Пример #1
0
        public GameObject Build()
        {
            var comp = GetUIComponent();

            OnRealize?.Invoke(comp);
            return(comp);
        }
Пример #2
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            // Background
            var style = TextStyle ?? PUITuning.Fonts.TextLightStyle;

            textField.AddComponent <Image>().color = style.textColor;
            // Text box with rectangular clipping area; put pivot in upper left
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.rectTransform().pivot = Vector2.up;
            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text", true, PUIAnchoring.Beginning,
                                               PUIAnchoring.End);
            // Text to display
            var textDisplay = textBox.AddComponent <TextMeshProUGUI>();

            textDisplay.alignment             = TextAlignment;
            textDisplay.autoSizeTextContainer = false;
            textDisplay.enabled   = true;
            textDisplay.color     = style.textColor;
            textDisplay.font      = style.sdfFont;
            textDisplay.fontSize  = style.fontSize;
            textDisplay.fontStyle = style.style;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textField.SetActive(true);
            textEntry.text   = Text ?? "";
            textDisplay.text = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                textField.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            mask.enabled = true;
            // Lay out, even better than before
            var layout = textField.AddComponent <RelativeLayoutGroup>();

            layout.SetTopEdge(textArea, fraction: 1.0f).SetBottomEdge(textArea, fraction: 0.0f).
            SetMargin(textArea, new RectOffset(1, 1, 1, 1)).OverrideSize(textArea,
                                                                         new Vector2(MinWidth, Math.Max(LineCount, 1) * PUIUtils.GetLineHeight(style))).
            LockLayout();
            layout.flexibleWidth  = FlexSize.x;
            layout.flexibleHeight = FlexSize.y;
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #3
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            // Background
            var style = TextStyle ?? PUITuning.Fonts.TextLightStyle;

            textField.AddComponent <Image>().color = style.textColor;
            // Text box with rectangular clipping area
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text");
            // Text to display
            var textDisplay = textBox.AddComponent <TextMeshProUGUI>();

            textDisplay.alignment             = TextAlignment;
            textDisplay.autoSizeTextContainer = false;
            textDisplay.enabled         = true;
            textDisplay.color           = style.textColor;
            textDisplay.font            = style.sdfFont;
            textDisplay.fontSize        = style.fontSize;
            textDisplay.fontStyle       = style.style;
            textDisplay.maxVisibleLines = 1;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textField.SetActive(true);
            textEntry.text   = Text ?? "";
            textDisplay.text = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                textField.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            mask.enabled = true;
            // Lay out, even better than before
            var tbTransform = textBox.rectTransform();

            LayoutRebuilder.ForceRebuildLayoutImmediate(tbTransform);
            new RelativeLayout(textField).SetTopEdge(textArea, fraction: 1.0f).SetBottomEdge(
                textArea, fraction: 0.0f).SetMargin(textArea, new RectOffset(1, 1, 1, 1)).
            OverrideSize(textArea, new Vector2(MinWidth, LayoutUtility.GetPreferredHeight(
                                                   tbTransform))).Execute(true);
            textField.SetFlexUISize(FlexSize);
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #4
0
        public GameObject Build()
        {
            var toggle = PUIElements.CreateUI(null, Name);
            // Set on click event
            var kToggle = toggle.AddComponent <KToggle>();
            var evt     = OnStateChanged;

            if (evt != null)
            {
                kToggle.onValueChanged += (on) => {
                    evt?.Invoke(toggle, on);
                }
            }
            ;
            kToggle.artExtension = new KToggleArtExtensions();
            kToggle.soundPlayer  = PUITuning.ToggleSounds;
            // Background image
            var fgImage = toggle.AddComponent <KImage>();

            fgImage.color  = Color.activeColor;
            fgImage.sprite = InactiveSprite;
            toggle.SetActive(false);
            // Toggled images
            var toggleImage = toggle.AddComponent <ImageToggleState>();

