1059 lines
41 KiB
C#
1059 lines
41 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI.CoroutineTween;
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namespace TMPro
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{
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[AddComponentMenu("UI/Dropdown - TextMeshPro", 35)]
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[RequireComponent(typeof(RectTransform))]
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/// <summary>
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/// A standard dropdown that presents a list of options when clicked, of which one can be chosen.
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/// </summary>
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/// <remarks>
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/// The dropdown component is a Selectable. When an option is chosen, the label and/or image of the control changes to show the chosen option.
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///
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/// When a dropdown event occurs a callback is sent to any registered listeners of onValueChanged.
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/// </remarks>
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public class TMP_Dropdown : Selectable, IPointerClickHandler, ISubmitHandler, ICancelHandler
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{
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protected internal class DropdownItem : MonoBehaviour, IPointerEnterHandler, ICancelHandler
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{
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[SerializeField]
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private TMP_Text m_Text;
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[SerializeField]
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private Image m_Image;
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[SerializeField]
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private RectTransform m_RectTransform;
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[SerializeField]
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private Toggle m_Toggle;
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public TMP_Text text { get { return m_Text; } set { m_Text = value; } }
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public Image image { get { return m_Image; } set { m_Image = value; } }
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public RectTransform rectTransform { get { return m_RectTransform; } set { m_RectTransform = value; } }
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public Toggle toggle { get { return m_Toggle; } set { m_Toggle = value; } }
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public virtual void OnPointerEnter(PointerEventData eventData)
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{
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EventSystem.current.SetSelectedGameObject(gameObject);
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}
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public virtual void OnCancel(BaseEventData eventData)
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{
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TMP_Dropdown dropdown = GetComponentInParent<TMP_Dropdown>();
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if (dropdown)
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dropdown.Hide();
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}
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}
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[Serializable]
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/// <summary>
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/// Class to store the text and/or image of a single option in the dropdown list.
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/// </summary>
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public class OptionData
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{
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[SerializeField]
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private string m_Text;
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[SerializeField]
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private Sprite m_Image;
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/// <summary>
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/// The text associated with the option.
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/// </summary>
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public string text { get { return m_Text; } set { m_Text = value; } }
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/// <summary>
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/// The image associated with the option.
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/// </summary>
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public Sprite image { get { return m_Image; } set { m_Image = value; } }
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public OptionData() { }
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public OptionData(string text)
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{
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this.text = text;
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}
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public OptionData(Sprite image)
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{
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this.image = image;
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}
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/// <summary>
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/// Create an object representing a single option for the dropdown list.
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/// </summary>
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/// <param name="text">Optional text for the option.</param>
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/// <param name="image">Optional image for the option.</param>
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public OptionData(string text, Sprite image)
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{
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this.text = text;
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this.image = image;
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}
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}
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[Serializable]
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/// <summary>
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/// Class used internally to store the list of options for the dropdown list.
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/// </summary>
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/// <remarks>
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/// The usage of this class is not exposed in the runtime API. It's only relevant for the PropertyDrawer drawing the list of options.
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/// </remarks>
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public class OptionDataList
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{
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[SerializeField]
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private List<OptionData> m_Options;
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/// <summary>
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/// The list of options for the dropdown list.
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/// </summary>
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public List<OptionData> options { get { return m_Options; } set { m_Options = value; } }
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public OptionDataList()
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{
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options = new List<OptionData>();
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}
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}
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[Serializable]
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/// <summary>
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/// UnityEvent callback for when a dropdown current option is changed.
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/// </summary>
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public class DropdownEvent : UnityEvent<int> { }
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// Template used to create the dropdown.
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[SerializeField]
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private RectTransform m_Template;
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/// <summary>
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/// The Rect Transform of the template for the dropdown list.
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/// </summary>
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public RectTransform template { get { return m_Template; } set { m_Template = value; RefreshShownValue(); } }
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// Text to be used as a caption for the current value. It's not required, but it's kept here for convenience.
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[SerializeField]
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private TMP_Text m_CaptionText;
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/// <summary>
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/// The Text component to hold the text of the currently selected option.
