protected override void register_parameters()
    {
        reduceMode = base.RegisterDropDown("ReduceTypeDropDown", "target_mode",
                                           new List <string>()
        {
            "Triangles", "Vertices", "Min Length"
        },
                                           new List <int>()
        {
            (int)ReduceOp.TargetModes.TriangleCount,
            (int)ReduceOp.TargetModes.VertexCount,
            (int)ReduceOp.TargetModes.MinEdgeLength
        });

        triangleCount = base.RegisterIntInput("TriangleCountInput", "triangle_count", new Interval1i(0, int.MaxValue));
        trianglePanel = this.gameObject.FindChildByName("TriangleCountParam", true);

        vertexCount = base.RegisterIntInput("VertexCountInput", "vertex_count", new Interval1i(0, int.MaxValue));
        vertexPanel = this.gameObject.FindChildByName("VertexCountParam", true);

        minEdgeLength      = base.RegisterFloatInput("MinEdgeLengthInput", "min_edge_length", new Interval1d(0.0001, 100), "F8");
        minEdgeLengthPanel = this.gameObject.FindChildByName("MinEdgeLengthParam", true);

        reproject    = base.RegisterToggle("ReprojectToggle", "reproject");
        replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input");

        statusText = UnityUIUtil.FindTextAndSet(this.gameObject, "StatusText", "");
    }
Exemple #2
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    private void Settings_OnNewSettings(PrintSettings settings)
    {
        nozzleWidth.text = CC.Settings.NozzleDiameterMM.ToString();
        UnityUIUtil.SetBackgroundColor(nozzleWidth, CotangentUI.NormalSettingColor);

        filamentDiam.text = CC.Settings.FilamentDiameterMM.ToString();
        UnityUIUtil.SetBackgroundColor(filamentDiam, CotangentUI.NormalSettingColor);

        nozzleTemp.text = CC.Settings.ExtruderTempC.ToString();
        UnityUIUtil.SetBackgroundColor(nozzleTemp, CotangentUI.NormalSettingColor);

        bedTemp.text = CC.Settings.BedTempC.ToString();
        UnityUIUtil.SetBackgroundColor(bedTemp, CotangentUI.NormalSettingColor);
        bedTempGO.SetVisible(CC.Settings.HasHeatedBed);

        printSpeed.text = CC.Settings.PrintSpeedMMS.ToString();
        UnityUIUtil.SetBackgroundColor(printSpeed, CotangentUI.NormalSettingColor);

        fanSpeed.text = CC.Settings.FanSpeedX.ToString();
        UnityUIUtil.SetBackgroundColor(fanSpeed, CotangentUI.NormalSettingColor);

        travelSpeed.text = CC.Settings.TravelSpeedMMS.ToString();
        UnityUIUtil.SetBackgroundColor(travelSpeed, CotangentUI.NormalSettingColor);

        bedSizeX.text = CC.Settings.BedSizeXMM.ToString();
        UnityUIUtil.SetBackgroundColor(bedSizeX, CotangentUI.NormalSettingColor);

        bedSizeY.text = CC.Settings.BedSizeYMM.ToString();
        UnityUIUtil.SetBackgroundColor(bedSizeY, CotangentUI.NormalSettingColor);

        bedSizeZ.text = CC.Settings.BedSizeZMM.ToString();
        UnityUIUtil.SetBackgroundColor(bedSizeZ, CotangentUI.NormalSettingColor);
    }
Exemple #3
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        public static void ShowModalConfirmDialog(
            string title, string instructions,
            string confirmText, string cancelText,
            object target,
            Action <object> onAccept, Action <object> onCancel)
        {
            GameObject dialog = GameObject.Instantiate <GameObject>(Resources.Load <GameObject>("ModalConfirmCancelDialog"));

            UnityUIUtil.FindTextAndSet(dialog, "Title", title);
            UnityUIUtil.FindTextAndSet(dialog, "InfoText", instructions);
            UnityUIUtil.FindTextAndSet(dialog, "OKText", confirmText);
            UnityUIUtil.FindTextAndSet(dialog, "CancelText", cancelText);