            toggleImage.TargetImage    = fgImage;
            toggleImage.useSprites     = true;
            toggleImage.InactiveSprite = InactiveSprite;
            toggleImage.ActiveSprite   = ActiveSprite;
            toggleImage.startingState  = InitialState ? ImageToggleState.State.Active :
                                         ImageToggleState.State.Inactive;
            toggleImage.useStartingState     = true;
            toggleImage.ActiveColour         = Color.activeColor;
            toggleImage.DisabledActiveColour = Color.disabledActiveColor;
            toggleImage.InactiveColour       = Color.inactiveColor;
            toggleImage.DisabledColour       = Color.disabledColor;
            toggleImage.HoverColour          = Color.hoverColor;
            toggleImage.DisabledHoverColor   = Color.disabledhoverColor;
            kToggle.isOn = InitialState;
            toggle.SetActive(true);
            // Set size
            if (Size.x > 0.0f && Size.y > 0.0f)
            {
                toggle.SetUISize(Size, true);
            }
            else
            {
                PUIElements.AddSizeFitter(toggle, DynamicSize);
            }
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                toggle.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            toggle.SetFlexUISize(FlexSize).SetActive(true);
            OnRealize?.Invoke(toggle);
            return(toggle);
        }
Пример #5
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            // Background
            var style = TextStyle ?? PUITuning.Fonts.TextLightStyle;

            textField.AddComponent <Image>().color = style.textColor;
            // Text box with rectangular clipping area
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text");
            // Text to display
            var textDisplay = textBox.AddComponent <TextMeshProUGUI>();

            textDisplay.alignment             = TextAlignment;
            textDisplay.autoSizeTextContainer = false;
            textDisplay.enabled         = true;
            textDisplay.color           = style.textColor;
            textDisplay.font            = style.sdfFont;
            textDisplay.fontSize        = style.fontSize;
            textDisplay.fontStyle       = style.style;
            textDisplay.maxVisibleLines = 1;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textField.SetActive(true);
            textEntry.text   = Text ?? "";
            textDisplay.text = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                textField.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            mask.enabled = true;
            // Lay out - TMP_InputField does not support auto layout so we have to do a hack
            var   rt     = textBox.rectTransform();
            float height = LayoutUtility.GetPreferredHeight(rt);

            textField.SetUISize(new Vector2(MinWidth + 2.0f, height + 2.0f), true).
            SetFlexUISize(FlexSize);
            textArea.SetUISize(new Vector2(MinWidth, height));
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #6
0
        public GameObject Build()
        {
            if (Child == null)
            {
                throw new InvalidOperationException("No child component");
            }
            var pane = BuildScrollPane(null, Child.Build());

            OnRealize?.Invoke(pane);
            return(pane);
        }
Пример #7
0
        public GameObject Build()
        {
            var toggle = PUIElements.CreateUI(null, Name);
            // Set on click event
            var kToggle = toggle.AddComponent <KToggle>();
            var evt     = OnStateChanged;

            if (evt != null)
            {
                kToggle.onValueChanged += (on) => {
                    evt?.Invoke(toggle, on);
                }
            }
            ;
            UIDetours.ART_EXTENSION.Set(kToggle, new KToggleArtExtensions());
            UIDetours.SOUND_PLAYER_TOGGLE.Set(kToggle, PUITuning.ToggleSounds);
            // Background image
            var fgImage = toggle.AddComponent <Image>();

            fgImage.color  = Color.activeColor;
            fgImage.sprite = InactiveSprite;
            toggle.SetActive(false);
            // Toggled images
            var toggleImage = toggle.AddComponent <ImageToggleState>();

