/// <summary> /// Styled window /// </summary> /// <param name="id">Identifier.</param> /// <param name="screenRect">Screen rect.</param> /// <param name="func">Func.</param> /// <param name="title">Title.</param> /// <param name="options">Options.</param> public static Rect Window(int id, Rect screenRect, GUI.WindowFunction func, string title, params GUILayoutOption[] options) { // Fix rect width and height not being integers to avoid blurry font rendering screenRect.width = (float)Math.Floor(screenRect.width); screenRect.height = (float)Math.Floor(screenRect.height); return(ClickThruBlocker.GUILayoutWindow(id, screenRect, func, title, Styles.window, options)); }
internal LayoutedWindow(GUI.WindowFunction f, Rect screenRect, GUIContent content, GUILayoutOption[] options, GUIStyle style) { m_Func = f; m_ScreenRect = screenRect; m_Options = options; m_Style = style; }
public Window(string name, int window_id, Rect rect, GUI.WindowFunction function) { this.name = name; this.rect = rect; this.window_id = window_id; this.function = function; }
private void _ToListen(Regulus.Remoting.Soul.Native.Server server) { var stage = new HostListenStage(server); stage.DoneEvent += _ToSetting; _DrawWindow = stage.DrawWindow; _Machine.Push(stage); }
private void _ToSetting() { var stage = new HostSettingStage(); stage.DoneEvent += _ToListen; _DrawWindow = stage.DrawWindow; _Machine.Push(stage); }
public void ActivateDisplay(int id, Rect rect, GUI.WindowFunction window, GUIStyle style) { windowID = id; displayRect = rect; windowFunction = window; listStyle = style; }
public void SetGUIPositions(GUI.WindowFunction OnWindow) { if (showMain) { MainGUIPos = GUILayout.Window(7349, MainGUIPos, DrawMainGUI, "Flight School"); } }
public static Rect GUIWindow(int id, Rect clientRect, GUI.WindowFunction func, GUIContent content) { r = GUI.Window(id, clientRect, func, content); return UpdateList(id, r, id.ToString()); }
/// <summary> /// Creates a new 'Sub Window' that acts like a window within this editor. /// Useful for quick-n-dirty solutions to things like movable controls, /// popup windows, dropdown lists, etc... /// </summary> /// <param name="position">The editor-relative position of the window.</param> /// <param name="updateHandler">A user-supplied method that is called each frame /// that the SubWindow is active.</param> /// <returns></returns> public SubWindow ShowSubwindow(int id, Rect position, GUI.WindowFunction updateHandler, SubWindow.WindowType type, GUIStyle style = null) { if (SubWindows.ContainsKey(id)) { return(SubWindows[id]); } SubWindow sub = new SubWindow(); sub.Position = GUI.Window(id, position, updateHandler, "", style); if (style != null) { sub.Style = style; } else { sub.Style = Skin.window; } sub.WindowId = id; sub.HandleUpdate = updateHandler; sub.Type = type; SubWindows[id] = sub; //make sure to refocus controls so that //any delayed text boxes resets to current text GUI.FocusControl(""); GUI.FocusWindow(id); return(sub); }
public static Rect GUIWindow(int id, Rect clientRect, GUI.WindowFunction func, Texture image) { r = GUI.Window(id, clientRect, func, image); return UpdateList(id, r, id.ToString()); }
// Make an auto-sized draggable window... static Rect DoWindow(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, GUIStyle style, GUILayoutOption[] options) { GUIUtility.CheckOnGUI(); LayoutedWindow lw = new LayoutedWindow(func, screenRect, content, options, style); return(GUI.Window(id, screenRect, lw.DoWindow, content, style)); }
