HeavenStudio/Assets/GUIWindows/Scripts/GUIWindowHandle.cs

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2022-07-10 21:39:14 +00:00
using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle pull handles to expand the windows
/// </summary>
public class GUIWindowHandle : GUIPointerObject
{
/// <summary>
/// Window to apply pull effect to
/// </summary>
[Tooltip("Window to apply pull effect to")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Handle is locked and unusable
/// </summary>
[Tooltip("Handle is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Minimum width parent window can be set to
/// </summary>
[Tooltip("Minimum width parent window can be set to")]
[SerializeField] private float minWidth = 50;
/// <summary>
/// Minimum height parent window can be set to
/// </summary>
[Tooltip("Minimum height parent window can be set to")]
[SerializeField] private float minHeight = 50;
/// <summary>
/// Sprite to show for cursor when this handle is highlighted
/// </summary>
[Tooltip("Sprite to show for cursor when this handle is highlighted")]
[SerializeField] private Texture2D cursor = null;
/// <summary>
/// Directional axis to pull window with this handle
/// </summary>
[Tooltip("Directional axis to pull window with this handle")]
[SerializeField] private Axis axis = Axis.Horizontal;
/// <summary>
/// Fired when user pulls on the handle
/// </summary>
public UnityEvent onWindowPulled = null;
Direction direction;
private bool isGrabbed = false;
private Vector2 initialMousePos;
private Vector2 initialSize;
private Vector2 initialPivot;
void Start()
{
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
onPointerEnter.AddListener(ShowCursor);
onPointerExit.AddListener(ResetCursor);
2022-07-10 21:39:14 +00:00
// find what direction we're pulling with this handle
switch (axis)
{
case Axis.Horizontal:
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.Right;
}
else
{
direction = Direction.Left;
}
break;
case Axis.Vertical:
if (transform.position.y > parentWindow.position.y)
{
direction = Direction.Up;
}
else
{
direction = Direction.Down;
}
break;
case Axis.Diagonal:
if (transform.position.y > parentWindow.position.y)
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.UpRight;
}
else
{
direction = Direction.UpLeft;
}
}
else
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.DownRight;
}
else
{
direction = Direction.DownLeft;
}
}
break;
}
}
void Update()
{
if (!isGrabbed)
return;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
parentWindow.SetPivot(initialPivot);
if (onWindowPulled != null)
{
onWindowPulled.Invoke();
}
return;
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
2022-07-10 21:39:14 +00:00
Vector2 size = initialSize;
switch (direction)
{
case Direction.Up:
size += new Vector2(0, mouseDelta.y);
break;
case Direction.Down:
size -= new Vector2(0, mouseDelta.y);
break;
case Direction.Left:
size -= new Vector2(mouseDelta.x, 0);
break;
case Direction.Right:
size += new Vector2(mouseDelta.x, 0);
break;
case Direction.UpRight:
size += new Vector2(mouseDelta.x, mouseDelta.y);
break;
case Direction.UpLeft:
size += new Vector2(-mouseDelta.x, mouseDelta.y);
break;
case Direction.DownRight:
size += new Vector2(mouseDelta.x, -mouseDelta.y);
break;
case Direction.DownLeft:
size += new Vector2(-mouseDelta.x, -mouseDelta.y);
break;
}
// Keep Window within minimum size
if (size.x < minWidth || size.y < minHeight)
{
Vector2 newsize = size;
if (size.x < minWidth)
{
newsize.x = minWidth;
}
if (size.y < minHeight)
{
newsize.y = minHeight;
}
parentWindow.sizeDelta = newsize;
return;
}
// set position & size
parentWindow.sizeDelta = size;
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Trigger that this handle has been grabbed
/// </summary>
public void SetIsGrabbed()
{
if (isLocked) return;
isGrabbed = true;
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
initialMousePos = anchoredPosition;
2022-07-10 21:39:14 +00:00
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
// Set Pivot to correct value based on direction so we don't need to offset movement
switch (direction)
{
case Direction.Up:
parentWindow.SetPivot(new Vector2(0.5f, 0));
break;
case Direction.Down:
parentWindow.SetPivot(new Vector2(0.5f, 1));
break;
case Direction.Left:
parentWindow.SetPivot(new Vector2(1, 0.5f));
break;
case Direction.Right:
parentWindow.SetPivot(new Vector2(0, 0.5f));
break;
case Direction.UpRight:
parentWindow.SetPivot(new Vector2(0, 0));
break;
case Direction.UpLeft:
parentWindow.SetPivot(new Vector2(1, 0));
break;
case Direction.DownRight:
parentWindow.SetPivot(new Vector2(0, 1));
break;
case Direction.DownLeft:
parentWindow.SetPivot(new Vector2(1, 1));
break;
}
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Show the changed cursor when this handle is highlighted
/// </summary>
public void ShowCursor()
{
if (!isLocked && cursor != null)
{
Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
}
}
/// <summary>
/// Return the cursor to the default state
/// </summary>
public void ResetCursor()
{
if (cursor != null)
{
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
}
}
private enum Axis
{
Horizontal,
Vertical,
Diagonal
}
private enum Direction
{
Up,
Down,
Left,
Right,
UpLeft,
UpRight,
DownLeft,
DownRight
}
}
}