            toggleImage.TargetImage    = fgImage;
            toggleImage.useSprites     = true;
            toggleImage.InactiveSprite = InactiveSprite;
            toggleImage.ActiveSprite   = ActiveSprite;
            toggleImage.startingState  = InitialState ? ImageToggleState.State.Active :
                                         ImageToggleState.State.Inactive;
            toggleImage.useStartingState     = true;
            toggleImage.ActiveColour         = Color.activeColor;
            toggleImage.DisabledActiveColour = Color.disabledActiveColor;
            toggleImage.InactiveColour       = Color.inactiveColor;
            toggleImage.DisabledColour       = Color.disabledColor;
            toggleImage.HoverColour          = Color.hoverColor;
            toggleImage.DisabledHoverColor   = Color.disabledhoverColor;
            UIDetours.IS_ON.Set(kToggle, InitialState);
            toggle.SetActive(true);
            // Set size
            if (Size.x > 0.0f && Size.y > 0.0f)
            {
                toggle.SetUISize(Size, true);
            }
            else
            {
                PUIElements.AddSizeFitter(toggle, DynamicSize);
            }
            // Add tooltip
            PUIElements.SetToolTip(toggle, ToolTip).SetFlexUISize(FlexSize).SetActive(true);
            OnRealize?.Invoke(toggle);
            return(toggle);
        }
Пример #8
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            var style     = TextStyle ?? PUITuning.Fonts.TextLightStyle;
            // Background
            var border = textField.AddComponent <Image>();

            border.sprite = PUITuning.Images.BoxBorderWhite;
            border.type   = Image.Type.Sliced;
            border.color  = style.textColor;
            // Text box with rectangular clipping area; put pivot in upper left
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text");
            // Text to display
            var textDisplay = PTextField.ConfigureField(textBox.AddComponent <TextMeshProUGUI>(),
                                                        style, TextAlignment);

            textDisplay.enableWordWrapping = true;
            textDisplay.raycastTarget      = true;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textEntry.text          = Text ?? "";
            textDisplay.text        = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            events.TextObject    = textBox;
            // Add tooltip
            PUIElements.SetToolTip(textField, ToolTip);
            mask.enabled = true;
            PUIElements.SetAnchorOffsets(textBox, new RectOffset());
            textField.SetActive(true);
            // Lay out
            var layout = PUIUtils.InsetChild(textField, textArea, Vector2.one, new Vector2(
                                                 MinWidth, Math.Max(LineCount, 1) * PUIUtils.GetLineHeight(style))).
                         AddOrGet <LayoutElement>();

            layout.flexibleWidth  = FlexSize.x;
            layout.flexibleHeight = FlexSize.y;
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #9
0
        public GameObject Build()
        {
            if (Child == null)
            {
                throw new InvalidOperationException("No child component");
            }
            var pane = PUIElements.CreateUI(null, Name);

            if (BackColor.a > 0.0f)
            {
                pane.AddComponent <Image>().color = BackColor;
            }
            // Scroll pane itself
            var scroll = pane.AddComponent <KScrollRect>();

            scroll.horizontal = ScrollHorizontal;
            scroll.vertical   = ScrollVertical;
            // Viewport
            var viewport = PUIElements.CreateUI(pane, "Viewport", true, PUIAnchoring.Stretch,
                                                PUIAnchoring.Stretch);

            viewport.AddComponent <RectMask2D>().enabled = true;
            // BoxLayoutGroup resizes the viewport which is undesired, we only want to pass
            // an auto-layout request on to the children
            viewport.AddComponent <VerticalLayoutGroup>().childAlignment = TextAnchor.UpperLeft;
            scroll.viewport = viewport.rectTransform();
            // Make the child; give it a separate Canvas to reduce layout rebuilds
            var child = Child.Build();

            child.AddOrGet <Canvas>().pixelPerfect = false;
            child.AddOrGet <GraphicRaycaster>();
            PUIElements.SetAnchors(PUIElements.SetParent(child, viewport), PUIAnchoring.
                                   Beginning, PUIAnchoring.End);
            scroll.content = child.rectTransform();
            pane.SetActive(true);
            // Vertical scrollbar
            if (ScrollVertical)
            {
                scroll.verticalScrollbar           = CreateScrollVert(pane);
                scroll.verticalScrollbarVisibility = AlwaysShowVertical ? ScrollRect.
                                                     ScrollbarVisibility.Permanent : ScrollRect.ScrollbarVisibility.AutoHide;
            }
            if (ScrollHorizontal)
            {
                scroll.horizontalScrollbar           = CreateScrollHoriz(pane);
                scroll.horizontalScrollbarVisibility = AlwaysShowHorizontal ? ScrollRect.
                                                       ScrollbarVisibility.Permanent : ScrollRect.ScrollbarVisibility.AutoHide;
            }
            pane.SetFlexUISize(FlexSize);
            OnRealize?.Invoke(pane);
            return(pane);
        }
Пример #10
0
        public GameObject Build()
        {
            var spacer = new GameObject(Name);
            var le     = spacer.AddComponent <LayoutElement>();

