Example #1
0
        private IEnumerator DownloadImage(string url, UnityEngine.UI.Dropdown.OptionData option)
        {
            WWW www = new WWW(url);

            yield return(www);

            option.image = Sprite.Create(www.texture, new Rect(0, 0, 50, 50), new Vector2(0, 0));
        }
Example #2
0
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.UI.Dropdown.OptionData o = (UnityEngine.UI.Dropdown.OptionData)obj;
     text  = o.text;
     image = o.image.GetMappedInstanceID();
 }
Example #3
0
        static int _g_get_image(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.Dropdown.OptionData __cl_gen_to_be_invoked = (UnityEngine.UI.Dropdown.OptionData)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.image);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
        static int _s_set_image(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.Dropdown.OptionData gen_to_be_invoked = (UnityEngine.UI.Dropdown.OptionData)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.image = (UnityEngine.Sprite)translator.GetObject(L, 2, typeof(UnityEngine.Sprite));
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
        static int _g_get_text(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.Dropdown.OptionData gen_to_be_invoked = (UnityEngine.UI.Dropdown.OptionData)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushstring(L, gen_to_be_invoked.text);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Example #6
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.Dropdown.OptionData o = (UnityEngine.UI.Dropdown.OptionData)obj;
     o.text  = text;
     o.image = (UnityEngine.Sprite)objects.Get(image);
     return(o);
 }
Example #7
0
        static int _s_set_text(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.Dropdown.OptionData __cl_gen_to_be_invoked = (UnityEngine.UI.Dropdown.OptionData)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.text = LuaAPI.lua_tostring(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
    /// <summary>
    /// 
    /// </summary>
    /// <returns></returns>
    public static List<UnityEngine.UI.Dropdown.OptionData> GetRegionNames()
    {
        List<List<object>> _values = DBQuery("SELECT REGIONNAME FROM Regions");

        List<UnityEngine.UI.Dropdown.OptionData> _regionNames = new List<UnityEngine.UI.Dropdown.OptionData>();

        for (int i = 0; i < _values.Count; i++) {
            UnityEngine.UI.Dropdown.OptionData _data = new UnityEngine.UI.Dropdown.OptionData();
            _data.text = _values[i][0].ToString();
            _regionNames.Add(_data);
        }

        return _regionNames;
    }
Example #9
0
        IEnumerator setupDrodown()
        {
            started = true;
            yield return(new WaitForSeconds(0.1f));

            for (int i = 0; i < EnviroSkyMgr.instance.GetCurrentWeatherPresetList().Count; i++)
            {
                UnityEngine.UI.Dropdown.OptionData o = new UnityEngine.UI.Dropdown.OptionData();
                o.text = EnviroSkyMgr.instance.GetCurrentWeatherPresetList()[i].Name;
                weatherDropdown.options.Add(o);
            }

            yield return(new WaitForSeconds(0.1f));

            UpdateWeatherSlider();
        }
Example #10
0
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UnityEngine.UI.Dropdown.OptionData __cl_gen_ret = new UnityEngine.UI.Dropdown.OptionData();
                    translator.Push(L, __cl_gen_ret);

                    return(1);
                }
                if (LuaAPI.lua_gettop(L) == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING))
                {
                    string text = LuaAPI.lua_tostring(L, 2);

                    UnityEngine.UI.Dropdown.OptionData __cl_gen_ret = new UnityEngine.UI.Dropdown.OptionData(text);
                    translator.Push(L, __cl_gen_ret);

                    return(1);
                }
                if (LuaAPI.lua_gettop(L) == 2 && translator.Assignable <UnityEngine.Sprite>(L, 2))
                {
                    UnityEngine.Sprite image = (UnityEngine.Sprite)translator.GetObject(L, 2, typeof(UnityEngine.Sprite));

                    UnityEngine.UI.Dropdown.OptionData __cl_gen_ret = new UnityEngine.UI.Dropdown.OptionData(image);
                    translator.Push(L, __cl_gen_ret);

                    return(1);
                }
                if (LuaAPI.lua_gettop(L) == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <UnityEngine.Sprite>(L, 3))
                {
                    string             text  = LuaAPI.lua_tostring(L, 2);
                    UnityEngine.Sprite image = (UnityEngine.Sprite)translator.GetObject(L, 3, typeof(UnityEngine.Sprite));