            Button cancelButton = UnityUIUtil.FindButtonAndAddClickHandler(dialog, "Cancel", () => {
                if (onCancel != null)
                {
                    onCancel(target);
                }
                context.RegisterNextFrameAction(() => {
                    GameObject.Destroy(dialog);
                });
            });

            Button okButton = UnityUIUtil.FindButtonAndAddClickHandler(dialog, "OK", () => {
                onAccept(target);
                context.RegisterNextFrameAction(() => {
                    GameObject.Destroy(dialog);
                });
            });

            okButton.Select();

            MainUICanvas.AddChild(dialog, false);
        }
    protected override void register_parameters()
    {
        closingMode = base.RegisterDropDown("FillTypeDropDown", "fill_type",
                                            new List <string>()
        {
            "Trivial", "Minimal", "Smooth"
        },
                                            new List <int>()
        {
            (int)FillHolesTool.FillTypes.Trivial,
            (int)FillHolesTool.FillTypes.Minimal,
            (int)FillHolesTool.FillTypes.Smooth
        });

        showHidden = base.RegisterToggle("ShowHiddenToggle", "show_hidden");

        minimalPanel  = this.gameObject.FindChildByName("MinimalPanel", true);
        smoothPanel   = this.gameObject.FindChildByName("SmoothPanel", true);
        fillAllButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "FillAllButton", on_fill_all_clicked);

        minOptimizeTris     = base.RegisterToggle("MinimalOptimizeTrisToggle", "optimize_tris");
        minOptTrisTolerance = base.RegisterFloatInput("MinimalOptTrisTolInput", "optimize_tris_deviation_thresh", new Interval1d(0, 1));

        smoothAutoTargetEdgeLen = base.RegisterToggle("AutoEdgeLengthToggle", "auto_edge_length");
        smoothTargetEdgeLen     = base.RegisterFloatInput("TargetEdgeLenInput", "edge_length", new Interval1d(0.01, 100));
        smoothOptRounds         = base.RegisterIntInput("OptimizationRoundsInput", "smooth_opt_rounds", new Interval1i(1, 999));

        statusText = UnityUIUtil.FindTextAndSet(this.gameObject, "StatusText", "");
    }
Exemple #5
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    protected override void register_parameters()
    {
        wallthickness = base.RegisterFloatInput("WallThicknessInput", "wall_thickness", new Interval1d(0.0001f, 9999f));

        simpleCellSize    = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f));
        simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true);

        gridCellCount    = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048));
        gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true);
        gridCellSize     = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f));
        gridCellSizeRow  = this.gameObject.FindChildByName("GridCellSizeParam", true);

        meshCellCount    = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048));
        meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true);
        meshCellSize     = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f));
        meshCellSizeRow  = this.gameObject.FindChildByName("MeshCellSizeParam", true);

        minComponentSize    = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f));
        minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true);

        enableInfill = base.RegisterToggle("EnableInfillToggle", "add_infill");

        infillThickness    = base.RegisterFloatInput("InfillThicknessInput", "infill_thickness", new Interval1d(1.0f, 500.0f));
        infillThicknessRow = this.gameObject.FindChildByName("InfillThicknessParam", true);
        infillSpacing      = base.RegisterFloatInput("InfillSpacingInput", "infill_spacing", new Interval1d(1.0f, 500.0f));
        infillSpacingRow   = this.gameObject.FindChildByName("InfillSpacingParam", true);

        showInputObjects = base.RegisterToggle("ShowOriginalToggle", "show_original");
        replaceInput     = base.RegisterToggle("ReplaceInputToggle", "replace_input");

        basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle);
        TabOrder.Add(basicButton.gameObject);

        update_basic_expert_visibility();
    }
        public void Start()
        {
            CC.OnPrinterSelectionModified           += CC_OnPrinterSelectionModified;
            CC.OnPresetSelectionModified            += CC_OnPresetSelectionModified;
            CC.Settings.OnSettingModified           += Settings_OnSettingModified;
            CC.PrinterDB.OnManufacturerListModified += OnManufacturerListModified;

            mfgDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Manufacturer",
                                                                 () => { return(find_mfg_index(CC.PrinterDB.ActiveManufacturer)); },
                                                                 (intValue) => { select_mfg_by_index(intValue); });

            modelDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Model",
                                                                   () => { return(find_model_index(CC.PrinterDB.ActiveMachine)); },
                                                                   (intValue) => { select_model_by_index(intValue); });

            presetDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Preset",
                                                                    () => { return(find_preset_index(CC.PrinterDB.ActivePreset)); },
                                                                    (intValue) => { select_preset_by_index(intValue); });

            saveButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetSaveButton", on_save_preset_clicked);
            UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            resetButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetResetButton", on_reset_preset_clicked);
            UnityUIUtil.SetColors(resetButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            deleteButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetDeleteButton", on_delete_preset_clicked);
            UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            editButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetEditButton", on_edit_preset_clicked);

            panel_requires_update = true;
        }
Exemple #7
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        private void Settings_OnNewSettings(PrintSettings settings)
        {
            generateSupport.isOn = CC.Settings.GenerateSupport;
            UnityUIUtil.SetBackgroundColor(generateSupport, CotangentUI.NormalSettingColor);

            overhangAngle.text = CC.Settings.OverhangAngleDeg.ToString();
            UnityUIUtil.SetBackgroundColor(overhangAngle, CotangentUI.NormalSettingColor);

            supportMinZTips.isOn = CC.Settings.SupportMinZTips;
            UnityUIUtil.SetBackgroundColor(supportMinZTips, CotangentUI.NormalSettingColor);

            supportSpacing.text = CC.Settings.SupportStepX.ToString();
            UnityUIUtil.SetBackgroundColor(supportSpacing, CotangentUI.NormalSettingColor);

            supportShell.isOn = CC.Settings.EnableSupportShell;
            UnityUIUtil.SetBackgroundColor(supportShell, CotangentUI.NormalSettingColor);

            supportReleaseOpt.isOn = CC.Settings.EnableSupportReleaseOpt;
            UnityUIUtil.SetBackgroundColor(supportReleaseOpt, CotangentUI.NormalSettingColor);

            supportGap.text = CC.Settings.SupportSolidSpace.ToString();
            UnityUIUtil.SetBackgroundColor(supportGap, CotangentUI.NormalSettingColor);

            update_visibility();
        }
Exemple #8
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    public void Start()
    {
        // Machine Settings panel
        CC.Settings.OnNewSettings     += Settings_OnNewSettings;
        CC.Settings.OnSettingModified += Settings_OnSettingModified;

        layerRangeMin = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "LayerRangeMinInputField",
                                                               () => { return(CC.Settings.LayerRangeMin); },
                                                               (intValue) => { CC.Settings.LayerRangeMin = intValue; }, 1, 999999);

        layerRangeMax = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "LayerRangeMaxInputField",
                                                               () => { return(CC.Settings.LayerRangeMax); },
                                                               (intValue) => { CC.Settings.LayerRangeMax = intValue; }, 1, 999999999 + 1);

        startLayers = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "StartLayersInputField",
                                                             () => { return(CC.Settings.StartLayers); },
                                                             (intValue) => { CC.Settings.StartLayers = intValue; }, 0, 100);

        startLayerHeight = UnityUIUtil.FindInputAndAddFloatHandlers(this.gameObject, "StartLayerHeightInputField",
                                                                    () => { return((float)CC.Settings.StartLayerHeightMM); },
                                                                    (floatValue) => { CC.Settings.StartLayerHeightMM = Math.Round(floatValue, 5); }, 0.01f, 10.0f);
        startLayerHeightRow = startLayerHeight.transform.parent.gameObject;

        is_expanded = true;
        update_visibility();
    }
Exemple #9
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        private void Settings_OnSettingModified(PrintSettings settings)
        {
            SingleMaterialFFFSettings S = CC.PrinterDB.ActivePreset.Settings as SingleMaterialFFFSettings;