            le.flexibleHeight  = FlexSize.y;
            le.flexibleWidth   = FlexSize.x;
            le.minHeight       = 0.0f;
            le.minWidth        = 0.0f;
            le.preferredHeight = PreferredSize.y;
            le.preferredWidth  = PreferredSize.x;
            OnRealize?.Invoke(spacer);
            return(spacer);
        }
Пример #11
0
        public GameObject Build()
        {
            if (Parent == null)
            {
                throw new InvalidOperationException("Parent for dialog may not be null");
            }
            var dialog     = PUIElements.CreateUI(Parent, Name);
            var dComponent = dialog.AddComponent <PDialogComp>();

            // Background
            dialog.AddComponent <Canvas>();
            dialog.AddComponent <GraphicRaycaster>();
            var bg = dialog.AddComponent <Image>();

            bg.color  = DialogBackColor;
            bg.sprite = PUITuning.Images.BoxBorder;
            bg.type   = Image.Type.Sliced;
            // Add each component
            var layout = dialog.AddComponent <PGridLayoutGroup>();

            layout.AddRow(new GridRowSpec());
            layout.AddRow(new GridRowSpec(flex: 1.0f));
            layout.AddRow(new GridRowSpec());
            layout.AddColumn(new GridColumnSpec(flex: 1.0f));
            layout.AddColumn(new GridColumnSpec());
            LayoutTitle(layout, dComponent.DoButton);
            layout.AddComponent(Body.Build(), new GridComponentSpec(1, 0)
            {
                ColumnSpan = 2, Margin = new RectOffset(10, 10, 10, 10)
            });
            CreateUserButtons(layout, dComponent.DoButton);
            // Configure body position
            SetDialogSize(dialog);
            // Dialog is realized
            dComponent.dialog  = this;
            dComponent.sortKey = SortKey;
            OnRealize?.Invoke(dialog);
            return(dialog);
        }
Пример #12
0
        public GameObject Build()
        {
            var panel = PUIElements.CreateUI(Name);

            if (BackColor.a > 0.0f)
            {
                panel.AddComponent <Image>().color = BackColor;
            }
            panel.layer = LayerMask.NameToLayer("UI");
            // Add children
            foreach (var child in children)
            {
                PUIElements.SetParent(child.Build(), panel);
            }
            // Add layout component
            var args = new BoxLayoutParams()
            {
                Direction = Direction, Alignment = Alignment, Spacing = Spacing,
                Margin    = Margin
            };

            // Gotta love freezable layouts
            if (DynamicSize)
            {
                var lg = panel.AddComponent <BoxLayoutGroup>();
                lg.Params         = args;
                lg.flexibleWidth  = FlexSize.x;
                lg.flexibleHeight = FlexSize.y;
            }
            else
            {
                BoxLayoutGroup.LayoutNow(panel, args).SetFlexUISize(FlexSize);
            }
            OnRealize?.Invoke(panel);
            return(panel);
        }
Пример #13
0
        public GameObject Build()
        {
            var        combo = PUIElements.CreateUI(null, Name);
            var        style = TextStyle ?? PUITuning.Fonts.UILightStyle;
            var        entryColor = EntryColor ?? PUITuning.Colors.ButtonBlueStyle;
            RectOffset margin = Margin, im = ItemMargin;
            // Background color
            var bgImage        = combo.AddComponent <KImage>();
            var backColorStyle = BackColor ?? PUITuning.Colors.ButtonBlueStyle;