                    UnityEngine.UI.Dropdown.OptionData __cl_gen_ret = new UnityEngine.UI.Dropdown.OptionData(text, image);
                    translator.Push(L, __cl_gen_ret);

                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.UI.Dropdown.OptionData constructor!"));
        }
Example #11
0
        public IEnumerator LoadModels(string collectionId)
        {
            this.StatusMsg = "Loading Models....";

            this.WWWLoader = new WWW(string.Format(@"http://www.arcapt.com/api/v1/collections/{0}/items?api_key={1}", collectionId, this.apiKey));
            yield return(WWWLoader);

            if (!this.WWWLoader.isDone)
            {
                yield return(this.WWWLoader);
            }

            this.CurrentModels = JsonConvert.DeserializeObject <Model[]>(this.WWWLoader.text);

            var options = new List <UnityEngine.UI.Dropdown.OptionData>()
            {
                new UnityEngine.UI.Dropdown.OptionData {
                    text = "Models"
                }
            };

            for (int i = 0; i < this.CurrentModels.Length; i++)
            {
                var model  = this.CurrentModels[i];
                var option = new UnityEngine.UI.Dropdown.OptionData {
                    text = model.name
                };
                options.Add(option);
                if (!string.IsNullOrEmpty(model.thumbnail))
                {
                    // DownloadImage(model.thumbnail, option);
                }
            }
            var dropdownModels = GameObject.Find("DropdownModels").GetComponent <UnityEngine.UI.Dropdown>();

            dropdownModels.ClearOptions();
            dropdownModels.AddOptions(options);

            dropdownModels.value = 0;
            dropdownModels.Select();
            dropdownModels.RefreshShownValue();

            this.StatusMsg = "Select a 3D model to load.";
        }
 public static int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.UI.Dropdown.OptionData o;
         if(argc==1){
             o=new UnityEngine.UI.Dropdown.OptionData();
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         else if(matchType(l,argc,2,typeof(string))){
             System.String a1;
             checkType(l,2,out a1);
             o=new UnityEngine.UI.Dropdown.OptionData(a1);
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         else if(matchType(l,argc,2,typeof(UnityEngine.Sprite))){
             UnityEngine.Sprite a1;
             checkType(l,2,out a1);
             o=new UnityEngine.UI.Dropdown.OptionData(a1);
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         else if(argc==3){
             System.String a1;
             checkType(l,2,out a1);
             UnityEngine.Sprite a2;
             checkType(l,3,out a2);
             o=new UnityEngine.UI.Dropdown.OptionData(a1,a2);
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         return error(l,"New object failed.");
     }
     catch(Exception e) {
         return error(l,e);
     }
 }
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.UI.Dropdown.OptionData optionData = (UnityEngine.UI.Dropdown.OptionData)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "text":
                    optionData.text = reader.ReadProperty <System.String> ();
                    break;

                case "image":
                    if (optionData.image == null)
                    {
                        optionData.image = reader.ReadProperty <UnityEngine.Sprite> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Sprite> (optionData.image);
                    }
                    break;
                }
            }
        }
        // Add a new drop-down list item with the specified values.
        private DropdownMenuItem AddItem(OptionData data, DropdownMenuItem itemTemplate, List <DropdownMenuItem> items)
        {
            // Add a new item to the dropdown.
            DropdownMenuItem item = CreateItem(itemTemplate);

            item.rectTransform.SetParent(itemTemplate.rectTransform.parent, false);

            item.gameObject.SetActive(true);
            item.gameObject.name = "Item " + items.Count + (data.text != null ? ": " + data.text : "");