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/// </summary>
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public TMP_Text captionText { get { return m_CaptionText; } set { m_CaptionText = value; RefreshShownValue(); } }
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[SerializeField]
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private Image m_CaptionImage;
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/// <summary>
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/// The Image component to hold the image of the currently selected option.
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/// </summary>
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public Image captionImage { get { return m_CaptionImage; } set { m_CaptionImage = value; RefreshShownValue(); } }
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[Space]
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[SerializeField]
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private TMP_Text m_ItemText;
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/// <summary>
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/// The Text component to hold the text of the item.
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/// </summary>
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public TMP_Text itemText { get { return m_ItemText; } set { m_ItemText = value; RefreshShownValue(); } }
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[SerializeField]
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private Image m_ItemImage;
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/// <summary>
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/// The Image component to hold the image of the item
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/// </summary>
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public Image itemImage { get { return m_ItemImage; } set { m_ItemImage = value; RefreshShownValue(); } }
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[Space]
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[SerializeField]
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private int m_Value;
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[Space]
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// Items that will be visible when the dropdown is shown.
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// We box this into its own class so we can use a Property Drawer for it.
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[SerializeField]
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private OptionDataList m_Options = new OptionDataList();
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/// <summary>
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/// The list of possible options. A text string and an image can be specified for each option.
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/// </summary>
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/// <remarks>
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/// This is the list of options within the Dropdown. Each option contains Text and/or image data that you can specify using UI.Dropdown.OptionData before adding to the Dropdown list.
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/// This also unlocks the ability to edit the Dropdown, including the insertion, removal, and finding of options, as well as other useful tools
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/// </remarks>
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/// /// <example>
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/// <code>
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/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
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///
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/// using UnityEngine;
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/// using UnityEngine.UI;
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/// using System.Collections.Generic;
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/// using TMPro;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// //Use these for adding options to the Dropdown List
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/// TMP_Dropdown.OptionData m_NewData, m_NewData2;
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/// //The list of messages for the Dropdown
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/// List<TMP_Dropdown.OptionData> m_Messages = new List<TMP_Dropdown.OptionData>();
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///
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///
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/// //This is the Dropdown
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/// TMP_Dropdown m_Dropdown;
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/// string m_MyString;
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/// int m_Index;
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///
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/// void Start()
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/// {
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/// //Fetch the Dropdown GameObject the script is attached to
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/// m_Dropdown = GetComponent<TMP_Dropdown>();
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/// //Clear the old options of the Dropdown menu
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/// m_Dropdown.ClearOptions();
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///
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/// //Create a new option for the Dropdown menu which reads "Option 1" and add to messages List
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/// m_NewData = new TMP_Dropdown.OptionData();
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/// m_NewData.text = "Option 1";
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/// m_Messages.Add(m_NewData);
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///
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/// //Create a new option for the Dropdown menu which reads "Option 2" and add to messages List
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/// m_NewData2 = new TMP_Dropdown.OptionData();
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/// m_NewData2.text = "Option 2";
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/// m_Messages.Add(m_NewData2);
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///
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/// //Take each entry in the message List
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/// foreach (TMP_Dropdown.OptionData message in m_Messages)
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/// {
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/// //Add each entry to the Dropdown
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/// m_Dropdown.options.Add(message);
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/// //Make the index equal to the total number of entries
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/// m_Index = m_Messages.Count - 1;
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/// }
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/// }
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///
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/// //This OnGUI function is used here for a quick demonstration. See the [[wiki:UISystem|UI Section]] for more information about setting up your own UI.
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/// void OnGUI()
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/// {
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/// //TextField for user to type new entry to add to Dropdown
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/// m_MyString = GUI.TextField(new Rect(0, 40, 100, 40), m_MyString);
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///
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/// //Press the "Add" Button to add a new entry to the Dropdown
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/// if (GUI.Button(new Rect(0, 0, 100, 40), "Add"))
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/// {
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/// //Make the index the last number of entries
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/// m_Index = m_Messages.Count;
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/// //Create a temporary option
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/// TMP_Dropdown.OptionData temp = new TMP_Dropdown.OptionData();
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/// //Make the option the data from the TextField
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/// temp.text = m_MyString;
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///
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/// //Update the messages list with the TextField data
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/// m_Messages.Add(temp);
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///
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/// //Add the Textfield data to the Dropdown
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/// m_Dropdown.options.Insert(m_Index, temp);
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/// }
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///
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/// //Press the "Remove" button to delete the selected option
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/// if (GUI.Button(new Rect(110, 0, 100, 40), "Remove"))
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/// {
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/// //Remove the current selected item from the Dropdown from the messages List
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/// m_Messages.RemoveAt(m_Dropdown.value);
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/// //Remove the current selection from the Dropdown
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/// m_Dropdown.options.RemoveAt(m_Dropdown.value);
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/// }
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/// }
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/// }
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/// </code>
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/// </example>
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public List<OptionData> options
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{
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get { return m_Options.options; }
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set { m_Options.options = value; RefreshShownValue(); }
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}
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[Space]
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// Notification triggered when the dropdown changes.
