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- using System;
- using System.Collections;
- using UnityEngine.Events;
- using UnityEngine.EventSystems;
- namespace UnityEngine.UI
- {
- [AddComponentMenu("UI/Scrollbar", 34)]
- [ExecuteAlways]
- [RequireComponent(typeof(RectTransform))]
- /// <summary>
- /// A standard scrollbar with a variable sized handle that can be dragged between 0 and 1.
- /// </summary>
- /// <remarks>
- /// The slider component is a Selectable that controls a handle which follow the current value and is sized according to the size property.
- /// The anchors of the handle RectTransforms are driven by the Scrollbar. The handle can be a direct child of the GameObject with the Scrollbar, or intermediary RectTransforms can be placed in between for additional control.
- /// When a change to the scrollbar value occurs, a callback is sent to any registered listeners of onValueChanged.
- /// </remarks>
- public class Scrollbar : Selectable, IBeginDragHandler, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
- {
- /// <summary>
- /// Setting that indicates one of four directions the scrollbar will travel.
- /// </summary>
- public enum Direction
- {
- /// <summary>
- /// Starting position is the Left.
- /// </summary>
- LeftToRight,
- /// <summary>
- /// Starting position is the Right
- /// </summary>
- RightToLeft,
- /// <summary>
- /// Starting position is the Bottom.
- /// </summary>
- BottomToTop,
- /// <summary>
- /// Starting position is the Top.
- /// </summary>
- TopToBottom,
- }
- [Serializable]
- /// <summary>
- /// UnityEvent callback for when a scrollbar is scrolled.
- /// </summary>
- public class ScrollEvent : UnityEvent<float> {}
- [SerializeField]
- private RectTransform m_HandleRect;
- /// <summary>
- /// The RectTransform to use for the handle.
- /// </summary>
- public RectTransform handleRect { get { return m_HandleRect; } set { if (SetPropertyUtility.SetClass(ref m_HandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } }
- // Direction of movement.
- [SerializeField]
- private Direction m_Direction = Direction.LeftToRight;
- /// <summary>
- /// The direction of the scrollbar from minimum to maximum value.
- /// </summary>
- public Direction direction { get { return m_Direction; } set { if (SetPropertyUtility.SetStruct(ref m_Direction, value)) UpdateVisuals(); } }
- protected Scrollbar()
- {}
- [Range(0f, 1f)]
- [SerializeField]
- private float m_Value;
- /// <summary>
- /// The current value of the scrollbar, between 0 and 1.
- /// </summary>
- public float value
- {
- get
- {
- float val = m_Value;
- if (m_NumberOfSteps > 1)
- val = Mathf.Round(val * (m_NumberOfSteps - 1)) / (m_NumberOfSteps - 1);
- return val;
- }
- set
- {
- Set(value);
- }
- }
- /// <summary>
- /// Set the value of the scrollbar without invoking onValueChanged callback.
- /// </summary>
- /// <param name="input">The new value for the scrollbar.</param>
- public virtual void SetValueWithoutNotify(float input)
- {
- Set(input, false);
- }
- [Range(0f, 1f)]
- [SerializeField]
- private float m_Size = 0.2f;
- /// <summary>
- /// The size of the scrollbar handle where 1 means it fills the entire scrollbar.
- /// </summary>
- public float size { get { return m_Size; } set { if (SetPropertyUtility.SetStruct(ref m_Size, Mathf.Clamp01(value))) UpdateVisuals(); } }
- [Range(0, 11)]
- [SerializeField]
- private int m_NumberOfSteps = 0;
- /// <summary>
- /// The number of steps to use for the value. A value of 0 disables use of steps.
- /// </summary>
- public int numberOfSteps { get { return m_NumberOfSteps; } set { if (SetPropertyUtility.SetStruct(ref m_NumberOfSteps, value)) { Set(m_Value); UpdateVisuals(); } } }
- [Space(6)]
- [SerializeField]
- private ScrollEvent m_OnValueChanged = new ScrollEvent();
- /// <summary>
- /// Handling for when the scrollbar value is changed.