            UIDetours.COLOR_STYLE_SETTING.Set(bgImage, backColorStyle);
            PButton.SetupButtonBackground(bgImage);
            // Need a LocText (selected item)
            var selection = PUIElements.CreateUI(combo, "SelectedItem");

            if (MinWidth > 0)
            {
                selection.SetMinUISize(new Vector2(MinWidth, 0.0f));
            }
            var selectedLabel = PUIElements.AddLocText(selection, style);
            // Vertical flow panel with the choices
            var contentContainer = PUIElements.CreateUI(null, "Content");

            contentContainer.AddComponent <VerticalLayoutGroup>().childForceExpandWidth = true;
            // Scroll pane with items is laid out below everything else
            var pullDown = new PScrollPane("PullDown")
            {
                ScrollHorizontal = false, ScrollVertical = true, AlwaysShowVertical = true,
                FlexSize         = Vector2.right, TrackSize = 8.0f, BackColor = entryColor.
                                                                                inactiveColor
            }.BuildScrollPane(combo, contentContainer);

            // Add a black border (Does not work, covered by the combo box buttons...)
#if false
            var pdImage = pullDown.GetComponent <Image>();
            pdImage.sprite = PUITuning.Images.BoxBorder;
            pdImage.type   = Image.Type.Sliced;
#endif
            pullDown.rectTransform().pivot = new Vector2(0.5f, 1.0f);
            // Initialize the drop down
            var comboBox = combo.AddComponent <PComboBoxComponent>();
            comboBox.CheckColor       = style.textColor;
            comboBox.ContentContainer = contentContainer.rectTransform();
            comboBox.EntryPrefab      = BuildRowPrefab(style, entryColor);
            comboBox.MaxRowsShown     = MaxRowsShown;
            comboBox.Pulldown         = pullDown;
            comboBox.SelectedLabel    = selectedLabel;
            comboBox.SetItems(Content);
            comboBox.SetSelectedItem(InitialItem);
            comboBox.OnSelectionChanged = (obj, item) => OnOptionSelected?.Invoke(obj.
                                                                                  gameObject, item as T);
            // Inner component with the pulldown image
            var image = PUIElements.CreateUI(combo, "OpenImage");
            var icon  = image.AddComponent <Image>();
            icon.sprite = PUITuning.Images.Contract;
            icon.color  = style.textColor;
            // Button component
            var dropButton = combo.AddComponent <KButton>();
            PButton.SetupButton(dropButton, bgImage);
            UIDetours.FG_IMAGE.Set(dropButton, icon);
            dropButton.onClick += comboBox.OnClick;
            // Add tooltip
            PUIElements.SetToolTip(selection, ToolTip);
            combo.SetActive(true);
            // Button gets laid out on the right, rest of space goes to the label
            // Scroll pane is laid out on the bottom
            var layout = combo.AddComponent <RelativeLayoutGroup>();
            layout.AnchorYAxis(selection).SetLeftEdge(selection, fraction:
                                                      0.0f).SetRightEdge(selection, toLeft: image).AnchorYAxis(image).SetRightEdge(
                image, fraction: 1.0f).SetMargin(selection, new RectOffset(margin.left,
                                                                           im.right, margin.top, margin.bottom)).SetMargin(image, new RectOffset(0,
                                                                                                                                                 margin.right, margin.top, margin.bottom)).OverrideSize(image, ArrowSize).
            AnchorYAxis(pullDown, 0.0f).OverrideSize(pullDown, Vector2.up);
            layout.LockLayout();
            if (DynamicSize)
            {
                layout.UnlockLayout();
            }
            // Disable sizing on the pulldown
            pullDown.AddOrGet <LayoutElement>().ignoreLayout = true;
            // Scroll pane is hidden right away
            pullDown.SetActive(false);
            layout.flexibleWidth  = FlexSize.x;
            layout.flexibleHeight = FlexSize.y;
            OnRealize?.Invoke(combo);
            return(combo);
        }
Пример #14
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(Name);
            // Background
            var style = TextStyle ?? PUITuning.Fonts.TextLightStyle;

            textField.AddComponent <Image>().color = style.textColor;
            // Text box with rectangular clipping area
            var textArea = PUIElements.CreateUI("Text Area", true, false);

            textArea.AddComponent <Image>().color = BackColor;
            PUIElements.SetParent(textArea, textField);
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI("Text");