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[SerializeField]
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private DropdownEvent m_OnValueChanged = new DropdownEvent();
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/// <summary>
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/// A UnityEvent that is invoked when a user has clicked one of the options in the dropdown list.
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/// </summary>
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/// <remarks>
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/// Use this to detect when a user selects one or more options in the Dropdown. Add a listener to perform an action when this UnityEvent detects a selection by the user. See https://unity3d.com/learn/tutorials/topics/scripting/delegates for more information on delegates.
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/// </remarks>
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/// <example>
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/// <code>
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/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
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/// //Set your own Text in the Inspector window
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///
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/// using UnityEngine;
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/// using UnityEngine.UI;
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/// using TMPro;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// TMP_Dropdown m_Dropdown;
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/// public Text m_Text;
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///
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/// void Start()
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/// {
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/// //Fetch the Dropdown GameObject
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/// m_Dropdown = GetComponent<TMP_Dropdown>();
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/// //Add listener for when the value of the Dropdown changes, to take action
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/// m_Dropdown.onValueChanged.AddListener(delegate {
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/// DropdownValueChanged(m_Dropdown);
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/// });
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///
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/// //Initialize the Text to say the first value of the Dropdown
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/// m_Text.text = "First Value : " + m_Dropdown.value;
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/// }
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///
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/// //Output the new value of the Dropdown into Text
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/// void DropdownValueChanged(TMP_Dropdown change)
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/// {
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/// m_Text.text = "New Value : " + change.value;
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/// }
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/// }
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/// </code>
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/// </example>
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public DropdownEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }
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private GameObject m_Dropdown;
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private GameObject m_Blocker;
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private List<DropdownItem> m_Items = new List<DropdownItem>();
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private TweenRunner<FloatTween> m_AlphaTweenRunner;
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private bool validTemplate = false;
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private static OptionData s_NoOptionData = new OptionData();
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/// <summary>
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/// The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.
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/// </summary>
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/// <example>
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/// <code>
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/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
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/// //Set your own Text in the Inspector window
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///
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/// using UnityEngine;
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/// using UnityEngine.UI;
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/// using TMPro;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// //Attach this script to a Dropdown GameObject
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/// TMP_Dropdown m_Dropdown;
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/// //This is the string that stores the current selection m_Text of the Dropdown
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/// string m_Message;
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/// //This Text outputs the current selection to the screen
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/// public Text m_Text;
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/// //This is the index value of the Dropdown
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/// int m_DropdownValue;
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///
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/// void Start()
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/// {
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/// //Fetch the DropDown component from the GameObject
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/// m_Dropdown = GetComponent<TMP_Dropdown>();
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/// //Output the first Dropdown index value
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/// Debug.Log("Starting Dropdown Value : " + m_Dropdown.value);
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/// }
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///
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/// void Update()
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/// {
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/// //Keep the current index of the Dropdown in a variable
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/// m_DropdownValue = m_Dropdown.value;
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/// //Change the message to say the name of the current Dropdown selection using the value
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/// m_Message = m_Dropdown.options[m_DropdownValue].text;
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/// //Change the on screen Text to reflect the current Dropdown selection
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/// m_Text.text = m_Message;
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/// }
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/// }
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/// </code>
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/// </example>
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public int value
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{
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get
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{
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return m_Value;
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}
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set
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{
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SetValue(value);
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}
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}
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/// <summary>
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/// Set index number of the current selection in the Dropdown without invoking onValueChanged callback.
