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400 lines
17 KiB
400 lines
17 KiB
using UnityEngine; |
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using System.Collections; |
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using UnityEngine.UI; |
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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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namespace TMPro |
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{ |
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public static class TMP_DefaultControls |
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{ |
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public struct Resources |
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{ |
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public Sprite standard; |
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public Sprite background; |
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public Sprite inputField; |
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public Sprite knob; |
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public Sprite checkmark; |
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public Sprite dropdown; |
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public Sprite mask; |
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} |
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private const float kWidth = 160f; |
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private const float kThickHeight = 30f; |
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private const float kThinHeight = 20f; |
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private static Vector2 s_TextElementSize = new Vector2(100f, 100f); |
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private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight); |
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private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight); |
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//private static Vector2 s_ImageElementSize = new Vector2(100f, 100f); |
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private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f); |
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//private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f); |
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private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f); |
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private static GameObject CreateUIElementRoot(string name, Vector2 size) |
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{ |
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GameObject child = new GameObject(name); |
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RectTransform rectTransform = child.AddComponent<RectTransform>(); |
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rectTransform.sizeDelta = size; |
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return child; |
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} |
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static GameObject CreateUIObject(string name, GameObject parent) |
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{ |
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GameObject go = new GameObject(name); |
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go.AddComponent<RectTransform>(); |
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SetParentAndAlign(go, parent); |
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return go; |
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} |
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private static void SetDefaultTextValues(TMP_Text lbl) |
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{ |
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// Set text values we want across UI elements in default controls. |
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// Don't set values which are the same as the default values for the Text component, |
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// since there's no point in that, and it's good to keep them as consistent as possible. |
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lbl.color = s_TextColor; |
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lbl.fontSize = 14; |
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} |
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private static void SetDefaultColorTransitionValues(Selectable slider) |
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{ |
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ColorBlock colors = slider.colors; |
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colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f); |
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colors.pressedColor = new Color(0.698f, 0.698f, 0.698f); |
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colors.disabledColor = new Color(0.521f, 0.521f, 0.521f); |
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} |
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private static void SetParentAndAlign(GameObject child, GameObject parent) |
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{ |
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if (parent == null) |
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return; |
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child.transform.SetParent(parent.transform, false); |
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SetLayerRecursively(child, parent.layer); |
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} |
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private static void SetLayerRecursively(GameObject go, int layer) |
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{ |
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go.layer = layer; |
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Transform t = go.transform; |
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for (int i = 0; i < t.childCount; i++) |
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SetLayerRecursively(t.GetChild(i).gameObject, layer); |
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} |
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// Actual controls |
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public static GameObject CreateScrollbar(Resources resources) |
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{ |
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// Create GOs Hierarchy |
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GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize); |
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GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot); |
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GameObject handle = CreateUIObject("Handle", sliderArea); |
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Image bgImage = scrollbarRoot.AddComponent<Image>(); |
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bgImage.sprite = resources.background; |
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bgImage.type = Image.Type.Sliced; |
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bgImage.color = s_DefaultSelectableColor; |
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Image handleImage = handle.AddComponent<Image>(); |
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handleImage.sprite = resources.standard; |
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handleImage.type = Image.Type.Sliced; |