            // Set the item's data
            if (item.text)
            {
                item.text.text = data.text;
            }
            if (item.image)
            {
                item.image.sprite  = data.image;
                item.image.enabled = (item.image.sprite != null);
            }

            items.Add(item);
            return(item);
        }
Example #15
0
        public void AddOption(Algorithm algorithm)
        {
            var data = new UnityEngine.UI.Dropdown.OptionData(algorithm.Name);

            dropDown.options.Add(data);
        }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.UI.Dropdown.OptionData optionData = new UnityEngine.UI.Dropdown.OptionData();
     ReadInto(optionData, reader);
     return(optionData);
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.UI.Dropdown.OptionData optionData = (UnityEngine.UI.Dropdown.OptionData)value;
     writer.WriteProperty("text", optionData.text);
     writer.WriteProperty("image", optionData.image);
 }
        /// <summary>
        /// Show the dropdown.
        ///
        /// Plan for dropdown scrolling to ensure dropdown is contained within screen.
        ///
        /// We assume the Canvas is the screen that the dropdown must be kept inside.
        /// This is always valid for screen space canvas modes.
        /// For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor.
        /// We consider it a fair constraint that the canvas must be big enough to contain dropdowns.
        /// </summary>
        public void Show(bool forceUpdate = false)
        {
            if (!forceUpdate && (!IsActive() || !IsInteractable() || _dropdown != null))
            {
                return;
            }

            // Get root Canvas.
            var list = ListPool <Canvas> .Get();

            gameObject.GetComponentsInParent(false, list);
            if (list.Count == 0)
            {
                return;
            }

            // case 1064466 rootCanvas should be last element returned by GetComponentsInParent()
            Canvas rootCanvas = list[list.Count - 1];

            for (int i = 0; i < list.Count; i++)
            {
                if (list[i].isRootCanvas)
                {
                    rootCanvas = list[i];
                    break;
                }
            }

            ListPool <Canvas> .Release(list);

            if (!validTemplate)
            {
                SetupTemplate();
                if (!validTemplate)
                {
                    return;
                }
            }

            _template.gameObject.SetActive(true);

            // popupCanvas used to assume the root canvas had the default sorting Layer, next line fixes (case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened)
            _template.GetComponent <Canvas>().sortingLayerID = rootCanvas.sortingLayerID;

            // Instantiate the drop-down template
            _dropdown      = CreateDropdownList(_template.gameObject);
            _dropdown.name = "Dropdown List";
            _dropdown.SetActive(true);

            // Make drop-down RectTransform have same values as original.
            RectTransform dropdownRectTransform = _dropdown.transform as RectTransform;

            dropdownRectTransform.SetParent(_template.transform.parent, false);

            // Instantiate the drop-down list items

            // Find the dropdown item and disable it.
            DropdownMenuItem itemTemplate = _dropdown.GetComponentInChildren <DropdownMenuItem>();

            GameObject    content = itemTemplate.rectTransform.parent.gameObject;
            RectTransform contentRectTransform = content.transform as RectTransform;

            itemTemplate.rectTransform.gameObject.SetActive(true);

            // Get the rects of the dropdown and item
            Rect dropdownContentRect = contentRectTransform.rect;
            Rect itemTemplateRect    = itemTemplate.rectTransform.rect;

            // Calculate the visual offset between the item's edges and the background's edges
            Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition;
            Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition;
            Vector2 itemSize  = itemTemplateRect.size;

            _itemList.Clear();

            Button prev = null;

            for (int i = 0; i < options.Count; ++i)
            {
                OptionData       data = options[i];
                DropdownMenuItem item = AddItem(data, itemTemplate, _itemList);
                if (item == null)
                {
                    continue;
                }

                // Automatically set up a toggle state change listener
                item.button.onClick.AddListener(() => OnSelectItem(item.button));

                // Automatically set up explicit navigation
                if (prev != null)
                {
                    Navigation prevNav   = prev.navigation;
                    Navigation toggleNav = item.button.navigation;
                    prevNav.mode   = Navigation.Mode.Explicit;
                    toggleNav.mode = Navigation.Mode.Explicit;

                    prevNav.selectOnDown   = item.button;
                    prevNav.selectOnRight  = item.button;
                    toggleNav.selectOnLeft = prev;
                    toggleNav.selectOnUp   = prev;

                    prev.navigation        = prevNav;
                    item.button.navigation = toggleNav;
                }
                prev = item.button;
            }