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/// </summary>
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/// <param name="input">The new index for the current selection.</param>
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public void SetValueWithoutNotify(int input)
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{
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SetValue(input, false);
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}
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void SetValue(int value, bool sendCallback = true)
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{
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if (Application.isPlaying && (value == m_Value || options.Count == 0))
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return;
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m_Value = Mathf.Clamp(value, 0, options.Count - 1);
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RefreshShownValue();
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if (sendCallback)
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{
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// Notify all listeners
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UISystemProfilerApi.AddMarker("Dropdown.value", this);
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m_OnValueChanged.Invoke(m_Value);
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}
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}
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public bool IsExpanded { get { return m_Dropdown != null; } }
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protected TMP_Dropdown() { }
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protected override void Awake()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return;
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#endif
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m_AlphaTweenRunner = new TweenRunner<FloatTween>();
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m_AlphaTweenRunner.Init(this);
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if (m_CaptionImage)
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m_CaptionImage.enabled = (m_CaptionImage.sprite != null);
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if (m_Template)
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m_Template.gameObject.SetActive(false);
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}
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protected override void Start()
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{
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base.Start();
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RefreshShownValue();
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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if (!IsActive())
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return;
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RefreshShownValue();
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}
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#endif
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protected override void OnDisable()
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{
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//Destroy dropdown and blocker in case user deactivates the dropdown when they click an option (case 935649)
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ImmediateDestroyDropdownList();
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if (m_Blocker != null)
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DestroyBlocker(m_Blocker);
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m_Blocker = null;
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}
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/// <summary>
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/// Refreshes the text and image (if available) of the currently selected option.
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/// </summary>
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/// <remarks>
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/// If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
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/// </remarks>
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public void RefreshShownValue()
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{
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OptionData data = s_NoOptionData;
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if (options.Count > 0)
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data = options[Mathf.Clamp(m_Value, 0, options.Count - 1)];
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if (m_CaptionText)
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{
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if (data != null && data.text != null)
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m_CaptionText.text = data.text;
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else
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m_CaptionText.text = "";
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}
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if (m_CaptionImage)
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{
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if (data != null)
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m_CaptionImage.sprite = data.image;
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else
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m_CaptionImage.sprite = null;
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m_CaptionImage.enabled = (m_CaptionImage.sprite != null);
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}
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}
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/// <summary>
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/// Add multiple options to the options of the Dropdown based on a list of OptionData objects.
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/// </summary>
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/// <param name="options">The list of OptionData to add.</param>
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/// /// <remarks>
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/// See AddOptions(List<string> options) for code example of usages.
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/// </remarks>
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public void AddOptions(List<OptionData> options)
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{
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this.options.AddRange(options);
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RefreshShownValue();
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}
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/// <summary>
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/// Add multiple text-only options to the options of the Dropdown based on a list of strings.
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/// </summary>
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/// <remarks>
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/// Add a List of string messages to the Dropdown. The Dropdown shows each member of the list as a separate option.
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/// </remarks>
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/// <param name="options">The list of text strings to add.</param>
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/// <example>
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/// <code>
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/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
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///
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/// using System.Collections.Generic;
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/// using UnityEngine;
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/// using UnityEngine.UI;
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/// using TMPro;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// //Create a List of new Dropdown options
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/// List<string> m_DropOptions = new List<string> { "Option 1", "Option 2"};
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/// //This is the Dropdown
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/// TMP_Dropdown m_Dropdown;
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///
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/// void Start()
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/// {
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/// //Fetch the Dropdown GameObject the script is attached to
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/// m_Dropdown = GetComponent<TMP_Dropdown>();
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/// //Clear the old options of the Dropdown menu
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/// m_Dropdown.ClearOptions();
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/// //Add the options created in the List above
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/// m_Dropdown.AddOptions(m_DropOptions);
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/// }
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/// }
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/// </code>
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/// </example>
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public void AddOptions(List<string> options)
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{
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for (int i = 0; i < options.Count; i++)
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this.options.Add(new OptionData(options[i]));
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RefreshShownValue();
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}
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/// <summary>
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/// Add multiple image-only options to the options of the Dropdown based on a list of Sprites.