internal LayoutedWindow(GUI.WindowFunction f, Rect _screenRect, GUIContent _content, GUILayoutOption[] _options, GUIStyle _style) { this.func = f; this.screenRect = _screenRect; this.options = _options; this.style = _style; }
public VehicleRestrictionsTool(TrafficManagerTool mainTool) : base(mainTool) { _guiVehicleRestrictionsWindowDelegate = GuiVehicleRestrictionsWindow; currentRestrictedSegmentIds = new HashSet <ushort>(); }
// void Awake() { if (_permanent) { DontDestroyOnLoad(gameObject); } if (Debug.isDebugBuild && _instance == null) { _instance = this; float w = Screen.width / 15.0f; float h = Screen.height / 15.0f; float sz = Mathf.Max(w, h); stateNext = state_button; _buttonRect = new Rect(0, 0, sz, sz); _touched = 0.0f; _menuRect = new Rect(0, 0, Screen.width, Screen.height * 0.9f); _delegatefunction = DefaultDelegate; windowTitle = "DEBUG MENU"; _ipaddr = PlayerPrefs.GetString("LuaDebugMenu.ServerAddressString", "192.168.0.1"); check_connection(); default_tabs(); StartCoroutine(proc_server()); } else { Destroy(gameObject); } }
void OnSceneGUI() { ShadowTextureRenderer shadowRenderer = target as ShadowTextureRenderer; if (shadowRenderer.shadowTexture == null || shadowRenderer.GetComponent <Projector>().material == null) { return; } if (m_lastPosition != shadowRenderer.transform.position || m_lastRotation != shadowRenderer.transform.rotation) { // This function call will have the following error on Unity 5.6.0: // Rendering camera 'XXXX', but calling code does not set it up as current camera (current camera: 'Main Camera') UnityEngine.Camera:Render() // But it seems like there are no way to avoid this error message. shadowRenderer.ForceRenderTexture(); m_lastPosition = shadowRenderer.transform.position; m_lastRotation = shadowRenderer.transform.rotation; } if (m_blitMaterial == null) { m_blitMaterial = FindMaterial("DynamicShadowProjector/Blit/Blit"); } int mipLevel = shadowRenderer.mipLevel + 1; int w = shadowRenderer.textureWidth; int h = shadowRenderer.textureHeight; for (int i = 1; i < mipLevel; ++i) { if ((w >> i) <= 4 || (h >> i) <= 4) { mipLevel = i; break; } } int displayWidth = 128; float mipBias = Mathf.Log(displayWidth / w) / Mathf.Log(2.0f); int displayHeight = h * displayWidth / w; int marginSize = 4; int windowWidth = mipLevel * (displayWidth + marginSize) + marginSize; int windowHeight = displayHeight + 2 * GUI.skin.window.border.bottom + marginSize; int windowPosX = Screen.width - windowWidth - 10; int windowPosY = Screen.height - windowHeight - GUI.skin.window.border.top - 10; GUI.WindowFunction func = id => { if (Event.current.type.Equals(EventType.Repaint)) { int x = marginSize; int y = GUI.skin.window.border.top; for (int i = 0; i < mipLevel; ++i) { m_blitMaterial.SetFloat("_MipLevel", i); m_blitMaterial.SetFloat("_MipBias", mipBias + i); Graphics.DrawTexture(new Rect(x, y, displayWidth, displayHeight), shadowRenderer.shadowTexture, m_blitMaterial); x += displayWidth + marginSize; } } }; GUI.Window(0, new Rect(windowPosX, windowPosY, windowWidth, windowHeight), func, "Shadow Texture"); }
private void ShowInfluenceInfo(Vector3 layoutPosition) { var influence = _layout.GetInfluence(Convert(layoutPosition)); GUI.WindowFunction windowFunc = id => { GUILayout.Label("Absolute"); var labelText = String.Join("\n", influence.Select(z => String.Format("[{0}] - {1}", z.Zone, z.Value)).ToArray()); GUILayout.TextArea(labelText); if (_target.InfluenceLimit == 0) { influence = influence.Pack(_target.InfluenceThreshold); } else { influence = influence.Pack(_target.InfluenceLimit); } GUILayout.Label("Packed"); labelText = String.Join("\n", influence.Select(z => String.Format("[{0}] - {1}", z.Zone, z.Value)).ToArray()); GUILayout.TextArea(labelText); }; Handles.BeginGUI(); GUILayout.Window(5, new Rect(Vector2.zero, Vector2.one * 200), windowFunc, "Influence"); Handles.EndGUI(); }
