/// <summary> /// Creates a new object where content images for on and off states are different. /// </summary> /// <param name="imageOff">Image to assign to all off states.</param> /// <param name="imageOn">Image to assign to all on states.</param> public GUIContentImages(SpriteTexture imageOff, SpriteTexture imageOn) { normal = imageOff; hover = imageOff; active = imageOff; focused = imageOff; normalOn = imageOn; hoverOn = imageOn; activeOn = imageOn; focusedOn = imageOn; }
/// <summary> /// Creates a new object where content images for all states are the same. /// </summary> /// <param name="image">Image to assign to all states.</param> public GUIContentImages(SpriteTexture image) { normal = image; hover = image; active = image; focused = image; normalOn = image; hoverOn = image; activeOn = image; focusedOn = image; }
public GUIContentImages(SpriteTexture image) { this.normal = image; this.hover = image; this.active = image; this.focused = image; this.normalOn = image; this.hoverOn = image; this.activeOn = image; this.focusedOn = image; }
/// <summary> /// Draws a quad with a the provided texture displayed. /// </summary> /// <param name="texture">Texture to draw.</param> /// <param name="area">Position and size of the texture to draw. Position is relative to the canvas origin /// (top-left). If size is zero, the default texture size will be used.</param> /// <param name="color">Color to tint the drawn texture with.</param> /// <param name="scaleMode">Scale mode to use when sizing the texture. Only relevant if the provided quad size /// doesn't match the texture size.</param> /// <param name="depth">Depth at which to draw the element. Elements with higher depth will be drawn before others. /// Additionally elements of the same type (triangle or line) will be drawn in order they are /// submitted if they share the same depth.</param> public void DrawTexture(SpriteTexture texture, Rect2I area, Color color, GUITextureScaleMode scaleMode = GUITextureScaleMode.StretchToFit, byte depth = 128) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) { texturePtr = texture.GetCachedPtr(); } Internal_DrawTexture(mCachedPtr, texturePtr, ref area, scaleMode, ref color, depth); }
/// <summary> /// Draws a quad with a the provided texture displayed. /// </summary> /// <param name="texture">Texture to draw.</param> /// <param name="area">Position and size of the texture to draw. Position is relative to the canvas origin /// (top-left). If size is zero, the default texture size will be used.</param> /// <param name="scaleMode">Scale mode to use when sizing the texture. Only relevant if the provided quad size /// doesn't match the texture size.</param> public void DrawTexture(SpriteTexture texture, Rect2I area, GUITextureScaleMode scaleMode = GUITextureScaleMode.StretchToFit) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) { texturePtr = texture.GetCachedPtr(); } Color color = Color.White; Internal_DrawTexture(mCachedPtr, texturePtr, ref area, scaleMode, ref color); }
/// <summary> /// Creates a new texture element. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUIImageScaleMode scale, bool transparent, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, transparent, style, options); }
private static extern void Internal_CreateInstance(GUITexture instance, SpriteTexture texture, GUIImageScaleMode scale, bool transparent, string style, GUIOption[] options);
/// <summary> /// Creates a new texture element with transparency active. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUIImageScaleMode.StretchToFit, true, style, options); }
/// <summary> /// Creates a new horizontal slider. /// </summary> /// <param name="guiTexture">GUI element to display the slider color range on.</param> /// <param name="guiSlider">Slider rendered on top of the texture that may be moved by the user to select a /// color.</param> /// <param name="width">Width of the slider in pixels.</param> /// <param name="height">Height of the slider in pixels.</param> public ColorSlider1DHorz(GUITexture guiTexture, GUISliderH guiSlider, int width, int height) { this.width = width; this.height = height; this.guiTexture = guiTexture; this.guiSlider = guiSlider; texture = new Texture2D(width, height); spriteTexture = new SpriteTexture(texture); }
/// <summary> /// Creates a new texture element with transparency active. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUIImageScaleMode scale, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, true, style, options); }
private static extern void Internal_CreateInstance(SpriteTexture instance, Texture2D texture, ref Vector2 offset, ref Vector2 scale);