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/// </summary>
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/// <param name="options">The list of Sprites to add.</param>
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/// <remarks>
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/// See AddOptions(List<string> options) for code example of usages.
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/// </remarks>
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public void AddOptions(List<Sprite> options)
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{
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for (int i = 0; i < options.Count; i++)
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this.options.Add(new OptionData(options[i]));
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RefreshShownValue();
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}
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/// <summary>
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/// Clear the list of options in the Dropdown.
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/// </summary>
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public void ClearOptions()
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{
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options.Clear();
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m_Value = 0;
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RefreshShownValue();
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}
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private void SetupTemplate()
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{
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validTemplate = false;
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if (!m_Template)
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{
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Debug.LogError("The dropdown template is not assigned. The template needs to be assigned and must have a child GameObject with a Toggle component serving as the item.", this);
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return;
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}
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GameObject templateGo = m_Template.gameObject;
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templateGo.SetActive(true);
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Toggle itemToggle = m_Template.GetComponentInChildren<Toggle>();
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validTemplate = true;
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if (!itemToggle || itemToggle.transform == template)
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{
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validTemplate = false;
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Debug.LogError("The dropdown template is not valid. The template must have a child GameObject with a Toggle component serving as the item.", template);
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}
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else if (!(itemToggle.transform.parent is RectTransform))
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{
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validTemplate = false;
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Debug.LogError("The dropdown template is not valid. The child GameObject with a Toggle component (the item) must have a RectTransform on its parent.", template);
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}
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else if (itemText != null && !itemText.transform.IsChildOf(itemToggle.transform))
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{
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validTemplate = false;
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Debug.LogError("The dropdown template is not valid. The Item Text must be on the item GameObject or children of it.", template);
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}
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else if (itemImage != null && !itemImage.transform.IsChildOf(itemToggle.transform))
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{
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validTemplate = false;
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Debug.LogError("The dropdown template is not valid. The Item Image must be on the item GameObject or children of it.", template);
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}
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if (!validTemplate)
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{
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templateGo.SetActive(false);
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return;
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}
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DropdownItem item = itemToggle.gameObject.AddComponent<DropdownItem>();
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item.text = m_ItemText;
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item.image = m_ItemImage;
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item.toggle = itemToggle;
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item.rectTransform = (RectTransform)itemToggle.transform;
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Canvas popupCanvas = GetOrAddComponent<Canvas>(templateGo);
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popupCanvas.overrideSorting = true;
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popupCanvas.sortingOrder = 30000;
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GetOrAddComponent<GraphicRaycaster>(templateGo);
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GetOrAddComponent<CanvasGroup>(templateGo);
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templateGo.SetActive(false);
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validTemplate = true;
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}
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private static T GetOrAddComponent<T>(GameObject go) where T : Component
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{
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T comp = go.GetComponent<T>();
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if (!comp)
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comp = go.AddComponent<T>();
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return comp;
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}
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/// <summary>
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/// Handling for when the dropdown is initially 'clicked'. Typically shows the dropdown
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/// </summary>
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/// <param name="eventData">The associated event data.</param>
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public virtual void OnPointerClick(PointerEventData eventData)
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{
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Show();
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}
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/// <summary>
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/// Handling for when the dropdown is selected and a submit event is processed. Typically shows the dropdown
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/// </summary>
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/// <param name="eventData">The associated event data.</param>
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public virtual void OnSubmit(BaseEventData eventData)
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{
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Show();
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}
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/// <summary>
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/// This will hide the dropdown list.
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/// </summary>
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/// <remarks>
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/// Called by a BaseInputModule when a Cancel event occurs.
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/// </remarks>
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/// <param name="eventData">The associated event data.</param>
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public virtual void OnCancel(BaseEventData eventData)
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{
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Hide();
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}
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/// <summary>
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/// Show the dropdown.
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///
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/// Plan for dropdown scrolling to ensure dropdown is contained within screen.
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///
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/// We assume the Canvas is the screen that the dropdown must be kept inside.
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/// This is always valid for screen space canvas modes.
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/// For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor.
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/// We consider it a fair constraint that the canvas must be big enough to contain dropdowns.
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/// </summary>
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public void Show()
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{
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if (!IsActive() || !IsInteractable() || m_Dropdown != null)
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return;
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// Get root Canvas.