- /// </summary>
- /// <remarks>
- /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
- /// </remarks>
- public ScrollEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }
- // Private fields
- private RectTransform m_ContainerRect;
- // The offset from handle position to mouse down position
- private Vector2 m_Offset = Vector2.zero;
- // Size of each step.
- float stepSize { get { return (m_NumberOfSteps > 1) ? 1f / (m_NumberOfSteps - 1) : 0.1f; } }
- // field is never assigned warning
- #pragma warning disable 649
- private DrivenRectTransformTracker m_Tracker;
- #pragma warning restore 649
- private Coroutine m_PointerDownRepeat;
- private bool isPointerDownAndNotDragging = false;
- // This "delayed" mechanism is required for case 1037681.
- private bool m_DelayedUpdateVisuals = false;
- #if UNITY_EDITOR
- protected override void OnValidate()
- {
- base.OnValidate();
- m_Size = Mathf.Clamp01(m_Size);
- //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
- if (IsActive())
- {
- UpdateCachedReferences();
- Set(m_Value, false);
- // Update rects (in next update) since other things might affect them even if value didn't change.
- m_DelayedUpdateVisuals = true;
- }
- if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
- CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
- }
- #endif // if UNITY_EDITOR
- public virtual void Rebuild(CanvasUpdate executing)
- {
- #if UNITY_EDITOR
- if (executing == CanvasUpdate.Prelayout)
- onValueChanged.Invoke(value);
- #endif
- }
- /// <summary>
- /// See ICanvasElement.LayoutComplete.
- /// </summary>
- public virtual void LayoutComplete()
- {}
- /// <summary>
- /// See ICanvasElement.GraphicUpdateComplete.
- /// </summary>
- public virtual void GraphicUpdateComplete()
- {}
- protected override void OnEnable()
- {
- base.OnEnable();
- UpdateCachedReferences();
- Set(m_Value, false);
- // Update rects since they need to be initialized correctly.
- UpdateVisuals();
- }
- protected override void OnDisable()
- {
- m_Tracker.Clear();
- base.OnDisable();
- }
- /// <summary>
- /// Update the rect based on the delayed update visuals.
- /// Got around issue of calling sendMessage from onValidate.
- /// </summary>
- protected virtual void Update()
- {
- if (m_DelayedUpdateVisuals)
- {
- m_DelayedUpdateVisuals = false;
- UpdateVisuals();
- }
- }
- void UpdateCachedReferences()
- {
- if (m_HandleRect && m_HandleRect.parent != null)
- m_ContainerRect = m_HandleRect.parent.GetComponent<RectTransform>();
- else
- m_ContainerRect = null;
- }
- void Set(float input, bool sendCallback = true)
- {
- float currentValue = m_Value;
- // bugfix (case 802330) clamp01 input in callee before calling this function, this allows inertia from dragging content to go past extremities without being clamped
- m_Value = input;
- // If the stepped value doesn't match the last one, it's time to update
- if (currentValue == value)
- return;
- UpdateVisuals();
- if (sendCallback)
- {
- UISystemProfilerApi.AddMarker("Scrollbar.value", this);
- m_OnValueChanged.Invoke(value);
- }
- }
- protected override void OnRectTransformDimensionsChange()
- {
- base.OnRectTransformDimensionsChange();
- //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
- if (!IsActive())
- return;
- UpdateVisuals();
- }
- enum Axis
- {
- Horizontal = 0,
- Vertical = 1
- }
- Axis axis { get { return (m_Direction == Direction.LeftToRight || m_Direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; } }
- bool reverseValue { get { return m_Direction == Direction.RightToLeft || m_Direction == Direction.TopToBottom; } }
- // Force-update the scroll bar. Useful if you've changed the properties and want it to update visually.