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handleImage.color = s_DefaultSelectableColor; |
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RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>(); |
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sliderAreaRect.sizeDelta = new Vector2(-20, -20); |
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sliderAreaRect.anchorMin = Vector2.zero; |
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sliderAreaRect.anchorMax = Vector2.one; |
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RectTransform handleRect = handle.GetComponent<RectTransform>(); |
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handleRect.sizeDelta = new Vector2(20, 20); |
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Scrollbar scrollbar = scrollbarRoot.AddComponent<Scrollbar>(); |
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scrollbar.handleRect = handleRect; |
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scrollbar.targetGraphic = handleImage; |
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SetDefaultColorTransitionValues(scrollbar); |
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return scrollbarRoot; |
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} |
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public static GameObject CreateButton(Resources resources) |
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{ |
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GameObject buttonRoot = CreateUIElementRoot("Button", s_ThickElementSize); |
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GameObject childText = new GameObject("Text (TMP)"); |
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childText.AddComponent<RectTransform>(); |
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SetParentAndAlign(childText, buttonRoot); |
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Image image = buttonRoot.AddComponent<Image>(); |
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image.sprite = resources.standard; |
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image.type = Image.Type.Sliced; |
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image.color = s_DefaultSelectableColor; |
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Button bt = buttonRoot.AddComponent<Button>(); |
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SetDefaultColorTransitionValues(bt); |
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TextMeshProUGUI text = childText.AddComponent<TextMeshProUGUI>(); |
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text.text = "Button"; |
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text.alignment = TextAlignmentOptions.Center; |
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SetDefaultTextValues(text); |
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RectTransform textRectTransform = childText.GetComponent<RectTransform>(); |
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textRectTransform.anchorMin = Vector2.zero; |
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textRectTransform.anchorMax = Vector2.one; |
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textRectTransform.sizeDelta = Vector2.zero; |
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return buttonRoot; |
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} |
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public static GameObject CreateText(Resources resources) |
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{ |
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GameObject go = null; |
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#if UNITY_EDITOR |
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go = ObjectFactory.CreateGameObject("Text (TMP)"); |
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ObjectFactory.AddComponent<TextMeshProUGUI>(go); |
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#else |
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go = CreateUIElementRoot("Text (TMP)", s_TextElementSize); |
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go.AddComponent<TextMeshProUGUI>(); |
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#endif |
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return go; |
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} |
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public static GameObject CreateInputField(Resources resources) |
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{ |
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GameObject root = CreateUIElementRoot("InputField (TMP)", s_ThickElementSize); |
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GameObject textArea = CreateUIObject("Text Area", root); |
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GameObject childPlaceholder = CreateUIObject("Placeholder", textArea); |
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GameObject childText = CreateUIObject("Text", textArea); |
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Image image = root.AddComponent<Image>(); |
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image.sprite = resources.inputField; |
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image.type = Image.Type.Sliced; |
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image.color = s_DefaultSelectableColor; |
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TMP_InputField inputField = root.AddComponent<TMP_InputField>(); |
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SetDefaultColorTransitionValues(inputField); |
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// Use UI.Mask for Unity 5.0 - 5.1 and 2D RectMask for Unity 5.2 and up |
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RectMask2D rectMask = textArea.AddComponent<RectMask2D>(); |
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#if UNITY_2019_4_OR_NEWER && !UNITY_2019_4_1 && !UNITY_2019_4_2 && !UNITY_2019_4_3 && !UNITY_2019_4_4 && !UNITY_2019_4_5 && !UNITY_2019_4_6 && !UNITY_2019_4_7 && !UNITY_2019_4_8 && !UNITY_2019_4_9 && !UNITY_2019_4_10 && !UNITY_2019_4_11 |
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rectMask.padding = new Vector4(-8, -5, -8, -5); |
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#endif |
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RectTransform textAreaRectTransform = textArea.GetComponent<RectTransform>(); |
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textAreaRectTransform.anchorMin = Vector2.zero; |
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textAreaRectTransform.anchorMax = Vector2.one; |
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textAreaRectTransform.sizeDelta = Vector2.zero; |
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textAreaRectTransform.offsetMin = new Vector2(10, 6); |
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textAreaRectTransform.offsetMax = new Vector2(-10, -7); |
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TextMeshProUGUI text = childText.AddComponent<TextMeshProUGUI>(); |
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text.text = ""; |
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text.enableWordWrapping = false; |
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text.extraPadding = true; |
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text.richText = true; |
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SetDefaultTextValues(text); |
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TextMeshProUGUI placeholder = childPlaceholder.AddComponent<TextMeshProUGUI>(); |
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placeholder.text = "Enter text..."; |