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var list = TMP_ListPool<Canvas>.Get();
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gameObject.GetComponentsInParent(false, list);
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if (list.Count == 0)
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return;
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Canvas rootCanvas = list[list.Count - 1];
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].isRootCanvas)
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{
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rootCanvas = list[i];
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break;
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}
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}
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TMP_ListPool<Canvas>.Release(list);
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if (!validTemplate)
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{
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SetupTemplate();
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if (!validTemplate)
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return;
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}
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m_Template.gameObject.SetActive(true);
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// popupCanvas used to assume the root canvas had the default sorting Layer, next line fixes (case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened)
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m_Template.GetComponent<Canvas>().sortingLayerID = rootCanvas.sortingLayerID;
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// Instantiate the drop-down template
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m_Dropdown = CreateDropdownList(m_Template.gameObject);
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m_Dropdown.name = "Dropdown List";
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m_Dropdown.SetActive(true);
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// Make drop-down RectTransform have same values as original.
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RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform;
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dropdownRectTransform.SetParent(m_Template.transform.parent, false);
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// Instantiate the drop-down list items
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// Find the dropdown item and disable it.
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DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren<DropdownItem>();
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GameObject content = itemTemplate.rectTransform.parent.gameObject;
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RectTransform contentRectTransform = content.transform as RectTransform;
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itemTemplate.rectTransform.gameObject.SetActive(true);
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// Get the rects of the dropdown and item
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Rect dropdownContentRect = contentRectTransform.rect;
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Rect itemTemplateRect = itemTemplate.rectTransform.rect;
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// Calculate the visual offset between the item's edges and the background's edges
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Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition;
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Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition;
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Vector2 itemSize = itemTemplateRect.size;
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m_Items.Clear();
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Toggle prev = null;
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for (int i = 0; i < options.Count; ++i)
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{
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OptionData data = options[i];
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DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items);
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if (item == null)
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continue;
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// Automatically set up a toggle state change listener
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item.toggle.isOn = value == i;
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item.toggle.onValueChanged.AddListener(x => OnSelectItem(item.toggle));
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// Select current option
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if (item.toggle.isOn)
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item.toggle.Select();
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// Automatically set up explicit navigation
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if (prev != null)
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{
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Navigation prevNav = prev.navigation;
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Navigation toggleNav = item.toggle.navigation;
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prevNav.mode = Navigation.Mode.Explicit;
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toggleNav.mode = Navigation.Mode.Explicit;
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prevNav.selectOnDown = item.toggle;
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prevNav.selectOnRight = item.toggle;
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toggleNav.selectOnLeft = prev;
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toggleNav.selectOnUp = prev;
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prev.navigation = prevNav;
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item.toggle.navigation = toggleNav;
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}
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prev = item.toggle;
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}
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// Reposition all items now that all of them have been added
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Vector2 sizeDelta = contentRectTransform.sizeDelta;
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sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y;
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contentRectTransform.sizeDelta = sizeDelta;
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float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height;
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if (extraSpace > 0)
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dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace);
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// Invert anchoring and position if dropdown is partially or fully outside of canvas rect.
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// Typically this will have the effect of placing the dropdown above the button instead of below,
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// but it works as inversion regardless of initial setup.
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Vector3[] corners = new Vector3[4];
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dropdownRectTransform.GetWorldCorners(corners);
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RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform;
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Rect rootCanvasRect = rootCanvasRectTransform.rect;
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for (int axis = 0; axis < 2; axis++)
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{
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bool outside = false;
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for (int i = 0; i < 4; i++)
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{
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Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]);
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if ((corner[axis] < rootCanvasRect.min[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.min[axis])) ||
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(corner[axis] > rootCanvasRect.max[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.max[axis])))
|
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{
|
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outside = true;
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break;
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}
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}
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if (outside)
|
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RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false);
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}
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for (int i = 0; i < m_Items.Count; i++)
|
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{
|
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RectTransform itemRect = m_Items[i].rectTransform;
|
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itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0);
|
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itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0);
|
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itemRect.anchoredPosition = new Vector2(itemRect.anchoredPosition.x, offsetMin.y + itemSize.y * (m_Items.Count - 1 - i) + itemSize.y * itemRect.pivot.y);
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itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y);
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}
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|
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// Fade in the popup
|
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AlphaFadeList(0.15f, 0f, 1f);
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|
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// Make drop-down template and item template inactive
|
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m_Template.gameObject.SetActive(false);
|
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itemTemplate.gameObject.SetActive(false);
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|
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m_Blocker = CreateBlocker(rootCanvas);
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}
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/// <summary>
|
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/// Create a blocker that blocks clicks to other controls while the dropdown list is open.