            if (generateSupport.isOn != CC.Settings.GenerateSupport)
            {
                generateSupport.isOn = CC.Settings.GenerateSupport;
            }
            UnityUIUtil.SetBackgroundColor(generateSupport, settings.GenerateSupport_Modified ?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(overhangAngle, settings.OverhangAngleDeg_Modified?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(supportMinZTips, settings.SupportMinZTips_Modified?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(supportSpacing, settings.SupportStepX_Modified ?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(supportShell, settings.EnableSupportShell_Modified ?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(supportReleaseOpt, settings.EnableSupportReleaseOpt_Modified ?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(supportGap, settings.SupportSolidSpace_Modified?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            update_visibility();
        }
    protected override void register_parameters()
    {
        offsetDistance = base.RegisterFloatInput("DistanceInput", "distance", new Interval1d(-500, 500));

        simpleCellSize    = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f));
        simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true);

        gridCellCount    = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048));
        gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true);
        gridCellSize     = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f));
        gridCellSizeRow  = this.gameObject.FindChildByName("GridCellSizeParam", true);

        meshCellCount    = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048));
        meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true);
        meshCellSize     = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f));
        meshCellSizeRow  = this.gameObject.FindChildByName("MeshCellSizeParam", true);

        minComponentSize    = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f));
        minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true);

        replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input");

        basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle);
        TabOrder.Add(basicButton.gameObject);
    }
Exemple #11
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    private void Settings_OnSettingModified(PrintSettings settings)
    {
        SingleMaterialFFFSettings S = CC.PrinterDB.ActivePreset.Settings as SingleMaterialFFFSettings;

        UnityUIUtil.SetBackgroundColor(nozzleWidth, settings.NozzleDiameterMM_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(filamentDiam, settings.FilamentDiameterMM_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

        UnityUIUtil.SetBackgroundColor(nozzleTemp, settings.ExtruderTempC_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(bedTemp, settings.BedTempC_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

        UnityUIUtil.SetBackgroundColor(printSpeed, settings.PrintSpeedMMS_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(travelSpeed, settings.TravelSpeedMMS_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(fanSpeed, settings.FanSpeedX_Modified?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

        UnityUIUtil.SetBackgroundColor(bedSizeX, settings.BedSizeXMM_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(bedSizeY, settings.BedSizeYMM_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
        UnityUIUtil.SetBackgroundColor(bedSizeZ, settings.BedSizeZMM_Modified ?
                                       CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);
    }
    protected override void register_parameters()
    {
        unionButton      = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "UnionButton", on_union);
        differenceButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DifferenceButton", on_difference);
        intersectButton  = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "IntersectButton", on_intersection);

        simpleCellSize    = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f));
        simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true);

        gridCellCount    = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048));
        gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true);
        gridCellSize     = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f));
        gridCellSizeRow  = this.gameObject.FindChildByName("GridCellSizeParam", true);

        meshCellCount    = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048));
        meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true);
        meshCellSize     = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f));
        meshCellSizeRow  = this.gameObject.FindChildByName("MeshCellSizeParam", true);

        minComponentSize    = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f));
        minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true);

        replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input");

        basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle);
        TabOrder.Add(basicButton.gameObject);

        // always starts w/ union?
        UnityUIUtil.SetColors(unionButton, Colorf.LightGreen, Colorf.DimGrey);
    }
Exemple #13
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        private void Settings_OnNewSettings(PrintSettings settings)
        {
            layerHeight.text = CC.Settings.LayerHeightMM.ToString();
            UnityUIUtil.SetBackgroundColor(layerHeight, CotangentUI.NormalSettingColor);

            infill.text = CC.Settings.InfillStepX.ToString();
            UnityUIUtil.SetBackgroundColor(infill, CotangentUI.NormalSettingColor);

            shells.text = CC.Settings.OuterShells.ToString();
            UnityUIUtil.SetBackgroundColor(shells, CotangentUI.NormalSettingColor);

            roofLayers.text = CC.Settings.RoofLayers.ToString();
            UnityUIUtil.SetBackgroundColor(roofLayers, CotangentUI.NormalSettingColor);