- private void UpdateVisuals()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- UpdateCachedReferences();
- #endif
- m_Tracker.Clear();
- if (m_ContainerRect != null)
- {
- m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors);
- Vector2 anchorMin = Vector2.zero;
- Vector2 anchorMax = Vector2.one;
- float movement = Mathf.Clamp01(value) * (1 - size);
- if (reverseValue)
- {
- anchorMin[(int)axis] = 1 - movement - size;
- anchorMax[(int)axis] = 1 - movement;
- }
- else
- {
- anchorMin[(int)axis] = movement;
- anchorMax[(int)axis] = movement + size;
- }
- m_HandleRect.anchorMin = anchorMin;
- m_HandleRect.anchorMax = anchorMax;
- }
- }
- // Update the scroll bar's position based on the mouse.
- void UpdateDrag(PointerEventData eventData)
- {
- if (eventData.button != PointerEventData.InputButton.Left)
- return;
- if (m_ContainerRect == null)
- return;
- Vector2 position = Vector2.zero;
- if (!MultipleDisplayUtilities.GetRelativeMousePositionForDrag(eventData, ref position))
- return;
- Vector2 localCursor;
- if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(m_ContainerRect, position, eventData.pressEventCamera, out localCursor))
- return;
- Vector2 handleCenterRelativeToContainerCorner = localCursor - m_Offset - m_ContainerRect.rect.position;
- Vector2 handleCorner = handleCenterRelativeToContainerCorner - (m_HandleRect.rect.size - m_HandleRect.sizeDelta) * 0.5f;
- float parentSize = axis == 0 ? m_ContainerRect.rect.width : m_ContainerRect.rect.height;
- float remainingSize = parentSize * (1 - size);
- if (remainingSize <= 0)
- return;
- DoUpdateDrag(handleCorner, remainingSize);
- }
- //this function is testable, it is found using reflection in ScrollbarClamp test
- private void DoUpdateDrag(Vector2 handleCorner, float remainingSize)
- {
- switch (m_Direction)
- {
- case Direction.LeftToRight:
- Set(Mathf.Clamp01(handleCorner.x / remainingSize));
- break;
- case Direction.RightToLeft:
- Set(Mathf.Clamp01(1f - (handleCorner.x / remainingSize)));
- break;
- case Direction.BottomToTop:
- Set(Mathf.Clamp01(handleCorner.y / remainingSize));
- break;
- case Direction.TopToBottom:
- Set(Mathf.Clamp01(1f - (handleCorner.y / remainingSize)));
- break;
- }
- }
- private bool MayDrag(PointerEventData eventData)
- {
- return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
- }
- /// <summary>
- /// Handling for when the scrollbar value is begin being dragged.
- /// </summary>
- public virtual void OnBeginDrag(PointerEventData eventData)
- {
- isPointerDownAndNotDragging = false;
- if (!MayDrag(eventData))
- return;
- if (m_ContainerRect == null)
- return;
- m_Offset = Vector2.zero;
- if (RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera))
- {
- Vector2 localMousePos;
- if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.pressEventCamera, out localMousePos))
- m_Offset = localMousePos - m_HandleRect.rect.center;
- }
- }
- /// <summary>
- /// Handling for when the scrollbar value is dragged.
- /// </summary>
- public virtual void OnDrag(PointerEventData eventData)
- {
- if (!MayDrag(eventData))
- return;
- if (m_ContainerRect != null)
- UpdateDrag(eventData);
- }
- /// <summary>
- /// Event triggered when pointer is pressed down on the scrollbar.
- /// </summary>
- public override void OnPointerDown(PointerEventData eventData)
- {
- if (!MayDrag(eventData))
- return;
- base.OnPointerDown(eventData);
- isPointerDownAndNotDragging = true;
- m_PointerDownRepeat = StartCoroutine(ClickRepeat(eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera));
- }
- protected IEnumerator ClickRepeat(PointerEventData eventData)
- {
- return ClickRepeat(eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera);
- }
- /// <summary>
- /// Coroutine function for handling continual press during Scrollbar.OnPointerDown.