            PUIElements.SetParent(textBox, textArea);
            // Text to display
            var textDisplay = textBox.AddComponent <TextMeshProUGUI>();

            textDisplay.alignment             = TextAlignment;
            textDisplay.autoSizeTextContainer = false;
            textDisplay.enabled         = true;
            textDisplay.color           = style.textColor;
            textDisplay.font            = style.sdfFont;
            textDisplay.fontSize        = style.fontSize;
            textDisplay.fontStyle       = style.style;
            textDisplay.maxVisibleLines = 1;
            // Text field itself
            var onChange = OnTextChanged;

            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textField.SetActive(true);
            textEntry.text   = Text ?? "";
            textDisplay.text = Text ?? "";
            ConfigureTextEntry(textEntry).onDeselect.AddListener((text) => {
                onChange?.Invoke(textField, (text ?? "").TrimEnd());
            });
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                textField.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            mask.enabled = true;
            // Lay out - TMP_InputField does not support auto layout so we have to do a hack
            var minSize = new Vector2(MinWidth, LayoutUtility.GetPreferredHeight(textBox.
                                                                                 rectTransform()));

            textArea.SetMinUISize(minSize).SetFlexUISize(Vector2.one);
            var lp = new BoxLayoutParams()
            {
                Direction = PanelDirection.Horizontal, Alignment = TextAnchor.MiddleLeft,
                Margin    = new RectOffset(1, 1, 1, 1)
            };

            if (DynamicSize)
            {
                var layout = textField.AddComponent <BoxLayoutGroup>();
                layout.Params         = lp;
                layout.flexibleWidth  = FlexSize.x;
                layout.flexibleHeight = FlexSize.y;
                textField.SetMinUISize(minSize);
            }
            else
            {
                BoxLayoutGroup.LayoutNow(textField, lp, new Vector2(MinWidth, 0.0f)).
                SetFlexUISize(FlexSize);
            }
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #15
0
        public GameObject Build()
        {
            float iv;

            // Bounds must be valid
            if (MaxValue.IsNaNOrInfinity())
            {
                throw new ArgumentException("MaxValue");
            }
            if (MinValue.IsNaNOrInfinity())
            {
                throw new ArgumentException("MinValue");
            }
            // max > min
            if (MaxValue <= MinValue)
            {
                throw new ArgumentOutOfRangeException("MaxValue");
            }
            // Initial value must be in range
            if (InitialValue.IsNaNOrInfinity())
            {
                iv = MinValue;
            }
            else
            {
                iv = InitialValue.InRange(MinValue, MaxValue);
            }
            var  slider     = PUIElements.CreateUI(null, Name);
            bool isVertical = Direction == Slider.Direction.BottomToTop || Direction ==
                              Slider.Direction.TopToBottom;
            var trueColor = HandleColor ?? PUITuning.Colors.ButtonBlueStyle;

            slider.SetActive(false);
            // Track (visual)
            var trackImg = slider.AddComponent <Image>();

            trackImg.sprite = isVertical ? PUITuning.Images.ScrollBorderVertical : PUITuning.
                              Images.ScrollBorderHorizontal;
            trackImg.type = Image.Type.Sliced;
            // Fill
            var fill    = PUIElements.CreateUI(slider, "Fill", true);
            var fillImg = fill.AddComponent <Image>();

            fillImg.sprite = isVertical ? PUITuning.Images.ScrollHandleVertical : PUITuning.
                             Images.ScrollHandleHorizontal;
            fillImg.color = trueColor.inactiveColor;
            fillImg.type  = Image.Type.Sliced;
            PUIElements.SetAnchorOffsets(fill, 1.0f, 1.0f, 1.0f, 1.0f);
            // Slider component itself
            var ks = slider.AddComponent <KSlider>();

            ks.maxValue     = MaxValue;
            ks.minValue     = MinValue;
            ks.value        = InitialValue;
            ks.wholeNumbers = IntegersOnly;
            ks.handleRect   = CreateHandle(slider).rectTransform();
            ks.fillRect     = fill.rectTransform();
            ks.SetDirection(Direction, true);
            if (OnValueChanged != null)
            {
                ks.onValueChanged.AddListener((value) => OnValueChanged(slider, value));
            }
            if (OnDrag != null)
            {
                ks.onDrag += () => OnDrag(slider, ks.value);
            }
            // Manually add tooltip with slider link
            string tt = ToolTip;