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placeholder.fontSize = 14; |
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placeholder.fontStyle = FontStyles.Italic; |
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placeholder.enableWordWrapping = false; |
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placeholder.extraPadding = true; |
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// Make placeholder color half as opaque as normal text color. |
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Color placeholderColor = text.color; |
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placeholderColor.a *= 0.5f; |
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placeholder.color = placeholderColor; |
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// Add Layout component to placeholder. |
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placeholder.gameObject.AddComponent<LayoutElement>().ignoreLayout = true; |
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RectTransform textRectTransform = childText.GetComponent<RectTransform>(); |
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textRectTransform.anchorMin = Vector2.zero; |
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textRectTransform.anchorMax = Vector2.one; |
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textRectTransform.sizeDelta = Vector2.zero; |
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textRectTransform.offsetMin = new Vector2(0, 0); |
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textRectTransform.offsetMax = new Vector2(0, 0); |
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RectTransform placeholderRectTransform = childPlaceholder.GetComponent<RectTransform>(); |
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placeholderRectTransform.anchorMin = Vector2.zero; |
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placeholderRectTransform.anchorMax = Vector2.one; |
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placeholderRectTransform.sizeDelta = Vector2.zero; |
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placeholderRectTransform.offsetMin = new Vector2(0, 0); |
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placeholderRectTransform.offsetMax = new Vector2(0, 0); |
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inputField.textViewport = textAreaRectTransform; |
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inputField.textComponent = text; |
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inputField.placeholder = placeholder; |
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inputField.fontAsset = text.font; |
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return root; |
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} |
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public static GameObject CreateDropdown(Resources resources) |
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{ |
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GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize); |
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GameObject label = CreateUIObject("Label", root); |
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GameObject arrow = CreateUIObject("Arrow", root); |
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GameObject template = CreateUIObject("Template", root); |
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GameObject viewport = CreateUIObject("Viewport", template); |
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GameObject content = CreateUIObject("Content", viewport); |
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GameObject item = CreateUIObject("Item", content); |
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GameObject itemBackground = CreateUIObject("Item Background", item); |
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GameObject itemCheckmark = CreateUIObject("Item Checkmark", item); |
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GameObject itemLabel = CreateUIObject("Item Label", item); |
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// Sub controls. |
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GameObject scrollbar = CreateScrollbar(resources); |
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scrollbar.name = "Scrollbar"; |
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SetParentAndAlign(scrollbar, template); |
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Scrollbar scrollbarScrollbar = scrollbar.GetComponent<Scrollbar>(); |
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scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true); |
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RectTransform vScrollbarRT = scrollbar.GetComponent<RectTransform>(); |
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vScrollbarRT.anchorMin = Vector2.right; |
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vScrollbarRT.anchorMax = Vector2.one; |
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vScrollbarRT.pivot = Vector2.one; |
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vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0); |
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// Setup item UI components. |
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TextMeshProUGUI itemLabelText = itemLabel.AddComponent<TextMeshProUGUI>(); |
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SetDefaultTextValues(itemLabelText); |
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itemLabelText.alignment = TextAlignmentOptions.Left; |
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Image itemBackgroundImage = itemBackground.AddComponent<Image>(); |
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itemBackgroundImage.color = new Color32(245, 245, 245, 255); |
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Image itemCheckmarkImage = itemCheckmark.AddComponent<Image>(); |
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itemCheckmarkImage.sprite = resources.checkmark; |
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Toggle itemToggle = item.AddComponent<Toggle>(); |
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itemToggle.targetGraphic = itemBackgroundImage; |
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itemToggle.graphic = itemCheckmarkImage; |
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itemToggle.isOn = true; |
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// Setup template UI components. |
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Image templateImage = template.AddComponent<Image>(); |
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templateImage.sprite = resources.standard; |
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templateImage.type = Image.Type.Sliced; |
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ScrollRect templateScrollRect = template.AddComponent<ScrollRect>(); |
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templateScrollRect.content = (RectTransform)content.transform; |
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templateScrollRect.viewport = (RectTransform)viewport.transform; |
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templateScrollRect.horizontal = false; |
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templateScrollRect.movementType = ScrollRect.MovementType.Clamped; |
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templateScrollRect.verticalScrollbar = scrollbarScrollbar; |
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templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; |