            floorLayers.text = CC.Settings.FloorLayers.ToString();
            UnityUIUtil.SetBackgroundColor(floorLayers, CotangentUI.NormalSettingColor);

            interiorSolidRegionShells.text = CC.Settings.InteriorSolidRegionShells.ToString();
            UnityUIUtil.SetBackgroundColor(interiorSolidRegionShells, CotangentUI.NormalSettingColor);

            clipOverlaps.isOn = CC.Settings.ClipSelfOverlaps;
            UnityUIUtil.SetBackgroundColor(clipOverlaps, CotangentUI.NormalSettingColor);

            openMeshMode.value = CC.Settings.OpenModeInt;
        }
    public void Update()
    {
        if (exportGCodeButton != null)
        {
            exportGCodeButton.gameObject.SetVisible(CCActions.CurrentViewMode == AppViewMode.PrintView);
        }

        if (exportGCodeButton != null && exportGCodeButton.gameObject.IsVisible())
        {
            exportGCodeButton.interactable = CC.Toolpather.ToolpathsValid;
        }
        if (exportMeshButton != null)
        {
            exportMeshButton.interactable = CC.Objects.PrintMeshes.Count > 0;
        }

        if (CCActions.HaveActiveSaveFile && CCActions.CurrentSceneModified)
        {
            UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
        }
        else
        {
            UnityUIUtil.SetColors(saveButton, CotangentUI.NormalSettingColor, CotangentUI.DisabledButtonColor);
        }
    }
 // Use this for initialization
 public void Start()
 {
     printModeButton  = UnityUIUtil.FindButtonAndAddClickHandler("PrintButton", on_print_mode);
     repairModeButton = UnityUIUtil.FindButtonAndAddClickHandler("RepairButton", on_repair_mode);
     modelModeButton  = UnityUIUtil.FindButtonAndAddClickHandler("ModelButton", on_model_mode);
     set_highlight(AppViewMode.PrintView);
     highlighted = AppViewMode.PrintView;
 }
        void standard_update_toggle_button(bool bValue, Button button)
        {
            Colorf onColor       = Colorf.LightGreen;
            Colorf offColor      = Colorf.Silver;
            Colorf disabledColor = Colorf.DimGrey;

            UnityUIUtil.SetColors(button, (bValue) ? onColor : offColor, disabledColor);
        }
Exemple #17
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    // Use this for initialization
    public void Start()
    {
        acceptButton = UnityUIUtil.FindButtonAndAddClickHandler("AcceptButton", on_accept);
        cancelButton = UnityUIUtil.FindButtonAndAddClickHandler("CancelButton", on_cancel);

        UnityUIUtil.SetColors(acceptButton, canAcceptColor, cantAcceptColor);
        UnityUIUtil.SetColors(cancelButton, cancelColor, cantAcceptColor);
    }
Exemple #18
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    // Use this for initialization
    public void Start()
    {
        okButton        = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "OKButton", on_ok_clicked);
        cancelButton    = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "CancelButton", on_cancel_clicked);
        submitNewButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "SubmitButton", on_submit_clicked);

        MfgListView = UnityUtil.FindChildByName(this.gameObject, "ManufacturerListView");
        populate_list();
    }
    public void Start()
    {
        ITool curTool = CC.ActiveContext.ToolManager.ActiveRightTool;

        if (curTool == null)
        {
            return;
        }
        Tool = curTool as MeshEditorTool;
        if (Tool == null)
        {
            return;
        }
        ActiveParameterSet = Tool.Parameters;

        deleteTri = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DeleteTriangleButton", () => {
            clear_selection(); set_selection(deleteTri, MeshEditorTool.EditOperations.DeleteTriangle);
        });
        deleteEdge = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DeleteEdgeButton", () => {
            clear_selection(); set_selection(deleteEdge, MeshEditorTool.EditOperations.DeleteEdge);
        });
        deleteVtx = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DeleteVertexButton", () => {
            clear_selection(); set_selection(deleteVtx, MeshEditorTool.EditOperations.DeleteVertex);
        });
        deleteComponent = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DeleteComponentButton", () => {
            clear_selection(); set_selection(deleteComponent, MeshEditorTool.EditOperations.DeleteComponent);
        });
        deleteRing = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DeleteRingButton", () => {
            clear_selection(); set_selection(deleteRing, MeshEditorTool.EditOperations.DeleteBorderRing);
        });