private void _ToSetting() { var stage = new LocalCreateAgentStage(); stage.DoneEvent += _ToConnect; _DrawWindow = stage.DrawWindow; _Machine.Push(stage); }
private void _ToGaming(IAgent agent) { var stage = new LocalGamingStage(agent, WorldPrefab, ControllerPrefab); stage.DoneEvent += _ToSetting; _DrawWindow = stage.DrawWindow; _Machine.Push(stage); }
private void _ToConnect(string ip, int port) { var stage = new LocalConnectStage(ip , port); stage.DoneEvent += this._ToGaming; stage.FailEvent += _ToSetting; _DrawWindow = stage.DrawWindow; _Machine.Push(stage); }
public Window() { soundAppear = SoundDefOf.DialogBoxAppear; soundClose = SoundDefOf.Click; onGUIProfilerLabelCached = "WindowOnGUI: " + GetType().Name; extraOnGUIProfilerLabelCached = "ExtraOnGUI: " + GetType().Name; innerWindowOnGUICached = InnerWindowOnGUI; }
public void ActivateDisplay(int id, Rect buttonRect, Rect rect, GUI.WindowFunction func, GUIStyle style) { windowId = id; btnRect = buttonRect; displayRect = rect; windowFunction = func; listStyle = style; }
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction function, string title) { if (!ProceduralObjectsMod.UseUINightMode.value) { GUI.DrawTexture(new Rect(clientRect.x + 2, clientRect.y + 2, clientRect.width - 4, clientRect.height - 4), bckgTex, ScaleMode.StretchToFill); } return(GUI.Window(id, clientRect, function, title)); }
public static Rect DoWindow(int id, Rect rect, GUI.WindowFunction func, string text, GUIStyle style = null, params GUILayoutOption[] options) { if (!table.TryGetValue(id, out var window)) { table[id] = window = new ResizableWindow_(); } return(window.Do(id, rect, func, text, style, options)); }
public static Rect Window(int id, Rect rect, GUI.WindowFunction windowFunc, string title) { #if CPP return(GUI.Window(id, rect, windowFunc, GUIContent.Temp(title), GUI.skin.window)); #else return(GUI.Window(id, rect, windowFunc, title)); #endif }
public void ActivateDisplay(int id, Rect btnRect, Rect rect, GUI.WindowFunction func, GUIStyle style) { this.windowId = id; this.btnRect = btnRect; this.displayRect = rect; this.windowFunction = func; this.listStyle = style; }
public static void HookIfConfigured(GUI.WindowFunction function) { if (AutoTranslationPlugin.Current.PluginTextCaches.Count == 0) { return; } HookIfConfigured(function.Method); }
private bool DrawWindow(int id, Rect r, GUI.WindowFunction fun, string name) { GUI.Window(id, r, fun, name); if (Event.current.type == UnityEngine.EventType.MouseDown && r.Contains(Event.current.mousePosition)) { return(true); } return(false); }
public static bool Prefix(int id, Rect screenRect, GUI.WindowFunction func, GUIContent content, GUIStyle style, Il2CppReferenceArray <GUILayoutOption> options, out Rect __result) { GUIUtility.CheckOnGUI(); var @object = new LayoutedWindow(func, screenRect, content, options, style); __result = GUI.Window(id, screenRect, (GUI.WindowFunction)@object.DoWindow, content, style); return(false); }
private void OpenHintPanel(string content, GUI.WindowFunction func) { GUILayout.Window(0, hintPanelRect, _ => { if (GUILayout.Button("确认")) { } }, content); }
