/// <summary> /// Check for pending file. /// </summary> protected void Update() { if (_pendingFile != null && _onFileOpen != null && _pendingFilename != null) { _onFileOpen(_pendingFile, _pendingFilename); _pendingFile = null; _onFileOpen = null; _pendingFilename = null; } }
/// <summary> /// Shows the file open dialog. /// </summary> /// <param name="onFileOpen">Event that occurs when user choose a file.</param> public void ShowFileOpenDialog(FileOpenEventHandle onFileOpen) { OnFileOpen = onFileOpen; if (StartOnLogicalDrives) { _directory = null; ShowDirectoryNames(); } else { ReloadItemNames(); } _fileLoaderRenderer.SetActive(true); }
/// <summary> /// Shows the file open dialog. /// </summary> /// <param name="onFileOpen">Event that occurs when user choose a file.</param> public void ShowFileOpenDialog(FileOpenEventHandle onFileOpen) { UnityEngine.WSA.Application.InvokeOnUIThread(async() => { var filePicker = new Windows.Storage.Pickers.FileOpenPicker(); filePicker.SuggestedStartLocation = Windows.Storage.Pickers.PickerLocationId.PicturesLibrary; filePicker.FileTypeFilter.Add("*"); var file = await filePicker.PickSingleFileAsync(); if (file != null) { _onFileOpen = onFileOpen; _pendingFile = await UWPUtils.ReadStorageFileIntoBuffer(file); _pendingFilename = file.Path; } }, false); }
/// <summary> /// Shows the file open dialog. /// </summary> /// <param name="onFileOpen">Event that occurs when user choose a file.</param> public void ShowFileOpenDialog(FileOpenEventHandle onFileOpen) { OnFileOpen = onFileOpen; ReloadItemNames(); _fileLoaderRenderer.SetActive(true); }