        collapseEdge = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "CollapseButton", () => {
            clear_selection(); set_selection(collapseEdge, MeshEditorTool.EditOperations.CollapseEdge);
        });
        flipEdge = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "FlipButton", () => {
            clear_selection(); set_selection(flipEdge, MeshEditorTool.EditOperations.FlipEdge);
        });
        splitEdge = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "SplitButton", () => {
            clear_selection(); set_selection(splitEdge, MeshEditorTool.EditOperations.SplitEdge);
        });


        pokeFace = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "PokeTriangleButton", () => {
            clear_selection(); set_selection(pokeFace, MeshEditorTool.EditOperations.PokeTriangle);
        });
        bridgeEdges = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BridgeButton", () => {
            clear_selection(); set_selection(bridgeEdges, MeshEditorTool.EditOperations.BridgeEdges);
        });


        allowBackface = UnityUIUtil.FindToggleAndConnectToSource(this.gameObject, "BackfaceToggle",
                                                                 () => { return(ActiveParameterSet.GetValueBool("allow_backface_hits")); },
                                                                 (boolValue) => { ActiveParameterSet.SetValue("allow_backface_hits", boolValue); });

        set_selection(deleteTri, MeshEditorTool.EditOperations.DeleteTriangle);
    }
    protected override void register_parameters()
    {
        fillHoles      = base.RegisterToggle("FillHolesToggle", "fill_holes");
        otherSide      = base.RegisterToggle("FlipSideToggle", "reverse_normal");
        keepBoth       = base.RegisterToggle("KeepBothToggle", "keep_both");
        minimalFill    = base.RegisterToggle("MinimalFillToggle", "minimal_fill");
        fillEdgeLength = base.RegisterFloatInput("FillEdgeLengthInput", "fill_edge_length", new Interval1d(0.01, 10000));

        setPlaneButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "SetPlaneFromClickButton", on_set_plane_clicked);
    }
    // Use this for initialization
    public void Start()
    {
        dismissButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DimissButton", dismiss_on_click);
        start_time    = FPlatform.RealTime();

        if (FPlatform.InUnityEditor())
        {
            dismiss_on_click();
        }
    }
Exemple #22
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        private void Settings_OnNewSettings(PrintSettings settings)
        {
            enableBridging.isOn = CC.Settings.EnableBridging;
            UnityUIUtil.SetBackgroundColor(enableBridging, CotangentUI.NormalSettingColor);

            maxDistance.text = CC.Settings.MaxBridgeDistanceMM.ToString();
            UnityUIUtil.SetBackgroundColor(maxDistance, CotangentUI.NormalSettingColor);

            update_visibility();
        }
Exemple #23
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    // Use this for initialization
    public void Start()
    {
        installNowButton    = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "InstallNowButton", install_now);
        installOnExitButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "InstallOnExitButton", install_on_exit);
        installLaterButton  = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "InstallLaterButton", install_later);