void Init(string title, string msg, UIMessageBoxAction[] actions) { gameObject.name += "(" + title + ")"; this.title = title; this.msg = msg; this.actions = actions; windowFunc = WindowFunc; // Cache this delegate that Unity asks for every frame open = true; }
void Draw(Vector2 w, GUI.WindowFunction f) { w /= 2; Vector2 s = new Vector2(Screen.width, Screen.height) / 2; Vector2 p1 = s - w; Vector2 p2 = s + w; gui.Window(100, Rect.MinMaxRect(p1.x, p1.y, p2.x, p2.y), f, "PopUp"); }
static void OnSceneGUI(SceneView sceneView) { GUI.WindowFunction func = id => { labelStyle = new GUIStyle(EditorStyles.label); labelStyle.normal.textColor = Color.white; labelStyle.wordWrap = true; using (new EditorGUILayout.HorizontalScope()) { GUILayout.FlexibleSpace(); if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android) { selectedPlatformName = "Android"; } else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64) { selectedPlatformName = "PC"; } else { selectedPlatformName = "Other"; } EditorGUILayout.LabelField(selectedPlatformName, labelStyle); GUILayout.FlexibleSpace(); } using (new EditorGUILayout.HorizontalScope()) { if (GUILayout.Button("PC", GUILayout.Width(70))) { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64); } if (GUILayout.Button("Android", GUILayout.Width(70))) { canUseAndroidPlatform = EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android); } } if (!canUseAndroidPlatform) { EditorGUILayout.HelpBox("Need to install Unity's Android SDK", MessageType.Error); if (GUILayout.Button("Open Build Settings")) { EditorUserBuildSettings.selectedBuildTargetGroup = BuildTargetGroup.Android; EditorApplication.ExecuteMenuItem("File/Build Settings..."); } } }; GUILayout.Window(1, windowSize, func, "Selected Platform"); }
public static Rect DoWindow(int id, Rect rect, GUI.WindowFunction func, string text, GUILayoutOption[] options) { _ResizableWindow window; if (!_table.TryGetValue(id, out window)) { _table[id] = window = new _ResizableWindow(); } return(window.Do(id, rect, func, text, options)); }
//We have to initialize the Window! Giving it importand information. protected void initializeWindow(string window_title, Rect window_Rect, int window_id, GUI.WindowFunction window_Func, float transparantcy_Alpha = 0.90f, bool show_window = true, KeyCode show_Hide_Key = KeyCode.None) { windowTitle = window_title; windowRect = window_Rect; windowId = window_id; hideShowKey = show_Hide_Key; windowFunc = window_Func; bShowWindow = show_window; transparantcyAlpha = transparantcy_Alpha; }
public static void DrawWindow(int windowId, WindowSettings window, GUI.WindowFunction func) { Rect rect = window.rect; if (window.isMinimized) { rect.height = 30; } GUILayout.Window(windowId, rect, func, GUIContent.none); }
/// <summary> /// Creates a new 'Sub Window' that acts like a window within this editor. /// Useful for quick-n-dirty solutions to things like movable controls, /// popup windows, dropdown lists, etc... /// </summary> /// <param name="position">The editor-relative position of the window.</param> /// <param name="updateHandler">A user-supplied method that is called each frame /// that the SubWindow is active.</param> /// <returns></returns> public SubWindow ShowSubwindow(Rect position, GUI.WindowFunction updateHandler, SubWindow.WindowType type, GUIStyle style = null) { var win = ShowSubwindow(WindowId, position, updateHandler, type, style); while (SubWindows.ContainsKey(WindowId)) { WindowId++; } return(win); }
