public void Awake() { BrowserCursor = new BrowserCursor(); BrowserCursor.cursorChange += CursorUpdated; InputSettings = new BrowserInputSettings(); }
protected override void SetCursor(BrowserCursor newCursor) { if (newCursor == null || base.MouseHasFocus) { cursorRenderer.SetCursor(newCursor, this); } }
/** * Sets the current mouse cursor. * If the cursor is null we are not looking at this browser. * * This base implementation changes the mouse cursor, but you could change an in-game reticle, etc. */ protected virtual void SetCursor(BrowserCursor newCursor) { //note that HandleKeyInputBrowserCursor can change while we don't have focus. //In such a case, don't do anything if (!MouseHasFocus && newCursor != null) { return; } if (newCursor == null) { Cursor.visible = true; Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); } else { if (newCursor.Texture != null) { Cursor.visible = true; Cursor.SetCursor(newCursor.Texture, newCursor.Hotspot, CursorMode.Auto); } else { Cursor.visible = false; Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); } } }
protected virtual void SetCursor(BrowserCursor newCursor) { if (!_mouseHasFocus && newCursor != null) { return; } if (newCursor == null) { Cursor.visible = true; Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); } else { if (newCursor.Texture != null) { Cursor.visible = true; Cursor.SetCursor(newCursor.Texture, newCursor.Hotspot, CursorMode.Auto); } else { Cursor.visible = false; Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); } } }
protected override void SetCursor(BrowserCursor newCursor) { if (newCursor != null && !MouseHasFocus) { return; } cursorRenderer.SetCursor(newCursor, this); }
private IEnumerator Setup() { if (cursor != null) { yield break; } yield return(null); //wait a frame to let the browser UI get set up cursor = GetComponent <Browser>().UIHandler.BrowserCursor; cursor.cursorChange += CursorChange; }
public void Start() { EnableInput = true; baseCursor = new BrowserCursor(); baseCursor.SetActiveCursor(BrowserNative.CursorType.Cross); GameObject guiReticle = GameObject.Find("GUIReticle"); if (guiReticle != null) { reticleImage = guiReticle.GetComponent <Image> (); } }
protected void Awake() { BrowserCursor = new BrowserCursor(); InputSettings = new BrowserInputSettings(); browser = GetComponent <Browser>(); myImage = GetComponent <RawImage>(); browser.afterResize += UpdateTexture; browser.UIHandler = this; BrowserCursor.cursorChange += delegate { SetCursor(BrowserCursor); }; rTransform = GetComponent <RectTransform>(); }
public void OnGUI() { if (EnableInput) { BrowserCursor browserCursor = currentCursor ?? baseCursor; Texture2D texture = browserCursor.Texture; if (!(texture == null)) { Rect position = new Rect((float)Screen.width / 2f, (float)Screen.height / 2f, (float)texture.width * scale, (float)texture.height * scale); position.x -= browserCursor.Hotspot.x * scale; position.y -= browserCursor.Hotspot.y * scale; GUI.DrawTexture(position, texture); } } }
public virtual void Awake() { BrowserCursor = new BrowserCursor(); BrowserCursor.cursorChange += CursorUpdated; InputSettings = new BrowserInputSettings(); browser = GetComponent <Browser>(); browser.UIHandler = this; onHandlePointers += OnHandlePointers; if (disableMouseEmulation) { Input.simulateMouseWithTouches = false; } }
public void SetCursor(BrowserCursor newCursor, FPSBrowserUI ui) { currentCursor = newCursor; }
public void Start() { EnableInput = true; baseCursor = new BrowserCursor(); baseCursor.SetActiveCursor(BrowserNative.CursorType.Cross); }