- /// </summary>
- protected IEnumerator ClickRepeat(Vector2 screenPosition, Camera camera)
- {
- while (isPointerDownAndNotDragging)
- {
- if (!RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, screenPosition, camera))
- {
- Vector2 localMousePos;
- if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, screenPosition, camera, out localMousePos))
- {
- var axisCoordinate = axis == 0 ? localMousePos.x : localMousePos.y;
- // modifying value depending on direction, fixes (case 925824)
- float change = axisCoordinate < 0 ? size : -size;
- value += reverseValue ? change : -change;
- }
- }
- yield return new WaitForEndOfFrame();
- }
- StopCoroutine(m_PointerDownRepeat);
- }
- /// <summary>
- /// Event triggered when pointer is released after pressing on the scrollbar.
- /// </summary>
- public override void OnPointerUp(PointerEventData eventData)
- {
- base.OnPointerUp(eventData);
- isPointerDownAndNotDragging = false;
- }
- /// <summary>
- /// Handling for movement events.
- /// </summary>
- public override void OnMove(AxisEventData eventData)
- {
- if (!IsActive() || !IsInteractable())
- {
- base.OnMove(eventData);
- return;
- }
- switch (eventData.moveDir)
- {
- case MoveDirection.Left:
- if (axis == Axis.Horizontal && FindSelectableOnLeft() == null)
- Set(Mathf.Clamp01(reverseValue ? value + stepSize : value - stepSize));
- else
- base.OnMove(eventData);
- break;
- case MoveDirection.Right:
- if (axis == Axis.Horizontal && FindSelectableOnRight() == null)
- Set(Mathf.Clamp01(reverseValue ? value - stepSize : value + stepSize));
- else
- base.OnMove(eventData);
- break;
- case MoveDirection.Up:
- if (axis == Axis.Vertical && FindSelectableOnUp() == null)
- Set(Mathf.Clamp01(reverseValue ? value - stepSize : value + stepSize));
- else
- base.OnMove(eventData);
- break;
- case MoveDirection.Down:
- if (axis == Axis.Vertical && FindSelectableOnDown() == null)
- Set(Mathf.Clamp01(reverseValue ? value + stepSize : value - stepSize));
- else
- base.OnMove(eventData);
- break;
- }
- }
- /// <summary>
- /// Prevents selection if we we move on the Horizontal axis. See Selectable.FindSelectableOnLeft.
- /// </summary>
- public override Selectable FindSelectableOnLeft()
- {
- if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal)
- return null;
- return base.FindSelectableOnLeft();
- }
- /// <summary>
- /// Prevents selection if we we move on the Horizontal axis. See Selectable.FindSelectableOnRight.
- /// </summary>
- public override Selectable FindSelectableOnRight()
- {
- if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal)
- return null;
- return base.FindSelectableOnRight();
- }
- /// <summary>
- /// Prevents selection if we we move on the Vertical axis. See Selectable.FindSelectableOnUp.
- /// </summary>
- public override Selectable FindSelectableOnUp()
- {
- if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical)
- return null;
- return base.FindSelectableOnUp();
- }
- /// <summary>
- /// Prevents selection if we we move on the Vertical axis. See Selectable.FindSelectableOnDown.
- /// </summary>
- public override Selectable FindSelectableOnDown()
- {
- if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical)
- return null;
- return base.FindSelectableOnDown();
- }
- /// <summary>
- /// See: IInitializePotentialDragHandler.OnInitializePotentialDrag
- /// </summary>
- public virtual void OnInitializePotentialDrag(PointerEventData eventData)
- {
- eventData.useDragThreshold = false;
- }
- /// <summary>
- /// Set the direction of the scrollbar, optionally setting the layout as well.
- /// </summary>
- /// <param name="direction">The direction of the scrollbar.</param>
- /// <param name="includeRectLayouts">Should the layout be flipped together with the direction?</param>
- public void SetDirection(Direction direction, bool includeRectLayouts)
- {
- Axis oldAxis = axis;
- bool oldReverse = reverseValue;
- this.direction = direction;
- if (!includeRectLayouts)
- return;
- if (axis != oldAxis)
- RectTransformUtility.FlipLayoutAxes(transform as RectTransform, true, true);
- if (reverseValue != oldReverse)
- RectTransformUtility.FlipLayoutOnAxis(transform as RectTransform, (int)axis, true, true);
- }
- }
- }
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