        downloadPanel = this.gameObject.FindChildByName("DownloadPanel", true);
        downloadText  = UnityUIUtil.FindText(this.gameObject, "DownloadingText");
        cancelButton  = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "CancelButton", cancel_download);
        downloadPanel.SetVisible(false);
    }
Exemple #24
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 // Use this for initialization
 public void Start()
 {
     try {
         undoButton      = UnityUIUtil.FindButtonAndAddClickHandler("UndoButton", on_undo_clicked);
         redoButton      = UnityUIUtil.FindButtonAndAddClickHandler("RedoButton", on_redo_clicked);
         fitToViewButton = UnityUIUtil.FindButtonAndAddClickHandler("FitToViewButton", on_fit_view_clicked);
         prefsButton     = UnityUIUtil.FindButtonAndAddClickHandler("PreferencesButton", () => { CCActions.ShowPreferencesDialog(); });
     } catch (Exception e) {
         DebugUtil.Log("ScenePanelSetup Start(): " + e.Message);
     }
 }
 void set_to_tab(GameObject panel, Button button)
 {
     prefsTab.SetVisible(false);
     UnityUIUtil.SetColors(prefsTabButton, Colorf.White, Colorf.White);
     privacyTab.SetVisible(false);
     UnityUIUtil.SetColors(privacyTabButton, Colorf.White, Colorf.White);
     aboutTab.SetVisible(false);
     UnityUIUtil.SetColors(aboutTabButton, Colorf.White, Colorf.White);
     panel.SetVisible(true);
     UnityUIUtil.SetColors(button, Colorf.LightGreen, Colorf.LightGreen);
 }
    // Use this for initialization
    public void Start()
    {
        Panel  = this.gameObject;
        Canvas = Panel.transform.parent.gameObject;

        objectsButton   = UnityUIUtil.FindButtonAndAddClickHandler("ObjectsButton", on_objects_clicked);
        positionButton  = UnityUIUtil.FindButtonAndAddClickHandler("PositionButton", on_position_clicked);
        printUtilButton = UnityUIUtil.FindButtonAndAddClickHandler("PrintUtilButton", on_print_util_clicked);

        standard_colors = objectsButton.colors;
        active_colors   = standard_colors; active_colors.normalColor = active_colors.pressedColor; active_colors.highlightedColor = active_colors.pressedColor;
    }
Exemple #27
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        private void Settings_OnSettingModified(PrintSettings settings)
        {
            SingleMaterialFFFSettings S = CC.PrinterDB.ActivePreset.Settings as SingleMaterialFFFSettings;

            UnityUIUtil.SetBackgroundColor(enableBridging, settings.EnableBridging_Modified ?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            UnityUIUtil.SetBackgroundColor(maxDistance, settings.MaxBridgeDistanceMM_Modified?
                                           CotangentUI.ModifiedSettingColor : CotangentUI.NormalSettingColor);

            update_visibility();
        }
Exemple #28
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    // Use this for initialization
    public void Start()
    {
        try {
            statusBG      = this.gameObject.FindChildByName("StatusBG", true);
            statusBGImage = statusBG.GetComponent <Image>();
            statusText    = UnityUIUtil.FindText(statusBG, "StatusText");

            statusBG.SetVisible(false);
        } catch (Exception e) {
            DebugUtil.Log("StatusPanelSetup Start(): " + e.Message);
        }
    }
    // Use this for initialization
    public void Start()
    {
        Panel  = this.gameObject;
        Canvas = Panel.transform.parent.gameObject;

        healToolsButton  = UnityUIUtil.FindButtonAndAddClickHandler("HealButton", on_heal_clicked);
        triToolsButton   = UnityUIUtil.FindButtonAndAddClickHandler("TriToolsButton", on_tritools_clicked);
        modelToolsButton = UnityUIUtil.FindButtonAndAddClickHandler("ModelToolsButton", on_modeltools_clicked);
        objectsButton    = UnityUIUtil.FindButtonAndAddClickHandler("ObjectsButton", on_objects_clicked);

        standard_colors = healToolsButton.colors;
        active_colors   = standard_colors; active_colors.normalColor = active_colors.pressedColor; active_colors.highlightedColor = active_colors.pressedColor;
    }
Exemple #30
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    // Use this for initialization
    public void Start()
    {
        sceneButton  = UnityUIUtil.FindButtonAndAddClickHandler("SceneTab", on_scene);
        objectButton = UnityUIUtil.FindButtonAndAddClickHandler("ObjectTab", on_object);

        scenePanel  = this.gameObject.FindChildByName("SceneScrollView", true);
        objectPanel = this.gameObject.FindChildByName("ObjectScrollView", true);

        visiblePanel = VisiblePanel.ObjectPanel;
        update_visibility();

        panelSetup = this;
    }