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templateScrollRect.verticalScrollbarSpacing = -3; |
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Mask scrollRectMask = viewport.AddComponent<Mask>(); |
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scrollRectMask.showMaskGraphic = false; |
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Image viewportImage = viewport.AddComponent<Image>(); |
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viewportImage.sprite = resources.mask; |
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viewportImage.type = Image.Type.Sliced; |
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// Setup dropdown UI components. |
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TextMeshProUGUI labelText = label.AddComponent<TextMeshProUGUI>(); |
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SetDefaultTextValues(labelText); |
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labelText.alignment = TextAlignmentOptions.Left; |
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Image arrowImage = arrow.AddComponent<Image>(); |
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arrowImage.sprite = resources.dropdown; |
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Image backgroundImage = root.AddComponent<Image>(); |
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backgroundImage.sprite = resources.standard; |
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backgroundImage.color = s_DefaultSelectableColor; |
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backgroundImage.type = Image.Type.Sliced; |
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TMP_Dropdown dropdown = root.AddComponent<TMP_Dropdown>(); |
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dropdown.targetGraphic = backgroundImage; |
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SetDefaultColorTransitionValues(dropdown); |
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dropdown.template = template.GetComponent<RectTransform>(); |
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dropdown.captionText = labelText; |
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dropdown.itemText = itemLabelText; |
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// Setting default Item list. |
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itemLabelText.text = "Option A"; |
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option A" }); |
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option B" }); |
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option C" }); |
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dropdown.RefreshShownValue(); |
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// Set up RectTransforms. |
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RectTransform labelRT = label.GetComponent<RectTransform>(); |
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labelRT.anchorMin = Vector2.zero; |
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labelRT.anchorMax = Vector2.one; |
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labelRT.offsetMin = new Vector2(10, 6); |
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labelRT.offsetMax = new Vector2(-25, -7); |
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RectTransform arrowRT = arrow.GetComponent<RectTransform>(); |
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arrowRT.anchorMin = new Vector2(1, 0.5f); |
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arrowRT.anchorMax = new Vector2(1, 0.5f); |
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arrowRT.sizeDelta = new Vector2(20, 20); |
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arrowRT.anchoredPosition = new Vector2(-15, 0); |
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RectTransform templateRT = template.GetComponent<RectTransform>(); |
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templateRT.anchorMin = new Vector2(0, 0); |
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templateRT.anchorMax = new Vector2(1, 0); |
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templateRT.pivot = new Vector2(0.5f, 1); |
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templateRT.anchoredPosition = new Vector2(0, 2); |
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templateRT.sizeDelta = new Vector2(0, 150); |
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RectTransform viewportRT = viewport.GetComponent<RectTransform>(); |
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viewportRT.anchorMin = new Vector2(0, 0); |
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viewportRT.anchorMax = new Vector2(1, 1); |
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viewportRT.sizeDelta = new Vector2(-18, 0); |
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viewportRT.pivot = new Vector2(0, 1); |
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RectTransform contentRT = content.GetComponent<RectTransform>(); |
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contentRT.anchorMin = new Vector2(0f, 1); |
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contentRT.anchorMax = new Vector2(1f, 1); |
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contentRT.pivot = new Vector2(0.5f, 1); |
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contentRT.anchoredPosition = new Vector2(0, 0); |
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contentRT.sizeDelta = new Vector2(0, 28); |
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RectTransform itemRT = item.GetComponent<RectTransform>(); |
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itemRT.anchorMin = new Vector2(0, 0.5f); |
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itemRT.anchorMax = new Vector2(1, 0.5f); |
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itemRT.sizeDelta = new Vector2(0, 20); |
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RectTransform itemBackgroundRT = itemBackground.GetComponent<RectTransform>(); |
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itemBackgroundRT.anchorMin = Vector2.zero; |
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itemBackgroundRT.anchorMax = Vector2.one; |
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itemBackgroundRT.sizeDelta = Vector2.zero; |
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RectTransform itemCheckmarkRT = itemCheckmark.GetComponent<RectTransform>(); |
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itemCheckmarkRT.anchorMin = new Vector2(0, 0.5f); |
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itemCheckmarkRT.anchorMax = new Vector2(0, 0.5f); |
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itemCheckmarkRT.sizeDelta = new Vector2(20, 20); |
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itemCheckmarkRT.anchoredPosition = new Vector2(10, 0); |
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RectTransform itemLabelRT = itemLabel.GetComponent<RectTransform>(); |
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itemLabelRT.anchorMin = Vector2.zero; |
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itemLabelRT.anchorMax = Vector2.one; |
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itemLabelRT.offsetMin = new Vector2(20, 1); |
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itemLabelRT.offsetMax = new Vector2(-10, -2); |
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template.SetActive(false); |
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return root; |
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} |
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} |
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}
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