UnityExplorer/src/UI/Shared/SliderScrollbar.cs

178 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityExplorer;
using UnityExplorer.Helpers;
using UnityExplorer.UI;
// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
public class SliderScrollbar
{
internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
public bool IsActive { get; private set; }
internal readonly Scrollbar m_scrollbar;
internal readonly Slider m_slider;
internal readonly RectTransform m_scrollRect;
public SliderScrollbar(Scrollbar scrollbar, Slider slider)
{
Instances.Add(this);
this.m_scrollbar = scrollbar;
this.m_slider = slider;
this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
this.RefreshVisibility();
this.m_slider.Set(1f, false);
}
internal bool CheckDestroyed()
{
if (!m_slider || !m_scrollbar)
{
Instances.Remove(this);
return true;
}
return false;
}
internal void Update()
{
this.RefreshVisibility();
}
internal void RefreshVisibility()
{
if (!m_slider.gameObject.activeInHierarchy)
{
IsActive = false;
return;
}
bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
var obj = this.m_slider.handleRect.gameObject;
if (IsActive != shouldShow)
{
IsActive = shouldShow;
obj.SetActive(IsActive);
if (IsActive)
this.m_slider.Set(this.m_scrollbar.value, false);
else
m_slider.Set(1f, false);
}
}
public void OnScrollbarValueChanged(float _value)
{
if (this.m_slider.value != _value)
this.m_slider.Set(_value, false);
}
public void OnSliderValueChanged(float _value)
{
this.m_scrollbar.value = _value;
}
#region UI CONSTRUCTION
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
{
GameObject sliderObj = UIFactory.CreateUIObject("Slider", parent, UIFactory.thinSize);
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
Image bgImage = bgObj.AddComponent<Image>();
bgImage.type = Image.Type.Sliced;
bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
RectTransform bgRect = bgObj.GetComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = Vector2.zero;
bgRect.offsetMax = new Vector2(-10f, 0f);
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0f, 0.25f);
fillAreaRect.anchorMax = new Vector2(1f, 0.75f);
fillAreaRect.anchoredPosition = new Vector2(-5f, 0f);
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
Image fillImage = fillObj.AddComponent<Image>();
fillImage.type = Image.Type.Sliced;
fillImage.color = Color.clear;
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
handleSlideRect.anchorMin = new Vector2(0f, 0f);
handleSlideRect.anchorMax = new Vector2(1f, 1f);
handleSlideRect.offsetMin = new Vector2(15f, 30f);
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
handleSlideRect.sizeDelta = new Vector2(-30f, -30f);
Image handleImage = handleObj.AddComponent<Image>();
handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
var handleRect = handleObj.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(15f, 30f);
handleRect.offsetMin = new Vector2(-13f, -28f);
handleRect.offsetMax = new Vector2(3f, -2f);
var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
sliderBarLayout.minWidth = 25;
sliderBarLayout.flexibleWidth = 0;
sliderBarLayout.minHeight = 30;
sliderBarLayout.flexibleHeight = 5000;
slider = sliderObj.AddComponent<Slider>();
slider.fillRect = fillObj.GetComponent<RectTransform>();
slider.handleRect = handleObj.GetComponent<RectTransform>();
slider.targetGraphic = handleImage;
slider.direction = Slider.Direction.BottomToTop;
UIFactory.SetDefaultColorTransitionValues(slider);
return sliderObj;
}
#endregion
}
#if MONO
public static class SliderExtensions
{
// il2cpp can just use the orig method directly (forced public)
private static MethodInfo m_setMethod;
private static MethodInfo SetMethod
{
get
{
if (m_setMethod == null)
{
m_setMethod = typeof(Slider).GetMethod("Set", ReflectionHelpers.CommonFlags, null, new[] { typeof(float), typeof(bool) }, null);
}
return m_setMethod;
}
}
public static void Set(this Slider slider, float value, bool invokeCallback)
{
SetMethod.Invoke(slider, new object[] { value, invokeCallback });
}
}
#endif