public DialogHelper() { drawWindowDelegate = DrawWindow; drawWindowFunction = new GUI.WindowFunction(drawWindowDelegate); }
public MapEditorWindow(WindowType type, Rect coords, GUI.WindowFunction renderFunction, string windowTitle, string buttonName) { Type = type; Coords = coords; Showing = true; RenderFunction = renderFunction; WindowTitle = windowTitle; ButtonName = buttonName; }
void Start() { windowFunction1 = DoMyWindow1; }
public DebugWindowInfo(string title, Rect rect, GUI.WindowFunction drawFunc) { Title = title; Rect = rect; DrawFunc = drawFunc; }
public DebugWindowInfo(string title, Rect rect, GUI.WindowFunction drawFunc, bool enabled, GUI.WindowFunction disableFunc) { Title = title; Rect = rect; DrawFunc = drawFunc; Enabled = enabled; DisableFunc = disableFunc; }
private void CreateUIObjects() { windowFunc = new GUI.WindowFunction(WindowGUI); windowStyle = new GUIStyle(HighLogic.Skin.window) { fontSize = HighLogic.Skin.label.fontSize }; areaStyle = new GUIStyle(HighLogic.Skin.textArea); labelStyle = new GUIStyle(HighLogic.Skin.label) { fontStyle = FontStyle.Normal, alignment = TextAnchor.MiddleLeft, padding = new RectOffset(0, 0, 0, 0), margin = new RectOffset(0, 0, 1, 1) }; dataStyle = new GUIStyle(HighLogic.Skin.label) { fontStyle = FontStyle.Normal, alignment = TextAnchor.MiddleRight, padding = new RectOffset(0, 0, 0, 0), margin = new RectOffset(0, 0, 1, 1) }; badDataStyle = new GUIStyle(HighLogic.Skin.label) { fontStyle = FontStyle.Normal, alignment = TextAnchor.MiddleRight, normal = { textColor = new Color(1.0f, 0.5f, 0.5f) }, focused = { textColor = new Color(1.0f, 0.5f, 0.5f) }, padding = new RectOffset(0, 0, 0, 0), margin = new RectOffset(0, 0, 1, 1) }; buttonStyle = new GUIStyle(HighLogic.Skin.button) { padding = new RectOffset(0, 0, 0, 0), margin = new RectOffset(0, 0, 0, 0), border = new RectOffset(1, 0, 0, 0) }; }
public CustomGUIWindow(Rect windowRect, GUI.WindowFunction _windowDrawHandler, string windowTitle) { windowId = this.GetInstanceID(); windowDrawHandler = _windowDrawHandler; title = windowTitle; }
// Use this for initialization void Start() { windowFunction = runThis; //get no.of floors // print(floorsList.Length); //read all values and save to "floorsWithObjects" dictionary readAllValues(floorsList); }
// Use this for initialization void Start() { index = 0; windowFunction = DoMyWindow; windowFunction2 = DOTypes; windowFunction3 = DoWoodFloor; windowFunction4 = DOFLoortypes; windowFunction5 = OpenMenu; }
internal LayoutedWindow(GUI.WindowFunction f, Rect screenRect, GUIContent content, GUILayoutOption[] options, GUIStyle style) { this.m_Func = f; this.m_ScreenRect = screenRect; this.m_Options = options; this.m_Style = style; }
void Start() { windowFunction = setNewgameButton; }
// Use this for initialization void Start() { windowFunction = DoMyWindow; }
private void _InitialWindow() { _DrawWindow = Local._EmptyDraw; }
public Menu(string title, GUI.WindowFunction function) { this.title = title; this.function = function; }
internal void ShowWindow(Rect rect, GUI.WindowFunction winFun, string title, string paramName) { if (!popupWindowIsOpened) { popupWindowIsOpened = true; popupWindowParamName = paramName; popupWindowTitle = title; popupWindowFunction = winFun; popupWindowRect = rect; } popupWindowRect = GUI.Window(6, popupWindowRect, popupWindowFunction, popupWindowTitle); GUI.BringWindowToFront(6); }
public DialogHelper() { this.drawWindowDelegate = new Action<int>(this.DrawWindow); this.drawWindowFunction = new GUI.WindowFunction(this.drawWindowDelegate.Invoke); }