public TKRect copyWithExpansion( float xExpansion, float yExpansion ) { xExpansion *= TouchKit.instance.runtimeScaleModifier.x; yExpansion *= TouchKit.instance.runtimeScaleModifier.y; var rect = new TKRect(); rect.x = this.x - xExpansion; rect.y = this.y - yExpansion; rect.width = this.width + ( xExpansion * 2f ); rect.height = this.height + ( yExpansion * 2f ); return rect; }
void createQuadButton( TKRect rect, Color color ) { color.a = 0.2f; // find the center point in Unity units var center = Camera.main.ScreenToWorldPoint( rect.center ); center.z = 0; // create the quad button var button = GameObject.CreatePrimitive( PrimitiveType.Quad ); button.transform.position = center; button.GetComponent<Renderer>().material.shader = Shader.Find( "Sprites/Default" ); button.GetComponent<Renderer>().material.color = color; // scale the quad button accordingly button.transform.localScale = new Vector3 ( TouchKit.instance.pixelsToUnityUnitsMultiplier.x * rect.width, TouchKit.instance.pixelsToUnityUnitsMultiplier.y * rect.height ); }
private void debugDrawRect( TKRect rect, Color color ) { var bl = new Vector3( rect.xMin, rect.yMin, 0 ); var br = new Vector3( rect.xMax, rect.yMin, 0 ); var tl = new Vector3( rect.xMin, rect.yMax, 0 ); var tr = new Vector3( rect.xMax, rect.yMax, 0 ); bl = Camera.main.ScreenToWorldPoint( Camera.main.transform.InverseTransformPoint( bl ) ); br = Camera.main.ScreenToWorldPoint( Camera.main.transform.InverseTransformPoint( br ) ); tl = Camera.main.ScreenToWorldPoint( Camera.main.transform.InverseTransformPoint( tl ) ); tr = Camera.main.ScreenToWorldPoint( Camera.main.transform.InverseTransformPoint( tr ) ); // draw four sides Debug.DrawLine( bl, br, color ); Debug.DrawLine( br, tr, color ); Debug.DrawLine( tr, tl, color ); Debug.DrawLine( tl, bl, color ); // make an "x" at the midpoint Debug.DrawLine( tl, br, color ); Debug.DrawLine( bl, tr, color ); }
void createQuadButton(TKRect rect, Color color) { color.a = 0.2f; // find the center point in Unity units var center = Camera.main.ScreenToWorldPoint(rect.center); center.z = 0; // create the quad button var button = GameObject.CreatePrimitive(PrimitiveType.Quad); button.transform.position = center; button.renderer.material.shader = Shader.Find("Sprites/Default"); button.renderer.material.color = color; // scale the quad button accordingly button.transform.localScale = new Vector3 ( TouchKit.instance.pixelsToUnityUnitsMultiplier.x * rect.width, TouchKit.instance.pixelsToUnityUnitsMultiplier.y * rect.height ); }
/// <summary> /// the constructor ensures we have a frame to work with for this recognizer /// </summary> public TKTouchPadRecognizer( TKRect frame ) { boundaryFrame = frame; }
// private Vector2 _previousLocation; /// <summary> /// the constructor ensures we have a frame to work with for this recognizer /// </summary> public TKTouchPadRecognizer(TKRect frame) { boundaryFrame = frame; }
public TKButtonRecognizer( TKRect defaultFrame, TKRect highlightedFrame ) { _defaultFrame = defaultFrame; _highlightedFrame = highlightedFrame; boundaryFrame = _defaultFrame; }
public TKButtonRecognizer( TKRect defaultFrame, float highlightedExpansion ) : this( defaultFrame, defaultFrame.copyWithExpansion( highlightedExpansion ) ) { }
/* State Definitions * Began: a touch started out on the button but has moved off. We still track it in case it comes back on the button * RecognizedAndStillRecognizing: a touch is currently down on the button * Recognized: */ #region Constructors /// <summary> /// the constructors ensure we have a frame to work with for button recognizers /// </summary> public TKButtonRecognizer( TKRect defaultFrame ): this( defaultFrame, 40f ) { }
public TKTouchPadRecognizer(TKRect frame) { base.boundaryFrame = new TKRect?(frame); }
public TKButtonRecognizer(TKRect defaultFrame, TKRect highlightedFrame) { _defaultFrame = defaultFrame; _highlightedFrame = highlightedFrame; boundaryFrame = _defaultFrame; }
public TKButtonRecognizer(TKRect defaultFrame, float highlightedExpansion) : this(defaultFrame, defaultFrame.copyWithExpansion(highlightedExpansion)) { }
/* State Definitions * Began: a touch started out on the button but has moved off. We still track it in case it comes back on the button * RecognizedAndStillRecognizing: a touch is currently down on the button * Recognized: */ #region Constructors /// <summary> /// the constructors ensure we have a frame to work with for button recognizers /// </summary> public TKButtonRecognizer(TKRect defaultFrame) : this(defaultFrame, 40f) { }
private void debugDrawRect( TKRect rect, Color color ) { var bl = new Vector3( rect.xMin, rect.yMin, 0 ); var br = new Vector3( rect.xMax, rect.yMin, 0 ); var tl = new Vector3( rect.xMin, rect.yMax, 0 ); var tr = new Vector3( rect.xMax, rect.yMax, 0 ); bl = Camera.main.ScreenToWorldPoint( new Vector3( bl.x, bl.y, Camera.main.farClipPlane ) ); br = Camera.main.ScreenToWorldPoint( new Vector3( br.x, br.y, Camera.main.farClipPlane ) ); tl = Camera.main.ScreenToWorldPoint( new Vector3( tl.x, tl.y, Camera.main.farClipPlane ) ); tr = Camera.main.ScreenToWorldPoint( new Vector3( tr.x, tr.y, Camera.main.farClipPlane ) ); // draw four sides Debug.DrawLine( bl, br, color ); Debug.DrawLine( br, tr, color ); Debug.DrawLine( tr, tl, color ); Debug.DrawLine( tl, bl, color ); // make an "x" at the midpoint Debug.DrawLine( tl, br, color ); Debug.DrawLine( bl, tr, color ); }
public TKAnyTouchRecognizer(TKRect frame) { base.alwaysSendTouchesMoved = true; base.boundaryFrame = new TKRect?(frame); }
/// <summary> /// the contstructor ensures we have a frame to work with /// </summary> public TKAnyTouchRecognizer(TKRect frame) { alwaysSendTouchesMoved = true; boundaryFrame = frame; }
/// <summary> /// the contstructor ensures we have a frame to work with /// </summary> public TKAnyTouchRecognizer( TKRect frame ) { alwaysSendTouchesMoved = true; boundaryFrame = frame; }
public TKButtonRecognizer(TKRect defaultFrame, TKRect highlightedFrame) { this._defaultFrame = defaultFrame; this._highlightedFrame = highlightedFrame; base.boundaryFrame = new TKRect?(this._defaultFrame); }