 }
 /// <summary>
 /// Sets the state of the widget
 /// </summary>
 /// <param name="state"></param>
 public override void SetState(Interactive.ButtonStateEnum state)
 {
     base.SetState(state);
     mThemeUpdated = false;
 }
Example #20
0
        /// <summary>
        /// From InteractiveWidget
        /// </summary>
        /// <param Name="state"></param>
        public override void SetState(Interactive.ButtonStateEnum state)
        {
            base.SetState(state);

            SetTexture(state);
        }