|
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/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to obtain a blocker GameObject.
|
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/// </remarks>
|
|
/// <param name="rootCanvas">The root canvas the dropdown is under.</param>
|
|
/// <returns>The created blocker object</returns>
|
|
protected virtual GameObject CreateBlocker(Canvas rootCanvas)
|
|
{
|
|
// Create blocker GameObject.
|
|
GameObject blocker = new GameObject("Blocker");
|
|
|
|
// Setup blocker RectTransform to cover entire root canvas area.
|
|
RectTransform blockerRect = blocker.AddComponent<RectTransform>();
|
|
blockerRect.SetParent(rootCanvas.transform, false);
|
|
blockerRect.anchorMin = Vector3.zero;
|
|
blockerRect.anchorMax = Vector3.one;
|
|
blockerRect.sizeDelta = Vector2.zero;
|
|
|
|
// Make blocker be in separate canvas in same layer as dropdown and in layer just below it.
|
|
Canvas blockerCanvas = blocker.AddComponent<Canvas>();
|
|
blockerCanvas.overrideSorting = true;
|
|
Canvas dropdownCanvas = m_Dropdown.GetComponent<Canvas>();
|
|
blockerCanvas.sortingLayerID = dropdownCanvas.sortingLayerID;
|
|
blockerCanvas.sortingOrder = dropdownCanvas.sortingOrder - 1;
|
|
|
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// Add raycaster since it's needed to block.
|
|
blocker.AddComponent<GraphicRaycaster>();
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|
|
|
// Add image since it's needed to block, but make it clear.
|
|
Image blockerImage = blocker.AddComponent<Image>();
|
|
blockerImage.color = Color.clear;
|
|
|
|
// Add button since it's needed to block, and to close the dropdown when blocking area is clicked.
|
|
Button blockerButton = blocker.AddComponent<Button>();
|
|
blockerButton.onClick.AddListener(Hide);
|
|
|
|
return blocker;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience method to explicitly destroy the previously generated blocker object
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.
|
|
/// </remarks>
|
|
/// <param name="blocker">The blocker object to destroy.</param>
|
|
protected virtual void DestroyBlocker(GameObject blocker)
|
|
{
|
|
Destroy(blocker);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create the dropdown list to be shown when the dropdown is clicked. The dropdown list should correspond to the provided template GameObject, equivalent to instantiating a copy of it.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to obtain a dropdown list GameObject.
|
|
/// </remarks>
|
|
/// <param name="template">The template to create the dropdown list from.</param>
|
|
/// <returns>The created drop down list gameobject.</returns>
|
|
protected virtual GameObject CreateDropdownList(GameObject template)
|
|
{
|
|
return (GameObject)Instantiate(template);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience method to explicitly destroy the previously generated dropdown list
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to dispose of a dropdown list GameObject.
|
|
/// </remarks>
|
|
/// <param name="dropdownList">The dropdown list GameObject to destroy</param>
|
|
protected virtual void DestroyDropdownList(GameObject dropdownList)
|
|
{
|
|
Destroy(dropdownList);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a dropdown item based upon the item template.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to obtain an option item.
|
|
/// The option item should correspond to the provided template DropdownItem and its GameObject, equivalent to instantiating a copy of it.
|
|
/// </remarks>
|
|
/// <param name="itemTemplate">e template to create the option item from.</param>
|
|
/// <returns>The created dropdown item component</returns>
|
|
protected virtual DropdownItem CreateItem(DropdownItem itemTemplate)
|
|
{
|
|
return (DropdownItem)Instantiate(itemTemplate);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience method to explicitly destroy the previously generated Items.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this method to implement a different way to dispose of an option item.
|
|
/// Likely no action needed since destroying the dropdown list destroys all contained items as well.