            // Reposition all items now that all of them have been added
            Vector2 sizeDelta = contentRectTransform.sizeDelta;

            sizeDelta.y = itemSize.y * _itemList.Count + offsetMin.y - offsetMax.y;
            contentRectTransform.sizeDelta = sizeDelta;

            float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height;

            if (extraSpace > 0)
            {
                dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace);
            }

            // Invert anchoring and position if dropdown is partially or fully outside of canvas rect.
            // Typically this will have the effect of placing the dropdown above the button instead of below,
            // but it works as inversion regardless of initial setup.
            Vector3[] corners = new Vector3[4];
            dropdownRectTransform.GetWorldCorners(corners);

            RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform;
            Rect          rootCanvasRect          = rootCanvasRectTransform.rect;

            for (int axis = 0; axis < 2; axis++)
            {
                bool outside = false;
                for (int i = 0; i < 4; i++)
                {
                    Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]);
                    if ((corner[axis] < rootCanvasRect.min[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.min[axis])) ||
                        (corner[axis] > rootCanvasRect.max[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.max[axis])))
                    {
                        outside = true;
                        break;
                    }
                }
                if (outside)
                {
                    RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false);
                }
            }

            for (int i = 0; i < _itemList.Count; i++)
            {
                RectTransform itemRect = _itemList[i].rectTransform;
                itemRect.anchorMin        = new Vector2(itemRect.anchorMin.x, 0);
                itemRect.anchorMax        = new Vector2(itemRect.anchorMax.x, 0);
                itemRect.anchoredPosition = new Vector2(itemRect.anchoredPosition.x, offsetMin.y + itemSize.y * (_itemList.Count - 1 - i) + itemSize.y * itemRect.pivot.y);
                itemRect.sizeDelta        = new Vector2(itemRect.sizeDelta.x, itemSize.y);
            }

            // Fade in the popup
            AlphaFadeList(_alphaFadeSpeed, 0f, 1f);

            // Make drop-down template and item template inactive
            _template.gameObject.SetActive(false);
            itemTemplate.gameObject.SetActive(false);

            _blocker = CreateBlocker(rootCanvas);
        }
    static int _CreateUnityEngine_UI_Dropdown_OptionData(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 0)
            {
                UnityEngine.UI.Dropdown.OptionData obj = new UnityEngine.UI.Dropdown.OptionData();
                ToLua.PushObject(L, obj);
                return 1;
            }
            else if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Sprite)))
            {
                UnityEngine.Sprite arg0 = (UnityEngine.Sprite)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Sprite));
                UnityEngine.UI.Dropdown.OptionData obj = new UnityEngine.UI.Dropdown.OptionData(arg0);
                ToLua.PushObject(L, obj);
                return 1;
            }
            else if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(string)))
            {
                string arg0 = ToLua.CheckString(L, 1);
                UnityEngine.UI.Dropdown.OptionData obj = new UnityEngine.UI.Dropdown.OptionData(arg0);
                ToLua.PushObject(L, obj);
                return 1;
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(string), typeof(UnityEngine.Sprite)))
            {
                string arg0 = ToLua.CheckString(L, 1);
                UnityEngine.Sprite arg1 = (UnityEngine.Sprite)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.Sprite));
                UnityEngine.UI.Dropdown.OptionData obj = new UnityEngine.UI.Dropdown.OptionData(arg0, arg1);
                ToLua.PushObject(L, obj);
                return 1;
            }
            else
            {
                return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.UI.Dropdown.OptionData.New");
            }
        }
        catch(Exception e)
        {
            return LuaDLL.toluaL_exception(L, e);
        }
    }
Example #20
0
        // ------------------------------------------------------------------------------------
        // Common Conversions

        // Convert string to dropdown option data
        public static UnityEngine.UI.Dropdown.OptionData ConvertStringToDropdownOptionData(string input)
        {
            UnityEngine.UI.Dropdown.OptionData newOption = new UnityEngine.UI.Dropdown.OptionData(); // Create new OptionData
            newOption.text = input;                                                                  // Set text
            return(newOption);
        }
Example #21
0
        public void AddOption(string option)
        {
            var data = new UnityEngine.UI.Dropdown.OptionData(option);

            dropDown.options.Add(data);
        }