            if (!string.IsNullOrEmpty(tt))
            {
                var toolTip = slider.AddComponent <ToolTip>();
                toolTip.OnToolTip = () => string.Format(tt, ks.value);
                // Tooltip can be dynamically updated
                toolTip.refreshWhileHovering = true;
            }
            slider.SetActive(true);
            // Static layout!
            slider.SetMinUISize(isVertical ? new Vector2(TrackSize, PreferredLength) :
                                new Vector2(PreferredLength, TrackSize));
            slider.SetFlexUISize(FlexSize);
            OnRealize?.Invoke(slider);
            return(slider);
        }
Пример #16
0
 /// <summary>
 /// Invokes the OnRealize event.
 /// </summary>
 /// <param name="obj">The realized text component.</param>
 protected void InvokeRealize(GameObject obj)
 {
     OnRealize?.Invoke(obj);
 }
Пример #17
0
        public GameObject Build()
        {
            var flexW = new Vector2(1.0f, 0.0f);

            if (Parent == null)
            {
                throw new InvalidOperationException("Parent for dialog may not be null");
            }
            var dialog     = PUIElements.CreateUI(null, Name);
            var dComponent = dialog.AddComponent <PDialogComp>();
            int i          = 0;

            PUIElements.SetParent(dialog, Parent);
            // Background
            dialog.AddComponent <Image>().color = PUITuning.Colors.DialogBackground;
            dialog.AddComponent <Canvas>();
            new PPanel("Header")
            {
                // Horizontal title bar
                Spacing = 3, Direction = PanelDirection.Horizontal, FlexSize = flexW
            }.SetKleiPinkColor().AddChild(new PLabel("Title")
            {
                // Title text, expand to width
                Text = Title, FlexSize = flexW, DynamicSize = true
            }).AddChild(new PButton(DIALOG_KEY_CLOSE)
            {
                // Close button
                Sprite     = PUITuning.Images.Close, Margin = new RectOffset(3, 3, 3, 3),
                SpriteSize = new Vector2f(16.0f, 16.0f), OnClick = dComponent.DoButton
            }.SetKleiBlueStyle()).AddTo(dialog);
            // Buttons
            var buttonPanel = new PPanel("Buttons")
            {
                Alignment = TextAnchor.LowerCenter, Spacing = 5, Direction = PanelDirection.
                                                                             Horizontal, Margin = new RectOffset(5, 5, 5, 5)
            };

            // Add each user button
            foreach (var button in buttons)
            {
                string key = button.key;
                var    db  = new PButton(key)
                {
                    Text    = button.text, ToolTip = button.tooltip, Margin = BUTTON_MARGIN,
                    OnClick = dComponent.DoButton
                };
                // Last button is special and gets a pink color
                if (++i >= buttons.Count)
                {
                    db.SetKleiPinkStyle();
                }
                else
                {
                    db.SetKleiBlueStyle();
                }
                buttonPanel.AddChild(db);
            }
            // Body, make it fill the flexible space
            new PPanel("BodyAndButtons")
            {
                Alignment = TextAnchor.MiddleCenter, Spacing = 5, Direction = PanelDirection.
                                                                              Vertical, Margin = new RectOffset(10, 10, 10, 5), FlexSize = Vector2.one,
                BackColor = DialogBackColor
            }.AddChild(Body).AddChild(buttonPanel).AddTo(dialog);
            // Lay out components vertically
            BoxLayoutGroup.LayoutNow(dialog, new BoxLayoutParams()
            {
                Alignment = TextAnchor.UpperCenter, Margin = new RectOffset(1, 1, 1, 1),
                Spacing   = 1.0f, Direction = PanelDirection.Vertical
            }, Size);
            dialog.AddComponent <GraphicRaycaster>();
            dComponent.dialog  = this;
            dComponent.sortKey = SortKey;
            OnRealize?.Invoke(dialog);
            return(dialog);
        }