|
|
/// </remarks>
|
|
/// <param name="item">The Item to destroy.</param>
|
|
protected virtual void DestroyItem(DropdownItem item) { }
|
|
|
|
// Add a new drop-down list item with the specified values.
|
|
private DropdownItem AddItem(OptionData data, bool selected, DropdownItem itemTemplate, List<DropdownItem> items)
|
|
{
|
|
// Add a new item to the dropdown.
|
|
DropdownItem item = CreateItem(itemTemplate);
|
|
item.rectTransform.SetParent(itemTemplate.rectTransform.parent, false);
|
|
|
|
item.gameObject.SetActive(true);
|
|
item.gameObject.name = "Item " + items.Count + (data.text != null ? ": " + data.text : "");
|
|
|
|
if (item.toggle != null)
|
|
{
|
|
item.toggle.isOn = false;
|
|
}
|
|
|
|
// Set the item's data
|
|
if (item.text)
|
|
item.text.text = data.text;
|
|
if (item.image)
|
|
{
|
|
item.image.sprite = data.image;
|
|
item.image.enabled = (item.image.sprite != null);
|
|
}
|
|
|
|
items.Add(item);
|
|
return item;
|
|
}
|
|
|
|
private void AlphaFadeList(float duration, float alpha)
|
|
{
|
|
CanvasGroup group = m_Dropdown.GetComponent<CanvasGroup>();
|
|
AlphaFadeList(duration, group.alpha, alpha);
|
|
}
|
|
|
|
private void AlphaFadeList(float duration, float start, float end)
|
|
{
|
|
if (end.Equals(start))
|
|
return;
|
|
|
|
FloatTween tween = new FloatTween { duration = duration, startValue = start, targetValue = end };
|
|
tween.AddOnChangedCallback(SetAlpha);
|
|
tween.ignoreTimeScale = true;
|
|
m_AlphaTweenRunner.StartTween(tween);
|
|
}
|
|
|
|
private void SetAlpha(float alpha)
|
|
{
|
|
if (!m_Dropdown)
|
|
return;
|
|
CanvasGroup group = m_Dropdown.GetComponent<CanvasGroup>();
|
|
group.alpha = alpha;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hide the dropdown list. I.e. close it.
|
|
/// </summary>
|
|
public void Hide()
|
|
{
|
|
if (m_Dropdown != null)
|
|
{
|
|
AlphaFadeList(0.15f, 0f);
|
|
|
|
// User could have disabled the dropdown during the OnValueChanged call.
|
|
if (IsActive())
|
|
StartCoroutine(DelayedDestroyDropdownList(0.15f));
|
|
}
|
|
if (m_Blocker != null)
|
|
DestroyBlocker(m_Blocker);
|
|
m_Blocker = null;
|
|
Select();
|
|
}
|
|
|
|
private IEnumerator DelayedDestroyDropdownList(float delay)
|
|
{
|
|
yield return new WaitForSecondsRealtime(delay);
|
|
ImmediateDestroyDropdownList();
|
|
}
|
|
|
|
private void ImmediateDestroyDropdownList()
|
|
{
|
|
for (int i = 0; i < m_Items.Count; i++)
|
|
{
|
|
if (m_Items[i] != null)
|
|
DestroyItem(m_Items[i]);
|
|
}
|
|
m_Items.Clear();
|
|
|
|
if (m_Dropdown != null)
|
|
DestroyDropdownList(m_Dropdown);
|
|
m_Dropdown = null;
|
|
}
|
|
|
|
// Change the value and hide the dropdown.
|
|
private void OnSelectItem(Toggle toggle)
|
|
{
|
|
if (!toggle.isOn)
|
|
toggle.isOn = true;
|
|
|
|
int selectedIndex = -1;
|
|
Transform tr = toggle.transform;
|
|
Transform parent = tr.parent;
|
|
for (int i = 0; i < parent.childCount; i++)
|
|
{
|
|
if (parent.GetChild(i) == tr)
|
|
{
|
|
// Subtract one to account for template child.
|
|
selectedIndex = i - 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (selectedIndex < 0)
|
|
return;
|
|
|
|
value = selectedIndex;
|
|
Hide();
|
|
}
|
|
}
|
|
} |