/// <summary> /// Creates a new empty sprite texture in the specified folder. /// </summary> /// <param name="folder">Folder relative to project library to create the sprite texture in.</param> public static void CreateEmptySpriteTexture(string folder) { string path = Path.Combine(folder, "New Sprite Texture.asset"); path = GetUniquePath(path); SpriteTexture spriteTexture = new SpriteTexture(null); ProjectLibrary.Create(spriteTexture, path); }
/// <summary> /// Registers a new row in the layout. The row cannot be selected as the output field, but rather can be expanded /// so it displays child elements. /// </summary> /// <param name="layout">Layout to append the row GUI elements to.</param> /// <param name="icon">Optional icon to display next to the name. Can be null.</param> /// <param name="name">Name of the field.</param> /// <param name="so">Parent scene object of the field.</param> /// <param name="component">Parent component of the field. Can be null if field belongs to <see cref="SceneObject"/>. /// </param> /// <param name="path">Slash separated path to the field from its parent object.</param> /// <param name="toggleCallback">Callback to trigger when the user expands or collapses the foldout.</param> /// <returns>Element object storing all information about the added field.</returns> private Element AddFoldoutRow(GUILayout layout, SpriteTexture icon, string name, SceneObject so, Component component, string path, Action<Element, bool> toggleCallback) { Element element = new Element(so, component, path); GUILayoutY elementLayout = layout.AddLayoutY(); GUILayoutX foldoutLayout = elementLayout.AddLayoutX(); element.toggle = new GUIToggle("", EditorStyles.Expand); element.toggle.OnToggled += x => toggleCallback(element, x); foldoutLayout.AddSpace(PADDING); foldoutLayout.AddElement(element.toggle); if (icon != null) { GUITexture guiIcon = new GUITexture(icon, GUIOption.FixedWidth(16), GUIOption.FixedWidth(16)); foldoutLayout.AddElement(guiIcon); } GUILabel label = new GUILabel(new LocEdString(name)); foldoutLayout.AddElement(label); foldoutLayout.AddFlexibleSpace(); element.indentLayout = elementLayout.AddLayoutX(); element.indentLayout.AddSpace(INDENT_AMOUNT); element.childLayout = element.indentLayout.AddLayoutY(); element.indentLayout.Active = false; return element; }
private static extern void Internal_setSpriteTexture(IntPtr thisPtr, string name, SpriteTexture value);
private static extern void Internal_create0(SpriteTexture managedInstance, ref Vector2 uvOffset, ref Vector2 uvScale, Texture texture);
/// <summary> /// Creates a new texture element with transparency active. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUIImageScaleMode.StretchToFit, true, "", options); }
/// <summary> /// Sets the texture to display. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> public void SetTexture(SpriteTexture texture) { Internal_SetTexture(mCachedPtr, texture); }
/// <summary> /// Creates a new color box. /// </summary> /// <param name="guiTexture">GUI element to display the 2D color range on.</param> /// <param name="guiSliderHandle">Texture to be used for displaying the position of the currently selected /// color.</param> /// <param name="width">Width of the slider in pixels.</param> /// <param name="height">Height of the slider in pixels.</param> public ColorSlider2D(GUITexture guiTexture, GUITexture guiSliderHandle, int width, int height) { this.width = width; this.height = height; this.guiTexture = guiTexture; this.guiSliderHandle = guiSliderHandle; texture = new Texture2D(width, height); spriteTexture = new SpriteTexture(texture); }
/// <summary> /// Creates a new texture element with transparency active. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUIImageScaleMode scale, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, true, "", options); }
private static extern void Internal_SetTexture(IntPtr nativeInstance, SpriteTexture texture);
/// <summary> /// Creates a new texture element. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUIImageScaleMode scale, bool transparent, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, transparent, "", options); }
/// <summary> /// Creates a new texture element. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, bool transparent, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUIImageScaleMode.StretchToFit, transparent, style, options); }
/// <summary> /// Creates a new texture element. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, bool transparent, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUIImageScaleMode.StretchToFit, transparent, "", options); }
private static extern void Internal_create(SpriteTexture managedInstance, Texture texture);